[XCAFS18] charnel_mouse [Finesse]/Balance/Growth vs CarpeGuitarrem MonoRed

GLFH @CarpeGuitarrem!

P1T1


StartingHand Workers

STARTING HAND
Timely Messenger
Brick Thief
Helpful Turtle
Tenderfoot
Fruit Ninja


WORKERS
Helpful Turtle


NextHand

Bloom
Older Brother
Granfalloon Flagbearer
Wither
Spark


Discard

Tenderfoot
Brick Thief
Timely Messenger


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fruit Ninja - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fruit Ninja 2/2+1A (frenzy)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Never worked out how to beat Red when playing as Green, so this could go badly. Getting out the Ninja to hit anything big, I can Spark or Wither anything small next turn.

GLHF!

P2T1


StartingHand Workers

STARTING HAND
Mad Man
Charge
Makeshift Rambaster
Nautical Dog
Pillage


WORKERS
Pillage


NextHand

Bloodburn
Bloodrage Ogre
Scorch
Bombaster
Careless Musketeer


Discard

Mad Man
Makeshift Rambaster
Nautical Dog
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Mad Man - ($3)
Summon Zane - ($1)
Mad Man and Zane trade into Fruit Ninja; no hero to receive levels from Zane

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Command Zone:

  • Zane (dead)
  • Jaina
  • Drakk

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Okay, this is kinda obnoxious. Finesse has plenty of buff options, and endgame looks like MoLaC, Grounded Guide, and/or Stampede paired with dancers. To top it all off, Discord exists to ruin my day. Polymorph: Squirrel is a handy counter to Bugblatter strats, so I can’t just dump a bunch of expendable units in the PTZ and get base pings off of them. I’m going to have to power up and tech up.

I can also use Shoddy Glider (counterable by a few units, destroyed by pre-emptive Wandering Mimic) and Jaina burn to keep Tech II and Argagarg down. Fire actually seems to be a pretty viable path here.

Present turn: I could stick Nautical Dog in Elite, stick Drakk somewhere else (gets punished by Spark and Wither). I could stick Drakk in SQL, Nautical Dog in Elite, and that forces a Spark or Wither to get through my Patrol Zone (and one damage on Fruit Ninja) which leaves Ninja alive and ready to do some damage…maybe. Hero + Scorch + 2 attack kills anything except for SQL River/Arg. Really obnoxious that I didn’t draw a 2-attack unit to block Fruit Ninja with.

Is it worth dropping 3 gold and a card to cancel Fruit Ninja? I can Zane + Mad Man to do it. That then leaves next turn for me to build up a bit of a wall, and I’ve traded evenly, which means it’s in my favor (I think) since it stalls the game out.

P1T2


Tech StartingHand Workers

TECH
Circle of Life
Galina Glimmer


STARTING HAND
Bloom
Wither
Older Brother
Spark
Granfalloon Flagbearer


WORKERS
Helpful Turtle
Wither


NextHand

Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Spark
Bloom


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Master Midori - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

My guess is CarpeGuitarem will be going for quick base burndown by default. Shame I don’t know a damn thing about how to stop that, isn’t it?

Main thing would be to keep units alive by the end of Carpe’s turn. Two Step probably isn’t going to cut it, Harmony’s dancers could be quickly blasted through by Ember Sparks. Moment’s Peace will be great to get stuff down and keep it there, barring Jaina spells, so let’s assume we’re maining Midori and see if we can get away with an early Circle of Life on Galina. If not, she’s a cost-effective blocker.

… OK, getting both cards on Turn 4, at least I didn’t draw Circle of Life before Galina. Haven’t drawn many cheap units for Turn 3, let’s cross our fingers and see what Carpe throws out.

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Bloodburn
Scorch
Careless Musketeer
Bombaster
Bloodrage Ogre


WORKERS
Pillage
Careless Musketeer


NextHand

Makeshift Rambaster
Charge
Gunpoint Taxman
Scorch
Gunpoint Taxman


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Summon Bloodrage Ogre - ($4)
Summon Jaina - ($2)
Build Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bloodrage Ogre 4/2
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina Stormborne (sparkshot) L1 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Command Zone

  • Captain Zane (recovered)
  • Drakk Ramhorn

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 7
Thoughts

BRO nicely contests this hero, and Jaina can ping off Midori barring a level up to 5. With my float next turn I could even theoretically build Tech 2 and triple level Jaina for the free ping, although that should be unnecessary. More likely line is Jaina + BRO to kill Midori, unless a Wither or Bloom comes out.

Considered Bloodburn -> Hotter Fire, might go Bloodburn in the future to bait out Nature Reclaims, there’s probably better choices.

Right now, Taxman is a solid lineholder who can generate a gold advantage. Build that economy!

'Bye, Jaina

P1T3


Tech StartingHand Workers

TECH
Moment’s Peace
Giant Panda


STARTING HAND
Fruit Ninja
Bloom
Granfalloon Flagbearer
Timely Messenger
Spark


WORKERS
Helpful Turtle
Wither
Fruit Ninja


NextHand

Brick Thief
Galina Glimmer
Older Brother


Discard

Spark
Timely Messenger
Bloom
Granfalloon Flagbearer
Moment’s Peace
Giant Panda


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Timely Messenger - ($5)
Spark hits Bloodrage Ogre for 1 damage - ($4)
Timely Messenger trades with Bloodrage Ogre
Bloom Midori - ($2)
Midori kills Jaina, hits level 3
Midband Midori - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori L5 4/5 (+)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

So far so good, but I’m going to struggle to get enough chump blockers out for both Fire spells and the Bloodrage Ogre. If Carpe’s going for a base rush, which bringing out Jaina suggests, I want something that’ll give me a chance to keep something on the board, preferably something with more health than attack to discourage kidnapping. Growth’s going to be less card-hungry than Finesse for doing that, so I’ll get a Panda in for now. Which Tech II units I tech in depends on what I need from the Circle of Life, but I’m probably looking at Ancients and Mantii, for buffing blockers and slowing down any base rush.

This play puts me really down on cards, so I’ve got a good chance of whiffing the quick Circle of Life. However, I don’t have good blockers in hand, so not killing the Ogre now would leave me vulnerable to a Fire spell letting it get through and kill Midori. Seems a shame not to kill Jaina too while I’m there.

… OK, that’s a decent draw WRT quick Circle. Cool.

1 Like

You killed BRO!

P2T3


Tech StartingHand Workers

TECH
Chaos Mirror
Chaos Mirror


STARTING HAND
Charge
Scorch
Makeshift Rambaster
Gunpoint Taxman
Gunpoint Taxman


WORKERS
Pillage
Careless Musketeer
Makeshift Rambaster


NextHand

Mad Man
Bloodburn
Nautical Dog
Bombaster


Discard

Bloodrage Ogre
Scorch
Charge
Chaos Mirror
Chaos Mirror


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Summon Gunpoint Taxman and his brother, Gunpoint Taxman - ($3)
Summon Drakk - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Gunpoint Taxman (anti-air) 4/3
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (anti-air) 3/3
  • :target: Lookout:
    In Play:
  • Drakk Ramhorn L1 1/3
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5
    Gold:
  • Gold: 1
  • Workers: 8

Command Zone

  • Captain Zane
  • Jaina Stormborne (recovered)
Thoughts

I must ponder.

What could be worth taking a 3-for-1 in cards? Midori can’t maxband, River can’t be summoned, Tech 2 isn’t possible, only two teched cards are possible, so. CM also limited to 6 gold.

1: a Midori Spell, either Moment’s Peace or Circle of Life
2: Tech 1 threats like hasted Nimble Fencer or I guess slow play the Owl? I can already eat owl with Taxman.
3: starter cards, which cannot possibly include Messenger, Spark, Bloom. Remaining units have 2 attack max, no haste, 2 health (except brick thief). Only spell is Wither. Worst case scenario, a 2/2 and something gets withered, leaving 2 gold for nothing.

Max board next turn is Panda into Circle of Life on the Wisp for another tech 1. Whatever play I make has to stand up to a 4/5 hero, a 2/4, and a Tiny Basilisk/second Panda + Wisp. Nimble Fencer also possible as the second t1. Alternately, it’s a bid for turbo tech. Summon a T1 (preferably panda for wisp blocker) and circle the panda into a green T2 blocker.

(I can stop this with Zane, midband, Scorch on Tech 1. Probably not worth it because max Midori eats me.)

What makes sense for that?

My money’s on an 8/9 rhino. I don’t have the burn to deal with that. My only answer is locked in T3 Anarchy. T2 Fire into tech lab Anarchy is my next likely move. I need Fire tempo to stall until pirates. So, I need blockers and to tech up. I can theoretically tech two Gunships this turn and build tech 3 next turn to have a gunship in 2 turns.

Wandering Mimic is the other possibility I see, grabbing flying when Midori maxbands. Not hard to deal with, I just need to avoid summoning Zane.

Alternate plan is that maybe it’s just maxband Midori, but double Gunpoint shuts that down easy. Max Midori gives a flying 5/6 plus 3 gold, which is a T1. I need to eat through 4 health to get to Midori with both Gunpoint. Mad Man and 3 attack doesn’t seem hard to set up.

I’m going with “very unlikely that the plan hinges on keeping Midori alive and drawing exactly two teched cards”, and at best, maxband Midori works as a plan B for Mouse. That’s the best one to plan around.

2x Gunpoint is 4, worker is 1, 3 remaining. One short of T2. I need to generate 4 potential attack between this turn and next. Next turn I’m building T2, so I’ll have 3+float to do that. 4 gold lets me midband Drakk and Mad Man, so I’m good if I Drakk this turn and float 1.

Actual image of me: https://i.pinimg.com/originals/c4/f2/fc/c4f2fc2ba479454a93eeab1b26616c8c.png

EDIT: ugh, I’m going to lose a Taxman for (3) because I didn’t build a Tower, thanks to maxband healing. Totally overlooked that. On the other hand, no way I was going to execute next turn’s plan without Drakk.

EDIT: bah, I could have built Tower and only patrolled in Elite, and Midori would have no way to eat the Taxman for free. This way, I am in a much worse position.

1 Like

@charnel_mouse reminder ping!

1 Like

I kill a Bro and I face two bros for my troubles, what’s a green player to do?

P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Elm


STARTING HAND
Older Brother
Brick Thief
Galina Glimmer


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Brick Thief


NextHand

Tenderfoot
Circle of Life


Discard

Spark
Timely Messenger
Bloom
Granfalloon Flagbearer
Moment’s Peace
Giant Panda
Blooming Ancient
Blooming Elm


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Midori kills Elite Gunpoint Taxman, takes 4 damage
Maxband Midori - ($3)
Galina Glimmer - ($2)
Older Brother - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother 3/3+1A (Midori boost)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Galina Glimmer 2/2
  • :target: Lookout:

In Play:

  • Midori L8 5/6 (+, flying on my turn)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Going down on cards again, but I need to get rid of one of the Taxman. Gives me a chance to keep Galina alive to be Circled, and if not I can break some Tech buildings without Midori immediately dying.

P.S. I tend not to post on weekends :slight_smile:

1 Like

Ah, cool. No worries, good to know.

P2T4


Tech StartingHand Workers

TECH
Calypso Vystari
Flame Arrow


STARTING HAND
Nautical Dog
Bombaster
Bloodburn
Mad Man


WORKERS
Pillage
Careless Musketeer
Makeshift Rambaster
Bloodburn


NextHand

Flame Arrow
Calypso Vystari
Mad Man


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Max Drakk - ($3)
Summon Nautical Dog; it receives haste - ($2)
Summon Mad Man - ($1)
Frenzied doggo and Mad Man kill big bro in squad lead

Float ($1)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (anti-air) 3/3a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Drakk Ramhorn L6 3/4
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Command Zone

  • Captain Zane
  • Jaina Stormborne

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 9
Thoughts

As expected. Ugh.

Best way for me to deal with Midori will be fliers and heavy ground presence. I actually forgot his maxband doesn’t grant flying 100% of the time.

Mid Zane is 5 gold. Midband Drakk and Mad Man is 4 gold. Max Drakk, doggo, mad man is 7 gold.

I don’t need to deal with Galina unless I’m worried about Circle of Life, and Chaos Mirror deals with that. All the gold in the world, and so little to spend it on. I can stick Taxman in SQL and CM only gets one card with a worker, and can’t kill Taxy without using Midori. So, tech 1 safe. Unless Nimble Fencer and Galina trade. That’s a risk I’ll have to take.

7 gold to max Drakk and deploy Bombaster. I hate being 1 damage off.

@CarpeGuitarrem Psst, that turn’s Thoughts aren’t hidden. Let me know when it’s fixed and I’ll look at the turn.

1 Like

@charnel_mouse Fixed! I forgot about the line of space after the opening tag.

1 Like

P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Dinosize


STARTING HAND
Tenderfoot
Circle of Life


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Brick Thief


NextHand

Bloom
Galina Glimmer


Tech 2 card(s)
Get Paid - ($8)
Skip worker
Tenderfoot - ($7)
Circle of Life on Galina, she becomes an Oversized Rhinoceros - ($4)
Midori breaks your Tech I, your base to 18, takes 3 damage
Tech II Growth - ($0)

Float ($0)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot 2/3+1A (Midori boost)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Oversized Rhinoceros 8/9 (Midori boost)

In Play:

  • Midori L8 5/3 (+, flying on my turn, 3 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

OK, I’m happy with how that turned out. Just the Older Brother dead, and a lot of spent gold and cards to do that. Not sure how to proceed now, though:

  1. Worker Tenderfoot, Circle Galina, Midori breaks Tech I. build Tech II. Puts me ahead on tempo – at least what I think that means – but Midori takes 3 damage and there’s still an anti-air threat, plus Tech 0 units are still dangerous with a maxband Drakk out.
  2. Same, but kill Drakk. Still an anti-air threat, but Drakk stops any nasty unit comebacks. It means the other heroes can come in, though, and they’re more of a threat pre-leveling.
  3. Same, but kill Taxman. Fine for getting rid of anti-air if I want to bring in a Mimic this turn, but Drakk and a Tech I means something can easily rush out and kill it immediately, and I won’t have any other defenders.
  4. Skip worker, use Tenderfoot as an additional blocker. Less risk from leaving Taxman alive, so I can go and kill Drakk or the Tech I. Probably Tech I if I want to stop another Taxman coming out.

I don’t really need Midori alive for much longer, just break a Tech building a few times. So what to Circle in? Blooming Ancient will be too slow before I get my hand size back up, Mimic will probably just be killed outright. Horselord’s risky, but if it doesn’t get kidnapped it could clear out Carpe’s patrol so I can really start putting pressure on. I’d need Tenderfoot down to stop it just getting Kidnapped and trading with Midori, though. Fairie Dragon’s no good without prior damage down, and I can’t efficiently trade at the moment. Basilisk will just go down in a hail of Red unit spam, I suspect, and will kill about whatever Horselord could kill. Rhino’s an 8/9, with no Overpower so safer on Kidnap?
Horselord and Rhino are risky, but I think they might be my best bet with only one other unit on patrol. In that case, Rhino’s probably safest, Kidnapping will at least leave the Rhino alive.

… Not a great draw there, I guess I could Bloom Midori so he can take another hit from Gunpoint Taxman.

1 Like
For charnel_mouse

Bloom only works for the first +1 rune, and Midori already got a +1 Rune, so won’t be able to hit him a second time.

1 Like
For zhavier

Ah, I’d forgotten about that, thanks. That was a hastily-written response to the new hand, I suspect it’ll be a better idea to worker it in favour of playing Galina anyway. Hopefully I can get the Elm down to replace it.

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Calypso Vystari
Flame Arrow
Mad Man


WORKERS
Pillage
Careless Musketeer
Makeshift Rambaster
Bloodburn
Mad Man


NextHand

Scorch
Bombaster
Gunpoint Taxman


Discard

Flame Arrow
Calypso Vystari
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Frenzied Taxman kills Tenderfoot, and you regrettably have no gold to steal.
Drakk charges headlong into the Rhino, dealing 3 damage to it, exploding for 1 on your base
Summon Jaina - ($7)
Cast Flame Arrow on Midori; Jaina levels twice - ($3)
Build Tower - ($0)
Rebuild Tech 1

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina Stormborne (sparkshot) L3 2/3
  • :target: Lookout:
    In Play:
  • Gunpoint Taxman (anti-air) 3/1
    Buildings:
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Command Zone:

  • Captain Zane
  • Drakk Ramhorn (dead)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Okay, storm mostly weathered. I’m kinda amused by how well I called that storm, even if I misplayed bits of it. This patrol zone seems actually good for me; I’m guessing the intent is to protect Midori by making it cost prohibitive to burn down Rhino.

Taxman kill SQL, Jaina and Flame Arrow for 6, patrol Jaina and worker Mad Man. Gonna have to kill off Drakk vs the Rhino. Sad day. At least I don’t need him. Goes to 7/5. Stick Jaina in technician, get card draw or keep Jaina.

With 2 gold, I can grab a Heroes’ hall or midband Jaina or float it. Midband Jaina means Rhino goes to 2 health. Heroes hall is meaningless if Jaina dies.

I think it’s time to tech gunship. I’ll hit 10 workers this turn, so I can choose whether or not to tech T2 units or spells on following turns.

EDIT: oh duh, CM was scared of Kidnapping.

1 Like

P1T6


Tech StartingHand Workers

TECH
Artisan Mantis
Giant Panda


STARTING HAND
Galina Glimmer
Bloom


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Brick Thief
Bloom


NextHand

Dinosize
Circle of Life
Blooming Ancient


Discard

Tenderfoot
Galina Glimmer
Artisan Mantis
Giant Panda


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Argagarg Garg, Wisp arrives - ($5)
River Montoya - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oversized Rhinoceros 7/5+1A (3 damage)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout: River L1 2/3

In Play:

  • Argagarg L1 1/3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Oof, going to have to go on the defensive now. It’s tempting to kill Jaina with the Rhino here, but Surprise Attacks or Chaos Mirrors are probably more dangerous for me than Jaina’s spells are at the moment. Certainly more card-efficient, and I’d like to keep Carpe on about as many cards as myself.

… Much better hand, shame I’ll be working one of these cards.

P2T6


StartingHand Workers

STARTING HAND
Gunpoint Taxman
Bombaster
Scorch


WORKERS
Pillage
Careless Musketeer
Makeshift Rambaster
Bloodburn
Mad Man


NextHand

Nautical Dog
Charge
Bloodrage Ogre
Chaos Mirror


Discard

Flame Arrow
Calypso Vystari
Pirate Gunship
Pirate Gunship
Gunpoint Taxman
Bombaster
Scorch


Tech 0 card(s)
Get Paid - ($10)
Max Jaina - ($6)
Jaina pings the Rhino for 3
Taxman Rhino
Summon Gunpoint Taxman - ($4)
Build Tech 2 – Anarchy - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (anti-air) 3/3a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Jaina Stormborne (sparkshot) L7 MAX 4/3
    Buildings:
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Command Zone:

  • Captain Zane
  • Drakk Ramhorn (recovered)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

What are my options? Goals?

Line 1: max Jaina (4), ping and trade into Rhino with Taxman. Leaves 6 for Taxman and Tech 2.

Alternate lines? Max ping and Scorch only produces 5 damage. I could sac Jaina instead, let’s explore that.

Midband Jaina (1), 3 attack into Rhino, summon Zane (+2), annoyingly, midband Zane (+3) dies to River. Taxman can trade into Rhino, Zane kills River and dies thanks to Tower (otherwise, I’d get a free Max Zane and kill the wisp into Scavenger or Elite). I build T2. CM gets a maxed Arg and elemental and is one attack off, without spells, from destroying tech 2. I have an empty board versus Green. Let’s not do that.

Anything I’m worried about? Anything from River I’m worried about, specifically? Known teched cards: Galina, Circle of Life. These were the T2 tech, because that’s the only turn with tech that appears before the second reshuffle. That leaves four turns of unknown tech, starting with T3.

Discord is possible. It would render a Taxman into a 1/2, letting River outright kill it. She can also sideline it if Arg has Dinosize on Wisp. A two-stepped Fencer (possible because of Wisp) could kill SQL Taxman. Because River is in Lookout, though, I’m guessing CM isn’t relying on a Finesse spell. Instead, Growth.

Now, if I’m worried about Dinosize, that’s 2/13 possible cards. My quick math puts the odds at about 30%. That’s the only spell that can break T2. Wait, no. Exactly Panda Spirit + Fencer also can. That’s 4/13 * 2/12 = about 5% odds? 35% odds IF double Dinosize, double Fencer, and double Spirit were all teched.

Well, I can’t actually do anything about that. So, no matter. Play it safe, keep max Jaina. Patrol in SQL because not only is 5 damage overkill, but 3 damage is a magic number for CM: either mid Arg on a Fencer or mid Arg + Panda on a Wisp. That point of armor makes it obnoxious.

P1T7


Tech StartingHand Workers

TECH
Dinosize
Moment’s Peace


STARTING HAND
Blooming Ancient
Circle of Life
Dinosize


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Brick Thief
Bloom
Circle of Life


NextHand

Granfalloon Flagbearer
Blooming Elm
Timely Messenger


Discard

Tenderfoot
Galina Glimmer
Artisan Mantis
Giant Panda
Oversized Rhinoceros
Dinosize
Dinosize
Moment’s Peace


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Blooming Ancient - ($4)
Maxband Argagarg, Water Elemental arrives, Ancient gets a rune - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River L1 2/3+1A
  • :psfist: Elite: Wisp 1+0/1
  • :ps_: Scavenger: Water Elemental 3/3 (anti-air)
  • :pschip: Technician: Argagarg L5 1/5
  • :target: Lookout:

In Play:

  • Blooming Ancient 3/5 (+)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Not sure I can kill anything here without leaving myself defenceless, so I’m just going to wall up and hope the Ancient survives.

I wasn’t expecting Anarchy here. I guess Carpe thinks he’s got pretty good board control going right now, or he’s just going for hasted stealth attacks on my Ancients.

… Blooming Elm and Timely Messenger. If Ancient survives, I’m looking at a good amount of Overpower.

Blooming Ancients can only pass runes to units, not heroes.

2 Likes

Thanks, fixed.