I will take strength and red starter
Neutral starter, Anarchy, and Growth
hmmm, alright then. ill take finesse and discipline.
[Red Starter]/Finesse/Discipline/Strength
Finishing off with Demonology
Player 1, Turn 1
- Timely Messenger — Tech 0
- Bloom — Magic
- Tenderfoot — Tech 0
- Fruit Ninja — Tech 0 -> Worker
- Granfalloon Flagbearer — Tech 0
4 gold (4)
Worker (3)
Tenderfoot (2)
Vandy (0)
Discard 3, Draw 5
SQL - Tenderfoot (1/2 +1)
L1 Vandy (2/3)
Base - 20
5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3
GLHF!
P2T1
StartingHand Workers
STARTING HAND
Wither
Helpful Turtle
Timely Messenger
Spark
Bloom
WORKERS
Bloodburn
NextHand
Mad Man
Pillage
Bombaster
Bloodrage Ogre
Makeshift Rambaster
Discard
Scorch
Charge
Careless Musketeer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
rook - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Rook, lvl 1, (2/4+A)
- Elite:
- Scavenger: Nautical Dog (1/1)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
Thoughts
hmmm, risking it with rook that he doesnt have wither and messenger. but even if he does, he'd need to skip tech 1 to do it, and go down on cards. obviously dark pact will help, but still.
next turn, im hoping to get that scav gold and drop tech 1, hero's hall, ogre, and bombaster. if one of those get's skipped, it's most likely the hero's hall.
game plan is to bring in Sparring Partner and Fencer, similar to Erif last tourney. Birds/Parner after that, etc…
I am expecting Taxman from him to counter birds, so unlikely he skips tech 1.
P1, Turn 2
Older Brother — Tech 0
Brick Thief — Tech 0
Helpful Turtle — Tech 0 -> Worker
Spark — Magic
Wither — Magic
Tech in 2x Gunpoint Taxman
Quick Math:
Opponent has 2, 2 attack, and can gain:
1 for 1 (mad man)
1 for 2 (baster)
2 for 3 (bomb)
2 for 4 (scorch)
4 for 5 (ogre + charge)
Dog already in play
Pillage, musket, bloodburn: whatever
With 7 gold to spend. Ok, need to patrol Vandy to make the turn go poorly. He could quick-max Rook, but I have, well, not much to do about that except grinding him down.
5 gold (5)
Worker (4)
Tech I (2)
Older Brother (0)
Discard 3, rs, Draw 5
SQL - Tenderfoot (1/2 +1)
Technician - L1 Vandy (2/3)
Older Brother (2/2)
Base - 20
Tech I - 5
6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0
Next Hand
- Timely Messenger — Tech 0
- Gunpoint Taxman
- Granfalloon Flagbearer — Tech 0
- Gunpoint Taxman
- Wither — Magic
P2T2
Tech StartingHand Workers
TECH
Sparring Partner
Nimble Fencer
STARTING HAND
Pillage
Makeshift Rambaster
Bloodrage Ogre
Bombaster
Mad Man
WORKERS
Bloodburn
Pillage
NextHand
Sparring Partner
Careless Musketeer
Makeshift Rambaster
Scorch
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($5)
bloodrage ogre - ($3)
bombaster - ($1)
Rook hits tenderfoot for armor and 1
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Bombaster (2/2+A)
- Elite:
- Scavenger: Bloodrage Ogre (3/2)
- Technician:
- Lookout: Nautical Dog (1/1)
In Play:
- Rook, lvl 1, (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
well, the most dangerous thing is shadowblade…also souls stone wold make his trades effecient.
well, need to make a decision, i think ogre and bombaster is the best i can do. space guys out to avoid sparkshot, dog in lookout rook to hits tenderfoot just so if she attacks she's die.
teching partner and fencer. i thinkthe plan is to hero's hall next turn, and then get rolling with fencers, birds, etc…
however, growth could be a problem. he can't tech 2 next turn, but i get the feeling he might turtle up to go for surprise molac. we'll see…
P1, Turn 3
So, “can I kill Rook (and forestall birds)?” is the question:
Defense: 3, 2, 1 // 3 = 9
Attack: 1, 2, 2 = 5
Pay 1 for 1
Pay 2 for +1
Pay 2 more for +2 more
Pay 2 for +1 (wither)
So, if the math works out, I could pay 5 gold to be left with Max Vandy, doomed unit vs nothing. And it wastes the levels.
So, let’s not do that, and just put more stuff into play.
Tech Gargoyle + Dark Pact
- Timely Messenger — Tech 0
- Gunpoint Taxman
- Granfalloon Flagbearer — Tech 0 -> Worker
- Gunpoint Taxman
- Wither — Magic
6 gold (6)
Worker (5)
Level Vandy to 3 (3)
Vandy kills Bombaster
Older Brother kills Nautical Dog
Gunpoint Taxman (1)
Timely Messenger (0)
Discard 2, Draw 3, rs, Draw 1.
SQL - Gunpoint Taxman (3/3 +1)
Scavenger - Timely Messenger (1/1)
Technician - Tenderfoot (1/1)
Older Brother (2/1)
L3 Vandy (3/2) resist 1
Base - 20
Tech I - 5
7 workers, 0 gold
Hand: 4
Deck: 3
Discard: 0
Next Hand
Gargoyle
Bloom — Magic
Brick Thief — Tech 0
Spark — Magic
edit: forogt to delete BRO from board.
"P2T3
Tech StartingHand Workers
TECH
Nimble Fencer
Star-Crossed Starlet
STARTING HAND
Sparring Partner
Scorch
Makeshift Rambaster
Careless Musketeer
WORKERS
Bloodburn
Pillage
NextHand
Nimble Fencer
Charge
Nimble Fencer
Mad Man
Nautical Dog (1/1)
Tech 2 card(s)
Get Paid + float - ($8)
max rook - ($1)
sparring parnter - ($0)
end of turn, return ogre to hand.
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Rook, lvl 8, (4/6+A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Sparring Partner (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
hmmm, i think i just need to sync levels to rook adn let this happen. teching fencer and starlet to max a good swing next turn.
"
Note that you have 6 cards in hand, including BRO
P1, Turn 4
Gargoyle
Bloom — Magic
Brick Thief — Tech 0 -> Worker
Spark — Magic
Tech in Might of Leaf and Claw + Metamorphosis //one of these will be great.
7 gold (7)
Worker (6)
Tech II Growth (2)
Max Vandy, dooming Sparring Partner and Older Brother
Discard 3, Draw 3, rs, Draw 2.
SQL - doomed Older Brother (4/3 +1)
Scavenger - Timely Messenger (1/1)
Technician - Gunpoint Taxman (3/3)
Tenderfoot (1/1)
L5 Vandy (4/5) resist 1
Base - 20
Tech I - 5
Tech II - 5 (Growth)
8 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0
Next Hand
Bloom — Magic
Might of Leaf and Claw
Dark Pact
Gunpoint Taxman
Wither — Magic
"P2T4
Tech StartingHand Workers
TECH
Versatyle style
Bird’s Nest
STARTING HAND
Mad Man
Nimble Fencer
Charge
Nimble Fencer
Nautical Dog (1/1)
WORKERS
Bloodburn
Pillage
T4 - Bloodrage Ogre (3/2)
NextHand
Star-Crossed Starlet
Careless Musketeer
Scorch
Discard
Sparring Partner
Charge
Versatyle style
Bird’s Nest
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
sparring partner trades with older brother
rook kills taxman
nimble fencer #1 kills messenger - ($4)
Nimble Fencer #2, kills tenderfoot - ($2)
Nautical Dog - ($1)
Mad Man - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Mad Man (1/1+A)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
- Rook, lvl 8, (4/3)
- Nimble Fencer #1 (2/2)
- Nimble Fencer #2 (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
best i can do. probably lost this early on.
"
P1, Turn 5
Bloom — Magic
Might of Leaf and Claw
Dark Pact
Gunpoint Taxman
Wither — Magic
Tech: Gargoyle
DP/Deck: Metamorph + Spark
Tech in 2x Dinosize (not that it should matter)
8 gold (9) + draw
Dark Pact myself
Zane (7)
Metamorphosis (1)
Zane shoves Nautical dog to Scavenger: we each get 1g (2)
Demon Zane and Vandy each hit your Base for 6 damage
Gunpoint Taxman (0)
Discard 5, rs, Draw 5
SQL - Gunpoint Taxman (3/3 +1)
L6 Demon Zane (6/6) Invisible
L5 Demon Vandy (6/7) Invisible
Base - 18
Tech I - 5
Tech II - 5 (Growth)
8 workers, 0 gold
Hand: 5
Deck: 8
Discard: 0
Next Hand
- Gunpoint Taxman
- Spark — Magic
- Bloom — Magic
- Might of Leaf and Claw
- Dinosize
Unless I’ve forgotten about something, I think that’s game, as you can’t attack either hero, and I can use up tower + hit base for 6 + tutor for & play Dark Pact to finish you off (and you can’t possibly deal 18 damage to my base either, nor get Rook off the board to bring in a different hero)
i like to play it out anyways.
"P2T5
Tech StartingHand Workers
TECH
Star-Crossed Starlet
Earthquake
STARTING HAND
Scorch
Star-Crossed Starlet
Careless Musketeer
WORKERS
Bloodburn
Pillage
T4 - Bloodrage Ogre (3/2)
Scorch
NextHand
Bombaster
Makeshift Rambaster
Bird’s Nest
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tower - ($4)
star crossed starlet - ($2)
rook clears taxman, crumbles
fencers and starlet hit your base to 11
Float ($2)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Mad Man (1/1+A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rook, lvl 8, (4/6)*
- Nimble Fencer #1 (2/2)
- Nimble Fencer #2 (2/2)
- Star-Crossed Starlet (3/2)
Buildings:
- Base HP: 8
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 2
- Workers: 9
Thoughts
one more?
"
Ok, officially then:
P1 T6
8 gold (8)
Zane attacks SQL, using up tower
Vandy Readily hits your Base for 6
Tap Vandy and discard to fetch Dark Pact (7)
Dark Pact, you draw 2 and your base goes to 0hp
Gg! @FrozenStorm