Not a great starting hand here. But at least I’ll have Deteriorate in my next hand?
I think I preferred playing as P2 vs zhavier’s miracle grow. It’s tough to apply pressure on him in the early game, and all he needs is one good turn on tech 2 to break away.
Gonna try something wierd BRO is pretty decent defense vs jandra, I can afford the op damage on base, i think. if he tries to deteriorate he skips tech 1. if he accepts the trade then it’s one more card in his discard. if he leaves jandra on defense… I can hit it and play room, or play hero and charge the ogre to kill jandra in SQL.
Can’t Deteriorate Brogre w/o delaying tech 1, so that’s a no go. And with zhavier’s float, I don’t think a hero is safe, so I’ll drop Rogue instead.
I’ll tech only units for now, to keep my hero options open. If zhavier goes for Boulder, like he did vs Frozenstorm’s Jandra, a Tiny B should come in handy. I might even go for an early CoL.
Workering Haunt because I’d rather keep some chump blockers in my deck.
STARTING HAND
Charge
Nautical Dog
Makeshift Rambaster
Bloodburn
Scorch
WORKERS
Careless Musketeer
Bloodburn
NextHand
Mad Man
Bloodrage Ogre
Gunpoint Taxman
Pillage
Bombaster
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 1 - ($5)
Nautical Dog - ($4)
zane, trades with PBR - ($2)
BRO trades with Jandra
Rook - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Rook 2/4+A
Elite:
Scavenger: Nautical Dog 1/1
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Huh… I could trade zane and BRO, would be basically even due to scav bonus, and still put down rook and dog and go forth from there. Question is where to go. I think I might be best off with Gunships, considering how previous attempts have gone.
Those are fair trades, all in all, but I’m losing tempo. I need board presence, and thanks to the scav gold I can afford a lot of it. I’m willing to delay my cycle to kill the Dog and increase the odds Vandy and Tiny B survive.
Then next turn I can tech up, while either putting some gold into Vandy (if I can get a hero kill I could even max her!), or playing Graveyard to threaten hasted Mimic shenanigans.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Balance) - ($2)
Graveyard - ($0)
Basilisk trades with Rook, Vandy to midband
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (3/3A)
Elite:
Scavenger:
Technician: Vandy lvl 3 (3/4)
Lookout:
In Play:
Graveyard (3), holding Tiny Basilisk
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Looks like zhavier is trying something new, probably rushing to Gunships. In which case, I’ll need to consistently break his tech buildings, and I think Graveyard + Mimics is my best options for that. I could threaten Meta instead, but it’s a tad too expensive at this point.
In retrospect, Fairie Dragon would’ve been a better choice than Potent B last turn. But right now I think it’s more important to maximize my odds of drawing a Mimic, rather than trying to give them flying.
If zhavier has Charge + a 3-ATK unit in hand, he could break my Graveyard, but at least I get to reshuffle before that happens.
Disguised Monkey
Steam Tank
Pirate Gunship
Bombaster
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
My Gunpoint and Mad man trade with your Gunpoint
Argagarg to lvl 3 - ($3)
Gunpoint Taxman - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Argagarg 1/4+A, lvl 3
Elite:
Scavenger: Wisp 0/1
Technician: Gunpoint Taxman 3/3
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Hmmm, he has a concerning chance to draw a mimic on the redraw, assuming both are in there. Killing that graveyard is therefore a pretty high priority… except if I use arg, its not like he can trade a mimic to play it twice… Maybe I can catch him offguard with something next turn. Hopefully he ignores building the tower.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane, to level 2 - ($4)
Zane and Vandy kill Arg, Zane to midband
Wandering Mimic, gains haste and sparkshot ($0)
Mimic kills Taxman and sparkshots Wisp, you draw and get 1 gold
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3), holding Tiny Basilisk and Gunpoint Taxman
Vandy lvl 3 (3/3)
Zane lvl 4 (3/3)
Wandering Mimic (4/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
That’s a smart stall by zhavier. If I score free lvls for Vandy off of Arg, I have to doom one of his units, and then I can’t kill it. Even worse, I won’t be able to protect Vandy from zhavier’s Zane (or any hasty Anarchy unit). I guess I could do it with maxband Zane of my own, but that would be my entire turn. I don’t love that idea.
So, as much as I’d like to threaten Meta, I’ll go ahead and commit to the Mimic plan. I don’t know whether zhavier will play something hasty to kill Vandy/break Graveyard, or just tech up and drop a bunch of blockers. Worst case scenario, he does both with e.g. Disguised Monkey and Steam Tank. Even that, I could break through if I draw StW or the 2nd Mimic. Fingers crossed.
Im really pissed I drew the gunship now instead of the higher chance of being in my deck still. In any event, I can do a decent stall next turn, hopefully. No point in spending the 5g on tech 3 now, so I’ll just clear away some rubbish and hope for the best stall next turn. Tower seems probable now, but I should still be able to keep my tech 2 up. It has never occured to me before, but faerie dragon plus deteriorate is EVIL… oh well, not much I can do past breaking his tech 2, which would mean leaving vandy, zane and mimic alive But at least he can’t replay mimic…
Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 2
Dark Pact, my base to 16, I draw 2
Mimic runs into Rook
Zane finishes Rook, maxbands and shoves Steam Tank to lookout
Sacrifice the Weak kills Steam Tank - ($7)
Exhaust Graveyard to replay Gunpoint Taxman - ($5)
Vandy kills your Zane, maxbands and dooms my Taxman, nothing to doom on your side of the board
Heroes’ Hall - ($3)
Worker - ($2)
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Gunpoint Taxman (5/5), doomed
Lookout:
In Play:
Graveyard (3), holding Tiny Basilisk and Wandering Mimic
Vandy lvl 5 (4/5)
Zane lvl 6 (4/4)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 2
Workers: 10
Thoughts
Quite surprised that zhavier didn’t tech up. Losing my tech 2 is a setback, but it does mean that I’m definitely maxxing Vandy this turn. So I’ll tech a copy of Meta, and sharks for some extra burst (and not the 2nd copy of DP because I may want to tutor for it at some point). Now let’s see what the first copy of DP gives me.
…
Woot, StW is super-handy against that Tank!
I see my inevitable defeat here. now that he finally threatens meta, not sure the best course. I can kill Zane with monkey plus charge, so at least it would only be Midori and Vandy, but that’s still terrible without tech 3, which I would be 1 short for due to the tax
Tech 0 card(s)
Get Paid + float - ($12)
Taxman dies
Midori - ($10)
Metamorphosis, Midori maxbands - ($4)
Exhaust Graveyard to replay Wandering Mimic, gains haste and flying - ($0)
Mimic breaks your tower
Vandy invisibly breaks your tech 2
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Vandy lvl 5 (6/7A)
Elite:
Scavenger: Midori lvl 8 (6/7)
Technician:
Lookout:
In Play:
Graveyard (3), holding Tiny Basilisk and Gunpoint Taxman
Wandering Mimic (4/3)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
I’m forced to settle on a 2 hero Meta, but thankfully I have enough gold to add a Mimic to the mix and break zhavier’s tower. I’ll patrol Vandy in front to make sure my Mimic stays flying.
I do wonder why zhavier is still teching new cards…
Well, I’m gonna call it there. GG! Congrats on finishing off the tournament. I completely forgot I needed to kill off the monkey to stop hastey shenanigans >.<
GG WP!
I was confused by you not building tech 3, but looking back through your hands I see you had an unlucky premature Gunship draw. Maybe pre-teching 2 copies might’ve paid off?
I was also somewhat surprised by your decision to break my tech 2. After posting my turn 5, I was actually most worried that you would kill Zane (with or without killing the Mimic). Trading the Monkey for him would’ve left me with no haste, making my Mimics significantly less scary.
On a more general note, I’m pretty pleased with how this codex turned out. It doesn’t have as many awe-inspiring synergies as other high-level codices, but it’s strong in all stages of the game, and it doesn’t have any obvious weaknesses (like Peace/Finesse engine vs air, or MoLaC vs upgrade removal).
And thanks for organizing another great tournament!
I struggled for a while about killing zane and vandy on T5. If I had and still tried to build tech 3, it would have been zane 2g and monkey 2g, monkey kills 1 hero, zane lvls, 1g to midband and zane trades with other hero, tech 3 5g, 1g worker, I would have an empty board and you’d have a mimic and a likely large board. And knowing I wasn’t actually drawing a gunship the following turn, that sounded horrible.
Can anyone please explain, why monkey is still alive in P2T6?
I honestly don’t get it, but as everyone is so certain about it, it feels like I’m missing something…?