CAPS 2017: Hobusu ([Anarchy]/Strength/Growth) vs. NikoBolas (Mono White)

Sorry for the delay. Good luck!

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Scorch
Mad Man
Careless Musketeer
Bloodrage Ogre
Pillage


WORKERS

Pillage


Next Hand

Nautical Dog
Makeshift Rambaster
Bloodburn
Charge
Bombaster


Discard

Mad Man
Careless Musketeer
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Bloodrage Ogre - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

[details=Thoughts][spoiler]So, I’ll be going against the Whitestar Order. This seems tricky, since he can defend against both MoLaC and Strength Tech II by going Ninjutsu Tech II with Versatile Style. Also, since he has Snapback, relying on Earthquake or Stampede seems like a bad idea. Thus, until I can think of something better, my long-term plan will be to get to Pirate Gunships. Since that’ll mean Anarchy Tech II, I’ll have enough access to haste that I might grab a Growth Tech Lab as a threat of MoLaC, but I’m less likely to actually use it than I am to grab something like Blooming Ancient or Oversized Rhino. Moreover, since I’ll be trying to get to Tech III, I might also grab Guargum to make Stampede more possible. Maybe I’ll go for early Mythmaking to make Guargum better at the end? Then again, he’ll almost certainly Versatile Style that away…

Oh right, Turn 1. I’m going with a lone Ogre to threaten Zane shenanigans next turn. Could have dropped Mad Man too, or gone with Mad Man & Rook, but since I’m not likely to get Earthquake this game and this isn’t a base race codex, it didn’t seem worth it.[/spoiler][/details]

3 Likes

Good luck and have fun! :slight_smile:

P2T1


StartingHand Workers

STARTING HAND
Grappling Hook
Aged Sensei
Fox Viper
Safe Attacking
Savior Monk


WORKERS
Safe Attacking


NextHand

Fox Primus
Smoker
Snapback
Sensei’s Advice
Morningstar Flagbearer


Discard

Aged Sensei
Grappling Hook
Fox Viper


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Savior Monk - ($2)
Summon Rook - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rook (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Well this deck looks interesting. I’m not sure what hero he’s going for, but I love opening Savior Monk + Rook as P2. I would prefer he doesn’t kill Rook, so SM in SL. I’m not sure what to plan for as far as an end-game here, he has access to MoLaC, but I have access to Grave + Versatile Style. I should try and remember to tech in a Martial Mastery in a couple cycles to get a peek at his hand. My style of play is generally one of value - I try to make better trades, tech to better creatures, and maintain a good economy and handsize while I do it. This style makes me very weak to combos that I don’t see coming and especially after my match with cStick I need to work on reacting my tech choices to what my opponent is doing!

2 Likes

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Calypso Vystari
Bird’s Nest


STARTING HAND

Nautical Dog
Bombaster
Bloodburn
Makeshift Rambaster
Charge


WORKERS

Pillage
Bloodburn


Next Hand

Makeshift Rambaster
Bird’s Nest
Calypso Vystari
Bombaster
Careless Musketeer


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Build Tech I - ($3)
Summon Rook - ($1)
Recruit Nautical Dog - ($0)
Ogre trades with Monk

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1) (Frenzy 1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Rook was a good choice, since I couldn’t kill him without skipping Tech I, and I don’t think it would have been worth it. I’ve elected to trade away our starting units and put out my own Rook and Nautical Dog. I’ll have the advantage of the first Bird’s Nest, at least.

With all these Rooks it’s like we’re playing Chess :wink:

P2T2


Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Fox Primus
Smoker
Snapback
Sensei’s Advice
Morningstar Flagbearer


WORKERS
Safe Attacking
Fox Primus


NextHand

Snapback
Fox Viper
Grappling Hook
Sparring Partner
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Hire Smoker - ($3)
Build Tower - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Smoker (1/1+A), if targeted return to my hand.
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rook (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]
This is an interesting turn for me. I could be more aggressive with a heroes’ hall, then I would have a lot of things for him to think about. I think Birds is a very reasonable tech for him, and having the Tower up and running means those birds are not going to be great. It’s also just good against Red starter in general and keeping his unit count low should discourage a MoLaC. I’m hoping to be greedy and grab a Tech II next turn, and I’m really hoping my Smoker doesn’t get bounced and gets to trade with Nautical Dog. That will make it expensive for him to kill Rook (probably Charge and/or Mad Man). I’m not too terribly sad about giving him the 2 gold from killing Rook, after all he dies in Scavenger then I get a gold myself.

As far as my techs, I can’t count on Rook being alive for my own birds and I love both Rambasa Twin and Sparring Partner. Both do very different things very well and I like having them in my deck period.
[/spoiler][/details]

2 Likes

Except if this were Chess, you would have just skipped your turn and said “Now you can’t use your Knights anymore.” #TowersAreCheap #SoAreThrows :wink:

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Gunpoint Taxman
Marauder


STARTING HAND

Careless Musketeer
Bombaster
Bird’s Nest
Makeshift Rambaster
Calypso Vystari


WORKERS

Pillage
Bloodburn
Careless Musketeer


Next Hand

Charge
Mad Man
Bloodrage Ogre
Scorch


Discard

Bombaster
Nautical Dog
Bird’s Nest
Makeshift Rambaster
Gunpoint Taxman
Marauder


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Bombaster - ($3)
Bombaster explodes; Smoker returns to your hand in a puff of smoke - ($2)
Nautical Dog and my Rook kill your Rook; Dog dies, Rook takes 3 damage and gains 2 free levels
Recruit Calypso Vystari - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Calypso Vystari (2/2)
  • :target: Lookout:
    In Play:
  • Garus Rook Lv. 3 (2/1)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6
    Gold:
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]So much for Birds… sigh

Despite the Tower, I’m still going for Anarchy. Marauder is still good, and can help me get ahead if this becomes a Tech III race, and Steam Tank will block well if he doesn’t go for Porcupines. Thankfully, I’ll get one more turn to tech before cycling, so I’ll probably see what Tech II he goes for first (unless Rook terrifies him enough to make him skip it, but that’s OK too).[/spoiler][/details]

1 Like

Haha, well your Rook killed my Rook so my inaction was not so good. I’m trying to get my better pieces from behind the back lines…

P2T3


Tech StartingHand Workers

TECH
Martial Mastery
Vigor Adept


STARTING HAND
Snapback
Fox Viper
Grappling Hook
Sparring Partner
Sensei’s Advice


WORKERS
Safe Attacking
Fox Primus
Smoker


NextHand

Aged Sensei
Rambasa Twin
Savior Monk
Grappling Hook
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Receive Scavenger gold - ($7)
Hire Sparring Partner - ($6)
Hire Fox Viper - ($4)
Build Tech II (Discipline) - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fox Viper (2/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Sparring Partner (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]
Hmm, well I was ready to lose Rook so I shouldn’t be too sad. I’m questioning my own action of putting him in Scav instead of Elite - he would’ve needed some extra oomph to do that move if I had. On the bright side while my board is relatively clear - so is his! He needs to invest 2 gold to finish leveling Rook and if he workers that leaves exactly 4 gold to keep teching up with me. So he can’t develop his board if he techs up. Meanwhile I got #lucky with Sparring Partner instead of Rambasa Twin, so I dropped 2 units the same turn I tech’d up.

Speaking of tech, I threw in a Martial Mastery because I don’t want a hand with 2 Vigor Adepts and because I’d really like some insight into what he’s been teching. Late-game it will help dig for Versatile Style if he goes Growth or get me to Daigo levels of awesomeness if I decide to keep teching to 3. If he tries to max Rook, good ol Snapback hits him pretty hard and without some kind of hero buffing a Vigor Adept + Tower will kill even a max Rook on defense. I feel like I’m setting myself up for a great late-game, but that also makes me nervous that I’m forgetting something really obvious…
[/spoiler]
[/details]

1 Like

…I’m running out of chess metaphors. :sweat_smile:

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Detonate
Marauder


STARTING HAND

Bloodrage Ogre
Charge
Mad Man
Scorch


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch


Next Hand

Gunpoint Taxman
Bombaster
Makeshift Rambaster
Bird’s Nest
Charge


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Anarchy Tech II - ($3)
Level Rook to Lv. 5 - ($1)
Rook kills Fox Viper and takes 2 damage
Calypso Vystari trades with Sparring Partner

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook Lv. 5 (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Discipline… I can definitely see why he’d go for it, but I’m not as worried about it as I would have been with Ninjutsu. Teching Detonate in case he goes for Training Grounds and another Marauder because a blocker doesn’t seem as useful against Dragons. Maybe I should have gone for another Gunpoint Taxman instead, but I don’t think that’ll be as helpful.

Edit: Properly discarded Calypso Vystari and drew a new hand.
Edit 2: Corrected Rook’s HP (stupid Tower)

1 Like

Hmm, I think Rook should have taken 3 damage (Cheaty Tower!) and SL Calypso should be gone unless you hired a second one. Otherwise, En Garde!

P2T4


Tech StartingHand Workers

TECH
Vigor Adept
Training Grounds


STARTING HAND
Savior Monk
Aged Sensei
Morningstar Flagbearer
Rambasa Twin
Grappling Hook


WORKERS
Safe Attacking
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Grappling Hook
Vigor Adept
Sensei’s Advice
Snapback
Martial Mastery


Tech 2 card(s)
Get Paid + Scavenger Sparring Partner - ($9)
Worker - ($8)
Hire Rambasa Twins Tim and Tom - ($4)
Summon Grave - ($2)
Summon Rook - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Tim (3/2+A)
  • :psfist: [I]Elite[/I]: Rook (3/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rambasa Tom (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]
Hmm, I feel like I’m playing against @ARMed_PIrate here with my board getting cleared every turn! :wink: There is a light at the end of the tunnel though, most of his Anarchy units are not that great against a Tower. He could snipe Grave with double Disguised Monkey, but a Chameleon Lizzo gets stopped by the Tower. This also ends up being very strong if he was thinking of suiciding Zane because then he has to commit to killing Rook or Grave. I’m nervous about him going to Tech III, but 5 gold is a LOT as P1 and he can’t even build it until the turn AFTER next. I have a feeling there is going to be a lot of trading before that happens.

As for my techs, I wanted a second Vigor Adept because they will be my main tech breakers to keep him off of Tech III. I love training grounds and heroes, plus how cheap it is so I had to throw one in the mix. He could go for a Tech Lab and audible into Growth, but he had the perfect opportunity last turn if he was going that direction and didn’t pull the trigger, so I’m assuming he’s going all-out for gunships. If he’s planning to turtle up with Rook, I have some really bad news because Snapback is due to cycle back in next turn’s hand…
[/spoiler][/details]

1 Like

Ah, I had waffled on trading while I was planning last turn. I’ll fix my turn after class.

Edit: @NikoBolas, I’ve fixed it. Probably won’t be able to take another turn for at least a few hours, but while we’re on the subject of errors, your Twins seem to both think they’re Squad Leaders… :wink:

2 Likes

They are twins, so that was the confusion :wink:

Edit: @Hobusu Rook should have 3 damage on him, not 2. It probably doesn’t matter, but just a heads-up!

2 Likes

I realized something: If I don’t attack, that Tower can’t shoot at me! So I’ll just Block for a while. :rook:

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Pirate Gunship
Gunpoint Taxman


STARTING HAND

Bombaster
Bird’s Nest
Charge
Gunpoint Taxman
Makeshift Rambaster


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Bombaster


Next Hand

Detonate
Nautical Dog
Marauder
Marauder


Discard

Charge
Makeshift Rambaster
Pirate Gunship
Gunpoint Taxman


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
bird nest - ($6)
taxman - ($4)
rook max - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman (3/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Cucco (1/1) (Flying)
  • :pschip: [I]Technician[/I]: Pipi (1/1) (Flying)
  • :target: [I]Lookout[/I]: Garus Rook Lv. 8 (4/6) (Resist 1)
    [B]In Play:[/B]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Not feeling too confident, but at least I’ve got a few blockers to prevent Dragons from just steamrolling me. Teching another Taxman for more anti-air and Gunship for my end game. I’ll probably want to tech another spell next turn (maybe for Arg?), but I’d like to wait and see before doing so.

1 Like

You’re not wrong, Walter.

P2T5


Tech StartingHand Workers

TECH
Hero’s Monument
Young Lightning Dragon


STARTING HAND
Martial Mastery
Sensei’s Advice
Vigor Adept
Snapback
Grappling Hook
Vigor Adept
Savior Monk


WORKERS
Safe Attacking
Fox Primus
Smoker
Morningstar Flagbearer
Savior Monk


NextHand

Aged Sensei
Training Grounds
Fox Viper
Sparring Partner


Discard

Martial Mastery
Grappling Hook
Snapback
Sensei’s Advice
Vigor Adept
Vigor Adept
Hero’s Monument
Young Lightning Dragon


Tech 2 card(s)
Get Paid - ($9)
Grave casts Martial Mastery, I discard 1, draw 2, and peek at your hand. - ($8)

Discarded Grappling Hook, drew 2nd Vigor Adept and Savior Monk, d’oh!

Grave casts Snapback on Rook, paying extra for that nice Resist Cloak he’s wearing! Bird’s Nest falls out of the tree. Zane appears, though he looks sleepy. - ($4)
Rook casts Sensei’s Advice on Tim and Tom, thoughtfully teaching them things. - ($3)
Tim (4/2+A) trades with SL Gunpoint Taxman (3/3+A), returns to my Codex.
Rook (2/4) and Tom (4/2) break Tech II (Anarchy), your base takes 2 damage.
Grave points at Zane, then at the Anarchic rubble. Grave kills Zane, levels up and heals after the fight.
Worker - ($2)

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Grave (3/4)
  • Rook (2/4)
  • Rambasa Tom (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

Things really lined up for me this turn :codexgrave:

[details=Thoughts]
Despite not playing either of my Vigor Adepts (d’oh), this turn is about as clean of a reversal as I can imagine. Rook is gone, can’t be summoned. Zane is dead, can’t be summoned. Tech II is down, he can’t build Tech III or play Tech II cards. He has 2 birds, but the nest is discarded and I have a tower. And his next hand is a Zane spell, double Tech II units, and a Nautical Dog. If he doesn’t concede, he has to play Dog, worker Detonate/Marauder, summon Arg and max him. He can trade his 2 birds in for Tom, but they die to tower. Alternately they aren’t doing anything on defense. I think that’s GG.
[/details]

1 Like

Knew Snapback was coming, but what else could I do…? You’ve probably won this, but I’m willing to play it out for a bit longer.

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Chaos Mirror
Pirate Gunship


STARTING HAND

Nautical Dog
Marauder
Detonate
Marauder


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Bombaster
Detonate


Next Hand

Bloodrage Ogre
Calypso Vystari
Gunpoint Taxman
Mad Man


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rebuild Tech II
Summon Arg at max level, along with a Wisp and a Water Elemental - ($3)
Recruit the Nautical Dog! - ($2)
Both of my Birds peck Tom until he retreats to your codex, but sadly get shot down by your horrid Tower

Float ($2)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Elemental (3/3+a) (Anti-air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Argagarg Garg Lv. 5 (1/5)
    [B]In Play:[/B]
  • Nautical Dog (1/1) (Frenzy 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

I’m sure he knows that my win condition is Pirate Gunship, which means he needs to keep me from getting Tech III operational for as long as possible. Hopefully I can put up enough of a defense to turn this around!

Well if you hadn’t max’d Rook, I wouldn’t have had as great of a snapback. I will say that it was a very interesting turn earlier when you killed my Rook - you set out on a path of leveling an expensive-to-level hero as P1 knowing I (probably) kept snapback in my deck.

At any rate, the game must go on!

P2T6


StartingHand Workers

STARTING HAND
Aged Sensei
Training Grounds
Fox Viper
Sparring Partner


WORKERS
Safe Attacking
Fox Primus
Smoker
Morningstar Flagbearer
Savior Monk


NextHand

Vigor Adept
Hero’s Monument
Vigor Adept
Grappling Hook


Tech 0 card(s)
Get Paid + float - ($12)
Build Training Grounds - ($11)
Hire Sparring Partner - ($10)
Build Tech III - ($5)
Grave walks around the Training Grounds, then attacks the Water Elemental for 4 damage, taking 3 in return.
Grave to max-band, healing and grabbing a sword - ($1)
Rook kills the Wisp, you’re rich! …1 gold richer.

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: L7 Grave (5/5), resist 1
    [B]In Play:[/B]
  • Training Grounds, +1 ATK to heroes, T: Max a hero.
  • Rook (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

The die is cast. I could have done big damage to Arg, but the wisp while giving him a gold, represents a possible Dinosize target. Well, here goes!

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Player 1 Turn 7


Starting Hand and Workers

STARTING HAND

Bloodrage Ogre
Mad Man
Calypso Vystari
Gunpoint Taxman


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Bombaster
Detonate


Next Hand

Pirate Gunship
Marauder
Pirate Gunship
Bird’s Nest


Discard

Mad Man
Bloodrage Ogre


Tech 0 card(s)
Get Paid + float + scavenger - ($13)
Build Tech III - ($8)
Build a Tower - ($5)
Recruit Gunpoint Taxman - ($3)
Recruit Calypso Vystari - ($2)

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg Garg Lv. 5 (1/5+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso Vystari (2/2)
  • :pschip: [I]Technician[/I]: Gunpoint Taxman (3/3)
  • :target: [I]Lookout[/I]: Nautical Dog (1/1) (Frenzy 1, resist 1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

…He built Tech III? I’m sure he’s aware that Hero’s Monument isn’t very good, so I’m assuming he built it primarily to get all three Heroes out. If he can break my Tech III or my Base this turn, I lose. If not, I win. It’s as simple as that.

Whew, before I posted I thought of a way to break your Tech III. While your odds are low of getting that Gunship, I feel better about it when your Tech III is broken (no offense! :wink: ). I’m not sure I would have been able to come up with this line in a real-life game though.

P2T7


StartingHand Workers

STARTING HAND
Vigor Adept
Hero’s Monument
Vigor Adept
Grappling Hook


WORKERS
Safe Attacking
Fox Primus
Smoker
Morningstar Flagbearer
Savior Monk


NextHand

Fox Viper
Young Lightning Dragon
Aged Sensei


Discard

Grappling Hook
Sparring Partner
Vigor Adept


Tech 0 card(s)
Get Paid + float - ($11)
Build Hero’s Monument, Heroes get +1/+1, Daigo appears! - ($6)
Hire Vigor Adept - ($2)
Tap Training Grounds to give Rook 7 levels! Rook barely smiles.
Rook casts Grappling Hook, pulling Nautical Dog wearing a fancy Resist collar into Elite Get over here! - ($1)
L7 Grave (6/6) attacks Arg (1/5+A) with furious vengeance, Sparkshots the Nautical Dog and kills him, takes 2 damage from Fish and Tower.
Grave throws his sword at Gunpoint Taxman, killing him. You draw a card.
Sparring Partner trades with Calypso, you get a gold.
L8 Rook (6/7) demolishes Tech III with his fists. Your base takes 2 damage. The tower chips his skin, doing 1 damage.

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Vigor Adept (5/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Training Grounds, +1 ATK to heroes, T: Max a hero. HP: 4
  • L8 Rook (6/6), 2 lives
  • Hero’s Monument, My heroes get +1/+1, untargetable. HP: 6
  • Daigo (8/8) indestructible, unstoppable, untargetable, can’t patrol. Trash when Hero’s Monument leaves play.
  • L7 Grave (6/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

For posterity, this was the convoluted turn I planned to play around the possibility of a gunship:

My original T1

Well this game is getting interesting…

P2T7


Tech StartingHand Workers

TECH
Morningstar Pass
Oathkeeper


STARTING HAND
Vigor Adept
Hero’s Monument
Vigor Adept
Grappling Hook


WORKERS
Safe Attacking
Fox Primus
Smoker
Morningstar Flagbearer
Savior Monk


NextHand

Snapback
Sensei’s Advice
Aged Sensei
Martial Mastery
Fox Viper


Discard

Sparring Partner
Grappling Hook
Vigor Adept
Vigor Adept
Morningstar Pass
Oathkeeper


Tech 2 card(s)
Get Paid + float - ($11)
Summon Setsuki - ($9)
Build Hero’s Monument, Daigo appears, Heroes get +1/+1 - ($4)
Tap Training Grounds to give Rook Max level
Rook (6/7) attacks SL Arg (1/5+A) and kills him, taking 2 damage from Tower and fish. Setsuki gets 2 levels.
Grave (6/6) attacks Gunpoint Taxman (3/3) and Sparkshots Nautical Dog (1/1), but takes 4 damage from Tower and guns. You draw a card.
Sparring Partner trades with Calypso Vystari. You get a gold.
Setsuki to Max - ($1)
Trash my Tower, I will cheat no longer! Build a Tech Lab (Strength). - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L6 Setsuki (5/5+A), draw 2 cards during upkeep
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L7 Grave (6/2), sword rune
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Training Grounds, +1 ATK to heroes, T: Max a hero. HP: 4
  • Hero’s Monument - Heroes get +1/+1, summon a Daigo. HP: 6
  • L8 Rook (6/5), 2 lives
  • Daigo (8/8), indestructible, unstoppable, untargetable, can’t patrol. Trash when Hero’s Monument leaves play.
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Strength)
  • :heart: Training Grounds HP: 4
  • :heart: Hero’s Monument HP: 6

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Ok, I considered this turn for a long while. You can see my alternate turn involved building a tech lab for Strength, teching in an Oathkeeper and a Morningstar Pass as well as leaving only my heroes as targets for his possible Gunship (all max level) while his board is clear. This didn’t seem bad to me, but obviously with a gunship it quickly goes south. While unlikely, if he managed to get 2 gunships, I would probably lose the game (he does get a tech draw and drew 1 after reshuffle). I was prepared to deal with that until I realized I never used my sword rune on Grave.

So my real turn involves mostly the same attack, but now I use the grappling hook to let Grave take only light damage (without gunship, this is more important) and snipe the dog. Then he frees Rook up to break Tech III after he swords the Taxman. I didn’t need to kill Calypso to do this, but my heroes are so big I feel the +1/+1 is not that important anymore. I have Daigo to continually break his Tech III from every turn after this one. I can get a max-level Setsuki next turn to rebuild my hand if there is a following turn, barring Zane + Detonate. Detonate cannot target Hero’s Monument, thankfully. Basically the other turn felt like I was maneuvering to not lose and this turn feels like I’m playing to win. Give him as few outs as possible and set up for a possible kill next turn (unlikely, I think he’s going to turtle hard with Rook). If he can’t kill hero’s monument then I just need a board that can deal with his board and Daigo keeps him locked down.

Let’s see what happens…

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If Grave threw the sword, you probably have to tap it and not patrol with it.

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Good point! I’ll fix it, must be a carryover from the turn where I didn’t throw sword.

You win. Both of my Gunships were in my hand, so I’m guaranteed to lose before they cycle back around. @EricF

Edit: @NikoBolas, while I’m thinking of it, you might want to check your last post – you didn’t hide the original Turn 7 correctly.

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Seems like Hero’s Monument is more useful for its permanent Bloom-all-heroes effect than for Daigo (though Daigo made it a lock here, just getting the Tech III broken was what did it). It was kindof awesome to see it out at the same time as Training Grounds, and both put to good use.

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