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Casual: ARMed_PIrate (Mono White) vs. codexnewb (Mono Red)

@codexnewb Good luck, sir; may we have fun!

Let me know if you have any questions; if I don’t get to them quickly, someone else might jump in to help.

Remember: you don’t add anything to your Tech Cards column the first turn, because the spreadsheet reads that as the first thing you do on your turn (and we don’t tech on the beginning of the first turn). You’ll add cards there on your 2nd turn and every other turn (until you start a turn with 10 workers, at which point it becomes optional).

P1T1


StartingHand Workers

STARTING HAND
Fox Primus
Grappling Hook
Savior Monk
Aged Sensei
Smoker

WORKERS

Fox Primus

NextHand

Safe Attacking
Snapback
Fox Viper
Morningstar Flagbearer
Sensei’s Advice

Discard

Smoker
Savior Monk
Grappling Hook

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Grave Stormborne - ($1)
Recruit Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave Stormborne, Lv. 1 (2/3+a, Sparkshot)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Aged Sensei (1/1)
  • :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: 5

[details=Thoughts]
I seem to recall seeing a lot of standard White openings. I’m player 1, so I’ll opt for the more aggressive Grave instead of the more defensive Rook. Aged Sensei is probably the best 1-drop. Foxes are too expensive for most situations, so off to work they go, though I might still consider running ninjas/animals at Tech II.

[/details]

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Bloodburn
Makeshift Rambaster
Bombaster
Bloodrage Ogre
Scorch


WORKERS
Bloodburn


NextHand

Charge
Nautical Dog
Mad Man
Pillage
Careless Musketeer


Discard

Scorch
Bombaster
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bloodrage orge - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre
  • :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: 2
  • Workers: 6
    "

Totally understandable typo, but I couldn’t read it without thinking of this.

It’s unusual to not put a hero out first turn, but totally understandable when facing Grave+Aged Sensei (as Lv. 1 Drakk, Jaina, or Zane would just be giving me free levels). It’s unusual to not play a second unit or build a Tech I building (or Heroes’ Hall).

So I gotta wonder what flood of madness will hit me next turn with your 8 gold. That’s enough to straight up max Zane and then worker. Hrrmmm.

By the way, it’s helpful to add stats to units/heroes/etc.; just edit the cell they’re in and type the stats at the end. (:

P1T2


Tech StartingHand Workers

TECH

Inverse Power Ninja
Reversal


STARTING HAND
Snapback
Sensei’s Advice
Morningstar Flagbearer
Safe Attacking
Fox Viper

WORKERS

Fox Primus
Fox Viper

NextHand

Smoker
Snapback
Morningstar Flagbearer
Savior Monk
Grappling Hook

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Sensei exhausts to give Grave +1 ATK and 1 armor this turn
Grave (3/3+a) kills Ogre, taking 2 after armor
Midband Grave, healing him - ($2)
Upgrade my troops with Safe Attacking - ($1)
Build Tech I - ($0)

Float ($0)
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]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Stormborne, Lv. 3 (3/4, Sparkshot, readiness)
  • Aged Sensei (1/1)
  • Safe Attacking (My Tech 0 and Tech I units get 1 armor while attacking)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts]
Well, I’m going to lose Grave or Tech I, but I probably won’t lose both, so let’s tech in a spell and a Tech I unit… how about we do Reversal and IPN, which will move me towards TPoS and/or Ninjas. After the draw… Neither tech. Bad luck. Still, could do worse than Snapback and Grappling Hook for a counterplay if he does max Zane.

[/details]

"P2T2


Tech StartingHand Workers

TECH
Flame Arrow
Surprise Attack


STARTING HAND
Nautical Dog
Charge
Pillage
Mad Man
Careless Musketeer


WORKERS
Bloodburn
Pillage


NextHand

Nautical Dog
Scorch
Bombaster


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Zane - lvl 1 - 2/2 - ($5)
Careless Musketeer - ($3)
Charge - ($1)
Madman - ($0)
Zane kills Aged Sensei, takes 1 damage
Madman (1/1) and CM (3/1 from Charge and haste), trade with Grave
Zane gains 2 levels - lvl 3 - 2/1

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


[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]
  • Zane, lvl 3, 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Going down on cards to prevent him from having attackers next turn. teching strong spells lvl heroes can use due to Snapback. I won’t be going hero heavy most of the game, but I need a way to deal with his heavy hitters.

"

Yeah. I normally would bring a hero out, but since you can just wipe them out as P1, I figured there is no point. Also, I’ve played before, just never online. Let me know if you see anything where I might be using the template wrong. I’m making copies as I go to be safe. Thanks.

Sadly, Zane doesn’t midband until Lv. 4, so he’d still be a 2/1. Do you want to change anything about your turn?

Also, the google sheets have a pretty robust revision/version history tool (under the File menu), so you probably don’t have to make copies. You can view previous versions and roll back as necessary.

1 Like

That’s right. No turn change. I’ll edit the post; Zane is lvl 3 (2/1)

P1T3


Tech StartingHand Workers

TECH

Porcupine
Entangling Vines


STARTING HAND
Smoker
Snapback
Grappling Hook
Morningstar Flagbearer
Savior Monk

WORKERS

Fox Primus
Fox Viper
Savior Monk

NextHand

Reversal
Inverse Power Ninja
Entangling Vines
Sensei’s Advice
Snapback

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Garus Rook - ($3)
Recruit Morningstar Flagbearer - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[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]: Morningstar Flagbearer (2/2, Your targeting spells/abilities must target this if able)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
    [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: 7

[details=Thoughts]
3-costs, 3-costs, gonna tech the 3-costs. I think this patrol makes it hard for him to kill Rook. Barring a bunch more haste (since when does Red have haste?), he’d have to use Scorch or Bombaster to take out Flagbearer, which gets me $1 extra to afford Tech II and IPN next turn.

[/details]

"P2T3


Tech StartingHand Workers

TECH
Steamtank
Steamtank


STARTING HAND
Bombaster
Nautical Dog
Scorch


WORKERS
Bloodburn
Pillage
Scorch


NextHand

Surprise Attack
Mad Man
Flame Arrow


Discard

Bombaster
Nautical Dog
Steamtank
Steamtank


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Bombaster, pay 1 to sacrifice to kill Flagbearer - ($3)
Max Zane, shove rook to Scavenger - ($0)
Zane kills Rook, collect 1 gold from Zane midband - ($1)
tech 1 - ($0)

Float ($0)
Discard 1, draw 3


[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]
  • Zane, lvl 6, 4/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
    Tech 1: HP: 5

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

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Unfortunately, went down on cards to keep the pressure up. I’m committed. Teching heavy tech 2’s to bring out in two turns.

"

Sorry, I forgot to add the Tech 1 in here. I manually edited to include it, and I’ll make sure it’s on my next post.

1 Like

P1T4


Tech StartingHand Workers

TECH

Porcupine
Doubling Barbarbarian


STARTING HAND
Reversal
Sensei’s Advice
Inverse Power Ninja
Snapback
Entangling Vines

WORKERS

Fox Primus
Fox Viper
Savior Monk
Sensei’s Advice

NextHand

Smoker
Porcupine
Entangling Vines
Grappling Hook
Aged Sensei

Tech 2 card(s)
Get Paid - ($7)
Double Scavenger bonus - ($9)
Worker - ($8)
Build Tech II (Ninjutsu) - ($4)
Recruit Inverse Power Ninja - ($1)
Build Tec Lab (Strength) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Inverse Power Ninja (6/6+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech Lab HP: 4 (Strength)

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

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

[details=Thoughts][spoiler]
Wow. That was some of the best yomi I’ve had in Codex. It helps that I’ve played a lot of Zane/Red starter.

Speaking of, I don’t want to leave any float around for Pillage, so I’m going to go ahead and build a Tech Lab, and tech in another 3-cost defender. Next tech will be 2x TPoS, and I should have enough time to get max Grave online.

I really have to hope he didn’t tech Chaos Mirror.
[/spoiler]

[/details]

"P2T4


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Surprise Attack
Mad Man
Flame Arrow


WORKERS
Bloodburn
Pillage
Scorch
Surprise Attack


NextHand

Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer


Discard

Bombaster
Nautical Dog
Steamtank
Steamtank
Flame Arrow
Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech 2, anarchy - ($3)
zane, attack, dies, lvls fade, RN loses 3 health
summon madman - ($2)
Summon Jaina - lvl 1 - 2/3 - ($0)

Float ($0)
Discard 1, draw 3


[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]: Mad Man
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina - lvl 1 - 2/3
    [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: 3
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Bad luck teching Surprise Attack instead of Chaos mirror. I knew i should have stuck with my gut. I have to pull off the gas here, so we’ll see what happens. Teching in Kidnappings to try and trade 2 for 1’s on his units in two turns once he takes board control. This will come down to is I can time getting tech 3 out.

"

1 Like

Keep in mind Zane is still on cool down on your next turn.

P1T5


Tech StartingHand Workers

TECH

True Power of Storms
True Power of Storms


STARTING HAND
Smoker
Aged Sensei
Grappling Hook
Porcupine
Entangling Vines

WORKERS

Fox Primus
Fox Viper
Savior Monk
Sensei’s Advice
Smoker

NextHand

Snapback
Doubling Barbarbarian
Porcupine
Reversal
Morningstar Flagbearer

Discard

Inverse Power Ninja
Aged Sensei
Grappling Hook
Porcupine
True Power of Storms
True Power of Storms

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Rook - ($5)
Summon Grave (IPN now 4/1) - ($3)
Rook casts Entangling Vines on Mad Man, sidelining him - ($0)
IPN trades with Jaina; Grave to midband

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Garus Rook, Lv. 1 (2+1/4)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
  • Grave Stormborne, Lv. 3 (3/4, Sparkshot, Readiness)
  • Entangling Vines (Entangling Mad Man)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech Lab HP: 4 (Strength)

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

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

[details=Thoughts][spoiler]
If Grave survives, the plan is to play some combination of Reversal/Snapback/Porcupine/Barbarbarian, and levels, teching a couple more 3-costs.

I think my patrol should keep Grave safe from anything except Chameleon, and it’ll still kill the Chameleon, leaving Rook alive. It should definitely kill anything with haste he throws at me. Double Marauder/Chameleon is possible, but unlikely with his hand.
[/spoiler]

[/details]

"P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Desperation


STARTING HAND
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster


WORKERS
Bloodburn
Pillage
Scorch
Surprise Attack
Careless Musketeer


NextHand

Kidnapping
Charge
Kidnapping


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Bloodrage Ogre - ($6)
tech 3 - ($1)
Float 1

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


[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]: Bloodrage Ogre
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (entangled)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

This is the turn that will determine the game I think. We’ll see what happens.

"

P1T6


Tech StartingHand Workers

TECH

Whitestar Grappler
Doubling Barbarbarian


STARTING HAND
Morningstar Flagbearer
Reversal
Doubling Barbarbarian
Snapback
Porcupine

WORKERS

Fox Primus
Fox Viper
Savior Monk
Sensei’s Advice
Smoker

NextHand

Doubling Barbarbarian
Morningstar Flagbearer
Porcupine
Grappling Hook

Tech 2 card(s)
Get Paid - ($9)
Skip worker
Grav casts Reversal; killing Ogre; you draw - ($6)
Grave and Rook break your Tech III (Grave readily); your base takes 2 damage
Recruit Porcupine - ($3)
Recruit Doubling Barbarbarian - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Porcupine (2/6+a, Deathtouch)
  • :psfist: [I]Elite[/I]: Doubling Barbarbarian (3+2/5, Overpower)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
  • Entangling Vines (Entangling Mad Man)
  • Garus Rook, Lv. 1 (2/4)
  • Grave Stormborne, Lv. 3 (3/4, Sparkshot, Readiness)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech Lab HP: 4 (Strength)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]
If Tech III was a feint, it was a good one. Can’t ignore a Gunship. I had to go down on cards and workers (and bring him up) to deal with it, but he’s got no board, I have plenty, and anything other than Chameleon or Kidnapping (still both serious risks) can’t deal with my patrol.

After the draw… no premature TPoS, good. Either Grave at max or Rook at mid has the potential to open up his patrol so I can hit Tech III again, and I should be able to max one of them and still play another Porcupine. Grappling Hook might help, though that’ll put me really low on cards. (I maybe should have done Tower instead of Barbarbarian this turn; still, Hook+Barbarbarian’s OP and Anarchy’s low HP mean I’ve got an even better chance of breaking his patrol open.) Mean thought: I hope he drew both Gunships this turn.
[/spoiler]

[/details]

"P2T6


StartingHand Workers

STARTING HAND
Charge
Kidnapping
Kidnapping
Desperation


WORKERS
Bloodburn
Pillage
Scorch
Surprise Attack
Careless Musketeer


NextHand

Steamtank
Flame Arrow
Bombaster
Makeshift Rambaster


Discard

Kidnapping
Kidnapping
Bloodrage Ogre
Desperation
Charge


Tech 0 card(s)
Get Paid + float - ($11)
rebuild tech 3 (done end of turn)
Summon Drak, lvl 1, (1/3) - ($9)
Kidnap Porcupine - ($5)
Kidnap Barbarian - ($1)
Porcupine deathtouches Rook, Drak gains 2 levels, Porcupine is now 2/4
1 gold to Midband Drak - ($0)
Barbarian (5/5 from Frenzy) kills Grave, Drak Maxbands, Barbarian is 3/2 now
End of turn, return Porcupine (2/4) and Barbarian (3/2) to you.

Float ($0)
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]: Drak, lvl 6, 3/4
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (entangled)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

I lucked out that he played two decent units when I drew both Kidnappings. This should set him back two turns, and hopefully I can establish a board presence for the first time in the entire game next turn. Those levels to Drak will unfortunately go to waste when his porcupine deathtouches him. Him skipping worker means he won’t or hasn’t teched in tech 3’s. ill go for tech 2.

"

1 Like

Well done, sir! That’ll probably be game, though we’ll play it out. I did not expect the double-kidnapping!

P1T7


Tech StartingHand Workers

TECH

Versatile Style
Versatile Style


STARTING HAND
Doubling Barbarbarian
Porcupine
Morningstar Flagbearer
Grappling Hook

WORKERS

Fox Primus
Fox Viper
Savior Monk
Sensei’s Advice
Smoker
Morningstar Flagbearer

NextHand

Whitestar Grappler
True Power of Storms
Aged Sensei

Discard

Grappling Hook
Doubling Barbarbarian
Versatile Style
Versatile Style

Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Setsuki - ($6)
Setsuki casts Grappling Hook, moving Drakk to Lookout
Porcupine kills Drakk and survives; Setsuki to Lv. 3
Doubling Barbarbarian hits Tech III for 3
Recruit Porcupine #2 - ($3)
Max Setsuki - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Porcupine #2 (2/6 Deathtouch)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
  • Entangling Vines (Entangling Mad Man)
  • Porcupine #1 (2/1, Deathtouch)
  • Doubling Barbarbarian (3/2, Overpower)
  • Setsuki, Lv. 6 (3/4, Costs $1 to attack her)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech Lab HP: 4 (Strength)

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

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts]
Hand could be better, could be worse.

[/details]

"P2T7


Tech StartingHand Workers

TECH
Chameleon Lizzo
Bloodlust


STARTING HAND
Bombaster
Steamtank
Flame Arrow
Makeshift Rambaster


WORKERS
Bloodburn
Pillage
Scorch
Surprise Attack
Careless Musketeer


NextHand

Pirate Gunship
Steamtank
Bloodrage Ogre
Nautical Dog


Tech 2 card(s)
Get Paid - ($10)
Summon Jaina - ($8)
Summon Zane - ($6)
Flame Arrow - kills Setzuki, Jaina lvl 3 - ($2)
Summon Bombaster - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Jaina, lvl 3, 2/3
  • :pschip: [I]Technician[/I]: Zane, lvl 1, 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (entangled)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 2

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

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

This is it, either he kills my tech 3 and i fizzle out to a loss, or I get my tech three. bummer not drawing them sooner.

"

Well, unfortunately it’s not over yet. Let’s keep going and see what happens. Best of luck.

1 Like

That was a sick burn! I was really hoping to get back up on cards, at least. I’m really regretting not teching more Glorious Ninja.

P1T8


Tech StartingHand Workers

TECH

Earthquake
Earthquake


STARTING HAND
Whitestar Grappler
Aged Sensei
True Power of Storms

WORKERS

Fox Primus
Fox Viper
Savior Monk
Sensei’s Advice
Smoker
Morningstar Flagbearer
Aged Sensei

NextHand

Reversal
Inverse Power Ninja
True Power of Storms
Snapback

Discard

Grappling Hook
Doubling Barbarbarian
Versatile Style
Versatile Style
Porcupine
Doubling Barbarbarian (3/2, Overpower)
True Power of Storms
Whitestar Grappler
Earthquake
Earthquake

Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Summon Grave - ($7)
Porcupine #1 trades with SQL
Porcupine #2 kills Jaina, taking 2; Grave to midband; you get $1
Barbarbarian trades with Zane; Grave to Lv. 5; you draw
Max Grave - ($5)
Summon Rook - ($3)

Float ($3)
Discard 2, draw 4


[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]:
  • :exhaust: [I]Technician[/I]: Grave Stormborne, Lv. 7 (4/5, Sparkshot, Readiness, Sword Rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking (My Tech 0/Tech I units get 1 armor while attacking)
  • Entangling Vines (Entangling Mad Man)
  • Porcupine #2 (2/4 Deathtouch)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech Lab HP: 4 (Strength)

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

  • Hand: 4
  • Deck: 0
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11

[details=Thoughts]
I am so toast. I don’t see any way he didn’t draw Gunship, since he didn’t have it last turn, and if he’s at all smart, he’ll kill Grave (who can kill Gunships and do TPoS, etc.

[/details]