[Casual] CarpeGuitarrem (Red) vs dwarddd (Green)

P2T4


Tech StartingHand Workers

TECH
Chameleon Lizzo
Disguised Monkey


STARTING HAND
Mad Man
Gunpoint Taxman
Bombaster


WORKERS
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Ember Sparks
Makeshift Rambaster
Mad Man


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Gunpoint Taxman - ($5)
Tech 2 - Anarchy - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (anti-air) 3/3
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Option 1, we shore up, build tech 2, deploy taxman on defense, get ready for t3 sprint. option 2, max Zane and kill treant in scav, mad man kills prospector, we don’t tech up but all they have is Arg. we’re also stuck at tech 1 for ages. I think we have to tech up.

@dwarddd’s turn!

P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Circle of Life


STARTING HAND
Forest’s Favor
Spirit of the Panda
Centaur
Playful Panda(2/1)
Giant Panda


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
Forest’s Favor


NextHand

Ironbark Treant
Blooming Elm
Blooming Ancient
Rampant Growth


Discard

Spirit of the Panda
Playful Panda(2/1)
Blooming Ancient
Circle of Life


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Prospect - ($9)
Hire Giant Panda - ($6)
Hire centaur - ($3)
Build a tower - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur(3/4+a)overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant(0/2)
  • :target: Lookout: Wisp(0/1)

In Play:

  • Merfolk Prospector(1/1)
  • L5 Argagarg(1/3)
  • Giant Panda(2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

No tech 2 which is a shame, hopefully his three cards dont have any either… gonna build a tower to counter anarchy’s stealth and leave centaur out front to kill attacking GPt and hopefully one other attacker, wisp in lookout to ward off Zanes maxband as well as fire spells

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Ember Sparks
Mad Man
Makeshift Rambaster


WORKERS
Bloodburn
Pillage
Scorch
Bombaster
Mad Man


NextHand

Flame Arrow
Charge
Careless Musketeer 2/1


Discard

Ember Sparks
Makeshift Rambaster
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Jaina - ($7)
Cast Ember Sparks on Centaur, dealing 3 damage - ($4)
Summon Zane, he trades with Centaur, levels fizzle - ($2)
Summon Drakk - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (anti-air) 3/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Jaina Stormborne (sparkshot) 2/3
  • :target: Lookout:

In Play:

  • L1 Drakk Ramhorn (dies:*) 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Option 1, max Zane (7), shove Centaur into scav, steal money with taxman trade (6), Zane kills tech, we both draw and I have 3 gold to play something. That leaves Zane fairly safe and increases my hand size to 4. option 2, Ember Sparks Centaur three times, Zane kills, 2 spare gold for Drakk, hand size 3 and more stats on board. leaves a wisp on board. probably best option since it leaves Flame Arrow and Kidnapping on the table next turn.

@dwarddd’s turn!

P1T6


Tech StartingHand Workers

TECH
Stampede
Blooming Ancient


STARTING HAND
Rampant Growth
Blooming Ancient
Ironbark Treant
Blooming Elm


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
Forest’s Favor
Ironbark Treant


NextHand

Galina Glimmer(2/2)
Blooming Elm
Circle of Life


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hire Blooming Ancient - ($4)
Hire Calamandra, get rune - ($2)
move rune to Panda
Tap Arg to boost panda now (3+1/5+a)
Panda kills GPT, takes 2
Rampant Growth Prospector - ($0)
Prospector kills Jaina, takes non after armour, Cala midbands

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant(0/2+a)
  • :psfist: Elite: Blooming ancient(2+1/4)
  • :ps_: Scavenger:
  • :pschip: Technician: wisp(0/1)
  • :target: Lookout:

In Play:

  • Merfolk Prospector(1/1)
  • L5 Argagarg(1/3)
  • Giant Panda(3/3) (+)
  • L3 Calamandra(3/4) discard 2 for stealth, units have r1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

P2T6


StartingHand Workers

STARTING HAND
Charge
Flame Arrow
Careless Musketeer 2/1
Disguised Monkey


WORKERS
Bloodburn
Pillage
Scorch
Bombaster
Mad Man


NextHand

Nautical Dog (frenzy 1) 1/1+a
Bloodrage Ogre 3/2+a
Disguised Monkey
Kidnapping
Chameleon Lizzo


Tech 0 card(s)
Get Paid - ($10)
Maxband Drakk - ($5)
Drakk kills treant
Play Disguised Monkey - ($3)
Monkey is detected, kills Blooming Ancient
Build Tower - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L6 MAX Drakk Ramhorn (dies:*) 3/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Whiffed Kidnapping, which would be hilarious. Now my spells are backwards. Only real option I have that kills Ancient is max Drakk, kill treant, frenzied monkey kills Ancient. or, charge Musketeer (4), monkey (6), technician Drakk and Tower (9), wait no have to midband Drakk then. meh.

@dwarddd’s turn!

P1T7


StartingHand Workers

STARTING HAND
Galina Glimmer(2/2)
Circle of Life
Blooming Elm


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
Forest’s Favor
Ironbark Treant


NextHand

Rampant Growth
Spirit of the Panda
Stampede
Playful Panda(2/1)


Discard

Blooming ancient(2+1/4)
Young Treant(0/2+a)
Merfolk Prospector(1/1)
Circle of Life
Giant Panda(3/3) (+)
Blooming Elm
Galina Glimmer(2/2)


Tech 0 card(s)
Get Paid - ($10)
No Worker
Cala trades with drakk, 1dmg to my base
Hire Midori - ($8)
Tap arg to boost prospector
Prospector and Panda destory your tech 2, panda takes one and prospector loses armour, your base to 18
Circle of Life panda into Oversized rhinoceros - ($5)
Build Tech 3 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: wisp(0/1)
  • :target: Lookout: Large rhinoceros(7/8) +r1

In Play:

  • Merfolk Prospector(1/1)
  • L5 Argagarg(1/3)
  • L1 Midori(2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

considering hes only played one tech 2 so far he almost defnitely has some in his hand, plus since Args midband seems to counter a tower fairly well i dont mind leaving it up, gonna not tech cards this turn with the hope that makes him aim hard for knocking down t3 even though i havent actually got any in deck

1 Like

Yeah that’s too much to deal with, gg! Missed a good window to kill Prospector and I paid dearly!

1 Like

Yeah i got so much value out of that guy! Thats the thing with green it can sorta grow ahead without u realising too much

1 Like

Want to play another? Idm either way but i think I’ll change deck if we do

1 Like

Sure, sounds good to me, I’ll get turn 1 up later today.

1 Like

In case it influences your starting turn, i shall play discipline, strength, finesse, ive seen it in action and want ti give it a go :slight_smile:

1 Like

Glhf!

P1T1


StartingHand Workers

STARTING HAND
Scorch
Bloodburn
Bloodrage Ogre
Bombaster
Careless Musketeer


WORKERS
Bloodburn


NextHand

Charge
Pillage
Mad Man
Nautical Dog
Makeshift Rambaster


Discard

Bombaster
Scorch
Careless Musketeer


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

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Bloodrage Ogre 3/2

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Hmm. got to worry about birds and dragon, so Fire will be most helpful here. got to keep initiative to avoid Safe Attacking being viable. Next turn, Zane plus BRO kills Rook expensively. probably do not want? but it’s an option.

Hmm. 6 gold, mid Zane survives the trade and then maxes off of Rook. I lose tech 1 chances but can apply a lot of pressure.

@dwarddd’s turn!

P2T1


StartingHand Workers

STARTING HAND
Smoker
Morningstar Flagbearer
Fox Viper
Savior Monk
Safe Attacking


WORKERS
Fox Viper


NextHand

Fox Primus
Aged Sensei
Grappling Hook
Sensei’s Advice
Snapback


Discard

Morningstar Flagbearer
Smoker
Safe Attacking


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

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk(2/2)healing 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garus rook(2/4)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

only way he can kill rook here without running in zane is by not workering turn 2 so I’ll take my chances…

1 Like

You just uhh
Got a coupon for that?

1 Like

Figuring you’re not floating gold given Monk.

P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Makeshift Rambaster
Mad Man
Nautical Dog
Pillage
Charge


WORKERS
Bloodburn
Pillage


NextHand

Nautical Dog
Mad Man
Scorch
Charge
Careless Musketeer


Tech 2 card(s)
Get Paid + float - ($6)
Summon Zane, level him to 4 - ($1)
Zane kills monk, takes 2 damage and gives me a gold - ($2)
Summon Mad Man - ($1)
Mad Man and Ogre kill Rook, Zane maxes
Worker - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L6 MAX Captain Zane (haste) 4/4

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Now this is spicy! mid Zane, kill scav, I have 2 gold left for mad man and worker. no tech 1, but I get a max Zane and clear the board. Zane is my worst maxband hero, but he’s the only one who nets me a gold for worker. Zane spells aren’t incredibly useful early game: sharks get blocked by small units, detonate is expensive, chaos mirror lacks good targets, max anarchy hits basically nothing. so I’ll tech Lobbers and hope not to draw them. follow up with fire spell tech, then tech 2

Also, not only does this satisfy my bloodlust, but it blocks Birds next turn!

@dwarddd’s turn!

1 Like

@CarpeGuitarrem woah i forgot about this over the weekend sorry i took so long to reply, good turn btw^ i completely forgot about Zane’s midband ability (i wouldnt hv minded u killing rook if it meant no worker)
P2T2


Tech StartingHand Workers

TECH
Martial Mastery
Sparring Partner


STARTING HAND
Aged Sensei
Grappling Hook
Snapback
Fox Primus
Sensei’s Advice


WORKERS
Fox Viper
Sensei’s Advice


NextHand

Sparring Partner
Safe Attacking
Smoker
Martial Mastery


Tech 2 card(s)
Get Paid +scav - ($7)
Worker - ($6)
Hire Grave - ($4)
Fox primus - ($1)
Hire Aged Sensei - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei(1/1+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fox Primus(2/2)frenzy anti-air
  • :target: Lookout:

In Play:

  • Grave(2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hehe thanks, I spent a while figuring the turn out. It was tricky!

P1T3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Nautical Dog
Scorch
Charge
Careless Musketeer
Mad Man


WORKERS
Bloodburn
Pillage
Careless Musketeer


NextHand

Makeshift Rambaster
Bombaster
Lobber
Lobber


Discard

Scorch
Charge
Mad Man
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Zane kills Sensei
Zane casts Scorch on Primus - ($2)
Build Tech 1 - ($1)
Summon Nautical Dog - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (frenzy 1) 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 MAX Captain Zane (haste) 4/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

okay this is good, no tech 1. I get Scorch, tech 1, 1 gold left. Mad Man ping base? I am probably ahead enough to go tech 2

@dwarddd’s turn!

Darn lobbers, this game isnt going so well for me so far but lets see if i can recover…

P2T3


Tech StartingHand Workers

TECH
Nimble Fencer
Star-Crossed Starlet


STARTING HAND
Martial Mastery
Smoker
Safe Attacking
Sparring Partner
Savior Monk(2/2)healing 1
Grappling Hook
Morningstar Flagbearer


WORKERS
Fox Viper
Sensei’s Advice
Safe Attacking


NextHand

Grappling Hook
Snapback
Martial Mastery
Morningstar Flagbearer


Tech 2 card(s)
Get Paid technician draw - ($7)
Worker - ($6)
Tech 1 - ($5)
Martial Mastery, discard a card, draw 2, look at your hand - ($4)
Grappling Hook dog across to lookout
Grave kills dog, midband grave - ($2)
Hire Saviour Monl - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Saviour monk(2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave(3/4)readiness

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

he can kill t1 AND grave, how annoying

P1T4


Tech StartingHand Workers

TECH
Captured Bugblatter
Ogre Recruiter


STARTING HAND
Lobber
Makeshift Rambaster
Bombaster
Lobber


WORKERS
Bloodburn
Pillage
Careless Musketeer
Bombaster


NextHand

Bloodrage Ogre 3/2
Charge
Ogre Recruiter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane kills Savior Monk
Summon two Lobbers, they deal 4 damage to your Tech 1 (1 HP left) - ($4)
Tech 2 blood - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L6 MAX Captain Zane (haste) 4/1
  • Lobber Larry (haste) 2/2
  • Lobber Mel (haste) 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

No flip into tech 2, fine. Ember Sparks and Flame Arrow to finish Grave after he potentially breaks my tech 1 and kills Zane. Ah, right, if I double Lobber I can still Tech 2 and almost break tech 1, which is close to good enough! Grave gets to kill Zane with a sword, but can only attack one thing…

Yeah I’m very curious to see what happens here. I unfortunately don’t have the gold to play Recruiter, a hero, and Charge in the same turn, but Recruiter is still big and beefy and scary.

@dwarddd’s turn!

P2T4


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


STARTING HAND
Snapback
Morningstar Flagbearer
Martial Mastery
Grappling Hook
Nimble Fencer
Fox Primus(2/2)frenzy anti-air


WORKERS
Fox Viper
Sensei’s Advice
Safe Attacking
Fox Primus(2/2)frenzy anti-air


NextHand

Sparring Partner
Star-Crossed Starlet
Smoker
Aged Sensei(1/1+a)


Discard

Martial Mastery
Saviour monk(2/2+a)
Morningstar Flagbearer
Nimble Fencer
Snapback
Grappling Hook
Doubling Barbarbarian
Doubling Barbarbarian


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Martial Mastery, discard 1, draw 2, then look at ur hand - ($6)
Hire nimble Fencer - ($4)
Fencer trades with Zane, two levels to Grave
Grave kills a lobber
Maxband Grave - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Grave(4/5)readiness sword
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

lets see how far he’s willing to go to kill grave