Casual: Codex Newb Finesse/Feral/Growth vs Ascending Prime [Bashing]/Fire/Anarchy

@Legion - ck me if I’m wrong, but I believe I don’t need to tech b/c
at the end of my turn I had 10 workers. This is true even if one of my
workers is trashed on my opponents turn.

EDIT - added tech due to uncertainty of rules.

P2T7


Tech StartingHand DrawDeck Workers

TECH
boot
gunship


STARTING HAND
Bloom
turtle (1/2; healing.1)
Steamtank (3/6+a; +4atk vs buildings)
Granfalloon Flagbearer(2/2; flagbearer)


DRAW DECK (bottom of turn, unordered)
Ironman.a (3/4+a)
lizzo
calypso
Ironman.b (3/4+a)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)
turtle (1/2; healing.1)


NextHand

arrow
sanitorium
lizzo


Discard

Fruit Ninja (2/2; frenzy.1)
Bloom
boot
gunship


Tech 2 card(s)
Get Paid - ($9)

Worker - ($8)

Hire Steamtank - ($5)
Hire Granfalloon Flagbearer - ($2)

Summon Troq - ($0)

Zane atk Elemental
crack armor + 3dam, elemental dies; 3dam back to zane, zane dies
no valid tgt for zane’s lvls

(frenzy.1) fruit ninja atk nimble fencer
3dam to fencer, dies; 3dam to ninja, dies

brickthief atk wisp
2dam to wisp, dies, 1.g to you; @codexNewb - normally wisps have 0atk, let me know where this atk from and I’ll kill brickthief
brickthief atk: your base takes 1dam, mine heals 1dam

patrol steamtank (SL)
patrol troq (scav)
patrol Granfalloon Flagbearer (tech)

Float ($0)
Discard 1, Draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: (3/6+a; +4atk vs buildings)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Troq (2/3; lvl.1)
  • :pschip: [I]Technician[/I]: Granfalloon Flagbearer (2/2; flagbearer)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Brickthief (2/1; atk: 1dam to a building, heal.1 building)

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (anarchy)
  • :heart: Tower HP: 4

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

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

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
~reaper + ~bampstamper/firebird
~boot + ~gunship

CN-t.7
eco : army : kill : (k/a)
$10 : $30 :: $38 :: 1.27

Me-t.7
eco : army : kill : (k/a)
$11 : $43 :: $29* : 0.67

*counting wisp as 1g, elemental as 2g, and arg as 3g

wisp should have 0, you’re good there.

as for teching, i believe you do need to tech, because you tech cards in the beginning of your turn. if you dont have 10 workers at the beginning of your turn, you must tech 2 cards.

edit: since i cant move runes due to flagbearer, left runes with BA, and updated patrol.

"P1T8


StartingHand Workers

STARTING HAND
Brick Thief
blooming ancient


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

blooming elm
nimble fencer


Discard

Nimble Fencer (3/3)


Tech 0 card(s)
Get Paid + float + scav - ($12)
Blooming Ancient - ($8)
Brick Theif, your base back down to 13, my base heals back to 19. one rune to BA - ($6)
Cal, rune to BA - ($4)
tower - ($1)

Float ($1)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brick Thief (2/1+A)
  • :psfist: [I]Elite[/I]: Blooming Ancient (6/6) ++
  • :ps_: [I]Scavenger[/I]: Arg, lvl 5, (1/5)
  • :pschip: [I]Technician[/I]: Predator tiger (5/3) +
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
    Cal, lvl 1, (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 9
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

well, if i can get a card from technician, maybe ill have a shot at this. otherwise, ill bleed out here.

"

Hey Codex,

I’m happy to tech to keep the game moving, but can you tell me where you found this ruling? I couldn’t find anything about this in the QA, and in the main rule book (pg.6) it says,

Tech
Pick two cards from your codex to set aside. They’ll go face down into your discard pile just before your next turn starts.

You can either choose two copies of the same card or two different cards. Your opponent doesn’t need to wait for you to decide; they can start taking their turn as soon as you end your main phase. You don’t have to commit to your teching decision until the start of your following turn, but your game will go faster if you figure out your plan while the opponent takes their turn.

Teching two cards per turn is mandatory until you have 10 workers. At that point, you can tech 0, 1, or 2 cards. (Usually 0 is a good idea so you don’t bloat your deck.)

I’m curious to hear what the official ruling is, the way I parse it

  • The determination of whether a tech is mandatory or optional is at the end of my turn
  • The determination of the specific cards added (and how many if it is optional) is done before the start of my following turn.

Also, I believe my my flagbearer is the only valid target for the runes from your Blooming Ancient. Another one of those open questions is whether each “remove rune” counts as a separate event (in which case all runes would need to target flagbearer), or if multiple runes can be removed as a single event (in which case only one rune needs to target flagbearer). I lean towards the former position b/c the card reads

Remove a +1/+1 rune

as the “trigger”, but I’m curious to hear the official ruling.

1 Like

Youre right about the Blooming ancient, ill have to leave him with both runes and adjust my turn, see edit above.

as for the teching. the way i see it in the rulebook is, “you don’t have to committ to your teching decision until the beginning of your next turn,” means that you ‘tech’ at the start of your turn. the rulebook also says that all of the selection of two cards at the end of your turn is only for purposes of advancing the game more quickly. it doesnt actually specify that the workers are determined at the end of your turn.

however, i see your point; it’s definitely ambiguous. im fine if you remove those extra techs.

edit, per below. seems like you would worker.

From the Rules Questions Thread:

(Reminder in case one of you isn’t aware; sharpo is the official rules manager for Codex, so if he says “I think it’s this way,” that means it is that way unless Sirlin specifically steps in to say otherwise.)

3 Likes

Thanks @Hobusu, that directly answers the question. If you
have insight on my removing rune Q that would be cool too.
Another use-case, beyond the flagbearer one we encountered, is
that, if giving away each rune is a seperate event, blooming
elms / drill-sgts could never give away runes which were “keeping
them alive”, b/c the runes need to come off one-by-one
and once they reach 0 HP all further runes poof.

Just to call it out, I edit the previous turn to tech cards
so I should be caught up now.

P2T8


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
arrow
sanitorium
lizzo


DRAW DECK (bottom of turn, unordered)
Ironman.b (3/4+a)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)
turtle (1/2; healing.1)


NextHand

Ironman.a (3/4+a)
calypso
lizzo


Discard

Fruit Ninja (2/2; frenzy.1)
Bloom
boot
gunship
arrow
Brickthief (2/1; atk: 1dam to a building, heal.1 building)
lizzo


Tech 0 card(s)
Get Paid - ($10)

Summon Jana - ($8)
Jana casts Arrow @ tiger - ($4)
4dam, tiger dies, you draw (not happy about that last part)

Build Sanatorium - ($0)

Brickthief on Brickthief action
both die, I steal back my bricks, 1dam to you, I heal 1

Patrol Steamtank (SL)
Patrol Troq (elite)
Patrol Jana (scav)
patrol Granfalloon Flagbearer (tech)

Float ($0)
Discard 1, Draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: (3/6+a; +4atk vs buildings)
  • :psfist: [I]Elite[/I]: Troq (2+1/3; lvl.1)
  • :ps_: [I]Scavenger[/I]: Jana (2/3; lvl.1; sparkshot)
  • :pschip: [I]Technician[/I]: Granfalloon Flagbearer (2/2; flagbearer)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sanitorium (-/4; building; 1.g+exh: draw & put 2 units(T0-T2) into play w/ haste & ephemeral)

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
X - boot + gunship
~reaper + ~bampstamper/firebird

Finally, I got a sanitorium. I don’t think it can die next turn, and lets
see how good it actually is.

CN-t.8
eco : army : kill : (k/a)
$10 : $41 :: $40 :: 0.98

Me-t.8
eco : army : kill : (k/a)
$11 : $49 :: $37* : 0.76

*counting wisp as 1g, elemental as 2g, and arg as 3g

I don’t know if there’s an official ruling on it, but the runes from Blooming Ancient should all be redirected to your Flagbearer for the reasons you gave. If you want an official ruling you can tag sharpobject or (maybe even better) ask either in the Rules Questions Thread or on Discord.

Edit: @ascendingPrime, I should have mentioned that you might want to search the Rules Questions Thread to see if that’s already been answered there before asking – if you use the Search button at the top of the screen while in that thread, you should have the option to limit searches to it. Flagbearer is the key word I’d search for, since there have been lots of questions around Blooming Ancient for other issues.

TY - still learning my way around this cyber space, but I will definitely follow up on that.

1 Like

Hmm, I tried cntrl - f on the page and the spreadsheets for drill-sgt and blooming ancient.

TY, I will try that now.

"P1T9


StartingHand Workers

STARTING HAND
nimble fencer
blooming elm
centaur


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

gargum the eternal sentinal
Wither


Discard

Nimble Fencer (3/3)
Predator Tiger
Brick Thief


Tech 0 card(s)
Get Paid + float + tech draw - ($11)
Blooming Elm - ($8)
Nimble Fencer, rune to BA (BA now 6/7 +++) - ($6)
Centaur, rune to BA (BA now 7/8 ++++) - ($3)
Cal runs into Steamtank for armor and 1 damage, takes 4 back and dies. troq to lvl 3
summon River, rune to BA (BA now 8/9 +++++) - ($1)
Blooming Ancient kills Steamtank, takes 4 back, overpowers 3 to kill Flagbearer,
move 4 of 5 runes from Blooming Ancient to Nimble Fencer, Blooming ancient survives as 4/1 with 1 rune
Nimble fencer, now 6/7 ++++ with overpower, kills jaina and overpowers to kill troq, takes 2 damage back, 4 lvls to max River

Float ($1)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A)
  • :psfist: [I]Elite[/I]: River, lvl 5, (4/4)
  • :ps_: [I]Scavenger[/I]: Arg, lvl 5, (1/5)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Blooming Elm 4HP
  • Nimble Fencer (6/5) ++++
  • Blooming Ancient (4/1) +
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

win condition is tech 3. blooming elm was a lucky clutch.

"

@ascendingPrime why do u keep calling Jaina Jana? just curious :stuck_out_tongue:

As for the flagbearer, u must target him (if he is a valid target). So ancient and sarge are like: remove X and target Y: -> Y gains said rune. Even if u have 100 runes, u always have only 1 target, hence all 100 runes would be forced on flagb. Thunderclap would avoid it, since flagb costs>2. Sickness would put a rune on flagb cuz forced, and the other on a hero/unit of ur choice.
NB: if flagb was on looky, after spending all ur gold, u could move ur runes freely, cuz without gold flagb would be no longer a valid target, since u could not afford the looky cost. So beware where u put it @codexnewb

1 Like

TY for the rune xfr confirmation Legion. Also, for what it is worth,
in my head it is always pronounced jAna -with a hard “a”.
Trouble is I never did hooked-on-phonics and don’t play scrable as a reslut.

P2T9


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Ironman.a (3/4+a)
calypso
lizzo
Ironman.b (3/4+a) (tech draw)
arrow (sanitorium draw)


DRAW DECK (bottom of turn, unordered)
Bloom
boot
lizzo
Steamtank (3/6+a; +4atk vs buildings)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)
turtle (1/2; healing.1)


NextHand

Granfalloon Flagbearer (2/2; flagbearer)
Fruit Ninja (2/2; frenzy.1)
gunship
Brickthief (2/1; atk: 1dam to a building, heal.1 building)


Discard

Ironman.a (3/4+a)
calypso
lizzo
arrow


Tech 0 card(s)
Get Paid - ($10)
Tech Draw
Scav payout - ($11)

activate sanitorium - ($10)
reshuffle, draw 1, put into play: lizzo & ironman.a

Build T3 - ($5)

Hire Ironman.b - ($2)
Summon Zane - ($0)

Zane runs at centar and crumples
crack armor + 1dam; zane dies, no valid tgt for levels

(haste) Ironman.a runs at centar
3dam, centaur dies; 3dam + 1 tower, ironman dies

(haste) lizzo runs at River
4dam, river dies, no valid tgt for levels; 4dam + 1tower kills lizzo

Patrol Ironman.b (SL)

Float ($0)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironman.b (3/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sanitorium (-/4; building; 1.g+exh: draw & put 2 units(T0-T2) into play w/ haste & ephemeral)

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :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: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
X - boot + gunship
~reaper + ~bampstamper/firebird

That was a pretty awful turn. I want to say bad draws (I finally get sanitorium
and I only have 1 techII unit in hand; also getting arrow right after jaina
had just died is unfortunate)… but that begs the question, “why weren’t you
doing a better job to manage your deck”?

Doing some monday-morning quaterbacking, the other idea I had for last turn was

  • bricktheives still trade

  • arrow + flagbearer into ancient to kill it. …I shyed away b/c I thought the
    pin between steamtank and flagbearer was strong enough and tiger seemed the bigger
    threat. This resulted in me taking (7 + 6) damage instead of (5 + 2). Furthermore
    this would have starved CN of another card which can only help my case. A clear
    misplay, and I have no one to blame but myself b/c I love this exact strat on drill-sgt.

  • another mistake (maybe?) is teching boot instead of detonate. My thought was
    boot for centuar is an even trade normally, and a win if the centuar has runes.
    But this thinking competely overlooked the possibility of blooming elm.

At this point (just eyeballing it) it might be lethal (I count 14dam showing,
and I have 14 base + 5 blocking) My one saving grace would be providing such
a target rich environment that the atk get distributed.

CN-t.9
eco : army : kill : (k/a)
$10 : $51 :: $51 :: 1.00

Me-t.9
eco : army : kill : (k/a)
$16 : $54 :: $48* : 0.89

*counting wisp as 1g, elemental as 2g, and arg as 3g

wow dude, this game if crazy.

"P1T10


StartingHand Workers

STARTING HAND
gargum the eternal sentinal
Wither


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

centaur
Timely Messenger (1/1)
ferocity


Discard

Nimble Fencer (3/3)
Predator Tiger
Brick Thief
Centaur (3/4+A)
Wither
gargum the eternal sentinal


Tech 0 card(s)
Get Paid + float - ($11)
tech 3 - ($6)
wither iron man, now a 2/3+A - ($4)
Nimble fencer hits Ironman, overpowers 2 to tower, takes 3 damage back
tap Blooming Elm, give Arg a rune
Arg breaks tower, your abse to 12
blooming ancient breaks sanitorium

Float ($4)
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]
  • Blooming Elm 4HP
  • Nimble Fencer (6/1) ++++
  • Blooming Ancient (4/1) +
  • Arg, lvl 5, (2/5) +
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
    *:heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10
Thoughts

huge decision time. do i break his tech 3, or his tower and tech 2. the tech three would leave me wide open to the sanitorium dropping open season on my, and leaving the tower costs me blooming elm.

leaving teh tech three with the hope he doesnt have PGS. i think i backed myself into this corner either way. choice between death by sanitorium and death by PGS dont sound like i have much room to shift blame.

"

Ya, I’m having a blast. It is a personal goal of mine to get a sanitorium in
play, so even though it didn’t do a lot I’m pleased & still feel like I unlocked
an achievement.

Let me know if you want to do a 2nd game after this, same decks and trade first player.
I usually try to play games in “sets” like that because P1 and P2 can be very
different and I have this bias that a good deck should be able to handle both.

P2T10


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Granfalloon Flagbearer (2/2; flagbearer)
Fruit Ninja (2/2; frenzy.1)
gunship
Brickthief (2/1; atk: 1dam to a building, heal.1 building)


DRAW DECK (bottom of turn, unordered)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)
turtle (1/2; healing.1)


NextHand

Bloom
boot
lizzo
Steamtank (3/6+a; +4atk vs buildings)


Discard

Ironman.a (3/4+a)
calypso
lizzo
arrow
Ironman.b (3/4+a)
Sanitorium (-/4; building; 1.g+exh: draw & put 2 units(T0-T2) into play w/ haste & ephemeral)
Granfalloon Flagbearer (2/2; flagbearer)
Fruit Ninja (2/2; frenzy.1)


Tech 0 card(s)
Get Paid - ($10)

Hire Gunship - ($4)
Hire Brickthief - ($2)
arrives: I steal your bricks, from your main to mine

(haste) Gunship straifs your base
7dam to your base, takes 1dam from tower
atk: Fencer & Ancient are obliterated in the attack

Summon Troq - ($0)

Patrol Brickthief (tech)
Patrol Troq (scav)

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]: Troq (2/3; lvl.1)
  • :pschip: [I]Technician[/I]: Brickthief (2/1; atk: 1dam to a building, heal.1 building)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Gunship (7/5; flying; long-range; resist.2; oblit.2)

[B]Buildings:[/B]

  • :heart: Base HP: 13
  • :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: -
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
X - boot + gunship
~reaper + ~bampstamper/firebird

Ya, that did not need to happen that way. I got lucky.
Oh ya, and gunships are amazing (but who didn’t know that last part)

CN-t.10
eco : army : kill : (k/a)
$15 : $51 :: $63 :: 1.24

Me-t.10
eco : army : kill : (k/a)
$16 : $64 :: $62* : 0.97

*counting wisp as 1g, elemental as 2g, and arg as 3g

"P1T11


StartingHand Workers

STARTING HAND
Timely Messenger (1/1)
centaur
ferocity


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

gargum the eternal sentinal
Tenderfoot (1/1)
star crossed starlet
Nimble Fencer (3/3)


Tech 0 card(s)
Get Paid + float - ($14)
Max River - ($8)
Timely Messenger for free
Mid Cal - ($4)
Tap BE, 3 runes to TM
TM kills Brick Theif, OP to Troq, Cal to maxband
Arg hits your abse to 11

Float ($4)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: River (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Cal (4/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Blooming Elm 4HP
  • Arg, lvl 5, (2/5) +
  • Timely Messenger (4/2) +++
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

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

it’s over. i cant win.

"

P2T11


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Bloom
boot
lizzo
Steamtank (3/6+a; +4atk vs buildings)
calypso (tech draw)


DRAW DECK (bottom of turn, unordered)
Ironman.a (3/4+a)
arrow
Brickthief (2/1; atk: 1dam to a building, heal.1 building)


WORKERS
Tenderfoot
Wither
Big Brother (2/2+a)
Spark
Messenger (1/1+a)
turtle (1/2; healing.1)


NextHand

Granfalloon Flagbearer (2/2; flagbearer)
Fruit Ninja (2/2; frenzy.1)
Sanitorium (-/4; building; 1.g+exh: draw & put 2 units(T0-T2) into play w/ haste & ephemeral)
lizzo
Ironman.b (3/4+a)


Discard

Bloom
boot
lizzo


Tech 0 card(s)
Get Paid - ($10)
tech: reshuffle, draw 1
Scav payout - ($11)

Hire Steamtank - ($8)
Hire Calypso - ($7)
Summon Zane - ($5)

Build Tower - ($2)

Gunship does another drive by on your base
7dam to your main, tower returns fire for 1dam
oblit.2: messenger is tragically killed in the crossfire

patrol Steamtank (SL)
patrol calypso (scav)
patrol zane (tech)

Float ($2)
Discard 3, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Steamtank (3/6+a; +4atk vs buildings)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso (2/2; exh+spell cast: sideline patroller)
  • :pschip: [I]Technician[/I]: Zane (2/2; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Gunship (7/4; flying; long-range; resist.2; oblit.2)

[B]Buildings:[/B]

  • :heart: Base HP: 11
  • :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: 5
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

(tentative tech plan; subject to change)
X - ironman + ironman
X - calypso + tank
X - lizzo + arrow
X - lizzo + sanitorium
X - boot + gunship
~reaper + ~bampstamper/firebird

All kinds of stuff is racing through my head right now (apple-stom, feral strike)
but I think I might be over thinking it. 7dam to main this turn, and set myself
up for an arrow finisher in case the gunship dies.

CN-t.10
eco : army : kill : (k/a)
$15 : $51 :: $63 :: 1.24

Me-t.10
eco : army : kill : (k/a)
$16 : $64 :: $62* : 0.97

*counting wisp as 1g, elemental as 2g, and arg as 3g

"P1T12


StartingHand Workers

STARTING HAND
star crossed starlet
gargum the eternal sentinal
Tenderfoot (1/1)
Nimble Fencer (3/3)


WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
behind the ferns
Helpful Turtle


NextHand

Predator Tiger
centaur
ferocity


Discard

Timely Messenger (4/2) +++
Nimble Fener 2/3
Star Crossed Starlet (3/2)
Tenderfoot (4/5)
gargum the eternal sentinal


Tech 0 card(s)
Get Paid + float - ($14)
Nimble Fencer - ($13)
Star Crossed Starlet - ($12)
Tenderfoot - ($11)
tap BE, 3 runes to tenderfoot
Arg, Nimble Fencer, and Star Crossed Starlet kills steamtank
tenderfoot hits Calypso, OP to zane
Cal and River hits your base to 4.
GG man, i cant quite get there. I want to say that Brick Theif is the MVP. All That healing.

Float ($11)
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]
  • Blooming Elm 4HP
  • River, lvl 5 (3/4+A)
  • Cal, lvl (4/5)
  • Arg, lvl 5, (2/1) +
    [B]Buildings:[/B]
  • :heart: Base HP: 3
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 6
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 11
  • Workers: 10
Thoughts

it’s over. i cant win.

"

I’m down to swap P1 P2 and run it back.

GG - that was a fantastic game. I kept thinking that you would starve yourself
going down to zero cards as often as you did, but it never seemed to happen.

Also bricktheif is fantastic! If you ever have a max-band drak you can get a
hasted frenzy bricktheif: 2 building dam + 3atk damage + 2 building heal, a
7 point swing for a 2.g T0 play! I was hoping for something similar w/ sanitorium
(2+2+2 for 0.5-g play) but it didn’t live long enough for me to pull it off.

P1T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Spark
Fruit Ninja (2/2; frenzy.1)
Granfalloon Flagbearer (2/2; flagbearer)
Tenderfoot
turtle (1/2; healing.1)


DRAW DECK (bottom of turn, unordered)


WORKERS
turtle (1/2; healing.1)


NextHand

Brickthief (2/1; atk: 1dam to a building, heal.1 building)
Bloom
Wither
Big Brother (2/2+a)
Messenger (1/1+a)


Discard

Spark
Fruit Ninja (2/2; frenzy.1)
Granfalloon Flagbearer (2/2; flagbearer)


Tech 0 card(s)
Get Paid - ($4)

worker - ($3)

Summon Zane - ($1)
Hire Tenderfoot - ($0)

(haste) Zane tags your base
2dam to main

patrol tenderfoot (SL)

Float ($0)
Discard 3, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/2; lvl.1)

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

(tentative tech plan; subject to change)

  • detonate + detonate :: <- trying an early cheese, see how it goes
  • lobba + lobba
  • boot + sharks
  • monkey + anarchy
  • monkey + Burning Volley / lizzo

trying an early game cheese, and then lean really heavy into haste.
My bail-out plan is anarchy in case I can’t keep the board clear
(b/c I should bounce back faster from a wipe)

me-1
eco : arm : kil : kil/arm
$01 : $03 : $02 : 0.66

cn-0
eco : arm : kil : kil/arm
$00 : $00 : $00 : 0.00