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Casual Codexnewb Mono-Blue vs Frozenstorm [Fire]/Past/Peace

Man, I’ve played both ways now I’m just realizing, but I’ve done a lot of “my choice” for ordering lately… #IFuckedUp #SorryVariousOpponents

Game 12, Player 1, Turn 2

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Pillage
Careless Musketeer
Scorch
Charge
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Centaur


Main:

  • Cala kills BM, you get 1g
  • Dog hits your T1 to 3
  • Careless Musketeer (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (2/2 lvl 1)
  • Nautical Dog (1/1)
  • Careless Musketeer (2/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Centaur
Gunpoint Taxman
Bloodrage Ogre
Charge
Makeshift Rambaster

End of Turn Discard
My Thoughts

So he’s probably trying to squeak out Hounds next turn? Let’s lay Musketeer to deal with Illusions. I don’t fear much else…


"P2T2


Tech StartingHand Workers

TECH
Rambasa Twin
Revolver Ocelot


STARTING HAND
Manufactured Truth
Building Inspector
Porkhand Magistrate
Traffic Director
Spectral Aven
Rambasa Twin


WORKERS
Jail
Porkhand Magistrate


NextHand

Blue Coat Musketeer
Lawful Search
Reputable Newsman
Building INspector
Revolver Ocelot


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
scav gold - ($6)
traffic director - ($5)
quince, mirror - ($3)
tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Quince, lvl 1, (1/3)
  • :target: Lookout: Mirror (0/1)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

i think i just have to give him free levels then go get them back later.

ideal is twins, backup is ocelot and tech 2.

"

Yeah technically technician draw happens “instantly”, so you can even hand peek to see what they drew.
I believe it’s player’s choice whether or not the unit in technician gets added to the discard pile before or after the reshuffle, but I’m not certain about that.

1 Like

No that one I believe has been settled also as “When technician dies, it is placed in your discard. Then, the technician trigger executes (as a result of the unit dying and entering discard pile)”.

So the dead technician is always part of the reshuffle. All other patrollers that die in the course of a turn, however, would depend on which patrollers are killed first (killed before the techn? part of the RS. killed after? in discard after the RS)

1 Like

yeah. il just play with the assumption that teched cards hit discard last, and a tech unit killed gets added to discard before reshuffle.

1 Like

Game 12, Player 1, Turn 3

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Centaur
Gunpoint Taxman
Bloodrage Ogre
Charge
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Feral Strike x2
Gunpoint Taxman, Centaur


Main:

  • Dog trades with TD
  • Midband Cala, kill Quince, you draw 1, Cala maxbands (4)
  • Musketeer pings your tower to 3hp, my base to 19 (edited b/c I forgot I had the tech1 on 3hp already)
  • Centaur (1)
  • Worker (0)
Workers

Makeshift Rambaster, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4+1armor resist 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/5 lvl 5)
  • Careless Musketeer (2/1 resist 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bombaster
Mad Man
Scorch
Feral Strike
Feral Strike

End of Turn Discard
My Thoughts

This works out nicely, should be able to tech up + bombaster (or maybe GPT / BRO if I’m lucky on my rs) and Feral Strike the next turn.


Or I could, yknow, draw both Feral Strike on the rs FUUUUUUUUUUUUU


"P2T3


Tech StartingHand Workers

TECH
Vigor Adept
Vigor Adept


STARTING HAND
Spectral Aven
Bluecoat Musketeer (1/2)
Arrest
Manufactured Truth
Building Inspector
Manufactured Truth


WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer (1/2)


NextHand

Arrest
Lawful Search
Vigor Adept
Spectral Aven
Rambasa Twin


Tech 2 card(s)
Get Paid - ($7)
tech draw
worker - ($6)
tech 2 discipline - ($2)
revolver ocelot - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Revolver Ocelot (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hmmm, well, not what i was expecting, but ill take it. going discipline so wall up and hopefully get some counterswings going.

"

Game 12, Player 1, Turn 4

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Bombaster
Mad Man
Scorch
Feral Strike
Feral Strike

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Kidnapping
Feral Strike x2
Gunpoint Taxman, Centaur


Main:

  • Cala kills Ocelot, takes 4
  • Musketeer pings Mirror, you get 1g
  • Centaur breaks your tower, your base to 18
  • Bombaster (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Scorch, Makeshift Rambaster, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/1 lvl 5)
  • Careless Musketeer (2/1 resist 1)
  • Bombaster (2/2)
  • Centaur (3/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Feral Strike

End of Turn Discard
My Thoughts

Grabbing Kidnapping and a Steam Tank, I think we’ll be able to get to tech 3 this way. I’ll probably not be able to Feral Strike now, but we can try eh?

Oh drew a FS on the rs, that could be fun :slight_smile:


i havent felt good about this game since turn 1. fingers crossed…

"P2T4


Tech StartingHand Workers

TECH
Focus Master
Focus Master


STARTING HAND
Spectral Aven
Rambasa Twins
Lawful Search
Manufactured Truth
Building Inspector


WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer (1/2)
Lawful Search


NextHand

Reputable Newsman (0/3)
Vigor Adept
Building Inspector
Traffic Director


Discard

Revolver Ocelot
Spectral Aven
Arrest
Focus Master
Focus Master


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
scav gold - ($8)
rambasa twins - ($4)
vigor adept - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Vigor Adept (5/5)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.

"

Cala is scary

Game 12, Player 1, Turn 5

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Charge
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Feral Strike

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Marauder, Disguised Monkey
Steam Tank, Kidnapping
Feral Strike x2
Gunpoint Taxman, Centaur


Main:

  • Feral Strike for 2x Crashbarrow (0)
  • CB 1 breaks the mario twins, you get 1g
  • CB2 kills adept and overpowers 1 to tech 2
  • Cala breaks tech 2, your base to 16
  • Centaur breaks tech 1, your base to 14
  • Musketeer and Bombaster hit your base to 10
  • skip worker
Workers

Scorch, Makeshift Rambaster, Pillage, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/1 lvl 5)
  • Careless Musketeer (2/1 resist 1)
  • Bombaster (2/2 resist 1)
  • Centaur (3/3 resist 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Kidnapping
Feral Strike
Steam Tank
Mad Man
Gunpoint Taxman

End of Turn Discard
My Thoughts

Naice no Free Speech! Winning!


and ill gg it there. it was going to be tough no matter what, but the opening hand was such a hard choice.

"P1T1


StartingHand Workers

STARTING HAND
Lawful Search
Reputable Newsman
Building Inspector
Manufactured Truth
Traffic Director


WORKERS
Lawful Search


NextHand

Arrest
Spectral Aven
Porkhand Magistrate
Jail
Bluecoat Musketeer


Discard

Building Inspector
Reputable Newsman
Manufactured Truth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
traffic director - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 1, (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Traffic Director (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

hmm, bummer there, but ill risk it that he doesnt have the monkey/chameleon. my only hope is hoenstly a little luck.

"

This is a tough matchup in general for you I think. GG WP and GL HF!

Game 13, Player 2, Turn 1

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Nautical Dog
Mad Man
Careless Musketeer
Scorch
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Cala + midband (1)
  • Worker (0)
Workers

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Cala (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Charge
Bloodburn
Pillage
Bloodrage Ogre

End of Turn Discard
My Thoughts

I can’t decide if this or Bombaster + Dog makes more sense… I certainly have counter-attack capabilities available with Zane and Drakk, so going with Bombaster + Dog isn’t awful… But I don’t know how I’d patrol to make that work out well… I like Cala better, she can tank, and next turn Bro + T1 should be fine


yeah, such is the life of playing random. it has it’s perks though.

"P1T2


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Flagbearer


STARTING HAND
Spectral Aven
Arrest
Bluecoat Musketeer
Porkhand Magistrate
Jail


WORKERS
Lawful Search
Jail


NextHand

Spectral Hound
Bluecoat Musketeer
Spectral Flagbearer
Reputable Newsman
Building Inspector


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
spectral aven - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave, lvl 1, (2/3)
  • :target: Lookout:

In Play:

  • Spectral Aven (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

well, let’s try this again. rushing illusions this time to force a drak, then bring in a free speech mid game. hopefully aven can threaten some stuff.

"

Game 13, Player 2, Turn 2

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Makeshift Rambaster
Charge
Bloodburn
Pillage
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman x2


Main:

  • Cala kills TD
  • Bloodrage Ogre (4)
  • Tech1 (2)
  • Worker (1)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor resist 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (3/3 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Gunpoint Taxman

End of Turn Discard
My Thoughts

Aven is annoying with no Musketeer already down, but I’m safe in this configuration for right now. Teching two taxmans to deal with the Aven


"P1T3


Tech StartingHand Workers

TECH
Free Speech
Spectral Hound


STARTING HAND
Reputable Newsman
Spectral Hound
Building Inspector
Bluecoat Musketeer
Spectral Flagbearer


WORKERS
Lawful Search
Jail
Bluecoat Musketeer


NextHand

Arrest
Porkhand Magistrate
Manufactured Truth


Discard

Traffic Director
Reputable Newsman
Free Speech
Spectral Hound


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
spectral hound - ($4)
spectral flagbearer - ($3)
building inspector - ($2)
mid grave - ($0)
Grave kills Ogre
Aven hits tech 1 to 3

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Building Inspector (1/1)
  • :pschip: Technician: Spectral Flagbearer (2/2)
  • :target: Lookout:

In Play:

  • Spectral Aven (2/2)
  • Grave, lvl 3, (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

lets drop it all this turn. he might just end up maxing and tapping Cal, but that’s fine. MFT could be a hero snipe,

ideal is to get some hero levels, max grave adn tech up next turn. but honestly, max grave without teching is more likely

"

Game 13, Player 2, Turn 3

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bloodlust x2
Gunpoint Taxman x2


Main:

  • Gunpoint Taxman (6)
  • Gunpoint Taxman (4)
  • Nautical Dog (3)
  • Maxband Cala (1)
  • Worker (0)
Workers

Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite: Nautical Dog (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Cala (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Careless Musketeer
Makeshift Rambaster
Bombaster

End of Turn Discard

Bloodrage Ogre
Bloodlust
Bloodlust
Charge

My Thoughts

Ooof more illusions… I’m grabbing two Bloodlusts, and I spose we’ll plan to use Feral probably


"P1T4


Tech StartingHand Workers

TECH
Spectral Flagbearer
Free Speech


STARTING HAND
Porkhand Magistrate
Manufactured Truth
Arrest


WORKERS
Lawful Search
Jail
Bluecoat Musketeer
Porkhand Magistrate


NextHand

Spectral Hound
Free Speech
Traffic Director
Spectral Hound


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
max grave, heals - ($2)
grave hits sql GPT, sparkshot dog
tap grave, sword tech GPT
Hound breaks your tech 1 your base to 18
aven htis Cal to 3
hero’s hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Spectral Flagbearer (2/2)
  • :target: Lookout:

In Play:

  • Grave, lvl 7, (4/2)
  • Spectral Aven (2/2)
  • Spectral Hound (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hmmm, fortunate patrol for me. jsut clear it out, build the heros hall, threaten free speech until otherwise.

if he plays back, i can tech up next turn. if not, jsut keep going. minimal targeting from Cal / red starter.

"

Omg oof I walked into that one…

Game 13, Player 2, Turn 4

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (8)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Huntress, Desperation
Bloodlust x2
Gunpoint Taxman x2


Main:

  • Cala taps to bring a Stalking Tiger into play (4)
  • Bombaster (2)
  • Rebuild tech 1 (1)
  • Worker (0)
Workers

Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Stalking Tiger (4/4 invisible)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Cala (4/3 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Huntress
Makeshift Rambaster
Charge
Bloodrage Ogre

End of Turn Discard
My Thoughts

Shrug idk, I set that up super poorly… forgot about that maxband play. Should have put Dog in scav I guess


"P1T5


Tech StartingHand Workers

TECH
Macciatus, The Whisperer
Macciatus, The Whisperer


STARTING HAND
Traffic Director
Free Speech
Spectral Hound
Spectral Hound


WORKERS
Lawful Search
Jail
Bluecoat Musketeer
Porkhand Magistrate
W5 - Traffic Director


NextHand

Arrest
Manufactured Truth


Discard

Free Speech
Spectral Flagbearer
Macciatus, The Whisperer
Macciatus, The Whisperer


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
quince, mirror - ($5)
free speech - ($3)
spectral hound - ($2)
spectral flagbearer - ($1)
Hound 1 kills bombaster
Aven/Flagbearer kills tiger
Grave / Building inspector break tech 1, your base to 16

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mirror Illusion (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Hound #2 (3/3)
  • :pschip: Technician: Spectral Flagbearer (2/2)
  • :target: Lookout:

In Play:

  • Grave, lvl 7, (4/2)
  • Quince, lvl 1, (1/3)
  • Building Inspector (1/1)
  • Spectral Aven (2/2)
  • Spectral Hound #1 (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

if i can just draw free speech next hand,this is pretty locked up. teching double macciatus just in case.

"

Yuck…

Game 13, Player 2, Turn 5

P1 [Anarchy/Blood]/Feral vs P2 [Truth]/Bashing/Discipline

Starting Hand

Huntress
Makeshift Rambaster
Charge
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Surprise Attack, Centaur
Huntress, Desperation
Bloodlust x2
Gunpoint Taxman x2


Main:

  • Rebuild tech1 (9)
  • Bloodrage Ogre (7)
  • Tower (4)
  • Worker (3)
Workers

Charge, Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Calamandra (4/3 lvl 5)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Bloodlust
Gunpoint Taxman
Pillage
Gunpoint Taxman

End of Turn Discard
My Thoughts

uggghh I hope I get to keep my tech 1 but I somehow doubt that’ll happen…