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Casual: Eijolend vs. ARMed_PIrate


#1

@ARMed_PIrate

Eijolend [Finesse]/Disease/Peace vs. ARMed_PIrate [Blood]/Bashing/Growth

Gl hf!

P1T1


StartingHand Workers

STARTING HAND
Timely Messenger
Granfalloon Flagbearer
Fruit Ninja
Spark
Wither


WORKERS
Granfalloon Flagbearer


NextHand

Bloom
Tenderfoot
Older Brother
Brick Thief
Helpful Turtle


Discard

Spark
Fruit Ninja
Wither


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Onimaru - ($1)
Timely Messenger - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Timely Messenger (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru Lvl.1 (2/3)
    [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
Thoughts

Okay, this is my latest incarnation of trying to build a deck with Disease but without the Black starter. Basically, I’m rotating around the third slot and hope to find something that synergizes well.

Not sure what the plan with [Blood]/Bashing/Growth is. Putting Haste on big units or putting buffs on units with haste seems like an obvious threat, but there might be something I’m missing.


#2

P2T1


StartingHand Workers

STARTING HAND
Pillage
Charge
Scorch
Bloodrage Ogre
Careless Musketeer

WORKERS

Scorch

NextHand

Bombaster
Makeshift Rambaster
Nautical Dog
Bloodburn
Mad Man

Discard

Charge
Careless Musketeer
Pillage

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit BRO - ($2)
Summon Argagarggargargarggargle. And wisp! - ($0)

Float ($0)
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]: Wisp (0/1)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg
    [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

[details=Thoughts]
Uh oh. Peace and Disease looks like a mean combo. Well, I got one thing going for me: unless he’s read the theme deck thread recently he probably has no idea what I’m up to. Ramhorns away!

[/details]


#3

P1T2


Tech StartingHand Workers

TECH
Brave Knight
Boot Camp


STARTING HAND
Older Brother
Bloom
Tenderfoot
Brick Thief
Helpful Turtle


WORKERS
Granfalloon Flagbearer
Helpful Turtle


NextHand

Brick Thief
Wither
Tenderfoot
Fruit Ninja
Boot Camp


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Tech I - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Timely Messenger (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru Lvl.1 (2/3)
    [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
Thoughts

I see no good way to get rid of the Bloodrage Ogre, so I’ll just develop my board. He has the potential to get a good trade with Arg midband though.


#4

P2T2


Tech StartingHand Workers

TECH

Crash Bomber
Iron Man


STARTING HAND
Bombaster
Makeshift Rambaster
Bloodburn
Nautical Dog
Mad Man

WORKERS

Scorch

NextHand

Careless Musketeer
Bombaster
Bloodburn
Pillage
Makeshift Rambaster

Tech 2 card(s)
Get Paid - ($6)
Skip worker
Build Tech I - ($4)
Recruit Bombaster - ($2)
Bombaster pops, breaking OldBro’s armor and dealing 1 - ($1)
Recruit Mad Man - ($0)
Mad Man trades with OldBro
Arg kills Timely Messenger; you gain $1, Arg takes 1
BRO trades with Onimaru; Arg midbands and heals

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]: Wisp (0/1)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg, Lv. 3 (1/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts][spoiler]
I was going to tech some slightly different stuff, and do some slightly different stuff. But then he handed me Oni on a platter, and I couldn’t say no. Okay, yes, that platter was in a china cabinet, in a dining room behind a bunch of locked doors and windows, in a house surrounded by some dogs and a wall. But whatever’s not nailed down, right?

I’m pretty sure I’ve lost the game at this point, but… worth it!
[/spoiler]

[/details]


#5

P1T3


Tech StartingHand Workers

TECH
Carrion Curse
Brave Knight


STARTING HAND
Boot Camp
Brick Thief
Wither
Tenderfoot
Fruit Ninja


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot


NextHand

Brave Knight
Spark
Brick Thief
Bloom
Timely Messenger


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Orpal - ($4)
Fruit Ninja - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fruit Ninja (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Orpal Lvl.1 (1/3)
  • :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: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Okay, that certainly hurt, I’m not sure whether him skipping a worker is enough compensation for me to get ahead. I hope the card advantage generated by Brave Knight will allow me to make good use of Carrion Curse.


#6

P2T3


Tech StartingHand Workers

TECH

Regular-sized Rhinoceros
Oversized Rhinoceros


STARTING HAND
Pillage
Careless Musketeer
Bombaster
Bloodburn
Makeshift Rambaster

WORKERS

Scorch
Bloodburn

NextHand

Mad Man
Charge
Iron Man
Bloodrage Ogre

Discard

Pillage
Makeshift Rambaster
Careless Musketeer
Regular-sized Rhinoceros
Oversized Rhinoceros

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Bombaster - ($3)
Arglebargle carsts Pirrarge, - ($1)
stealing your float and dealing 2 to your base, 'cause pirates - ($2)
Max Agrajag, calling forth an Elemental of the Waters (mysterious and powerful music plays) - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+a, Anti-air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (2/2)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1, Resist 1 from Lookout)
    [B]In Play:[/B]
  • Argagarg Garg, Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]
I could have killed the Ninja with Bombaster+Rambaster or Bombaster+Arg or Bombaster+Arg’d Wisp. But that would have cost me $1 more, and after last turn I shouldn’t be throwing money around. And there’s no real way for Fruit Ninja to trade up with my stuff, since it cost $3 and all of my units cost $2 or less. And I really wanted to pillage. This is probably a mistake, since I want to have money next turn for Tech II and Tech Lab and Worker and Tech I unit… (which, now that I’ve drawn, I definitely don’t have, unluckily hitting the Iron Man instead of the Crash Bomber). Mad Man is still an option, or maybe Basting a Bom with my Bom-baster. If I decide it’s worth delaying Tech II (and risk missing my own personal win conditions), a hasted 4/4 Iron Man could be pretty funny, too.

I’ve put the Elemental in SQL because it’ll take work and units or spells to get through it. I’ve put Wisp in Lookout, 'cause it’ll cost him to use Orpal’s max against it (assuming he’s willing to put that much into maxing Orpal). I’ve put Bombaster into Scavenger to make that money!
[/spoiler]

[/details]


#7

P1T4


Tech StartingHand Workers

TECH
Gorgon
Cursed Crow


STARTING HAND
Spark
Brave Knight
Bloom
Timely Messenger
Brick Thief


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot
Timely Messenger


NextHand

Brave Knight
Wither
Boot Camp
Older Brother


Discard

Fruit Ninja
Spark
Bloom
Brick Thief
Gorgon
Cursed Crow


Tech 2 card(s)
Get Paid + float - Pillage - ($7)
Worker - ($6)
Orpal casts Spark on Water Elemental, removing its armor. - ($5)
Fruit Ninja trades with Water Elemental.
Brave Knight - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Orpal Lvl.1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

This is starting to look bad, hopefully I can stabilize with Brave Knights! A Stampede would be devastating, even without the Water Elemental.


#8

P2T4


Tech StartingHand Workers

TECH

Hired Stomper
Bloodlust


STARTING HAND
Mad Man
Charge
Iron Man
Bloodrage Ogre

WORKERS

Scorch
Bloodburn
Bloodrage Ogre

NextHand

Iron Man
Pillage
Crash Bomber
Nautical Dog

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech II (Growth) - ($2)
Build Tech Lab (Bashing) - ($1)
Recruit Mad Man - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :exhaust: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Bombaster (2/2, Resist 1 from Lookout)
    [B]In Play:[/B]
  • Argagarg Garg, Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Bashing)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]
I’m supposed to be okay with the Elemental dying. He spent $4 to kill it, and I spent $2 to play it (plus a bigger Arg). It still gets my ire up a bit, though.

I really wanted to charge the Iron Man to take out Knight, then send armored wisp and Bombaster to take out Orpal. Might have even been the right play. Alternatively, I could have used armored Bombaster and Mad Man to bounce the Knight back to his hand, leaving Orpal around for ugly mischief. But I realized that that would add a lot of cruft to my deck right before the shuffle, so I decided to play defensively. Is this what learning feels like? If so, I’m not sure I like it. Not killing stuff is just wrong.

I teched in a Bloodlust, 'cause it’s always fun, and a Stomper to deal with the Knight. Unfortunately, my next hand, while cheap, contains no Rhinos. I just have to hope he floats again so the Pillage comes in handy. (Okay, yes, maybe I could keep cards in hand. But PILLAGE!)

Hmmm. If I can afford to float $4 next turn (big if), I could play Drakk+Bloodlust+Double Rhino for the Ramhorn Special, if I happen to draw into it. If he floats, I might get Drakk out early for the cheaper Pillage. We’ll have to see. (: If he decides to go full Orpal, then I’ll be drawing and getting an extra $1.
[/spoiler]

[/details]


#9

P1T5


Tech StartingHand Workers

TECH
Elite Training
Carrion Curse


STARTING HAND
Older Brother
Boot Camp
Brave Knight
Wither


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot
Timely Messenger
Older Brother


NextHand

Wither
Carrion Curse
Bloom
Elite Training


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Brave Knight kills Bombaster taking 2 damage.
Orpal kills Mad Man taking 1 damage. You get 1 gold.
Brave Knight - ($6)
Tech II (Disease) - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight A (3/1+A) xx
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Brave Knight B (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Orpal Lvl.1 (1/2) x
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

Okay, I’m a bit at a loss what this spec combination means. Probably just MoLaC with reasonable units? Anyhow, I hope I can delay MoLaC at least a little with Carrion Curses, but that assumes he didn’t already draw it. Sneaky Pig would be a problem right now as Orpal is weak, but I prefer the additional blocker over bringing Orpal to Lvl. 4.


#10

[details=Thoughts][spoiler]
So, I see two lines of play here:

  1. Drakk to midband, CB, Pillage for 2, Iron Man, worker NDog. Arg boosts wisp, and frenzied wisp bounces weak knight back to hand. He has a 5-card hand, but still has a Knight and Orpal on the board. (Might get lucky and draw Lizzo next turn to deal with the Knight.) I have a big Iron Man, Drakk, Arg, CB, three of which can patrol against the Knight, probably favorably.

  2. Drakk to max, CB with Haste, Pillage for 2, NDog, worker Iron Man. Again, wisp trades with Knight, but now CB trades with second Knight and hits Tech II for 1. He now has a 7-card hand, but only $9, so will likely waste some cards/can’t afford all that he wants. Only Orpal on the board to attack with. I only have NDog, Drakk, and Arg, only two of which can patrol against Orpal, possibly unfavorably. And I have to worry about River/Oni coming back.

Option 1 puts 7 attack on the board (9 if NDog and IM survive), and 9 HP, but leaves him with 4 or 5 attack (plus potential rune kills).
Option 2 puts 7 attack on the board (8 if NDog survives) but immediately spends 3 of it, and 5 HP, but leaves him with only 1 or 2 attack (plus potential rune kills). I’m out of cards either way, and he’s got a full hand either way, but this leaves him with less room for tricks. Let’s do it.

In the second option, I could skip NDog, leaving only Drakk in patrol. This would give me a 3-card hand next turn instead of 2-card. That might be wise. And a float! Still, feels SO wrong. It’s passing up on potential 3 damage next turn. But maybe not risking drawing Charge and Bloodlust and no units is better?

Teching Guargum and Stampede. May do the same next turn, or may add a Duck. On second thought, since I’ll be pushing a load of base damage, I’ll have the CB hit base instead of Tech II. Planning is weird.

Here’s hoping no Sickness/Spreading Plague. Well, I think Drakk can survive anything besides Spreading Plague, which would take him even in SQL, most likely. So let’s put him in Technician just in case.
[/spoiler][/details]

P2T5


Tech StartingHand Workers

TECH

Guargum, Eternal Sentinel
Stampede


STARTING HAND
Nautical Dog
Crash Bomber
Pillage
Iron Man

WORKERS

Scorch
Bloodburn
Bloodrage Ogre
Nautical Dog

NextHand

Regular-sized Rhinoceros
Bloodlust
Charge

Discard

Bombaster
Mad Man
Pillage
Crash Bomber
Iron Man
Guargum, Eternal Sentinel
Stampede

Tech 2 card(s)
Get Paid - ($8)
Scavenger Bonus - ($9)
Summon max Drakk Ramhorn - ($2)
Recruit Crash Bomber, with haste! - ($1)
Drakk casts Pillage - ($0)
Stealing all of your float, and dealing 2 to your base, 'cause pirates - ($2)
Worker - ($1)
Arg exhausts to give Wisp +1/+a
Wisp (1/1+a, Frenzy 1) trades with your lead Knight, which bounces to your hand
Crash Bomber (2/2, Frenzy 1) trades with your technician Knight, which bounces to your hand. You draw a card! Your base takes 1 damage from the Bomber.

Float ($1)
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]: Drakk Ramhorn, Lv. 6 (3/4, your base takes 1 if he dies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg, Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Bashing)

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

  • Hand: 3
  • Deck: 4
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=After Thoughts]
After the draw, I have Bloodlust, Charge, Regular 4-cost Rhino. Not bad. That Rhino can definitely attack. Playing all 3 would cost 8 of my 10, and would probably be a waste if the Rhino will have haste from Drakk. I don’t see him leaving base undefended, but in that unlikely scenario, then it might be worth hitting with 8 damage. Otherwise, we’ll plan on building Tech III next turn and just playing a hasty Rhino. Bloodlust is good for finishing off Knights, so if I’d gone with my first plan instead of this one, that might be useful. Might still be, if I hit a SQL Knight with Drakk and he can survive, but then I’ll just have to float $3, draw a 2-card hand, and build Tech III next turn.

[/details]


#11

Ugh, I’m really not used to all that Pillage…

P1T6


Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Carrion Curse
Wither
Bloom
Elite Training
Brave Knight
Brave Knight
Fruit Ninja


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot
Timely Messenger
Older Brother


NextHand

Cursed Crow
Brick Thief
Spark
Boot Camp
Carrion Curse


Discard

Elite Training
Bloom
Brave Knight
Brave Knight
Wither
Fruit Ninja
Carrion Curse
Death and Decay
Death and Decay


Tech 2 card(s)
Draw a card from Technician
Get Paid + float - Pillage - ($9)
Orpal 1->4, heals - ($6)
Orpal casts Bloom on Orpal - ($4)
Onimaru - ($2)
Onimaru casts Elite Training on Orpal and Onimaru - ($0)
Orpal kills Drakk taking 3(-1armor) damage, you draw a card and my base takes 1 damage. (Orpal 4->6, heals)

Float ($0)
Discard 5, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru Lvl.1 (3/3+AA) [anti-air, sparkshot]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Orpal Lvl.6 (4/6) + [anti-air, sparkshot]
    Buildings:
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

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

  • Hand: 5
  • Deck: 1
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Okay, this is a weird one. I give up my Brave Knights and skip a worker in order to kill Drakk. Carrion cursing a 3 card hand didn’t feel good enough.


#12

[details=Thoughts][spoiler]
Boooooo! I forgot all about Bloom and Elite Training. Orpal is scary now. If I had just left Drakk in SQL, I’d have enough attack between him, Arg, and Bloodlust to take out an Oni and still kill Orpal with a Rhino. Of course, he’d probably have done something else. But still. Boo.

Now I have to do an expensive Charge on the Rhino to take out Oni. I’d have to bring in Troq to avoid wasting the levels, then put him behind Arg to keep him safe. That’s all but 1 of my money. And Troq’s just too expensive to pour levels into. But. Defending with Rhino isn’t worth much, when Orpal can throw a ton of runes on him… Although… If I put him in Elite, he will be very hard to attack safely, even if Oni has another Elite Training… I’m supposed to be learning to play defensively, so that’s what we’ll do. Should I get my Tech III out now? Or put out Troq to discourage suiciding Oni into the Rhino? Hell, I’m down on cards, and I’ll need the money for more important things than Troq. Let’s keep it simple.

Oh! I forgot to draw from Technician! Makeshift Rambaster! That’s interesting. Now I can justify being stupid. Tech III can wait. (This is the point where I could have won with Stampeding Rhinos, but decided to lose in a base rush instead.)
[/spoiler][/details]

P2T6


Tech StartingHand Workers

TECH

Stampede
Trojan Duck


STARTING HAND
Charge
Regular-sized Rhinoceros
Bloodlust
Makeshift Rambaster

WORKERS

Scorch
Bloodburn
Bloodrage Ogre
Nautical Dog
Bloodlust

NextHand

Careless Musketeer
Hired Stomper

Discard

Bombaster
Mad Man
Pillage
Crash Bomber
Iron Man
Guargum, Eternal Sentinel
Stampede
Charge
Stampede
Trojan Duck

Tech 2 card(s)
Get Paid + float - ($10)
Draw from Technician
Recruit Makeshift Ramhorn - ($8)
Recruit Regular-sized Ramhorn - ($4)
Argh casts Charge on Regular-sized Ramhorn - ($1)
Regular-sized Ramhorn (6/6) kills Oni, taking 3; levels fizzle
Makeshift Ramhorn hits your base for 3
Worker - ($0)

Float ($0)
Discard 0, draw 2


[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]: Argagarg Garg, Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Regular-sized Rhinoceros (5/3)
  • Makeshift Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Bashing)

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

  • Hand: 2
  • Deck: 1
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts]
New hand could be worse.

[/details]


#13

Living Ramhorn, inanimate Ramhorn… is there even a difference?

P1T7


Tech StartingHand Workers

TECH
Blademaster
Blademaster


STARTING HAND
Carrion Curse
Boot Camp
Cursed Crow
Spark
Brick Thief


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot
Timely Messenger
Older Brother
Spark


NextHand

Gorgon
Carrion Curse
Wither
Bloom


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Orpal attacks Argagarg to put 3 - runes on him, while taking 1 damage.
River - ($6)
Cursed Crow - ($3)
Brick Thief, deals 1 damage to your Tech Lab and heals my base by 1. - ($1)
Tech Lab (Finesse) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Brick Thief (2/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River Lvl.1 (2/3)
  • :target: [I]Lookout[/I]: Cursed Crow (3/3)
    [B]In Play:[/B]
  • Orpal Lvl.6 (3/5) + x
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech Lab HP: 4 (Finesse)

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

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

I’m starting to think that Carrion Curse what not the ideal strategy against that plan. With only 2 cards in hand chances are slim that it hits something good.
Orpal needs to survive to cast a Death and Decay at all cost! But that will probably depend on his hand - I’m in trouble if he can get me with Drakk shenanigans on his turn. I think an additional blocker would be better, but Cursed Crow is fine as well because it presents a new kind of threat


#14

[details=Thoughts][spoiler]
So, I thought about a couple of other lines, such as Stomper to kill Brick Thief, frenzied bubbled Rambaster to kill River, and 6 damage to base from Rhino. This might have been the best play, getting him to 6HP. But I couldn’t figure out a way to kill this turn, and that would leave Orpal, and–just as bad–a Crow around to cause trouble.

This way is less defensive, but wiping his board while keeping a 2/1, a 5/1 (both with Frenzy), Arg to potentially play Stampede, and max Drakk to guaranteed haste an Oversized Rhino next turn seems really good.

I’m posting this as a What’s the Play? after the game finishes.

I want to tech in a Wrecking Ball, but I don’t want to decrease the chance of drawing Stampede in my next hand or Guargum/Duck the following turn. I’m teching the second Duck even though it decreases the chance of me drawing Stampede next hand, because direct damage seems really good at this point.
[/spoiler][/details]

P2T7


Tech StartingHand Workers

TECH

Trojan Duck


STARTING HAND
Careless Musketeer
Hired Stomper

WORKERS

Scorch
Bloodburn
Bloodrage Ogre
Nautical Dog
Bloodlust

NextHand

Oversized Rhinoceros
Trojan Duck
Mad Man

Tech 1 card(s)
Get Paid - ($10)
Skip worker
Summon Drakk Ramhorn, King of Ramhorns, 4th-Level Ramhorn of the Order of the Ramhorns - ($5)
Makeshift Ramhorn mistakes SQL Brick Thief for a building (shouldn’t have been holding all those bricks) and trades with it in a frenzy
Regular-sized Ramhorn fatally rams River with its Ramhorn, taking 2 damage and surviving; Drakk Ramhorn becomes a 6th-Level Ramhorn, and God of Ramhorns; you draw a card
Recruit Hired Stomper, not a Ramhorn, but arrives by falling out of the sky - ($1)
Stomper hits Cursed Crow for 3 on the way down, paying a toll on the way; Stomper also gains haste as high priest of the Ramhorn God - ($0)
Gagagrab exhausts to grant Stomper +1/+a
Stomper (5/3+a, Haste, Frenzy 1) beats Orpal with a chain for 6 damage; his armor absorbs one rune, but he still takes -2/-2 in runes from the diseased muck flying off Orpal and corroding the chain; levels fizzle

Float ($0)
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]:
  • :exhaust: [I]Technician[/I]: Drakk Ramhorn, Lv. 6 (3/4, Hits your base when he dies) “Worship me! Worship the RAMHORN!”
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Regular-sized Rhinoceros (5/1)
  • Argagarg Garg, Lv. 5 (0/2, from -3/-3 in runes)
  • Hired Stomper (2/1 from -2/-2 in runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 3 (Bashing)

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

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

[details=Thoughts]
No Stampede. I drew a Duck. Shouldn’t have teched that second Duck! I want to play Rhino and MM next turn, but the Tech III is more important, so it’ll just be Rhino and Tech III, no worker.

[/details]


#15

GG I resign! Too many Ramhorns!

Are you up for another one? I rolled a 16.


#16

!!!

Unexpected! Good game!

You know, I think that’s only the second game I’ve won on PBF?

Things I’ve learned this game:

  1. It’s easier to win when your opponent plays Fruit Ninja
  2. It’s easier to win when your opponent floats against Red starter multiple turns
  3. It’s easier to be really aggressive with 10 workers than with 8

Despite all that, I was actually really worried about you coming back before I could get my Tech III online. I had an Oversized Ramhorn coming this turn, which would have left me exactly $5 for my Tech III, which I’d need for Guargum/Duck. If you played a Max Oni, I’d struggle to get through the army to your base with many of my units intact. I’d have to choose between Tech III or trying to wipe your board again (with Mad Man as my extra unit). If I went defensive, I’d have to worry about Orpal’s maxband getting rid of almost everything the following turn, and possibly a Spreading Plague to take out even my biggest stuff.

I’m going to read over your techs and thoughts.

I am up for more! I rolled a 59, so I’ll go first in a bit when I’m ready. (:

Looking through your Tech and hands, it looks like you tech’d in a Gorgon early on, but never saw her until this very last turn? That seems like really bad luck! She would’ve been hard to get around, and would have kept your hand size up (not that that was a problem as is).


#17

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Scorch
Nautical Dog
Makeshift Rambaster
Mad Man

WORKERS

Nautical Dog

NextHand

Bombaster
Careless Musketeer
Charge
Pillage

Discard

Bloodrage Ogre
Scorch

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Mad Ramhorn - ($2)
Mad Ramhorn rams your base with his helmet for 1
Recruit Makeshift Ramhorn - ($0)
Makeshift Ramhorn rams your base with its horned rammer for 3

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]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (1/1)
  • Makeshift Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=Thoughts]
This looks like a good hand for an early base race. Next turn, probably Drakk, Pirate, Pillage. Early techs are probably Wrecking Ball, Boot, Crash Bomber. Later techs are probably Gliders and Bugblatters.

[/details]


#18

I agree that Fruit Ninja is a horribly inefficient card, but if you got the money and nothing good in hand. shrug

I think that Pillage played a huge role and basically made up for the disadvantage of skipping a worker. I’m probably too used to red plans that simply worker Pillage, but after you have shown me the first pillage, I definitely shouldn’t have fallen for the second one.

I also think killing Onimaru on Turn 2 was huge as it basically made Argagarg a completely safe for the rest of the game.


#19

Aaaaaah so many Ramhorns already! Aaaaand starting the base race early, are we?

P2T1


StartingHand Workers

STARTING HAND
Spark
Fruit Ninja
Tenderfoot
Brick Thief
Helpful Turtle


WORKERS
Fruit Ninja


NextHand

Wither
Older Brother
Bloom
Granfalloon Flagbearer
Timely Messenger


Discard

Tenderfoot
Spark
Brick Thief


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Helpful Turtle - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Helpful Turtle (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru Lvl.1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16

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

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

Soo… let’s try this again, this time with a non-dead Onimaru, please.


#20

[details=Thoughts][spoiler]
Boo! He learned his lesson about Pillage! That’ll teach me to teach people lessons!

Options that I see:

  1. Skip worker and Tech I. Tech in 2x Wrecking Ball, or 1xWrecking Ball/1xCrash Bomber and hope they come up in the right order. Bring in Drakk and Bombaster, and Pillage for 2 damage. Card intensive, but decent defense.

  2. Same as above, but bring in Arg+Wisp instead of Drakk, don’t Pillage, have Mad Man take off Turtle’s armor, pop Bombaster to kill Turtle, and have Ramabaster hit base for 3. Not so card intensive, makes good use of Rambaster. Putting him at 13 means that over the course of the game: 2x Drakk dying, 3x Crash Bombers dying, 3x Wrecking Ball, and 1x Scorch might kill him (though Brick Thief could make that harder). I don’t know if that’s feasible, but doesn’t seem that impossible. The trouble will be keeping my hand size up.

  3. Worker Bombaster since it can’t do direct damage. Build Tech II. Play Arg+Wisp as sacrificial lambs. Tech in 2x Crash Bomber. Gets me back up on cards, doesn’t flood my deck with dross, increases my chance of drawing Crash Bomber’s next turn and lets me play them. Gives me a good chance of hitting Tech II on time, which gives me access to Gliders and Bugblatters. Gliders+Dinosize seem awesome, as he’s unlikely to play solid fliers (esp. after they didn’t work out so well last game). Gliders might lose to Abomination, but Bugblatters win against Disease every time, right? Sneaky Pig and eventually Trojan Duck are also possible. All sounds good so far, seems like the right choice. Downside: 16 seems like a much harder target to hit than 13, for some reason, and it feels like I’m wasting my Rambaster’s potential. sigh

Reason for not playing Drakk: if I’m not playing Pillage, I want to keep Arg available to play whatever spells (like Scorch) I might draw next turn. I think saving Wrecking Ball for later means 4 damage might come out as a surprise.

Putting Wisp in SQL and Arg in Tech means he’ll have to fight just a bit to kill Arg, but hopefully he’ll take the bait. I’ll be trading evenly on money, and it’ll give me decent odds of drawing 2x Crashbomber. If he leaves Arg alive, it may spoil my plans.
[/spoiler][/details]

P1T2


Tech StartingHand Workers

TECH

Crash Bomber
Crash Bomber


STARTING HAND
Careless Musketeer
Bombaster
Pillage
Charge

WORKERS

Nautical Dog
Bombaster

NextHand

Bloodburn
Pillage
Crash Bomber
Scorch
Crash Bomber

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Grag Gragagra, and Wisp! - ($2)
Build Tech I - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :exhaust: [I]Technician[/I]: Argagarg Garg, Lv. 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2)
    [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=Afterthoughts]
Well. Two CB’s, Scorch, Pillage, and Bloodburn. The direct damage is coming, one way or another.

[/details]