Casual: Eijolend vs. ARMed_PIrate

P2T2


Tech StartingHand Workers

TECH
Brave Knight
Overeager Cadet


STARTING HAND
Wither
Bloom
Granfalloon Flagbearer
Timely Messenger
Older Brother


WORKERS
Fruit Ninja
Granfalloon Flagbearer


NextHand

Tenderfoot
Overeager Cadet
Wither
Bloom


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Timely Messenger - ($4)
Helpful Turtle and Timely Messenger kill Wisp.
Onimaru kills Argagarg taking 1 damage. You draw a card (Onimaru 1->3)
Older Brother - ($2)
Tech I - ($0)

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


[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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru Lvl.3 (2/2) x
  • Helpful Turtle (1/2)
  • Timely Messenger (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Okay, that chance to get rid of Argagarg is just too good to not take. I think I have to play Older Brother over leveling Onimaru, as having no patroller would mean a lot more damage to my base or at least a destroyed Tech I building. However, there are quite a few ways how he can get Onimaru next turn, I didnā€™t do the math to figure out if he can kill Onimaru AND get the levels onto Drakk, but I guess Iā€™ll find out.

[details=Thoughts][spoiler]
I could kill OB with Scorch and MM, so that I can hit the base with Rambaster, but then the CBā€™s arenā€™t coming out, or one comes out and no worker. This is better. It gets him down to 14, and pretty much ensures heā€™ll go down to 11 from the CBs and Drakk.

Iā€™m exposing Drakk on purpose, just like I did with Arg, too keep my hand size up, keep the damage coming, and open up Troq for the double Wrecking Ball next turn. I was able to keep a ton of units on the board while playing out my hand, so itā€™s not worth teching Tech II stuff now, since Iā€™m getting an early cycle.

Iā€™m workering BRO, which is almost certainly a mistake, but he doesnā€™t do direct damage, so heā€™s gone.
[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH

Wrecking Ball
Wrecking Ball


STARTING HAND
Bloodburn
Scorch
Crash Bomber
Pillage
Crash Bomber
Bloodrage Ogre

WORKERS

Nautical Dog
Bombaster
Bloodrage Ogre

NextHand

Charge
Wrecking Ball
Careless Musketeer
Pillage

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Drakk Ramhorn - ($3)
Recruit Crash ā€œBandicootā€ Bomber - ($2)
Recruit Crash ā€œTest Dummyā€ Bomber - ($1)
Drakk casts Pillage, hitting your base for 2 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Crash Test Dummy (2/2+a, Hits your base when he dies)
  • :psfist: [I]Elite[/I]: Mad Man (2/1)
  • :ps_: [I]Scavenger[/I]: Crash Bandicoot (2/2, Hits your base when he dies)
  • :exhaust: [I]Technician[/I]: Drakk Ramhorn, Lv. 1 (1/3, Hits your base when he dies)
  • :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: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Afterthoughts]
Only one Wrecking Ball, but I can hope I get lucky on the technician draw. But if he kills Drakk and only the SQL CB, then Iā€™ll have the other CB to Pillage again (even if itā€™s expensive), or Careless Musketeer. If he doesnā€™t kill Drakk, Iā€™ll probably Charge a Musketeer, Pillage, and try to tear apart his board enough to get Rambaster through. Or just Pillage and midband Drakk if that makes the trades better.

[/details]

P2T3


Tech StartingHand Workers

TECH
Flagstone Garrison
Overeager Cadet


STARTING HAND
Wither
Bloom
Tenderfoot
Overeager Cadet


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot


NextHand

Spark
Brick Thief
Flagstone Garrison
Brave Knight


Tech 2 card(s)
Helpful Turtle heals Onimaru for 1.
Get Paid - ($7)
Worker - ($6)
Onimaru kills Crash Test Dummy taking 2 damage. My base takes 1 damage (down to 13)
Older Brother and Helpful Turtle kill Drakk taking 1 damage each, you draw a card. (Onimaru 3->5, heals) My base takes 1 damage (down to 12)
Timely Messenger trades with Mad Man.
Onimaru 5->8, Soldiers - ($3)
Overeager Cadet
Tower - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2+A)
  • :psfist: [I]Elite[/I]: Soldier A (1+1/1)
  • :ps_: [I]Scavenger[/I]: Soldier B (1/1)
  • :pschip: [I]Technician[/I]: Soldier C (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru Lvl.8 (4/5)
  • Older Brother (2/1) x
  • Helpful Turtle (1/1) x
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

I heavily considered rushing out Tech II, but then I remembered that my opponent is known for making hyper-aggressive plays. So I took the very safe variant with lots of patrollers and a tower.

Tentative plan for next turn: Worker, Brave Knight and Tech II

[details=Thoughts][spoiler]
Not fun. Heā€™ll break my Tech I next turn guaranteed, even if I patrol Troq. The sparkshot means he can actually do it more efficiently if I patrol CM, CB, and Troq (unless I skip technician).

I got unlucky on the technician draw, getting Scorch instead of Wrecking Ball. Yuck.

I could skip the Pillage and CM, have a bigger hand, and build Tech II. Heā€™ll then break Tech II, and kill my other stuff. Is that preferable? I could keep rebuilding Tech II and keeping it as a threat, allowing me to put in an Iron Man or something? Aw hell. Letā€™s go all out.
[/spoiler][/details]

P1T4


Tech StartingHand Workers

TECH

Desperation
Kidnapping


STARTING HAND
Charge
Careless Musketeer
Pillage
Wrecking Ball
Scorch

WORKERS

Nautical Dog
Bombaster
Bloodrage Ogre
Charge

NextHand

Wrecking Ball
Bloodburn
Wrecking Ball

Tech 2 card(s)
Get Paid - ($7)
Summon Troq Ramhorn - ($5)
Troq casts Pillage, dealing 2 to your base - ($3)
Troq casts Wrecking Ball, dealing 2 to your base
Recruit Careless Musketeer - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Careless Musketeer (2/1+a, Can hit both bases for 1 if you let him live)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Crash Bandicoot (2/2, Hits your base when he dies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2)
  • Troq Bashar, Lv. 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
UGH! Redrawing Wrecking Ball for the turn Troq will be dead was very unlucky. Most likely this will be a turn for Arg+Bloodburn? Donā€™t know if Iā€™ll be workering anymore. At least I didnā€™t draw Desperation in the same hand as Wrecking Ball. (Of course, now that I say that, you know what my Technician Draw will be.)

[/details]

So, I suppose thatā€™s the crazy base race mode of this spec combination?

P2T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Drill Sergeant


STARTING HAND
Spark
Brave Knight
Brick Thief
Flagstone Garrison


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Spark


NextHand

Timely Messenger
Overeager Cadet
Wither
Bloom


Discard

Older Brother
Overeager Cadet
Flagstone Garrison
Brick Thief
Flagstone Garrison
Drill Sergeant


Tech 2 card(s)
Helpful Turtle heals Older Brother and Helpful Turtle.
Get Paid - ($8)
Worker - ($7)
Overeager Cadet trades with Careless Ramhorn.
Older Brother trades with with Crash Bandicoot. My base takes 1 damage, you draw a card.
The 3 Soldiers trade with Troq.
Onimaru kills your Tech I Building, your base takes 2 damage.
Helpful Turtle deals 1 damage to your base (base at 17).
Brave Knight - ($4)
Tech II (Peace) - ($0)

Float ($0)
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]: Onimaru Lvl.8 (4/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Helpful Turtle (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ughā€¦ I think I have taken definite board control, but the question remains whether 7 HP on my base is enough with Pillage, Scorch and Wrecking Ball floating aroundā€¦ Where is my Artisan Mantis?

It certainly meets all of your descriptors! Iā€™m wishing Growth was Peace, but you know how it goes.

[details=Thoughts]
Yeah, just as I thought. AND I got the predicted and ironic Desperation as Technician draw. Blech. I really should have built Tech II last turn, just so Iā€™d have the options, and too keep him more worried. If I got it safe for one turn, thereā€™d be the chance of a Bugblatter win. Still, he used up most of his huge board. I donā€™t think he can break Tech I this turn with how I patrolled. Depends on if he drew TM/Bloom/Spark/Wither.
[/details]

P1T5


Tech StartingHand Workers

TECH

Bloodlust
Desperation


STARTING HAND
Wrecking Ball
Bloodburn
Wrecking Ball
Desperation

WORKERS

Nautical Dog
Bombaster
Bloodrage Ogre
Charge
Desperation

NextHand

Pillage
Scorch
Mad Man
Kidnapping

Discard

Careless Musketeer
Crash Bandicoot
Wrecking Ball
Wrecking Ball
Bloodlust
Desperation

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Upgrade to Bloodburn - ($4)
Summon Aaaarg, to midband, and wisp! - ($0)
Rebuild Tech I

Float ($0)
Discard 2, 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]:
  • :exhaust: [I]Technician[/I]: Argagarg Garg, Lv. 3 (1/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2)
  • Bloodburn @0 runes
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Afterthoughts][spoiler]
Well, Iā€™ve got options next turn (if he doesnā€™t kill me with Peace Engine). If he kills Arg, I can play Drakk+CB+Pillage+Scorch, or Drakk+CB+Pillage+Kidnapping (whatever works best). If he doesnā€™t kill Arg, I can get an Elemental+Scorch+Pillage+MM.

The first Drakk version puts 6 base damage on the table, +1 from Bloodburn, for almost guaranteed game (though he can get around it with some clever Boot Camps). So I have to hope for that. But if heā€™s really smart, heā€™ll try to keep Arg around, delaying my victory into defeat.
[/spoiler]

[/details]

P2T5


Tech StartingHand Workers

TECH
Drill Sergeant
The Art of War


STARTING HAND
Bloom
Overeager Cadet
Wither
Timely Messenger


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Spark
Timely Messenger


NextHand

Drill Sergeant
The Art of War
Wither
Drill Sergeant


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Onimaru casts Wither on Wisp, killing it. - ($6)
River - ($4)
Helpful Turtle and Brave Knight kill Argagarg, taking 1 damage each. (River 1->3)
Onimaru destroys your Tech I building. Your base takes 2 damage.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/2+A) x
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: River Lvl.3 (2/4)
  • :pschip: [I]Technician[/I]: Onimaru Lvl.8 (4/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Helpful Turtle (1/1) x
    [B]Buildings:[/B]
  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10

[Gives withering stare in return.]

[details=Thoughts][spoiler]
So I have a few lines:

  1. Drakk, Rambaster takes out armor, MM does a damage, Bloodburn kills Knight dead. Pillage for 1. Scorch base for 2 base damage, putting him at 4 (3 when he kills Drakk). Guaranteed 1 more Bloodburn next turn. If I get lucky and draw a Wrecking Ball, I can have game. No draw or gold for him, but heā€™ll have 9 damage on the board, which can wipe Drakk and kill me if his Peace Engine comes online. (Fencers are scary in that.) At least one Knight not in hand. I draw 4.

  2. Drakk, Pillage for 1 base. Kidnap Turtle. Slam it into Knightā€™s armor. Slam Rambaster into Knight. Poke with Bloodburn for death. Bloodburn guaranteed a damage next turn. No units on board means his Engine wonā€™t go unless he has Fencers. Scorch base for 2. Base at 4 (3 after Drakk dies). He gets no card or money. He still has 8 damage on board. I draw 4.

  3. Drakk, Kidnap Brave Knight, slam it into River and back to hand. Kill River with Rambaster, putting Bloodburn at 2. Poke base with Bloodburn for 1. Pillage for 1. Scorch for 2. Base is now at 3 (will be at 2 when Drakk dies). If I get lucky and draw a Wrecking Ball, I can have game. Leaves him with 6 damage on board. May still be enough to kill me with Peace Engine/Oniā€™s Ultimate, but maybe not. Looking pretty good. But does give him his gold back, and gives him a Knight to get the Peace Engine rolling. Leaves Turtle to collect a bunch of Drill Sergeant runes. I draw 4.

  4. Same as above, but hit Oni with Knight instead of River. Rambaster hits Oni. Bloodburn kills Oni instead of hitting base. Only 3 damage (putting his base at 4, will be 3 after Drakk dies). Leaves no runes on BB. Have to get really lucky to take him out next turn. But only leaves 4 damage on board. Of course, if Peace Engine comes online, that might be plenty. But could put Drakk in SQL so River canā€™t kill him easily. That could keep Turtle from killing me. He draws, but doesnā€™t get his money back.

  5. Drakk to midband. Pillage for 1. Mad Man takes armor and a point off Knight. Bloodburn kills it. Rambaster does 2 to River. Scorch kills her, Drakk to max. Build a Tower. His base at 6 (5 when Drakk dies). Guaranteed 1 from Bloodburn next turn. No way Iā€™m winning. And heā€™s got Oni and Turtle. Strictly worse than Option 3?

Weā€™re going with Option 2.
[/spoiler][/details]

P1T6


Tech StartingHand Workers

TECH

The Boot
The Boot


STARTING HAND
Kidnapping
Scorch
Pillage
Mad Man
Crash Bomber

WORKERS

Nautical Dog
Bombaster
Bloodrage Ogre
Charge
Desperation

NextHand

Kidnapping
Bloodlust
Crash Bandicoot
Makeshift Rambaster

Tech 2 card(s)
Get Paid - ($9)
Draw from technician
Rebuild Tech 1
Skip worker
Summon Drakk Ramhorn - ($7)
Drakk casts Pillage, - ($6)
stealing 1 float and dealing 1 to your base - ($7)
Drakk casts Kidnapping, stealing your Turtle - ($3)
Turtle suicides into Knight, knocking off armor; Bloodburn @2 runes (including Wisp on your turn)
Makeshift Ramhorn suicides into Knight for 1; Bloodburn @3
Exhaust Bloodburn to kill Knight; he goes to discard, not hand; he died bravely; Bloodburn @2
Drakk casts Scorch, dealing 2 to your base, putting it at 4 - ($0)

Float ($0)
Discard 2, reshuffle, 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]: Drakk Ramhorn, Lv. 1 (1/3, Hits your base when he dies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @2 runes
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5

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

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

[details=Afterthoughts]
Nooooooooooooooo. I drew Wrecking Ball the first time, then realized I forgot to move dead Rambaster to discard, and somehow discard MM instead of Scorch. Re-did properly, redrew, and nothing Troq can use. I have to pray for Wrecking Ball or Scorch on the technician draw.

[/details]

@Eijolend Youā€™re up. Sorry for the edits. Had forgotten to discard the dead Rambaster, which meant I had to redo draw.

P2T6


StartingHand Workers

STARTING HAND
Drill Sergeant
The Art of War
Wither
Drill Sergeant


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Spark
Timely Messenger


NextHand

Overeager Cadet
Bloom
Overeager Cadet
Older Brother


Discard

Brave Knight
Helpful Turtle
Wither
Drill Sergeant


Tech 0 card(s)
Get Paid + float - Pillage - ($13)
Onimaru casts The Art of War - ($10)
Onimaru deals 7 damage to your base.
Drill Sergeant - ($7)

Float ($7)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru Lvl.8 (6/5+AAA) [swiftstrike, unstoppable]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River Lvl.3 (2/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drill Sergeant (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 4
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 10
Thoughts

Without the tower I think putting River in Squadlead would make it harder for him to suicide Drakk, however if River dies it is quite likely I canā€™t sideline a Crash Bomber, so it kills my base when it dies.
But, honestly I canā€™t figure out any 4 card hand that doesnā€™t kill me no matter how I patrol.

Aaaaand may I point out that I have yet to draw a Flagstone Garrison except the one I drew before I built my Tech II with a 1/7 chance.

So that was a risky move, keeping Drakk alive, but I think it was the smart one. Any of the following would mean I win: Scorch, Wrecking Ball (suicide Drakk, bring in Troq), Pillage+Bombaster/Careless Musketeer/Crash Bomber #1/Crash Bomber #2. But any of them work just as well with Troq. It must have been agonizing to leave Drakk on board to reduce my chance of drawing the win.

And it worked.

P1T7


Tech StartingHand Workers

TECH

Pirate-Gang Commander
Guargum, Eternal Sentinel


STARTING HAND
Kidnapping
Crash Bandicoot
Makeshift Rambaster
Bloodlust

WORKERS

Nautical Dog
Bombaster
Bloodrage Ogre
Charge
Desperation

NextHand

Pillage
Desperation
Wrecking Ball

Discard

Kidnapping
Bloodlust
Crash Bomber
Makeshift Rambaster
Pirate-Gang Commander
Guargum, Eternal Sentinel

Tech 2 card(s)
Get Paid - ($9)
Skip worker
Drakk casts Kidnapping, stealing your Drill Sergeant - ($5)
Recruit Crash ā€œOverrideā€ Bomber; Drill Sergeant gets a rune - ($4)
Drakk casts Bloodlust on Crash Override and River, giving them haste - ($2)
Exhaust Bloodburn to hit your base for 1
Drakk Ramhorn rams into Oni, cackling as he dies instantly to the Swift Strike; your base takes 1
Summon Argagarg Garg, and Wisp! - ($0)
Drill Sergeant transfers his rune to Wisp
Drill Sergeant suicides into Oni, dying instantly to the Swift Strike; Bloodburn @1
Crash Override suicides into Oni, dying instantly to the Swift Strike; your base takes 1, to 1 HP; Bloodburn @2
At the end of my turn, River takes a damage from Bloodlust, the cackle of the Ramhorn echoing in her ears

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg Garg (1/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (1/2)
    [B]In Play:[/B]
  • Bloodburn @2 runes
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 7
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts]
I decided to suicide Drakk and the CB instead of patrolling because he could potentially pull out a low-damage unit in SQL that would make suiciding impossible (for Drakk at least) next turn. I suppose his Tower means I could have kept CB around. Ugh. Maybe I should have. If that mistake costs me the game, Iā€™ll be a little sad. But only a little. I guess theoretically a Dancer could go in SQL and prevent CB from suiciding?

[/details]

Soā€¦ Do you have lethal?

2 Likes

Not without the Drill Sergeant! Also, I canā€™t even do a last ditch effort with Brick Thief, because that guy decided to hide behind the two Garrisons in my deck, so Blood Burn guarantees the last point of damage. :worried:

GG, you win again! Iā€™m quite impressed by what the Drakk&Troq combination can do to a base - itā€™s like adding yet another tool to what Blood does so well! I think in the end, it was still quite close - I wonder if actually drawing my Garrisons at any point would have helped, or if a Garrison plan is just generally to slow against all-in base races. Maybe focussing on the Art of War earlier would have helped?

Iā€™m starting to doubt my spec choice, but are you up for another game with it? I rolled a 43.

3 Likes

That was a very interesting game to watch. One play that I think would have been better on Eijolendā€™s end is playing the Brick Thief over Brave Knight on turn 4. First, this would have given him an extra base health, and potentially more if it survived to attack. Second, this allows Eijolend to break the tech 1 building while preserving more of his board, by having Onimaru kill Troq, the soldiers and Turtle hit T1 for 4, and Brick Thief deal the final point.

4 Likes

Good game!

I think you had really bad luck with Garrisons, but I think a different tech/worker combo would have helped the Garrisons do their job better if you had ever drawn them. Reading over your turns, I see that you workered both Tenderfoot and Timely Messenger. I think you undervalued both of them, particularly Tenderfoot; in our first game, I think she (or she and Brick Thief) would have been a better play than Fruit Ninja. But both of these cards are, above all, cheap which helps out your Peace Engine without having to float so much, so more of that money could have gone into leveling River (whose maxband turns TM and TF into weak Overeager Cadets).

Likewise, I think I would have techā€™d Nimble Fencers instead of Brave Knights. I was really scared of them in the late game; granted, you got almost as much from Wither. But Fencers and Tenderfoot in Peace make it even scarier. Even without Garrison, if you could have played Drill Sergeant+Fencer or Drill Sergeant+Messenger, and transfer the rune, it might have been the extra oomph you needed to break through. As it was, your lack of haste allowed me to keep up a nice even tempo, playing just enough to keep you from totalling me, and otherwise ignoring your plan for direct damage.

This. This was going to be my first suggestion, just because in a base race, healing can be surprisingly good. Aggro can be really card/money intensive, especially when skipping Tech II, so, just like Pillage can make a huge difference in getting that final card/level in a turn, healing can make a huge difference in getting that final damage in race. But cstick makes a great point about the board value in that situation, which I hadnā€™t even spotted.

Another thing I thought of is that on my T4, I played 2 spells and no Tech II. That might have been enough clue that I was going with a hero-heavy strategy that it might have been worth teching Carrion Curse in response. It would have straight-up wrecked any of my hands. Though I recognize that it eats into the effectiveness of Peace Engine.

Lastly, and I think you recognized this based on your thoughts, the Tower didnā€™t help you at all, and actually ensured that I could suicide if I needed to. I think you would have done much better with a Heroesā€™ Hall that turn, though Iā€™m really happy my aggressiveness is pushing my opponents to be proactive; itā€™s fun to have a rep you work hard for!

Iā€™d be happy to play again. I rolled a 53, so Iā€™ll go first, but it may be a while. The babyā€™s been teething, which has made for some late nights and I really need a nap; then I want to post one turn from each of the previous games as Whatā€™s the Play? I felt like I had some really hard puzzles that had no right answer, but whose answers might be illuminating in terms of how different players think through situations. Though itā€™s possible most players donā€™t get themselves in the situations I do. (:

4 Likes

Yeah, youā€™re certainly working on that reputation of the most aggressive PbF player :stuck_out_tongue:

All the feedback is very well received. It is the first time I tried out the Garrison combo and as it turns out there is quite a bit more to it than just tech peace cards and win the game. :wink:

I think I donā€™t have a good grasp on what my choice of Finesse/Disease/somethirdspec is supposed to deliver - I really like the Disease spec, but I find it hard to find a proper win condition in there.

Take your time with posting, there is no rush!

Hrrrmm. It strikes me that different specs have different personalities that affect when and how they should be used.

Peace is extroverted. Heā€™s the kid in the class thatā€™s always raising his hand, or the guy at the party whoā€™s always interrupting to share his opinion. Heā€™s the guy in Pandemic telling everyone else what to do, whether or not they want that.
It seems (from what Iā€™ve seen) really hard to avoid letting Peace just take over a group project and do all the work.

Demonology is a social butterfly. She gets along well with everybody, but is kindof shallow. You expect great depths but almost always see the same old trick. Still, if pushed, she can do some surprising things.

Disease is a hardcore introvert, and also has some social awkwardness. He finds working with other specs draining, and sometimes ends up working at odds with them.
I think Disease works best (though Iā€™m not sure, as I havenā€™t made it work for myself) when youā€™re going all-in on comboing with itself. Iā€™m not sure how strong it is against aggro, though Abomination seems potentially very good (esp. against Gliders, or 2x against Crashbarrows).

I also suspect Disease works best as a Rook- or Oni-killer. Those runes can really take the bite out of a hero, and two runes on either of them makes their midbands far less scary. You can probably afford to have them hang around until you draw Spreading Plague.

Likewise, Disease is awesome against Purple starter; Crypt Crawler and Plague Spitter answer Nullcraft nicely, and the runes take Mox out of the picture. They do just as well to make those efficient past and future critters less so.

All that said, for your spec pairing, Iā€™d be trying to pull off Maestro + early fencers + Death and Decay as a pseudo-Earthquake. So Iā€™d be looking for a third spec that can help provide some protection for Orpal while that gets set up. Oni fits the bill with his beefy Readiness and Brave Knights; Rook and Boulder could do the trick, and gives you the alternate Barbarbarian+Two Step strat (though his birds and Quake, being faster and cheaper, and him being easier to keep around, will probably always seem more efficient than poor Orpal). Grave (cheap midband) and Rambasa seems even better, also good Two-Step targets; or you could Tech Lab it for Training Grounds to max Orpal quickly. Similarly, you could go mono-color with Garth and Tech Lab for Resurrector.

Going with an entirely different tactic, Disease+Balance might be fun some time for never-ending Deathtouch. I might go black starter for that one, for Poisonbladeā€™s additional ā€œYou wonā€™t like it when I touch youā€ factor.

If you do manage to get it to work, I want to see it in action. Disease is a lot of fun; itā€™s a shame itā€™s so hard to make it shine!

4 Likes

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Pillage
Scorch
Mad Man
Bombaster

WORKERS

Scorch

NextHand

Bloodburn
Makeshift Rambaster
Charge
Bloodrage Ogre
Careless Musketeer

Discard

Mad Man
Pillage
Bombaster

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Arg, and Wisp! - ($1)
Recruit Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg Garg, Lv. 1 (1/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Nautical Dog (1/1, Frenzy 1, Resist 1 from Lookout)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

[details=Thoughts]
Iā€™m tired, and my hand is a more usual mix, so Iā€™m trying something a little closer to ā€œstandardā€ here. Iā€™ve never really tried to get standard Growth strats off, so letā€™s push for Tech II, possibly with Tech Lab, and maybe aim for MoLaC? MoLaC+Gliders+Barrows seems ridiculous?

[/details]

P2T1


StartingHand Workers

STARTING HAND
Wither
Timely Messenger
Helpful Turtle
Tenderfoot
Granfalloon Flagbearer


WORKERS
Granfalloon Flagbearer


NextHand

Spark
Older Brother
Bloom
Brick Thief
Fruit Ninja


Discard

Timely Messenger
Tenderfoot
Wither


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Onimaru - ($2)
Helpful Turtle - ($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]: Onimaru Lvl.1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

This start of his makes it very difficult to keep a hero safe, I think Onimaru is the most likely to survive.

[details=Thoughts][spoiler]
I want to kill Oni (Charge+BROgre), but Iā€™d have to skip a worker to do it. (Wouldnā€™t have this problem if Iā€™d just dropped Drakk last turn instead of Arg; and I should have looked at my T2 Hand and realized that.) It was worth it in our first game, when I already had the econ advantage as second player. But as first, itā€™ll probably put me too far behind.
Well, wasting his Turtle with no change in my board, and building Tech I seems pretty good. Iā€™m putting Wisp in SQL to make it expensive to kill Arg. If heā€™s willing to do that, then Drakk can play Bloodlust if I draw it.

Since Iā€™m going for Blood+MoLaC/BA, letā€™s keep pushing the econ, and keep the units cheap. How about Bomber and Bloodlust, then MoLaC and Glider next time?
[/spoiler][/details]

P1T2


Tech StartingHand Workers

TECH

Crash Bomber
Bloodlust


STARTING HAND
Careless Musketeer
Bloodburn
Bloodrage Ogre
Charge
Makeshift Rambaster

WORKERS

Scorch
Bloodburn

NextHand

Charge
Bloodlust
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Midband Arg - ($0)
Arg exhausts to give NDog +1/+a
NDog safely kills Turtle in a frenzy

Float ($0)
Discard 4, reshuffle, draw 5


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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Afterthoughts]
My draw unfortunately is all 2-costs, so I canā€™t worker, Drakk, unit, and Bloodlust. But, I could worker and Charge a BROgre if Arg is still alive. Or, I could worker, Drakk, Bloodlust Drakk and one of his units if he plays a 1-drop out of SQL. Also, worker, Drakk to midband to get good value out of Dog if itā€™s not withered.

[/details]

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Older Brother
Spark
Bloom
Brick Thief
Fruit Ninja


WORKERS
Granfalloon Flagbearer
Fruit Ninja


NextHand

Nimble Fencer
Nimble Fencer
Wither
Brick Thief
Helpful Turtle


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Onimaru kills Wisp
Older Brother - ($3)
Onimaru 1->2, no Iā€™m not traumatized by that Pillage game, why do you ask? - ($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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru Lvl.2 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts]
And again, Iā€™m kind of afraid what he can do next turn. Anything combined with Charge! has a good chance to kill both Onimaru and Older Brother. But putting Older Brother in another patrol slot just makes everything much too easy for him.

I havenā€™t figured out yet why some early games feel so bad while other feel quite okay - but I guess always sweating about everything you do is just a natural side effect of playing against red.

In any case, if he doesnā€™t get the Water Elemental right away, the Nimble Fencers have the potential for immediate impact on the board.[/details]

Edit: Fixed Argā€™s stats

P1T3


Tech StartingHand Workers

TECH

Might of Leaf and Claw
Shoddy Glider


STARTING HAND
Charge
Bloodlust
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre

WORKERS

Scorch
Bloodburn
Careless Musketeer

NextHand

Pillage
Mad Man
Crash Bomber
Bombaster

Discard

Nautical Dog
Charge
Bloodrage Ogre
Makeshift Rambaster
Bloodlust
Might of Leaf and Claw
Shoddy Glider

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arg exhausts to give NDog +1/+a
NDog trades with Old Bro in a frenzy
Recruit new BRO - ($3)
Arg casts an expensive Charge on new BRO - ($0)
BRO (4/2, Haste) trades with Oni; Arg to Level 5, summoning an Elemental of the Waters (splish-splash)

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]: Water Elemental (3/3, Anti-air)
  • :exhaust: [I]Technician[/I]:
  • :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

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

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

[details=Thoughts][spoiler]
So that went okay. I spent $5 killing Oni, $1 killing Turtle and OldBro. He spent $7 on playing them and avoiding Pillage. And I got 2 levels out of it, so thatā€™s effectively $4 on my side to $7 on his. I can live with that.

Not playing a unit last turn and playing two cards this turn means I havenā€™t cycled yet, but will if I get a technician draw. Since Iā€™m not ready for that stuff yet, Iā€™m putting my Elemental in Scav. I doubt heā€™ll die, but Iā€™m too tired to think about it. With max Arg around I thought about teching Stampede, but itā€™s just too expensive. Maybe next turn if it looks like Iā€™m building a big board? Otherwise, sticking with the plan. Iā€™ve got a Glider and MoLaC. Next turn Iā€™ll tech Glider and Blooming Ancient.

Next turn Iā€™ll be spending $6 of my $7 on Worker, Tech II, Tech Lab. That leaves 1 for probably Bombaster, maybe Mad Man, maybe an expensive Pillage if he floats. (I think itā€™s worth it to keep my plan going while keeping him strapped for cash. And I want to keep reminding him that we take what we can, give nothinā€™ back.)
[/spoiler]

[/details]

1 Like