[Casual] FrozenStorm (White) vs Ellume (Red)

P1T5


Tech StartingHand Workers

TECH
Surprise Attack
Chaos Mirror


STARTING HAND
Scorch
Pillage
Gunpoint Taxman
Charge


WORKERS
Careless Musketeer
Mad Man
Nautical Dog
Bombaster
Pillage


NextHand

Disguised Monkey
Gunpoint Taxman
Disguised Monkey
Bloodburn


Discard

Firebat
Makeshift Rambaster
Charge
Scorch
Surprise Attack
Chaos Mirror


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gunpoint Taxman - ($5)
Jaina attacks SMonk, sparkshot Grave
Firebat taps to kill Grave, +2 lvl to Jaina - ($4)
Makeshift Rambaster kill SMonk and dies
Build Tech II (ANARCHY) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Jaina (2/1) (lvl 3)
  • Firebat (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Rook is a total beast. Tech II building here is more a decoy then anything since I can’t stop Rook right now. I’m now Teching spells for Zane with the idea that Jaina will die before I get those cards.

Game 2, Player 2, Turn 5

P2 White vs P1 Red

Starting Hand

Morningstar Flagbearer
Fuzz Cuddles
Sensei’s Advice
Smoker

Events of Turn:


Upkeep:

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

Earthquake, Fox’s Den Students
Sparring Partner, Earthquake
Bird’s Nest, Fuzz Cuddles
Speed of the Fox, Sparring Partner


Main:

  • Rook walks past GPT and breaks that tech 2, takes 1 from tower, your base to 18
  • Fuzz Cuddles (7)
  • Setsuki + Maxband (0)
  • Sparring Partner buffs up fuzz cuddles
Workers

Safe Attacking, Grappling Hook, Fox Primus, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Fuzz Cuddles (3/4)

In Play:

  • Setsuki (3/4 lvl 6)
  • Sparring Partner (2/2)
  • Rook (5/6 lvl 8)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bird’s Nest
Morningstar Flagbearer
Earthquake
Sensei’s Advice
Aged Sensei

End of Turn Discard
My Thoughts

Yep Rook’s gonna live, so is Sets probs, sucks not to have birds to lay down here to ensure repeat tech 2 kill, but hey everything else will go down with an Earthquake so hopefully I can make it work


P1T6


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Disguised Monkey
Gunpoint Taxman
Disguised Monkey
Bloodburn


WORKERS
Careless Musketeer
Mad Man
Nautical Dog
Bombaster
Pillage


NextHand

Surprise Attack
Kidnapping
Makeshift Rambaster
Bloodrage Ogre
Kidnapping


Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II [ANARCHY]
Level Jaina once to next level - ($8)
Jaina suicide on Fuzz
Summon Zane - ($6)
Max band zane, shove Fuzz to scavenger killing him, each of us get a gold - ($1)
Zane kills Setsuki - ($0)
Taxman kills Sparring Partner
Firebat attacks base for 3, bringing it to 15

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


Board Info:
In Patrol:

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

In Play:

  • Zane (4/1) (Max)
  • Firebat (3/3)
  • Gunpoint Taxman (3/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Going with more spell options with Drakk now. I pretty much don’t even want to chance defense with Rook out so long and his potential spells.

Hmm, I realize that Zane’s max band targets, so did I need to pay 1 gold there? If so then I won’t be able to make a worker on that turn. If you confirm this is the case then I had 1 more card in my discard. You can choose if I should reshuffle my hand or just add it to my current discard?

It does indeed and this you do need to skip the worker. Just draw one more card to make up the difference, ain’t no biggie

Alright, I edited my turn. I think that should be good now.

1 Like

Game 2, Player 2, Turn 6

P2 White vs P1 Red

Starting Hand

Bird’s Nest
Morningstar Flagbearer
Earthquake
Sensei’s Advice
Aged Sensei

Events of Turn:


Upkeep:

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

Glorious Ninja, Ardra’s Boulder
Earthquake, Fox’s Den Students
Sparring Partner, Earthquake
Bird’s Nest, Fuzz Cuddles
Speed of the Fox, Sparring Partner


Main:

  • Grave (7)
  • Bird’s Nest (5)
  • Earthquake, your tech 1, tower and base all take 4. That breaks the tower and tech 1, dealing an additional 4 to base, now at 10 (0)
  • Rook breaks your tech 2, your base now to 8
Workers

Safe Attacking, Grappling Hook, Fox Primus, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Rook (5/6 lvl 8, +1/1)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Fox’s Den Students
Earthquake
Sparring Partner
Smoker
Savior Monk

End of Turn Discard

Earthquake
Glorious Ninja
Ardra’s Boulder
Aged Sensei
Sensei’s Advice
Morningstar Flagbearer

My Thoughts

I think I’ll be able to win this base race, grabbing a GN and a Boulder for stall / finishing just in case I can’t do the job next turn with bird(s) and another earthquake


Rook is a beast, but I think I just managed to sneak through in the end. I do kind of like all the haste that red has. So unless I made an error I think I finally actually won a game lol

P1T7


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Kidnapping
Kidnapping
Surprise Attack
Makeshift Rambaster


WORKERS
Careless Musketeer
Mad Man
Nautical Dog
Bombaster
Pillage


NextHand

Charge
Gunpoint Taxman
Disguised Monkey
Scorch
Firebat


Discard

Surprise Attack
Kidnapping
Bloodrage Ogre
Kidnapping


Tech 0 card(s)
Get Paid - ($9)
Surprise Attack - ($4)
Zane attacks Grave, both die
Makeshift Rambaster - ($2)
Gunpoint Taxman attacks base for 3, down to 12
Firebat attacks base for 3, down to 9
Both sharks attack base for 6, down to 3
Makeshift Rambaster attacks base for 3, destroying it

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Firebat (3/3)
  • Gunpoint Taxman (3/1)
  • Makeshift Rambaster (1/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Woot.

1 Like

Woaaaahhhh! GG WP! I did not respect the base damage

GG WP. So while I was originally thinking of getting to tech 2, when I saw you start to slow down and beef up your forces I actually abandoned that plan mostly but still built the tech 2 as a decoy expecting to save damage done to my base. I pretty much concluded I wouldn’t be able to defend against Rook, and if I tried he could use spell. I think the main thing that saved me was suiciding one hero so I could bring in another.

Would you have any advice for me based on that game? Did you want to go again and swap places?

Hey sorry I missed the question at the end of this post!

You can read my thoughts for some advice, there were a bunch of questionable trades made that, as P1, put you pretty far behind. As you saw, though, with Red your opponent really has to respect big damage coming straight at base. I should have killed Zane with Rook, rather than breaking the Tech 2, but that mistake ends up costing me the game against sharks + rambaster bringing so much hasty damage!

Happy to play again, I’ll take a P1 turn tomorrow!