Inverse Power Ninja
Snapback
Martial Mastery
Fox’s Den School
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid + float - ($11)
(Inverse Power Ninja dies during warlock summoning)
Grave plays Martial Mastery, I look at your hand, discard 1, draw 2 - ($10)
Worker - ($9)
Play Porcupine - ($6)
Play Porcupine - ($3)
Play Whitestar Grappler - ($0)
Grave Kills Squad Lead skeleton
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Porcupine 2/6a (Deathtouch)
Elite:
Scavenger: Rook 0/2 L3
Technician: Whitestar Grappler 3/5 (Grapple units for 4)
Lookout:
In Play:
Porcupine 2/6 (Deathtouch)
Entangling Vines (attached to Plague Spitter)
Grave 2/2 L1 (sparkshot)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Tech Lab HP: 4 (Strength)
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 11
Thoughts
Hmm… Maybe the porcupines will trade well after all? I’ll be in a sort of weird situation next turn since fox’s den school won’t be in hand, unless maybe Grappler dies.
Good spot on the inverse power ninja dying! Overpower? Terras has obliterate but no overpower, and unfortunately the thing you don’t want against obliterate is a hand of tech 2s like you had xd
P1T7
StartingHand Workers
STARTING HAND
Gargoyle
Sacrifice the Weak
Pestering Haunt(1/1) unstoppable, 1atk only
Deteriorate
Thieving Imp
Pestering Haunt(1/1) unstoppable, 1atk only
Plague Spitter
plague spitter
Thieving Imp
Terras Q, the Shackled
Tech 0 card(s)
Get Paid - ($9)
sacrifice the weak, plague spitter and SQL porcupine (being tied for lowest tech with least attack i choose) both die - ($7)
tap both plague labs, rook gets two more -1 runes and dies - ($3)
Terras Q attacks, obliterates grappler and second porcupine as it attacks and retargets to deal 15 to your base
garth deals last 1 damage, wooo go Garth what a big guy
GG
Float ($3)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Terras Q, the Unshackled(15/15) obliterate 2, resist 3
Plague Lab(4) 2g+tap: increase runes
L1 Garth(1/3)
Plague Lab2 (4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 3
Workers: 9
Was a fun game for me, i got to do a combo ive always wanted😂 want to switch player order and go again im enjoying these matches?
Sounds good! And whoops, misread the card… obliterate is significantly more porcupine-resistant, huh… I think my critical mistake was playing IPN instead of Grave on the turn I went way down in cards (see also, teching IPN over birds). I was thinking I wanted to be able to deal with an Abomination, but it turns out Grave would have probably been more efficient there too. It also might have been wrong to Snapback Vandy? Not sure about that one.
STARTING HAND
Fox Primus
Snapback
Smoker
Safe Attacking
Savior Monk
WORKERS
Fox Primus
NextHand
Grappling Hook
Fox Viper
Morningstar Flagbearer
Aged Sensei
Sensei’s Advice
Discard
Savior Monk
Snapback
Safe Attacking
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Smoker - ($2)
Summon Grave Stormborne, protagonist of this match-up! He wants to be the very best. - ($0)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Grappling Hook to pull Scavenger to Elite
Grave kills two skeletons with one punch!
Build Heroes’ Hall - ($2)
Build Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Smoker 1/1a (Bounce on target)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Grave 2/2 (Sparkshot) L1
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
Could level grave to heal him, but the downside of my opponent deteriorating the smoker and killing grave isn’t really that concerning compared to the possible upside of having 2 heroes on board next turn.
I knew you could have grappling hook and use it to get a double kill, yet for no reason my brain said “it’s alright they’ll have to move the SQL one so I’ll still get scavenger bonus”… XD
P2T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Pestering Haunt
Deteriorate
Poisonblade Rogue
WORKERS
Jandra, the Negator
Poisonblade Rogue
NextHand
Sacrifice the Weak
Thieving Imp
Bone Collector
Graveyard
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
try to deterioate smoker, he runs
Midband Garth - ($2)
Garth kills Grave
tech 1 - ($1)
skeleton from Garth - ($0)
Pestering Haunt
Well, too bad to lose grave, but this doesn’t seem like a terrible board position… I think between shuriken hail and entangling vines we can stall to get young lightning dragons going. Garth maxband will hopefully fetch some not-too-scary Tech I, but we do have to worry about nether drain recursing that effect…
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
haunt trades with smoker, and this time stay away!
maxband Garth, grab a Twilight Baron - ($5)
Bone Collector - ($3)
Garth makes skele - ($2)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Shuriken Hail (Your patrollers take 1 dmg including Twilight Baron; you also get 1g from scavenger) - ($5)
Maxband Setsuki - ($0)
Setsuki kills Bone Collector swiftly
Sparring partner gives rook +1/+1
Rook watches the shores to protect madam president…
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Rook 3/5 L1 (resist 1)+
In Play:
Setsuki 3/4 L6 (Pay 1g to attack, swift strike on turn, draw 2 on upkeep)
Sparring Partner 2/2 (Spars)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Oof, this would be a different game if I had patrolled my smoker in technician and drawn vines. As it stands, I hope my opponent hasn’t teched or fails to draw doom grasp… I was going to do something completely different and play birds, but I think going for the longshot win with Setsuki’s ult is probably better. I just can’t picture winning the game after losing 3 full heroes, plus this puts more defensive stats on board.
STARTING HAND
Summon Skeletons
Skeleton Javelineer(1/1) javelin
Bone Collector
Deteriorate
Skeletal Archery
WORKERS
Jandra, the Negator
Poisonblade Rogue
Graveyard
Skeletal Archery
NextHand
Sacrifice the Weak
Pestering Haunt
Summon Skeletons
Bone Collector(3/3a)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
tech 2 necro - ($5)
bone collector - ($3)
raise and sac skele to draw - ($2)
Garth hits Rook for 3, takes 3, hmm Garth respects that fighting Rook 1v1 was not his best idea
Baron kills Rook, overpowers 2 to spartner
hire skel jav - ($1)
I was this close to a second catastrophic draw this game, but it all worked out!
P1T5
Tech StartingHand Workers
TECH
Training Grounds
Mind-Parry Monk
STARTING HAND
Grappling Hook
Entangling Vines
Savior Monk
Morningstar Flagbearer
Smoker
Safe Attacking
Fox’s Den Students
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Aged Sensei
Savior Monk
NextHand
Snapback
Fox’s Den Students
Shuriken Hail
Bird’s Nest
Safe Attacking
Tech 2 card(s)
Draw 2 thanks to Setsuki
Get Paid - ($8)
Worker - ($7)
Play Grappling Hook to put Squad Lead Skellie in Elite
Setsuki kills your Technician Bone Collector swiftly; you draw a card
Summon Grave - ($5)
Play Fox’s Den Students -> 4 hasty ninjas arrive - ($1)
Play Smoker (who also has haste) - ($0)
One student trades with your Elite Skellie
One student trades with your Javelineer
One student trades with Garth, levels to Grave
Smoker and remaining student hit your Tech II for 2 dmg
Setsuki 3/4 L6 (Pay 1g to attack, swift strike on turn, draw 2 on upkeep)
Smoker 1/1 (Stealth, Bounce on target)
Ninja 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Oh thank god the very last draw… ANOTHER poor lookout patrol; hopefully I’ve learned my lesson. I could make a Tech II building, but I think this is a winning amount of pressure even at Tech I, so let’s summon Grave instead.
Hmm is there a ruling on that one? The text says “This turn, your Ninja units have haste and stealth.” To me, that reads as a persistent fact about the turn, rather than an effect applied to currently on-board ninjas.
I consider it as ferocity, and ferocity only applies to the units present when you cast the spell (was ruled officially, but imo in case of doubt, ask/search.) in this case it doesn’t matter, since the order may be wrong, but you can legally obtain the intended effect.
Huh! Well, the wording style is consistent between the two. I can’t think of any edge cases where it would be desirable to play the units + spell in backward order, so the wording is probably fine.
STARTING HAND
Shuriken Hail
Fox’s Den Students
Snapback
Bird’s Nest
Safe Attacking
Morningstar Flagbearer
Mind-Parry Monk
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Aged Sensei
Savior Monk
Bird’s Nest
NextHand
Grappling Hook
Entangling Vines
Sparring Partner
Fox’s Den Students
Training Grounds
Discard
Focus Master
Focus Master
Shuriken Hail
Fox’s Den Students
Mind-Parry Monk
Safe Attacking
Snapback
Tech 2 card(s)
Setsuki draws 2
Get Paid - ($9)
Worker - ($8)
Setsuki casts Shuriken Hail - ($7)
Setsuki murders your Bone Collector, takes 1 from tower
Setsuki casts Fox’s Den Students - ($3)
Play Morningstar Flagbearer - ($0)
3 of 5 students give their lives to take Vandy down; levels to Grave
Grave kills your Tech II and takes tower damage; your base takes 2
Remaining 2 students and smoker stealthily hit Tech I for 3