Casual hardy83 vs Unity

Biting my nails…:anguished:

P2T6


Tech StartingHand Workers

TECH
Nebula
Nebula


STARTING HAND
Nullcraft
Reaver
Temporal Research
Vortoss Emblem
Now!
Now!


WORKERS
Forgotten Fighter
Neo Plexus
Plasmodium
Tinkerer
Fading Argonaut


NextHand

Seer
Xenostalker
Nullcraft
Time Spiral


Tech 2 card(s)
Get Paid - ($10)
Play Temporal Research. Draw 2 cards. - ($8)
Play Max Geiger - ($6)
Play Now! on Geiger - ($5)
Geiger kills lovely pet dog.
Immortal kills Zane. You get 1 gold. Geiger levels to level 3 and heals.
Seer kills Drakk. You draw a card. Seer dies a heroic death. My base suffers 1 damage.
Geiger levels to 5. Uses his max-band ability to trash and bring back Immortal, healthy again.
Geiger plays Now! on Immortal. - ($4)
Immortal destroys your Tech 2 and gives your base 2 damage.
Play Vortoss Emblem on Immortal
Level Prynn to 7, doesn´t use her Max Ability - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Prynn Pasternaak Level 7 3/5 with fading 3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Battle Suits
  • Max Geiger Level 5 (3/4)
  • Immortal (5/5) +Vortoss Emblem with Fading 3
    Buildings:
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Tech Lab HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 10
Thoughts

There seems to be a shift…

ok, that’s a hard hit :frowning: i doubt that i can recover. but i want to see you finishing this!

don’t forget to deal 1 damage to your base for killing the great Drakk last turn btw!!! :stuck_out_tongue_closed_eyes:

enough talking:

P1T7


StartingHand Workers

STARTING HAND
Makeshift Rambaster (1/2)
Bloodlust
Doubleshot Archer
Lobber
Bamstamper Lizzo
Bamstamper Lizzo


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage
Bombaster
Charge


NextHand

Mad Man (1/1)
Crash Bomber
Surprise Attack
Bloodrage Ogre (3/2)
Kidnapping


Tech 0 card(s)
Get Paid + float + scavenger - ($13)
draw 2 cards (technician + surplus)
thinking about why the gods of anarchy are so cruel
hire Lobber as a defensive card… - ($12)
hire Makeshift Rambaster - ($10)
summon Jaina - ($8)
rebuild Tech II

Float ($8)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Lobber (2/2)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 8
  • Workers: 10
Thoughts

a bit unlucky that i drew both lizzos with technician and surplus… so maybe that's gg… but MAYBE i can come back with kidnapping, surprise attack - if i live long enough… let's see!

to summon two heroes and cast both spells i need 13 gold next turn. maybe keep a bit of a reserve to hire one or two more patrollers… unfortunately Jaina doesn't gain hp when leveling her, so i don't see much benefit in doing it… so i'll float 8 gold, which isn't a good sign at all

… ok, i already drew both spells for next turn without technician and surplus. so i am ready to rock’n’roll!

My base is down to 11! :pleading_face:

P2T7


Tech StartingHand Workers

TECH
Promise of Payment


STARTING HAND
Xenostalker
Time Spiral
Seer
Nullcraft


WORKERS
Forgotten Fighter
Neo Plexus
Plasmodium
Tinkerer
Fading Argonaut


NextHand

Temporal Research
Nebula
Now!
Reaver


Discard

Time Spiral
Seer
Promise of Payment


Tech 1 card(s)
Get Paid + float - ($11)
Build Tech 3 - ($6)
Play Xenostalker - ($2)
Play Nullcraft - ($0)
Nullcraft is attacking Jaina, removing her armor.
Prynn kills Jaina, gaining a Time Rune.
Geiger kills your Lobber. You draw a card.
Immortal destroys your Tech II Building. Your Base gains 2 damage.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Xenostalker
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Battle Suits
  • Max Geiger Level 5 (3/2)
  • Prynn Pasternaak Level 7 (3/3) with fading 3
  • Nullcraft
  • Immortal (5/5) +Vortoss Emblem with Fading 2
    Buildings:
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Tech Lab HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

I´m not hoping for a miracle now…:grin:

that’s gg, i think:

"P1T8


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Crash Bomber
Surprise Attack
Kidnapping
Bloodrage Ogre (3/2)
Doubleshot Archer
Chaos Mirror


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage
Bombaster
Charge


NextHand

Bamstamper Lizzo
Nautical Dog (1/1+A)
Bloodlust
Bamstamper Lizzo
Hotter Fire


Discard

Lobber (2/2)
Chaos Mirror
Mad Man (1/1)
Surprise Attack
Crash Bomber
Doubleshot Archer
Kidnapping
Bloodrage Ogre (3/2)


Tech 0 card(s)
Get Paid + float - ($18)
draw 2 cards (surplus + technician)
summon Zane - ($16)
cast surprise attack and get 2 shark-tokens - ($11)
hire Mad Man - ($10)
cast Chaos Mirror and swap the printed attack of Mad Man and Immortal - ($8)
Mad Man and Zane hit Xenostalker for 7 damage - bye, bye
summon Drakk - ($6)
lvl Drakk to 4 for frenzy for all my units - ($3)
two Sharks and Makeshift Rambaster hit your base for 12 damage …

Float ($3)
Discard 4, draw 5


Board Info:
In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2)
  • Drakk, L4

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 3
  • Workers: 10
    "

i have a question regarding the rules of vortoss emblem / Flagbearers in general… if i cast chaos mirror and kidnapping in the same turn, i would have to target your immortal with both spells, right?

so i can’t cast chaos mirror on your immortal and later cast kidnapping to steal your xenostalker, as vortoss emblem says “Whenever an opponent plays a spell or ability that can ◎ a flagbearer, it must ◎ a flagbearer at least once.” - so both spells have to target the Flagbearer / vortoss emblem…

thx god i found another solution to deal enough damage :sparkler: however, my strategy didn’t really work out. i haven’t played a single :fire: tech II unit… my only fire-unit was lobber who had 2 short appearances… actually i would have saved a lot of money staying at tech I

no. Chaos mirror does not target. Check the card, it has not the :target: icon. Kidnapping do target tho.

1 Like

oh right, thx for the hint! but if it would target, i would have to hit immortal twice i guess?

yes, you would (if CM targeted, then you would be forced to always pick the immortal.) for example, sac the weak does not target either, so you don’t have to pay for resist and can ignore flagbearers

during my last turn i realized a tricky aspect when playing ansynchronously with the spreadsheet:

when my technician gets killed and i have a surplus, i actually should not draw two cards, but draw the card for technician, then lock in my tech decision and then draw the second card for surplus. fortunately i didn’t tech any more after building the surplus. i was tempted to tech in war drums before i thought on the details of my last turn. but then i realized that i had already looked at two cards and am not allowed to tech anymore… fortunately it turned out, that i could finish the game anyway…

nevertheless, i’ll pay attention to this detail in future games. when playing live it’s not so easy to overlook, as you usually draw for your technician the moment it dies…

I thought already that I shouldn´t go for your Tech II in the last move and keep some more defense. Didn´t take enough time to go through my move. Initially I didn´t even want to kill Jaina, to avoid getting Zane and Drakk both on the board. My last move was just not good. Made a wrong decision, well played.

but i just would have sent Jaina on a suicide-mission anyways :wink: more defense would have done the trick probably. although i don’t know what kidnapping the immortal would have done for me… also depends on your patrol zone line-up i guess.

close one… :slight_smile: you wanna go for another one? i’d like to try a “hot chicks deck” with calamandra/Vandy/River and green starter… i randomed a 77 but would actually prefer to go 2nd for a change :wink:

Yes, when I come back from Filzmoos. What was your idea to not put the Makeshift Rambaster on a patroller slot by the way? Could have been decisive…

I randomed a 43 by the way. So you can make your move while I´m in Filzmoos and I have time to think about my response :sunglasses:

I will send you a text message later, what I will play.

makeshift cannot patrol

Girl Power it is then! GL & HF

P1T1


StartingHand Workers

STARTING HAND
Playful Panda
Merfolk Prospector
Young Treant
Rampant Growth
Forest's Favor


WORKERS
Forest's Favor


NextHand

Rich Earth
Ironbark Treant
Tiger Cub
Verdant Tree
Spore Shambler


Discard

Rampant Growth
Playful Panda
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
play Merfolk Prospector (1/1) - ($2)
summon Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: Cali, Lv. 1 (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

ok, i want to go for demonology, hire Terras and unshackle him with Discord - nothing very sophisticated but funny if i'm able to pull it :)… so i think it would actually be better to team River up with Vandy and Garth… BUT i just kinda like the girls team and i like heroes who are cheap to lvl to max - although he now has Snapback which kinda excludes going for ultimates

i like the green starter for it’s economy that will hopefully make up for the multicolor-penalty…

P2T1


StartingHand Workers

STARTING HAND
Aged Sensei
Smoker
Fox Viper
Fox Primus
Morningstar Flagbearer


WORKERS
Safe Attacking


NextHand

Fox Primus
Grappling Hook
Savior Monk
Morningstar Flagbearer
Sensei’s Advice


Discard

Smoker
Fox Viper
Snapback


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Sesuki - ($2)
Play Aged Sensei - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Setsuki Hiruki (1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

you wanted to play setsuki/calamandra/Jaina, right? so tech I costs 2 gold :wink:

i assume you just don’t build tech i and float the gold…

"P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Tiger Cub


WORKERS
Forest’s Favor
Rich Earth


NextHand

Nimble Fencer
Rampant Growth
Young Treant
Nimble Fencer
Verdant Tree


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospector gains a Gold - ($5)
build Tech I - ($3)
Cali kills Sensei
hire Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant (2/2+2A)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra Moss, Lv. 1 (2/2)
  • Merfolk Prospector (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

P2T2


Tech StartingHand Workers

TECH
Fuzz Cuddles
Inverse Power Ninja


STARTING HAND
Fox Primus
Morningstar Flagbearer
Grappling Hook
Savior Monk
Sensei’s Advice


WORKERS
Safe Attacking
Morningstar Flagbearer


NextHand

Grappling Hook
Fox Viper
Snapback
Aged Sensei (1/1)
Inverse Power Ninja


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech I - ($4)
Build Heroes´ Hall - ($2)
Play Savior Monk - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Setsuki Hiruki (1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Discord
Soul Stone


STARTING HAND
Verdant Tree
Nimble Fencer
Young Treant
Rampant Growth
Nimble Fencer
Tiger Cub (drawn for Young Treant)


WORKERS
Forest's Favor
Rich Earth
Tiger Cub


NextHand

Verdant Tree
Nimble Fencer
Spore Shambler
Rampant Growth
Playful Panda


Tech 2 card(s)
Get Paid - ($6)
hire Nimble Fencer - ($4)
hire Young Treant, draw a card - ($2)
Merfolk Prospector does his job - ($3)
Ironbark Treant trades with Savior Monk
Calamandra and Nimble Fencer kill Setsuki, you get a gold
Calamandra levels and heals
Worker - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Calamandra Moss, Lv. 3 (3/4)
  • Merfolk Prospector (1/1)
  • Nimble Fencer (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

hm… he must have had a bad hand. i can clean his patrol zone with the cards on the table. thanks to nimble fencer, merfolk prospector can keep on working… looks quite good to me. i'll play the young treant to cycle a bit faster through my cards. what about a heroes hall for me too? i guess i'll save the money for tech ii next turn.

he might have teched in Lobbers - that could be a bit of a danger. but i don't think that he'll be able to hurt me substantially next turn.