[Casual] hito [Discipline]/Necromancy/Anarchy vs Dreamfire [Ninjutsu]/Feral/Anarchy

Don’t worry about response speed, I’m in no rush :wink:

P1T3


Tech StartingHand Workers

TECH
Glorious Ninja
Hidden Ninja


STARTING HAND
Grappling Hook
Safe Attacking
Fox Primus
Gunpoint Taxman
Sensei’s Advice


WORKERS
Smoker
Fox Viper
Safe Attacking


NextHand

Fox Primus
Snapback
Grappling Hook
Morningstar Flagbearer
Centaur


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Savior Monk trades with Fox Viper
Calamandra to midband - ($3)
Exhaust Sensei to buff Calamandra
Calamandra breaks your tower, taking no damage. Your base to 18
Gunpoint Taxman - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Calamandra lvl 3 (3/4)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I need to float 1, to be able to tech up while playing Centaur next turn.

1 Like

Disregard above, I tried to newline with control enter and it posted without my post :stuck_out_tongue:

Anyway, sneaking in one before I leave, and this is the scenario where I thought Necromancy would help (being behind as P2); time to see how much value it has…

P2T3


Tech StartingHand Workers

TECH
Reversal
Hooded Executioner


STARTING HAND
Aged Sensei
Lich’s Bargain
Grappling Hook
Snapback
Safe Attacking


WORKERS
Fox Primus
Safe Attacking


NextHand

Rambasa Twin
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth Torken - ($4)
Lich’s Bargain, my base to 14 - ($2)
Garth summons a skeleton - ($1)
Aged Sensei - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+A)
  • :psfist: Elite: Zombie (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Horror (3/3, Deathtouch)
  • Aged Sensei (1/1)
  • L1 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Kind of wish they had gone for Tech I and not tower, the way I ended up drawing. Also stinks that I got Snapback in this hand - Dreamfire can / likely will use the stealth to kill Garth here and get Calamandra maxband. So a snapback next turn would have been awesome. I could do Lich Bargain and Tower by skipping worker, but I’d much rather tech in two Tech II units and build Tech II next turn.

Note that I’m skipping the Garth Skeleton because, by floating 1, I can worker + Rambasa Twin + Tech II next turn if my scavenger dies. I can ensure that pretty handily by putting the Horror in scavenger - Dreamfire really can’t let me run wild with that one and needs to trade Taxman with it. Wait, crap, but Taxman takes the 1g. Hmm. So I have two lines here:

Line A: Go broke and avoid scav to deny Taxman value. Summon the maximum number of units. Can’t Tech II and Ramabasa next turn.
Line B: Float 2g and put Horror in Scav so I can tech II and Rambasa Twin next turn. Dreamfire gets one more gold this way.

I guess also there’s a line A2 where I tech in Tech Is or spells this turn, and then do Twin next turn, and Tech II the turn after that. Letting Dreamfire get the tech edge on me is dangerous…but I think playing the Twins is probably important to my success. I’ll tech in Hooded Executioner if he tries to just play an expensive Tech II without any fodder, and Reversal because I know I have Sensei’s Advice coming and will likely want to cast it if Calamandra Stealths for the Garth kill.

P1T4


Tech StartingHand Workers

TECH
Fox’s Den School
Shuriken Hail


STARTING HAND
Morningstar Flagbearer
Centaur
Snapback
Grappling Hook
Fox Primus


WORKERS
Smoker
Fox Viper
Safe Attacking
Fox Primus


NextHand

Hidden Ninja
Savior Monk
Shuriken Hail
Glorious Ninja
Sensei’s Advice


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Ninjutsu) - ($3)
Calamandra kills SQL skeleton
Centaur - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra lvl 3 (3/3)
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Aged Sensei in back as insurance against Hooded Executioner. Teching Shurikens to deal with more skeletons.

Internet once more!

P2T4


Tech StartingHand Workers

TECH
Necromancer
Corpse Catapult


STARTING HAND
Sensei’s Advice
Rambasa Twin
Morningstar Flagbearer
Grappling Hook


WORKERS
Fox Primus
Safe Attacking
Morningstar Flagbearer


NextHand

Reversal
Lich’s Bargain
Hooded Executioner


Discard

Sensei’s Advice
Grappling Hook
Necromancer
Corpse Catapult


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth gives Sensei’s Advice Horror and Zombie. He pays a surcharge for being kinda evil for a sensei. - ($4)
Horror kills Gunpoint Taxman, taking 2 damage through armor.
Aged Sensei buffs Zombie.
Zombie kills Centaur, taking 1 damage through armor.
Garth, furious at your Sensei giving advice for free, kills your Aged Sensei and takes one damage.
Rambasa Twin - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin A (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Rambasa Twin B (3/2)
  • :target: Lookout:

In Play:

  • Horror (3/1, Deathtouch)
  • Aged Sensei (1/1)
  • L1 Garth Torken (1/2)
  • Zombie (2/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, the tech edge sucks because I can’t break base and have no answers for Ninjutsu tricks. But at least I’m going to keep some units around for a second attack. This is…not great but not impossible for me. On the plus side, I can plan my techs around knowing it’s Ninjutsu. I think I probably want Necromancers, who can attack in to Porcupines and Glorious Ninjas without dying. Plus then I can potentially use a Corpse Catapult to crack the Tech II, which would be a nice swing. I’ll make sure to only do one of each - I’ll know T5 if I want to threaten maxband Garth T6, and if I do, I’ll want to have the freedom to pick the best one for the situation.

I felt really bad about this turn at first, but actually, even though the Ninjutsu units own bones, having 7 things on the board to Dreamfire’s injured Calamandra is not a terrible spot to be in. Especially since I can either threaten maxband Garth, or throw Garth into a woodchipper for Snapbacks and/or Reversals. Plus, depending on how Dreamfire patrols, that Executioner could do a lot of work…suddenly I get the sinking feeling I might be skipping Tech II yet again >>. Still, it’s not a terrible play if I can break Dreamfire’s Tech II.

P1T5


Tech StartingHand Workers

TECH
Glorious Ninja
Feral Strike


STARTING HAND
Glorious Ninja
Savior Monk
Sensei’s Advice
Hidden Ninja
Shuriken Hail


WORKERS
Smoker
Fox Viper
Safe Attacking
Fox Primus
Sensei’s Advice


NextHand

Morningstar Flagbearer
Grappling Hook
Snapback


Discard

Gunpoint Taxman
Centaur
Aged Sensei
Savior Monk
Shuriken Hail
Hidden Ninja
Glorious Ninja
Feral Strike


Tech 2 card(s)
Get Paid - ($8)
Scavenger gold - ($9)
Worker - ($8)
Discard 2 to give Calamandra stealth
Calamandra kills Garth and maxbands
Glorious Ninja - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Glorious Ninja (4/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra lvl 5 (4/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Hidden Ninja would be too expensive now, so I’ll have to go down on cards to give Cal stealth and remove the threat of Doom Grasp. hito could still get through if he teched Chaos Mirror or Reversal.

P2T5


Tech StartingHand Workers

TECH
Corpse Catapult
Necromancer


STARTING HAND
Hooded Executioner
Lich’s Bargain
Reversal


WORKERS
Fox Primus
Safe Attacking
Morningstar Flagbearer
Lich’s Bargain


NextHand

Snapback
Necromancer
Corpse Catapult


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Boosted Hooded Executioner kills your Glorious Ninja - ($2)
Grave Stormborne - ($0)
Aged Sensei buffs Rambasa Twin A
Rambasa Twin A kills Tower, taking no damage through armor. Your base to 18.
Horror trades with Calamandra, Grave to L3
Rambasa Twin B and Zombie kill Tech II, your base to 16
Skeleton punches Tech I for 1 damage. Go get’ em tiger!

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)
  • Zombie (2/1)
  • Rambasa Twin A (3/2)
  • Rambasa Twin B (3/2)
  • L3 Grave Stormborne (3/4, Readiness)
  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

This is a good example of how so much of Codex is in the teching. A players first reaction to Glorious Ninja sitting in SQL is “Wait, so I can’t even damage it with anything - I have all these units and I just lose!!”. But my three card hand has two answers for it, lmao. (And also a good example of why hero based answers are better for heroes in your command zones, not on the field. Dreamfire’s attack on Garth seems pretty nonsensical until you remember that it’s playing around Doom Grasp as an answer.) Executioner is a clearly better play, but still think I want Grave on the field because I might orbit this Reversal + I’ll have a snapback next turn + Grave is just a good hero to have in these situations. (If I did Zane, I would be able to have the Horror alive instead of the Zombie, which is an obvious upgrade, but not so much to justify not having Grave I think. Especially because the Sword rune is a better version to Deathtouch.) Though to be honest I think Dreamfire was banking on this Glorious Ninja pretty hard and I just win for having the response ready.

Since I’m only drawing two cards in my new orbit, think I’ll just tech in more Necromancy stuff. It means my draws next turn might blow, but I’ll have maxbanding Grave and building Tech II to spend my gold on, and it makes it more likely my T7 draw includes Tech II Necromancy cards. Since Garth is dead I’ll just have two copies of the two I want the most, instead of keeping them back for maxband shenanigans.

Oof, forgot about Hoodie there… Looks like Necromancy earned its keep this game! GG WP

If you’d like to keep going, it’s your turn to go first.

Happy to run it back, but I’d like to audible to [Finesse]/Feral/Balance. I have some theories about synergies with it that I’d like to confirm or deny. So let me know what Codex you’d like to run into it, and then I’ll post turn one :slight_smile:

I’ll stick to the same codex for now.

P1T1


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer
Fruit Ninja
Bloom
Timely Messenger
Brick Thief


WORKERS
Fruit Ninja


NextHand

Wither
Spark
Helpful Turtle
Tenderfoot
Older Brother


Discard

Granfalloon Flagbearer
Bloom
Brick Thief


Get Paid - ($4)
Worker - ($3)
Timely Messenger - ($2)
Timely Messenger smacks base to 19
Calamandra Moss - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Calamandra Moss (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Timely Messenger (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

So I think Calamandra with the Neutral deck is actually bonkers as player one. Pretty much no hero is safe with this setup. But Fruit Ninja is also a great start (you can see my play with the Fox Primus game one of this thread for an example of that). Which one to do? I guess my worry is that Dreamfire plays a hero and patrols a Savior Monk or Fox Viper in Elite. Well, I guess it’d have to be Savior, because I can Spark a Viper. But Savior in Elite means…I’d rather do Messenger + Calamandra, because then I can respond to that play by Withering and trading in Messenger. So yeah, let’s do this.

P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Safe Attacking
Fox Primus
Aged Sensei
Fox Viper


WORKERS
Safe Attacking


NextHand

Morningstar Flagbearer
Grappling Hook
Savior Monk
Snapback


Discard

Sensei’s Advice
Fox Primus


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Aged Sensei - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Fox Viper (2/1)
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Workering Safe Attacking since I expect to be on the defensive throughout the early game here. Nothing much to do right now other than chump-block.

P1T2


Tech StartingHand Workers

TECH
Ferocity
Nimble Fencer


STARTING HAND
Spark
Helpful Turtle
Wither
Tenderfoot
Older Brother


WORKERS
Fruit Ninja
Helpful Turtle


NextHand

Ferocity
Bloom
Granfalloon Flagbearer
Tenderfoot


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Spark the Fox Viper, you get 1g - ($3)
Calamandra kills Sensei, you draw a card
Messenger hits base to 18
Older Brother - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Timely Messenger (1/1)
  • L1 Calamandra Moss (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Horray for neutral starter. Spark for 1g and Tech I for 1g is a nice improvement over multicolored codices. It looks like I’ll be ahead T3, but probably not so ahead I can crack the Tech I, unless I get a lucky draw. I’ll do one Ferocity to get probable free trades against Dreamfire’s stuff, and then a Nimble Fencer for haste to push home my advantage.

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Huntress


STARTING HAND
Morningstar Flagbearer
Savior Monk
Snapback
Grappling Hook
Smoker


WORKERS
Safe Attacking
Smoker


NextHand

Huntress
Gunpoint Taxman
Fox Viper
Morningstar Flagbearer
Aged Sensei


Tech 2 card(s)
Get Paid + float - ($7)
Tech draw and scav gold - ($8)
Worker - ($7)
Tech 1 - ($5)
Tower - ($2)
Savior Monk - ($0)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Flagbearer doesn’t help vs Bloom, so I’ll just tower up. I’m expecting Tiny B’s from hito, so sadly I’ll steer away from IPN. And since I can’t decide between sparkshot and gold-stealing, I’ll get one of each.

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Star-Crossed Starlet


STARTING HAND
Granfalloon Flagbearer
Tenderfoot
Ferocity
Bloom


WORKERS
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer


NextHand

Wither
Brick Thief
Nimble Fencer
Spark


Discard

Ferocity
Tenderfoot
Bloom
Nimble Fencer
Star-Crossed Starlet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Ferocity - ($3)
Older Brother ferociously strikes Savior Monk, killing him without being damaged by him. He does take one from Tower.
Timely Messenger suicides into Tower
Calamandra midband - ($1)
Calamandra kills tower, takes one damage. Your base to 16.

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Older Brother (2/1, Resist 1)
  • L3 Calamandra Moss (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Ugh, Dreamfire is efficiently defending here. Feels like I’m treading water a bit. I’m ahead on tempo, but not convinced I’m ahead enough relative to the resource gap.

Well, Ferocity to kill the Savior Monk seems like a no-brainer. And I need to kill the Tower. Let me see the lines to kill the Tower…

Line A: Bloom Timely Messenger. I end with a 2/1 Messenger and a 2/1 Calamandra. I’m at 1g and 1 card.
Line B: Bloom Calamandra. Messenger dies, end with a 3/2 Calamandra. I’m at 1g and 1 card.
Line C: Midband Calamandra. Messenger dies, end with a 3/3 Calamandra. I’m at 1g and 2 cards.

Line B feels like a mistake. Bloom is better than midbanding in some ways (because then I can midband and get a really good hero trade, since Midband Bloomed Calamandra has 4 attack), but not so much to be worth the card, especially since Line C opens me up to worker + maxband + get a tiger next turn. And yeah, I think C needs to be the play. If I have three 2/1’s sitting around, I’m uncomfortably open to Dreamfire just building another tower. And this one also hits the reshuffle perfectly, unless I’d rather play Tenderfoot, which I…hmm. Guaranteeing the Fencer is nice. One more unit on the field would be nice too. But I guess I can save Tenderfoot for a reshuffle when I have Virtuoso synergies ready.

Since I might do the maxband tigers, won’t commit to Tech II units just yet because I might not do it next turn. But I do think Finesse Tech II is what I want and I should get the Fencer/Starlet accordingly. Having a board presence + Ferocity is a great combo for Finesse.

I forgot to note it in the post, but the Older Brother still has Armor Piercing and Swift Strike until next upkeep. In case you were thinking of running Zane in to him. :stuck_out_tongue:

P2T3


Tech StartingHand Workers

TECH
Chaos Mirror
Murkwood Allies


STARTING HAND
Gunpoint Taxman
Aged Sensei
Huntress
Fox Viper
Morningstar Flagbearer


WORKERS
Safe Attacking
Smoker
Fox Viper


NextHand

Grappling Hook
Snapback
Sensei’s Advice
Fox Primus


Discard

Savior Monk
Aged Sensei
Morningstar Flagbearer
Chaos Mirror
Murkwood Allies


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Huntress - ($4)
Gunpoint Taxman - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

I considered playing Cal in elite, but there are too many ways for hito to score free lvls off her anyway. By floating now, I can afford either a big Zane play or Tech 2 + Snapback next turn.

P1T4


Tech StartingHand Workers

TECH
Maestro
Maestro


STARTING HAND
Nimble Fencer
Spark
Wither
Brick Thief


WORKERS
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer
Brick Thief


NextHand

Ferocity
Maestro
Tenderfoot
Star-Crossed Starlet


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Wither Gunpoint Taxman - ($5)
Calamandra kills GPT, takes 2 damage. You get a gold.
Tech II: Finesse - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Older Brother (3/1, Resist 1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Calamandra Moss (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Yep, this is what I was afraid of. Dreamfire getting both Tech I’s this draw was enough to put me behind on the tempo game. Well, at least their next draw will be less strong.

Let’s look at the lines, assuming I worker (so down to 7g) in all cases.

Line A: Wither Gunpoint Taxman (5g), Calamandra kills, Tech II (1g), Older Brother to elite. Calamandra is vulnerable here, but Dreamfire can only trade Zane FOR Calamandra. Which is still not great, since I sunk 2g more into Calamandra, but it’s not that much of a blowout or anything. There’s also a line A2 where I Spark the Huntress (0g) and patrol Older Brother to tech/scav - this is worse into healing but better into Grappling Hook. Well, I guess I know THIS turn Dreamfire can’t have Fuzz Cuddles or Savior Monk.

Line B: Spark Gunpoint Taxman (6g), Older Brother kills, Calamandra even trades with Huntress, Nimble Fencer (4g) hits Tech I, Tech II (0g). This is…surprisingly okay for being a line where my hero dies. But still not good probably.

Line C: Wither Gunpoint taxman (5g), Nimble Fencer (3g) kills it, Spark the Huntress (2g), Older Brother trades with it, Calamandra smacks Tech I for 3. Hmm, and come to think of it, if I do a Heroes Hall and tech in Discord, it kills Sensei, Primus, Smoker instantly. And he can’t have Savior Monk in his hand, nor any Tech Is, so it’s only Flagbearer or Primus that survive Discord, and although they do, they’re free pickings for my 2/1 Fencer. I go down to 0 cards, but I have the option of maxband Calamandra to deal with card loss. But hang on, what if I just let the Huntress live and patrol Older Brother in Elite? There’s no real way for Zane to take advantage of me here, and then I save the card. So basically this is Line A but instead of rushing Tech II, I do Heroes Hall instead and then I get a Fencer. Let’s think…Discord is really strong against Dreamfire’s probable board state, but can I go another orbit with such weak units in this kind of game? I guess I have maxband Calamandra to get tigers if nothing better presents itself.

Ugh, I mapped out the whole turn, but I’m sitting here on the Discard/Draw screen and I really hate this given I’m only drawing three cards. If I whiff, I whiff HARD, because Discord is only great on this turn (to kill the likely chaff Dreamfire is putting out this turn) and will be much worse on the following, because we really expect Tech II here. Can’t do it. It’s gotta just be Line A I think. What does that mean? I’m not playing my fencer, so the free fencers are better than strong fencers. Double Maestro and hope we get lucky? Yeah. This feels better. 4 cards instead of 3 is actually huge since I’m doing a fresh reshuffle.

P2T4


Tech StartingHand Workers

TECH
Barkcoat Bear
Rampaging Elephant


STARTING HAND
Fox Primus
Sensei’s Advice
Grappling Hook
Snapback


WORKERS
Safe Attacking
Smoker
Fox Viper
Fox Primus


NextHand

Morningstar Flagbearer
Rampaging Elephant
Savior Monk
Sensei’s Advice


Tech 2 card(s)
Get Paid + float - ($10)
Scav gold - ($11)
Worker - ($10)
Zane - ($8)
Tech 2 (Feral) - ($4)
Sensei’s Advice on Huntress, paying off-color penalty - ($2)
Huntress kills Older Brother, takes 2 damage through armor
Zane trades with Calamandra, levels fizzle
Setsuki - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Setsuki lvl 1 (1/3)
  • Huntress (3/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

my access is gonna be a bit gamey again for a while. Also I think I lost but let’s try anyway

P1T5


Tech StartingHand Workers

TECH
Star-Crossed Starlet
Grounded Guide


STARTING HAND
Star-Crossed Starlet
Tenderfoot
Ferocity
Maestro


WORKERS
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer
Brick Thief
Ferocity


NextHand

Nimble Fencer
Nimble Fencer


Discard

Star-Crossed Starlet
Grounded Guide


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Maestro - ($5)
Tenderfoot
Star-Crossed Starlet
Surplus - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Maestro (3/5)
  • :target: Lookout:

In Play:

  • Star-Crossed Starlet (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9

Your card count seems to be off. You had 3 on board + 2 in hand + 4 in deck + 2 in discard + 5 workered = 16, when you should have 18 in total after T5. So either you forgot to tech cards at some point, or you deleted them when you should’ve moved them to discard or something.

P2T5


Tech StartingHand Workers

TECH
Rampaging Elephant
Pirate Gunship


STARTING HAND
Savior Monk
Rampaging Elephant
Sensei’s Advice
Morningstar Flagbearer


WORKERS
Safe Attacking
Smoker
Fox Viper
Fox Primus
Savior Monk


NextHand

Aged Sensei
Chaos Mirror
Murkwood Allies
Grappling Hook


Discard

Huntress
Sensei’s Advice
Morningstar Flagbearer
Rampaging Elephant
Pirate Gunship


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rampaging Elephant - ($2)
Huntress trades with Tenderfoot

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant (6/7A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Setsuki lvl 1 (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Trading Huntress to reduce hito’s odds of breaking my tech buildings from a distance.