Casual: Keybounce (mono-white) vs Frozen Storm (past / blood / discipline)

@FrozenStorm

P1T1


StartingHand Workers

STARTING HAND
Smoker
Snapback
Fox Primus
Sensei’s Advice
Aged Sensei


WORKERS
Snapback


NextHand

Morningstar Flagbearer
Safe Attacking
Fox Viper
Savior Monk
Grappling Hook


Discard

Sensei’s Advice
Fox Primus (2/2; 3g)
Aged Sensei (1/1; 1g)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Summon Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Smoker (1/1; 1g)
  • :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: 5

GL HF @keybounce!

Game 1, Player 2, Turn 1

P1 White vs P2 [Past]/Blood/Discipline

[details=Starting Hand]
Temporal Research
Hardened Mox
Tinkerer
Nullcraft
Time Spiral
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Hardened Mox (2)
  • Worker (1)

[details=Workers]
Time Spiral
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Plasmodium
Battle Suits
Fading Argonaut
Neo Plexus
Forgotten Fighter
[/details]

[details=End of Turn Discard]
Nullcraft
Tinkerer
Temporal Research
[/details]

[details=My Thoughts]
Going to start defensive, I rolled a bit of a weird deck but I can totally see Drakk working nicely to do some shenanigans at tech 1 with Rambasa and Stewardess :slight_smile:
[/details]

You started with 5 gold, right?

2 for mox, 1 for worker, that’s 3 spent?

You should have 2 gold left, I think. Floating it all, or bringing in a hero?

Mox costs 3, I’m good :wink:

Ahh, you’re not writing the costs, you’re writing the “what’s left after this”. Got it.

2 Likes

OK, turn time.

Mox is indestructable? And, unlike other persistent 1/1’s, you can buff it (attack value is not restricted to only 1.).

Hmm, what would a deck based around mox, +1/+1 counters (they are not attachments, right?), some T1 units (how about a 4/4 that discards when you get a T2?), and spells – never going to t2?

That might make a really nice deck. Fortunately, that’s not what I’m fighting here.

1 Like

P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Rambassa Twin


STARTING HAND
Fox Viper
Grappling Hook
Safe Attacking
Savior Monk
Morningstar Flagbearer


WORKERS
Snapback
Fox Viper


NextHand

Sparring Partner
Morningstar Flagbearer
Savior Monk
Grappling Hook


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Safe Attacking - ($3)
Grappling hook - Move Mox to lookout/resist
Smoker attacks mox - Mox dies, smoker’s armor absorbs damage
Level Grave to 3 - ($1)
Grave attacks base 3 damage
Tech 1 building - ($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]:
  • :pschip: [I]Technician[/I]: Grave (L3, 3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Smoker (1/1; 1g)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Mox + Boot Camp in [Purple]/Peace/X decks is exactly that. You go to Tech 2, but just get the Garrison. Zane pairs well in that combo, as chaos mirror is super effective on Nullcraft and Mox :slight_smile: Thus, why Past/Peace/Anarchy is so popular.

And you’re correct that I count my gold down w/ my card plays, sorry if that was confusing!

Game 1, Player 2, Turn 2

P1 White vs P2 [Past]/Blood/Discipline

[details=Starting Hand]
Plasmodium
Battle Suits
Fading Argonaut
Neo Plexus
Forgotten Fighter
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Crash Bomber, Stewardess of the Undone
[/details]


###Main:

  • Tech 1 (5)
  • Fading Argonaut (3)
  • Drakk (1)
  • Worker (0)

[details=Workers]
Plasmodium, Time Spiral
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Fading Argonaut (2/3 fade 3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Drakk (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Neo Plexus
Forgotten Fighter
Stewardess of the Undone
Nullcraft
Temporal Research
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I don’t think spending an extra card is worth 3 damage on my base there. I’m now safe to bring out a hero (to anything but Reversal + Hook, and I’ll reckon he didn’t go that route). Next turn we’ll see how much offense we can generate with some frenzy or a stewardess peel-up. If nothing great, just tech up.
[/details]

When mox dies, it is exhausted. That means it did not ready at the start of this turn. So it cannot patrol.

This is why I was willing to go down a card to hit it.
Feel free to do a full redo this turn if you want (as opposed to just altering your patrol board)

And a tech 2 building is not a unit. Ahh.

Nasty.

I’m surprised you use Zane; I’d have thought that black spec with the 4/4 T1 unit.

ARGH. I am thinking of “Sideline” disable, which is different. Mox does come back the next turn, and I did misplay last turn.

Ok, let me salvage what I have. Good board position, but down one card in the economy.

EDIT: Keep forgetting this. Safe attacking, and Sensei’s Advice, are for units; only the sensei himself helps the hero.

2 Likes

I’m happy to replay our turn 2s if you were mistaken on how Mox dying works. Or we can keep playing from here, either way is fine :wink:

Casual is casual; errors, and trying to recover, is how to learn. At least I can identify the error now, not three turns from now.

P1T3


Tech StartingHand Workers

TECH
Reversal (Grave spell)
Entangling Vines (Rook spell)


STARTING HAND
Sparring Partner
Savior Monk
Morningstar Flagbearer
Grappling Hook


WORKERS
Snapback
Fox Viper
Savior Monk (2/2; 2g; *)


NextHand

Aged Sensei (1/1; 1g)
Rambassa Twin (3/2x2; 4g)
Fox Primus (2/2; 3g)
Sensei’s Advice


Discard

Grappling Hook
Morningstar Flagbearer
Reversal (Grave spell)
Entangling Vines (Rook spell)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sparring Partner (2/2; 1g; *) - ($4)

Float ($4)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Grave (L3, 3/4)
  • :ps_: [I]Scavenger[/I]: Sparring Partner (2/2; 1g; *)
  • :pschip: [I]Technician[/I]: Smoker (1/1; 1g)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Game 1, Player 2, Turn 3

P1 White vs P2 [Past]/Blood/Discipline

[details=Starting Hand]
Neo Plexus
Forgotten Fighter
Stewardess of the Undone
Nullcraft
Temporal Research
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
War Drums, Rambasa Twin
Crash Bomber, Stewardess of the Undone
[/details]


###Main:

  • Midband Drakk (4)
  • Drakk kills Sparring Partner, you get 1g
  • Nullcraft (2)
  • Nullcraft + Mox, each with frenzy 1 from Drakk, kill Grave, Drakk maxbands and heals
  • Worker (1)

[details=Workers]
Forgotten Fighter, Plasmodium, Time Spiral
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Fading Argonaut (2/3 fade 3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Hardened Mox (1/1)
  • Nullcraft (1/1)
  • Drakk (3/4 lvl 6)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Battle Suits
Crash Bomber
Tinkerer
Stewardess of the Undone
Rambasa Twin
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Grave should not have been in elite here, I have nothing that’s going to be made different by 3 attack vs 4. Anything else would have made more sense, no offense Keybounce but good point of learning.

Not going to stop me from capitalizing :wink: grabbing War Drums and Rambasa Bros to further the onslaught, probably go Hero’s Hall and tech Origin Story next (the likely counter move is to max out Rook for him)
[/spoiler][/details]

Flying and haste?
Who balanced this game :slight_smile:

Alright, let me think about this.

Hmm, Grave had 4 HP? You attack with two 1/1’s? How did you kill him?

Drakk midband grants frenzy 1, +1 damage for each attacking unit. That makes for 2+2 = 4 :wink:

Ouch.

… Kill the Dra-akk, kill the draa-aakk …

I think you’ll need to Snapback him out, b/c I don’t see him dying

Well, he’s not dying this turn :slight_smile:

P1T4


Tech StartingHand Workers

TECH
Training grounds (hero buff)
Mind-Parry Monk (5/4; *; 5g)


STARTING HAND
Sensei’s Advice
Rambassa Twin (3/2x2; 4g)
Aged Sensei (1/1; 1g)
Fox Primus (2/2; 3g)


WORKERS
Snapback
Fox Viper
Savior Monk (2/2; 2g; *)
Aged Sensei (1/1; 1g)


NextHand

Morningstar Flagbearer
Mind-Parry Monk (5/4; *; 5g)
Sensei’s Advice
Sparring Partner (2/2; 1g; *)


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Scavenger death - ($11)
Rambassa Twin (3/2x2; 4g) - ($7)
Tech 2 - Discipline - ($3)
Grave - ($1) ** CHANGE Rook **

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


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

  • :psblueshield: [I]Squad Leader[/I]: Rambassa Twin (3/2x2; 4g)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave Rook L1 (2/4)
  • :pschip: [I]Technician[/I]: Rambassa Twin (3/2x2; 4g)
  • :target: [I]Lookout[/I]: Smoker (1/1; 1g)
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Up until now, I did not really know how to run Ninjutsu.

Here’s a concern that I’m looking at. Origin story – three cost to wipe out a hero. Undo – return a tech-2 unit to its hand. Kidnapping – take control of one of my units and kill it and another unit. Reversal – effectively get rid of a card for two turns.

Origin story is bad enough; it makes a max band Sets impossible. The others are just worse.

Strength tech two will not give me enough defense. Ninjutsu tech two has glorious ninja and porcupine, but glorious ninja is too difficult to get up to attack five, and that isn’t sufficient anti-air.

Discipline, however, has Mind-Parry Monk, and young lightning Dragon. It even has training grounds, which makes my heroes much cheaper.

I’m consuming cards; Setsuki lets me get around that if I can keep her around. I don’t need the Ninjutsu tech-two, and the dirt cheap max Rook is a a bonus. And, birds nest is only useful if I can keep Rook out; yet another reason for Mind-Parry Monk.

Conclusion: teching into discipline, with Rook and Setsuki for support.

Oh yea … deck was 0, so my old discard, new discard, and tech cards all together. Chance of getting snap-back?