oh my. okay, need to GG it there. clearly this approach isnt working. lol. nice one man.
GG !
Imho, after reading your thoughts, you underestimate the high value I got from Grave in both games. Using Scav +techn is fine, but giving off two units nearly for free hardly sounds like a good option; in game 1 you lost 3 gold and 2 cards for 1 card, 1 gold, while I only spent 2 gold that weren’t lost, as Grave kept his levels after the fight. My P1T1 was the best White could hope for (having Grappling Hook for T2), so countering it is not easy at all, but maybe the reshuffle you were so afraid of would’ve been less hindering for your board development.
If you wish to continue the fight, let me know, I’m always up for some games
yeah man. thanks for the input. lets run it back and see if i learned anything.
woops. forgot about this. see below.
"P1T1
StartingHand Workers
STARTING HAND
Nautical Dog
Pillage
Bloodburn
Makeshift Rambaster
Bloodrage Ogre
WORKERS
Pillage
NextHand
Mad Man
Scorch
Bombaster
Charge
Discard
Bloodburn
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodrage Ogre (3/2)
- Nautical Dog (1/1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 5
"
Have fun !
"P2T1
StartingHand Workers
STARTING HAND
Smoker
Morningstar Flagbearer
Fox Primus
Safe Attacking
Savior Monk
WORKERS
Fox Primus
NextHand
Snapback
Aged Sensei
Fox Viper
Sensei’s Advice
Grappling Hook
Discard
Smoker
Morningstar Flagbearer
Safe Attacking
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Summon Rook - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: lvl 1 Rook 2/4+1
- Elite:
- Scavenger: Savior Monk 2/2
- Technician:
-
Lookout:
In Play:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold: - Gold: 0
- Workers: 6
"
"P1T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Charge
Scorch
Bombaster
Mad Man
WORKERS
Pillage
Scorch
NextHand
Bombaster
Makeshift Rambaster
Bone Collector
Nautical Dog
Careless Musketeer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
Garth - ($0)
Ogre and Dog trade with Rook, Garth to lvl 3
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Garth, lvl 3, (1/3+A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
okay. double BC because I dont want to max garth next turn just yet. also, hoping for charged BC. im not going too heavy for skeletons since he can just drop mr degrey, but they can be useful for now.
"
P2T2
Tech StartingHand Workers
TECH
Rambasa Twin
Sparring Partner
STARTING HAND
Fox Viper
Grappling Hook
Aged Sensei
Snapback
Sensei's Advice
WORKERS
Fox Primus
Fox Viper
NextHand
Safe Attacking
Snapback
Grappling Hook
Morningstar Flagbearer
Sensei's Advice
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Grave - ($3)
Tech I - ($2)
Aged Sensei - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: lvl 1 Grave 2/3+A
- Elite:
- Scavenger: Savior Monk 2/2
- Technician:
-
Lookout:
In Play: - Aged Sensei 1/1
Buildings: - Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold: - Gold: 1
- Workers: 7
Thoughts
I can either play Aged Sensei and have a thinner deck, or try hero killing with Hook + Sensei's Advice. Charge + anything (BC or Horror) looks frightening, but to tell the truth, that's quite a lot of gold and cards (gold penalty) so I'm not sure whether or not ignoring the threat. A lvl 3 Grave in SQL should stop pretty much everything, but that would mean going down on cards, and I'm unsure it's a good idea this soon…
"P1T3
Tech StartingHand Workers
TECH
BA
GPT
STARTING HAND
Careless Musketeer
Bombaster
Makeshift Rambaster
Bone Collector
Nautical Dog
WORKERS
Pillage
Scorch
Careless Musketeer
NextHand
Bone Collector
Bloodburn
Charge
Mad Man
Discard
Makeshift Rambaster
Bombaster
BA
GPT
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
bone collector - ($3)
mid garth - ($2)
make a skeleton - ($1)
nautical dog - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: BC (3/3+A)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
- Garth, lvl 3, (2/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 0
- Workers: 7
Thoughts
hmmm, well, just have to hope he doesnt have hook, advice, AND armor.
"
P2T3
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Morningstar Flagbearer
Safe Attacking
Sensei's Advice
Snapback
Grappling Hook
WORKERS
Fox Primus
Fox Viper
Safe Attacking
NextHand
Sparring Partner
Rambasa Twin
Grappling Hook
Smoker
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hook BC into lookout
Sensei buffs Grave
Grave kills BC and sparkshots Dog
Savior Monk kills Skeleton
Midband Grave - ($5)
Morningstar Flagbearer - ($2)
Heroes Hall - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Morningstar Flagbearer 2/2+A
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - Aged Sensei 1/1
- lvl 3 Grave 3/4
- Savior Monk 2/1
Buildings: - Base HP: 20
- Tech I HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold: - Gold: 0
- Workers: 8
Thoughts
Having no tech I hurts - Partner would've saved me 2$, building Tech II instead of Heroes Hall, and Rambasas would offer far a stronger position for only 1$ more. I considered levelling up and building tech II, but it offers free kills to Garth, so I favor this line after all.
"P1T4
Tech StartingHand Workers
TECH
LB
Deathrites
STARTING HAND
Bloodburn
Bone Collector
Mad Man
Charge
Bloodrage Ogre
LB
WORKERS
Pillage
Scorch
Careless Musketeer
Bloodburn
NextHand
BA
Bombaster
Bone Collector
Makeshift Rambaster
Discard
Bloodrage Ogre
LB
Tech 2 card(s)
Get Paid - ($7)
Scav gold/tech draw - ($8)
BC - ($6)
charge BC - ($3)
mad man - ($2)
mad man runs into flagbearer
Garth kills flagbearer
BC trades with Grave, makes a skeleton, Garth to lvl 6
max Garth, heals, summon BC from discard - ($1)
worker - ($0)
sacrifice a skeleton, reshuffle, draw 1
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: BC (3/3+A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Garth, lvl 7, (3/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 2
Gold:
- Gold: 0
- Workers: 8
Thoughts
Okay, we’ll that could have been worse. Need to get at grave to make that HH play tougher. Going down on cards to do so, 3 cards 6 gold for 1 card 7gold - but more board control. skipping worker/garth maxband makes sense here. putting BC out front in case of discord, fencer, etc… you know what, thse skeletons won’t do much for me anyways. ill just sacrifice one to force a reshuffle, keep hand size, etc
teching deathrites and LB…well damnit, drew the LB. that’s useless…oh well.
"
P2T4
Tech StartingHand Workers
TECH
Bird's Nest
Sparring Partner
STARTING HAND
Smoker
Rambasa Twin
Sparring Partner
Grappling Hook
WORKERS
Fox Primus
Fox Viper
Safe Attacking
Smoker
NextHand
Snapback
Nimble Fencer
Nimble Fencer
Discard
Morningstar Flagbearer 2/2+A
Grappling Hook
Bird's Nest
Sparring Partner
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rambasa Twins - ($3)
Sparring Partner - ($2)
Summon Rook - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Rambasa Twin 3/2+A
- Elite: Rook 3/4
- Scavenger:
- Technician: Rambasa Twin 3/2
-
Lookout:
In Play: - Aged Sensei 1/1
- Sparring Partner 2/2
- Savior Monk 2/2
Buildings: - Base HP: 20
- Tech I HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 4
Gold: - Gold: 0
- Workers: 9
Thoughts
Having no tech I hurts - Partner would've saved me 2$, building Tech II instead of Heroes Hall, and Rambasas would offer far a stronger position for only 1$ more. I considered levelling up and building tech II, but it offers free kills to Garth, so I favor this line after all.
P1T5
Tech StartingHand Workers
TECH
Surprise Attack
LB
STARTING HAND
Bombaster
BA
Bone Collector
Makeshift Rambaster
WORKERS
Pillage
Scorch
Careless Musketeer
Bloodburn
Makeshift Rambaster
NextHand
GPT
Mad man
Deathrites
Charge
Discard
Bloodrage Ogre
LB
Bone Collector
Bombaster
BA
Surprise Attack
LB
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech 2 growth - ($3)
Bone Collector - ($1)
make a skeleton - ($0)
BC trades with sql twin, makes a skeleton
Garth kills tech twin
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: BC (3/3+A)
- Elite:
- Scavenger: SK (1/1)
- Technician: SK (1/1)
- Lookout:
In Play:
- Garth, lvl 7, (3/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 9
Thoughts
hmmm, interesting, i expected the tech up. well. it's now or never. don't need to rely on garth sticking around. death rites would be awesome, but not necesary. teching SA and LB
P2T5
Tech StartingHand Workers
TECH
Rambasa Twin
Earthquake
STARTING HAND
Nimble Fencer
Snapback
Nimble Fencer
Sensei’s Advice
WORKERS
Fox Primus
Fox Viper
Safe Attacking
Smoker
Snapback
NextHand
Bird's Nest
Morningstar Flagbearer
Sensei's Advice
Tech 2 card(s)
Get Paid - ($9)
Nimble Fencer - ($7)
Nimble Fencer - ($5)
Sensei and Partner boost Fencer #1
Fencer #1 kills BC, taking 2 damage
Fencer #2 and Monk kill both skeletons
Summon Grave - ($3)
Rook kills Garth, Grave lvl 3
Partner stands and spars with Grave - ($1)
Worker - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: lvl 3 Grave 4/5+A
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - Aged Sensei 1/1
- Sparring Partner 2/2
- Savior Monk 2/1
- Rook 2/1
- Nimble Fencer 2/2
- Nimble Fencer 3/2
Buildings: - Base HP: 20
- Tech I HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 0
Gold: - Gold: 0
- Workers: 10
Thoughts
Workering Snapback as I guess I lose if I ever stop having the momentum. I can either lose nothing or breaking Tech II, depending on how I deal with BC, either with a double-buffed Fencer (but then Partner can't attack) or with Sensei'd Twin. BA + Arg + stuff is enough a threat to conveince me. I'll tech back a twin then, with an Earthquake I could use, maybe, in some situations ? Sensei's Advice on next turn should help breaking through any patrol.
rambasa survivor? bone collector killed sql, garth killed tech.
Oh my. I’ll redo anything then. To tell the truth I think I prefer this, as it means I start the turn with 4 cards !
haha, yeah. for me it’s the lesser of two evils. not looking too great for me at the moment. let see if i can come back here.
Edited. Well I was wrong after all, I’ve found no good way to break tech II this time
ugh, the double fencer…nice one.
"P1T6
Tech StartingHand Workers
TECH
Surprise Attack
Oversized Rhino
STARTING HAND
Charge
Mad man
GPT
Deathrites
Nautical Dog
WORKERS
Pillage
Scorch
Careless Musketeer
Bloodburn
Makeshift Rambaster
Deathrites
NextHand
Charge
Bone Collector
Bloodrage Ogre
Tech 2 card(s)
Get Paid - ($9)
scav gold, tech draw - ($10)
Worker - ($9)
tower - ($6)
mad man - ($5)
nautical dog - ($4)
arg, wisp - ($2)
gunpoint taxman - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Mad Man (1/1+A)
- Elite: Arg (2/3)
- Scavenger: wisp (1/1)
- Technician: GPT (3/3)
- Lookout: Nautical Dog (1/1)
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
ugh, not looking good at all.
"
P2T6
StartingHand Workers
STARTING HAND
Sensei's Advice
Rambasa Twin
Sensei's Advice
Morningstar Flagbearer
Earthquake
Earthquake
Bird's Nest
WORKERS
Fox Primus
Fox Viper
Safe Attacking
Smoker
Snapback
NextHand
Rambasa Twin
Sparring Partner
Earthquake
Grappling Hook
Discard
Sensei's Advice
Morningstar Flagbearer
Tech 0 card(s)
Get Paid - ($10)
Savior Monk removes 1 damage from Rook, fencers and himself
Bird's Nest - ($8)
Partner spars with a bird and Savior Monk - ($6)
2/3 Fencer kills SQL, taking 2 damage back
Grave kills Arg and scav, taking 3 damage back, Rook lvl 3
Maxband Rook - ($1)
3/3 Monk kills Lookout, taking 2 damage back
Sensei buffs Rook
5/6+A Rook ignores Techn and goes straight to your Tech II, tower damage absorbed by armor
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Nimble Fencer 3/3+A
- Elite:
- Scavenger:
- Technician: lvl 3 Grave 4/2
-
Lookout:
In Play: - Aged Sensei 1/1
- Sparring Partner 2/2
- Savior Monk 3/1
- lvl 8 Rook 4/6
- Nimble Fencer 2/1
- Bird's Nest
- Bird 2/2
- Bird 1/1
Buildings: - Base HP: 20
- Tech I HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 2
Gold: - Gold: 1
- Workers: 10
Thoughts
It took long to play this round. I hesitated whether maxband Rook or Grave; the latter offers a stronger board, with SQL Grave 5/6+A very hard to remove with anything else than Doom Grasp, but here I'm pretty sure to cast a tremendous Earthquake on next turn, which should be endgame. If ever Garth comes back with Nether Drain, I guess I'll be able to sweep again, but I may have to use Grave's sword this time. Let's see.
ill GG it there. still figuring this codex out without much hero strength. nicely played.
im down to keep going, but want to switch it up. i randomed [balance]/growth/law. P1 to you.