[Casual] Nekoatl [Discipline]/Law/Truth vs. charnel_mouse [Balance/Growth]/Blood

For Nekoatl

Why didn’t you summon Bigby before you threw the sword at Drak to get the free levels?

1 Like

I should have summoned Bigby first, but I just woke up and didn’t think of it. Whoops.

1 Like

I’ll assume he’s a 2/4. Your base is on 19.

1 Like

P2T5


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Kidnapping


STARTING HAND
Bloodlust
Tiger Cub
Polymorph: Squirrel
Merfolk Prospector
Young Treant


WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
Ironbark Treant
Merfolk Prospector


NextHand

Kidnapping
Rampant Growth
Verdant Tree
Polymorph: Squirrel


Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Tech II Blood - ($5)
Playful Panda trades with Scavenger Rambasa Twin, it returns to your codex, you get a gold
Polymorph: Squirrel on Technician Rambasa Twin - ($2)
Argagarg kills polymorphed Rambasa Twin, you draw, takes 1 damage
Tiger Cub - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tiny Basilisk 1/2 (deathtouch, no combat with Tech 0 units)
  • :target: Lookout:

In Play:

  • Argagarg L5 1/4 (1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Killing both Twins means I’ll have to deal with them again, but the alternative is Polymorping the Partner instead, and not killing him, because Twin could kill Arg if he did. I’d rather have something left on the board, at the expense of facing the Twins again. If they get insured, then hopefully I can take out an Agent with a Glider, and Polymorph around the other one.

Teching in another Polymorph, because I’m expecting Insured Justice Juggernauts, and Polymorphing a Juggernaut removes Two Lives and makes its insurance worth 0 gold (I think? If not I can kidnap the Agent and get the benefit myself).

P1T6


Tech StartingHand Workers

TECH
Shimmer Ray
Origin Story


STARTING HAND
Seer
Insurance Agent
Tax Collector
Grappling Hook
Morningstar Flagbearer


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


NextHand

Insurance Agent
Savior Monk
Seer


Discard

Martial Mastery
Aged Sensei
Rambasa Twin
Grappling Hook
Sparring Partner
Shimmer Ray
Origin Story


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Worker - ($9)
Grappling Hook Tiger Cub to Scavenger
Bigby kills Tiger Cub
Sparring Partner trades with Tiny Basilisk
Grave kills Argagarg
Tech III - ($4)
Tax Collector steals your Scavenger gold - ($3)
Insurance Agent - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector (2/3A) [Insurance]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Grave Stormborne (4/4) Sparkshot, readiness [1 damage]
  • :target: Lookout: Insurance Agent (2/2) Resist 1

In Play:

  • L5 Bigby Hayes (3/4)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 2
  • Workers: 10

Thoughts

I can’t break Tech II: Blood, and Drakk will be summonable next turn, meaning I’m facing all manner of hasty threats. Nothing I can do to stop Shoddy Gliders, but I’ll throw out what units I have available to try to set up my combo for next turn. That leaves 2 cards left in my deck, with 3 chances to draw (Technician, Insurance, Bigby). Far from a foolproof defense, but I think it’s the safest available.

Ugh, didn’t notice the reshuffle during that Martial Mastery, I though I was safe from the Hook!

P2T6


StartingHand Workers

STARTING HAND
Verdant Tree
Rampant Growth
Kidnapping
Polymorph: Squirrel
Polymorph: Squirrel


WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
Ironbark Treant
Merfolk Prospector


NextHand

Young Treant
Crashbarrow
Shoddy Glider
Playful Panda
Crashbarrow


Discard

Tiger Cub
Tiny Basilisk
Kidnapping
Rampant Growth
Polymorph: Squirrel
Verdant Tree
Polymorph: Squirrel


Tech 0 card(s)
Get Paid - ($10)
Technician draw
Drakk Ramhorn - ($8)
Kidnapping on Tax Collector - ($4)
Rampant Growth on Tax Collector - ($1)
Tax Collector kills Grave, you draw, takes 2+2A damage, Drakk hits level 3
Drakk to midband - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk L4 2/3+1A (1 to your base if killed)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well, look who didn’t notice the reshuffle during his Martial Mastery.

I guess I really should try to get in the habit of mentioning when a card effect triggers a reshuffle, though I can’t imagine how anticipating Grappling Hook could have saved you from this horror. Also, sorry about the cramped turn summary, but there are only so many lines in the spreadsheet…

P1T7


Tech StartingHand Workers

TECH
Ebbflow Archon
Injunction


STARTING HANDSeer
Insurance Agent
Savior Monk
Rememberer
Snapback
Grappling Hook
Shimmer Ray
Martial Mastery
Sparring Partner
Injunction
Origin Story
Aged Sensei
Rambasa Twin


WORKERS
Safe Attacking
Fox Primus
Fox Viper
Sensei’s Advice
Smoker
Morningstar Flagbearer
Origin Story


NextHand

Injunction
Grappling Hook
Snapback
Martial Mastery
Seer


Tech 2 card(s)
Get Paid + float - ($12)
Rememberer - ($7)
Seer, remove from Rememberer {3->2}, remember Ebbflow Archon who returns Seer and Insurance Agent to hand {7->5} - ($6)
Insurance Agents, insuring Rememberer - ($4)
Seer, remove from Rememberer {2->1}, remember Shimmer Ray - ($3)
Archon returns Seer to hand {5->4}, replay Seer, remove from Rememberer who remember itself - ($12)
Archon returns Insurance Agents and Seer to hand {4->1}, replay Insurance Agents, insuring Ebbflow Archon - ($10)
Prynn Pasternaak, maxband - ($2)
Archon returns Drakk to comand zone, dies - ($18)
Seer, remove from Rememberer {3->2}, remember Ebbflow Archon who returns Insurance Agents and Seer to hand {7->4} - ($17)
Insurance Agents, insuring Ebbflow Archon - ($15)
Sparring Partner - ($14)
Savior Monk - ($12)
Seer, add to Prynn, returned to hand by Archon x4, which dies - ($20)
Seer, remove from Rememberer {2->1}, remember Ebbflow Archon - ($19)
Worker - ($18)
Injunction Tech I - ($15)
Bigby and Tax Collector break Tech II
Archon returns Insurance Agents, Seer, and Tax Collector to hand {7->3}, replay Insurance Agents insuring Rememberer - ($13)
Seer, remove from Rememberer, who remembers itself - ($20)
Aged Sensei - ($19)
Rambasa Twin - ($15)
Archon returns Seer and Shimmer Ray to hand {3->1}, replay Tax Collector - ($13)

Float ($13)
Discard 5, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector (2/4A)
  • :psfist: Elite: Savior Monk (3/2) Healing 1
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout: Aged Sensei (1/1) Resist 1

In Play:

  • L5 Bigby Hayes (3/4)
  • L7 Prynn Pasternaak (3/5) [8 time]
  • Sparring Partner (2/2)
  • Ebbflow Archon (11/11) [1 time]
  • Rememberer (3/3) [3 time]
  • Insurance Agent (2/2)
  • Insurance Agent (2/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 13
  • Workers: 11

Thoughts

I’m in the clear! Here goes everything!

1 Like

Woah. That’ll be gg, then.

GG. I did feel noticeably more pressured in the early game this time around.

Weird, I spent the whole game feeling powerless to deal with Grave, due to some early mistakes. Drawing no Blood units on that last turn was the killer, but I certainly wasn’t thinking of that response!

I feel like I just read poetry.

Against Green+Growth especially, I consider every unit and hero to be potentially more dangerous than it appears (at least when I can’t check the opponent’s spells in hand), so I feel most comfortable when I can clear away as many of them as possible… or at least enough to have 1 patroller per potential attacker. Throwing Blood’s various ways to haste units into the mix gives a kind of “boxing at shadows” feeling when I don’t know what cards you have in hand. So, even when you didn’t have the tools in hand to take down Grave, every unit you managed to keep alive created the pressure of unknown possible threats, driving me to play more defensively which kept me from completely locking you down. If it weren’t for your unlucky draws going into turn 6, you might have been able to break my Tech II and stop me in my tracks. Grave with Grappling Hook is a beast, though.

1 Like

I’ll give this another go.

P1T1


StartingHand Workers

STARTING HAND
Playful Panda
Young Treant
Merfolk Prospector
Rampant Growth
Tiger Cub


WORKERS
Playful Panda


NextHand

Ironbark Treant
Forest’s Favor
Verdant Tree
Rich Earth
Spore Shambler


Discard

Rampant Growth
Young Treant
Tiger Cub


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Master Midori - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I really don’t want to worker any of these, so I suppose I’ll pick Playful Panda for not being quick enough as Player 1.

… Forest’s Favor would let me kill Grave in Squad Leader, so let’s see what Nekoatl comes up with.

P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Savior Monk
Safe Attacking
Snapback
Grappling Hook


WORKERS
Safe Attacking


NextHand

Smoker
Aged Sensei
Fox Viper
Morningstar Flagbearer
Fox Primus


Discard

Grappling Hook
Snapback
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

None of my spells will be available next turn, but I need to contest somehow, so I’ll rely on my opponent not knowing that I won’t have any spells next turn and play Grave to create pressure. If he plays both Forest’s Favor and Rampant Growth next turn, Grave is going down for a $2 swing in his favor, but that’s not very likely, and if Midori becomes too powerful, at least I’ll be able to Snapback eventually.

P1T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree
Ironbark Treant


WORKERS
Playful Panda
Rich Earth


NextHand

Tiger Cub
Forest’s Favor
Crash Bomber
Rampant Growth
Spore Shambler


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Forest’s Favor on Midori - ($0)
Midori kills Savior Monk, takes 3 damage

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori L1 3/1 (+, 3 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Can’t see any way for Grave to get past the Prospector and kill Midori, so this seems a safe move.

Main things I’m worried about are Stewardess and Rambasa Twin, Crash Bomber should deal efficiently with both of them. I could also tech Moment’s Peace, but drawing that next turn would be just leave me unable to block Grave.

… Rampant Growth and Crash Bomber in hand, so I can set up or go for Grave.

P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Tax Collector


STARTING HAND
Aged Sensei
Morningstar Flagbearer
Fox Primus
Fox Viper
Smoker


WORKERS
Safe Attacking
Fox Primus


NextHand

Morningstar Flagbearer
Sensei’s Advice
Smoker
Sparring Partner
Savior Monk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Aged Sensei - ($4)
Tech I - ($2)
Grave kills Merfolk Prospector

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • L1 Grave Stormborne (2/2) Sparkshot [1 damage]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Thoughts

His hero limit means I don’t need to worry about Drakk hasting anything. I’m worried about Tiny Basilisks, so I’ll double up on cheap Tech I units.

That’s a lot of gold…

P1T3


Tech StartingHand Workers

TECH
Bloodlust
Bloodlust


STARTING HAND
Rampant Growth
Tiger Cub
Crash Bomber
Forest’s Favor
Spore Shambler


WORKERS
Playful Panda
Rich Earth
Spore Shambler


NextHand

Ironbark Treant
Young Treant
Crash Bomber
Verdant Tree
Crash Bomber


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Midband Midori - ($2)
Midori kills Aged Sensei, you get a gold, takes 1 damage
Tiger Cub - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 3/3+1A (Midori boost)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori L5 4/4 (+, 1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Midbanding Midori seems a no-brainer here. Bringing in Tiger Cub instead of Crash Bomber, because he’s better for blocking Grave.

Nekoatl’s got enough float to sword Midori and put down a blocker, but I suspect he’s saving up for Twins, then either going to Tech II with 1 float, or midbanding Grave with 3 gold for a blocker. I’d have 3 gold to deal with that if I build Tech II myself.

  • Sword: I have an empty board, but if I tech in Bloodlust I can come out on the attack, and Grave only has 2 health, plus a blocker - two if he has a Sparring Partner.
  • Twins and Tech: Tiger Cub is alive. Maxbanding to kill Grave or Tech II would be nice, that leaves me with the 3/3 cub to either block or kill a Rambasa Twin. Killing one’s sends it to Codex, and the other can’t kill Midori, so that could work out if Midori doesn’t immediately get hit with Origin Story. I suspect Nekoatl’s teched that.
  • Twins and midband: Same as above.

Only thing I’d like in hand in Bloodlust. Suppose I don’t draw it, then I have either 25% or 50% chance to draw it with Young Treant, and 5 gold to bring in Drakk and a Crash Bomber and cast it. That seems like an acceptable risk. Total chance to draw one is n/5 + (5-n)/5 * n/4 = n(9-n)/20 if I tech n copies, so either 40% or 70%. Teching two copies, then, and if I get one on draw I could bring in a hero after Drakk to get the levels.

… Hmm, no Bloodlust on draw. Let’s hope he’s not going for a sword this turn.

I had other plans for it, but that board is too scary.

P2T3


Tech StartingHand Workers

TECH
Rambasa Twin
Insurance Agent


STARTING HAND
Savior Monk
Sparring Partner
Morningstar Flagbearer
Sensei’s Advice
Smoker


WORKERS
Safe Attacking
Fox Primus
Smoker


NextHand

Fox Viper
Grappling Hook
Snapback
Tax Collector


Discard

Aged Sensei
Sensei’s Advice
Morningstar Flagbearer
Rambasa Twin
Insurance Agent


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Maxband Grave - ($3)
Grave kills Tiger Cub
Grave throws his sword at Midori
Sparring Partner - ($2)
Savior Monk - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk (2/2) Healing 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Grave Stormborne (4/2) Sparkshot [3 damage]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

I was hoping to draw Snapback after the reshuffle, but no luck. :confused: Not having a Grappling Hook either means that Tiger Cub is hard to deal with. I was hoping to spend this saved gold to tech up, but it looks like I need to burn it on Grave before Midori picks him off from the sky. I’ll drop my hand size to 4 so I can delay the reshuffle until I have a chance to build that Tech II.

P1T4


Tech StartingHand Workers

TECH
Galina Glimmer
Potent Basilisk


STARTING HAND
Young Treant
Verdant Tree
Ironbark Treant
Crash Bomber
Crash Bomber
Rampant Growth


WORKERS
Playful Panda
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Forest’s Favor
Bloodlust
Bloodlust
Potent Basilisk


Tech 2 card(s)
Get Paid - ($7)
Young Treant, I draw - ($5)
Worker - ($4)
Crash Bomber - ($2)
Crash Bomber #2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
  • :psfist: Elite:
  • :ps_: Scavenger: Crash Bomber #1 2/2 (1 to your base if killed)
  • :pschip: Technician: Crash Bomber #2 2/2 (1 to your base if killed)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Ugh, I fluffed the Treant draw. I’ll just have to block up and wait for my buffs. I don’t think I need to worry about Hook here, Sparkshot doesn’t do much for him. Sparring will, though, I can’t do much about that.

Pretty low-health units coming out so far, let’s go for something with Overpower. Crashbarrows would be the straighforward option, but I want to test out Dorthram Horselords with haste. In that case, it’s best if I just tech in a Potent Basilisk for now: he’s got some ways to bring in Horselords’ side effect, so I don’t want him to see one in my hand ahead of time. I need something for my other attackers to form up behind anyway, it’s too early for a Moment’s Peace.

… Ugh. And I’ve only got a 50% chance to draw a unit I can use.

P2T4


Tech StartingHand Workers

TECH
Injunction
Insurance Agent


STARTING HAND
Snapback
Grappling Hook
Tax Collector
Fox Viper


WORKERS
Safe Attacking
Fox Primus
Smoker
Fox Viper


NextHand

Insurance Agent
Injunction
Rambasa Twin
Snapback


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grave kills Young Treant
Sparring Partner trains Savior Monk
Savior Monk kills Scavenger
Tax Collector steals your Scavenger gold - ($6)
Tech II: Past - ($2)
Tech Lab: Law - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Grave Stormborne (4/3) Sparkshot [2 damage]
  • :target: Lookout:

In Play:

  • Sparring Partner (2/2A)
  • Savior Monk (3/1) Healing 1 [1+, 2 damage]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Kidnapping would mean that Grave dies, but it’s still better to patrol him as Tech and get a card than backline him and allow any attack target to be chosen. At least my Tech II should be safe.