STARTING HAND
Overeager Cadet
Overeager Cadet
Spark
WORKERS
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Spark
NextHand
Flagstone Garrison
Brick Thief
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II: Truth - ($3)
Tech Lab: Peace - ($2)
Midband Onimaru - ($0)
Onimaru and Tenderfoot break Tech II
Timely Messenger and Helpful Turtle deal 3 damage to Tech I
Overeager Cadet
Overeager Cadet
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L5 General Onimaru (3/4A) Frenzy 1, readiness
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Overeager Cadet (2/2)
Lookout:
In Play:
Timely Messenger (2/2) Haste [1+]
Tenderfoot (1/2)
Helpful Turtle (1/2) Healing 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 2
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I wasn’t planning to dump the Cadets, but there’s blood in the water, so it’s time for the sharks to start circling. If he sends the Aven after my Tech Lab, I’ll use the Brick Thief I’m guaranteed to draw to buy an extra turn.
Technician: L8 General Onimaru (4/2) Frenzy 1, readiness [3 damage]
Lookout:
In Play:
Flagstone Garrison (4)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Soldier (2/1) Sparkshot [1+, 1 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
His Blooming Ancient will surely pop my Spectral Flagbearer in the same way my Drill Sergeant popped his Spectral Aven, which means I still need 2 other patrollers. The Drill Sergeants are worth more to me than Onimaru is right now, so he’ll have to be sacrified to protect the engine. I’ll have the Cadet take point to ensure it’ll be converted into 2 more +1/+1 runes to use later.
Bone Collector
Blooming Ancient
Lich’s Bargain
Lawful Search
Reputable Newsman
Events of Turn:
Upkeep:
Get Gold (8+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Dreamscape x2
Blooming Ancient, Blooming Elm
Blooming Ancient, Doom Grasp
Lich’s Bargain x2
Hooded Executioner, Bone Collector
Main:
Blooming Ancient Beta, Alpha +1 rune (5)
Quince + Mirror, +4 runes (3)
Lich’s Bargain, my base to 8 and +6 runes (1)
Make a skeleton, +2 runes (0)
Garth kills OC SQL, takes 2
Use one rune to pop flagbearer, you get 1g
Blooming Ancient Alpha kills Oni, takes 4, Quince midbands, you get a card
Distribute the 12 remaining runes as shown below (+2 horror, +2 zombie, +3 each skeleton, +2 alpha)
Workers
Jail, Porkhand Magistrate, Building Inspector, Bluecoat Musketeer
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 8
Tech1 HP: 1
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Horror (5/5+1armor)
Elite:
Scavenger: Skeleton (4/4)
Technician: Zombie (4/4)
Lookout: Skeleton (4/4)
In Play:
Garth (3/2 lvl 7)
Quince (1/4 lvl 3)
Mirror Illusion (0/1)
Blooming Ancient Alpha (4/3)
Blooming Ancient Beta (2/4)
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 7
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Hooded Executioner
Manufactured Truth
Doom Grasp
Lich’s Bargain
Arrest
End of Turn Discard
My Thoughts
Dreamscape would be pretty excellent at plowing the path, I’m going to hope he hasn’t had the same brilliant idea, as my base is getting thin… I need to have a killblow soon, so hoping I draw the Blooming Elm.
…
Dammit. Well maybe between Arrest and DG I can make lethal? unlikely, but we’ll see…
Pairing Lich’s Bargain with Blooming Ancient seems rather powerful, and if I were trying to win through brute force alone, I would probably have been in trouble. I’m afraid that’s only half of my strategy, though. GG WP.
I’ll keep using this build if you’re not tired of it yet (I seem to struggle more often as P1 with it, so I’d like to find a way to mitigate that). If you are tired of it, I’ll roll a random build.
You can play any build you want to. I know you’ve been doing random builds in 2-game sets for the most part, which is fine with me. But, as I picked this build as potentially tournament-worthy, defeating it with random builds might be difficult, so if you’d rather play a build designed to be competitive, that’s fine with me as well.
Well, if it’s tournament hardening you’re interested in, I could use some reps on either Anarchy Strength Growth (for the next no-ban tourney) or Necro/Blood/Fire (if proposed bans carry for CAFS).
Pick which one you’d rather fight and start us another game!
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
General Onimaru - ($1)
Float ($1)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 General Onimaru (2/3) Frenzy 1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 1
Workers: 5
Thoughts
My guess is I’ll be facing Graveyard + some combination of Bone Collectors / Lobbers / Thieving Imp early on, with Skeletons + War Drums mid-late game and Fire spells to pick off key targets.
Jandra seems the best opening against Oni, especially given the rest of my hand.
I’m going to want Graveyard + Lobbers early, so we’ll do what we can to work that out. Maybe go Jaina + Graveyard + T1 next, planning to suicide Jaina?
Rushing The Art of War might be my best early defense, but then I’ll need to take countermeasures to protect against Doom Grasp… which probably means playing Granfaloon Flagbearer (Soldiers should soak Sacrifice the Weak).
Graveyard
Skeletal Archery
Jandra, the Negator
Bloodlust
End of Turn Discard
My Thoughts
I’m going to go a little bit unexpected and grab Bloodlust + Bone Collector, hoping that surprises him. We shall see! It sucks he gets to build T1 for 1g though…
…
Lust but no Collector… Might get dicey here
He invested in Oni and I can drown that, seems like a slam dunk. I can pivot to Blood or Fire tech 2, but for now I feel like War Drums + Lich’s Bargain / Lobber is going to be a good move, along with Hero’s Hall
In terms of efficiency, I shouldn’t play a hero here, but if he has another Bloodlust, my pair of Cadets may not be sufficient to protect my Tech Lab, so I’ll deploy Mirror Illusions as expensive insurance… the upside being I won’t need to pay for Quince later to Dreamscape (assuming he survives).