[Casual] Nekoatl [Necromancy]/Growth/Blood vs FrozenStorm [Peace]/Future/Feral

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Thieving Imp
Jandra, the Negator
Graveyard
Skeletal Archery
Pestering Haunt


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Skeletal Archery
Pestering Haunt
Sacrifice the Weak
Summon Skeletons
Deteriorate


Tech 2 card(s)
Get Paid + float - ($5)
Worker - ($4)
Tech I - ($2)
Graveyard - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1A) [javelin]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garth Torken (1/3)
  • :target: Lookout:

In Play:

  • Graveyard (3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

"

Well, what the hell, guess we’ll take the kill

Game 5 Player 2, Turn 2

P1 [Necromancy]/Growth/Blood vs P2 [Bashing]/Fire/Ninjutsu

Starting Hand

Wither
Fruit Ninja
Helpful Turtle
Older Brother
Timely Messenger

Events of Turn:


Upkeep:

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

Fox’s Den Students x2


Main:

  • Midband Sets (4)
  • Wither Jav, it goes to the grave (2)
  • Tenderfoot and Sets kill Garth, you get a card, Sets maxbands
  • Worker (1)
Workers

Helpful Turtle, Brick Thief

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (3/4 lvl 6)
  • Tenderfoot (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Fox’s Den Students
Spark
Granfalloon Flagbearer
Fruit Ninja
Timely Messenger

End of Turn Discard
My Thoughts

We’ll see if this works out, but I think combining Sets with Flagbearer and getting a bloom off ought to give me enough to mess stuff up.


"P1T3


Tech StartingHand Workers

TECH
Nether Drain
Nether Drain


STARTING HAND
Pestering Haunt
Skeletal Archery
Deteriorate
Summon Skeletons
Sacrifice the Weak
Bone Collector


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons


NextHand

Bone Collector
Nether Drain
Sacrifice the Weak
Thieving Imp


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Replay Javelineer - ($4)
Bone Collector - ($2)
Pestering Haunt
Skeletal Archery - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1A) Long-range, anti-air [javelin]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

No Tech I, so spells were probably tech’d; most likely 1 Shuriken Hail and 1 Hidden Ninja, which is really hard to defend against, especially with my hero down and so little gold. At least I don’t have to worry about Assimilate or Deteriorate just yet.

"

Let the madness begin!

Game 5 Player 2, Turn 3

P1 [Necromancy]/Growth/Blood vs P2 [Bashing]/Fire/Ninjutsu

Starting Hand

Fox’s Den Students
Spark
Granfalloon Flagbearer
Fruit Ninja
Timely Messenger
Fox’s Den Students
Older Brother

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Draw 2 Sets
  • Tech 2 cards in (except turn 1)
All Teched Cards

Shuriken Hail, Ember Sparks
Fox’s Den Students x2


Main:

  • Fox’s Den Students, cue 4 hasty ninjas (4)
  • Tenderfoot + a Ninja kill SQL
  • Sets swift strikes BC, you get a card
  • 3 Ninjas break your Graveyard
  • Granfalloon Flagbearer (1)
  • Worker (0)
Workers

Spark, Helpful Turtle, Brick Thief

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Granfalloon Flagbearer (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (3/4 lvl 6)
  • 3x Ninja (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bloom
Wither
Fruit Ninja
Ember Sparks
Tenderfoot

End of Turn Discard
My Thoughts

Well I’m going to stay safe from Doom Grasp at least, Nether Drain however is another story. Debatable whether it’d be worth it to take out Haunt and put a dent in Tech 1, and just let the graveyard die of natural causes, but I think I like it this way better.


"P1T4


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Thieving Imp
Bone Collector
Sacrifice the Weak
Nether Drain
Deteriorate


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Thieving Imp


NextHand

Nether Drain
Crash Bomber
Bone Collector
Deteriorate
Crash Bomber


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth Torken - ($4)
Nether Drain from Setsuki to Garth - ($3)
Haunt trades with Ninja
Level Garth - ($2)
Skeleton - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L4 Garth Torken (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Skeletal Archery

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

"

Game 5 Player 2, Turn 4

P1 [Necromancy]/Growth/Blood vs P2 [Bashing]/Fire/Ninjutsu

Starting Hand

Bloom
Wither
Fruit Ninja
Ember Sparks
Tenderfoot

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber x2
Shuriken Hail, Ember Sparks
Fox’s Den Students x2


Main:

  • Bloom Sets (6)
  • Two Ninjas peel Garth to 3hp, Sets swiftly finished him and re-maxbands
  • Tech 1 (4)
  • Tenderfoot (3)
  • Worker (2)
Workers

Ember Sparks, Spark, Helpful Turtle, Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Granfalloon Flagbearer (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (4/5 lvl 6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Fox’s Den Students
Fox’s Den Students
Shuriken Hail
Timely Messenger

End of Turn Discard

Bloom
Lobber
Lobber
Fruit Ninja
Wither

My Thoughts

He did go Nether Drain, but I get to take another kill on Garth for it. Let’s see if a double FDS next turn can cause some damage


"P1T5


StartingHand Workers

STARTING HAND
Nether Drain
Deteriorate
Crash Bomber
Bone Collector
Crash Bomber


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate


NextHand

Nether Drain
Sacrifice the Weak
Graveyard


Discard

Nether Drain


Tech 0 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II - ($4)
Crash Bomber - ($3)
Crash Bomber - ($2)
Bone Collector - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Crash Bomber (2/2) explodes
  • :pschip: Technician: Crash Bomber (2/2) explodes
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Bone Collector (3/3)
  • Skeleton (1/1) Long-range, anti-air

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 9

"

Here comes the pain!

Game 5 Player 2, Turn 5

P1 [Necromancy]/Growth/Blood vs P2 [Bashing]/Fire/Ninjutsu

Starting Hand

Fox’s Den Students
Fox’s Den Students
Shuriken Hail
Timely Messenger

Events of Turn:


Upkeep:

  • Get Gold (9+2float)
  • Tech 2 cards in (except turn 1)
  • Draw 2 for Sets Max
All Teched Cards

Shuriken Hail, Fuzz Cuddles
Lobber x2
Shuriken Hail, Ember Sparks
Fox’s Den Students x2


Main:

  • Shuriken Hail x2, you get a gold and a card, my base to 18, patrol zone cleared (9)
  • Fox’s Den Students x2, 5 kill your tech 1 and 3+flagbearer kill tech 2, your base to 16 (1)
  • Setsuki swiftly kills BC
  • Worker (0)
Workers

Timely Messenger, Ember Sparks, Spark, Helpful Turtle, Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (4/5 lvl 6)
  • Granfalloon Flagbearer (2/2)
  • 8x Ninja (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Lobber
Bloom
Wither

End of Turn Discard

Fox’s Den Students
Fox’s Den Students
Shuriken Hail
Shuriken Hail
Older Brother

My Thoughts

With the choice to tech stuff in before or after the RS, I think I’ll go with before and tech a Shuriken Hail, hoping to dig it up. Fuzz Cuddles is a decent blocker so why not her too.

Pretty lucky draw for the Shuriken Hails but really just means I get the double tech kill + BC instead of just tech 2 + BC and some chunks of tech 1. I won’t be getting FDS off next turn, so I suppose I’ll be teching up.


"P1T6


Tech StartingHand Workers

TECH
Blooming Elm
Blooming Elm


STARTING HAND
Bone Collector
Skeleton Javelineer
Nether Drain
Crash Bomber
Blooming Ancient


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate
Pestering Haunt


NextHand

Bone Collector
Bloodlust
Crash Bomber
Crash Bomber
Skeleton Javelineer


Tech 2 card(s)
Get Paid + Scavanger - ($10)
Worker - ($9)
Rebuild Tech I
Tower - ($6)
Argagarg Garg, maxed - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Argagarg Garg (1/5A)
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger: Skeleton (1/1) Long-range, anti-air
  • :pschip: Technician: Water Elemental (3/3) Anti-air
  • :target: Lookout:

In Play:

  • Skeletal Archery

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Forgot to tech last turn which caused some spreadsheet weirdness, but I would have picked Ancients last turn and Bloodlust this turn, so they’re going into my discard pile before the reshuffle.

"

No tech 1 for you!

Game 5 Player 2, Turn 6

P1 [Necromancy]/Growth/Blood vs P2 [Bashing]/Fire/Ninjutsu

Starting Hand

Lobber
Bloom
Wither
Lobber
Fruit Ninja

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Elect to Tech 2 cards in
  • Draw 2 for Sets Max
All Teched Cards

Firehouse, Hotter Fire
Shuriken Hail, Fuzz Cuddles
Lobber x2
Shuriken Hail, Ember Sparks
Fox’s Den Students x2


Main:

  • Wither Arg (8)
  • Lobber x2, both + Tenderfoot kill Arg and survive on 1hp (6)
  • 5x Ninjas clear your patrol zone, you get a card and a gold
  • Sets + 1 Ninja break your Tech 1, base to 14, ninja dies
  • Tech 2 Fire (2)
  • Hero’s Hall (0)
Workers

Timely Messenger, Ember Sparks, Spark, Helpful Turtle, Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 RS Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Setsuki Hiruki (4/4 lvl 6)
  • Granfalloon Flagbearer (2/2 spell taunt, including Deteriorate, Bloodlust, Kidnapping, Doom Grasp, Dinosize, Spirit of the Panda etc)
  • Tenderfoot (1/1)
  • Lobber (2/1)
  • Lobber (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Fuzz Cuddles
Firehouse
Shuriken Hail
Fox’s Den Students

End of Turn Discard
My Thoughts

This all but locks things up, he’s not getting to MoLaC and Flagbearer is still laying awesome cover for Sets maxband


I think Argagarg + the Tower is enough to kill Lobbers and Tenderfeet.

1 Like

arg is withered

2 Likes

Would be, which is precisely why I Wither’d Arg first :wink:

"P1T7


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Bone Collector
Skeleton Javelineer
Bloodlust
Crash Bomber
Crash Bomber
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Thieving Imp
Deteriorate
Pestering Haunt
Sacrifice the Weak


NextHand

Nether Drain
Bone Collector
Nether Drain
Bloodlust
Graveyard


Discard

Crash Bomber
Bloodlust
Bone Collector
Crash Bomber
Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid + Scavanger - ($11)
Rebuild Tech I
Worker - ($10)
Skeletal Javelineer - ($9)
Drakk Ramhorn - ($7)

Float ($7)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Drakk Ramhorn (1/3A) 1 base damage if killed
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (1/1) [javelin]
  • :target: Lookout:

In Play:

  • Skeletal Archery

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 7
  • Workers: 11

Thoughts

Forgot to tech last turn which caused some spreadsheet weirdness, but I would have picked Ancients last turn and Bloodlust this turn, so they’re going into my discard pile before the reshuffle.

"

Drew 2x FDS after Sets Max draw 2, so that + the board makes 21 damage, against 5patrol+14 base health that’ll take your base, GG WP!

The Graveyard on Turn 2 was a little Greedy I think, though I see why you did it: the math doesn’t work out great for other options, but even Garth makes a skeleton + Haunt makes it much harder for me to take the kill, or it’s reasonable enough to lay the Imp and delay tech 1 for a turn.

Want to run it back?

1 Like

GG WP.

I think I just haven’t played against the Neutral starter enough times, as I completely overlooked the possibility of Wither on turn 2, and you did a good job of capitalizing on the early lead.

We can run it back if you want, but a new build ([Blood]/Past/Growth) just caught my interest, so I’m a bit eager to try it. Do you have a preference of which to play against?

1 Like

No preference, happy to play whatever!

Alright, I’ll run [Blood]/Past/Growth then. Start us off when ready, and GL HF!

GL HF!

Game 6 Player 1, Turn 1

P1 [Bashing]/Fire/Ninjutsu vs P2 [Blood]/Growth/Past

Starting Hand

Brick Thief
Granfalloon Flagbearer
Wither
Older Brother
Spark

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Older Brother (2)
  • Worker (1)
Workers

Spark

  • :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: Older Brother (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Bloom
Tenderfoot
Fruit Ninja
Timely Messenger
Helpful Turtle

End of Turn Discard

Wither
Granfalloon Flagbearer
Brick Thief

My Thoughts

Awkward first hand, neither 1-drop, and ugh Stewardess is going to make generating early pressure tough… I think I’ll probably want Tenderfoot + Hero next turn. Not sure who the right leader will be for the job though, thinking it’ll probably be Jaina. Might go with Iron Man and try to tech into either Ninja or Fire. Not sure though! Guess we’ll have to see


"P2T1


StartingHand Workers

STARTING HAND
Bloodburn
Scorch
Mad Man
Bombaster
Pillage


WORKERS
Scorch


NextHand

Bloodrage Ogre
Careless Musketeer
Charge
Makeshift Rambaster
Nautical Dog


Discard

Pillage
Mad Man
Bloodburn


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Drakk Ramhorn - ($2)
Bombaster - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite: L1 Drakk Ramhorn (2/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

"