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

Hari-kari, GGWP :wink: swap sides?

Iā€™m a little surprised you didnā€™t tech kidnapping or origin story, and that you didnā€™t go heroes hall on turn 6 (floating 4 is a lot)

I donā€™t have a lot of experience with Blood spells yet, and Iā€™ve had bad results when Iā€™ve tried to use Origin Story in the past. Then again, Origin Story is probably more useful in the late game where thereā€™s gold to spare, so I should probably give it another chance.

Iā€™m rather tired atm, but Iā€™ll start a game up tomorrow morning.

1 Like

"P1T1


StartingHand Workers

STARTING HAND
Charge
Mad Man
Pillage
Makeshift Rambaster
Scorch


WORKERS
Scorch


NextHand

Careless Musketeer
Bloodburn
Nautical Dog
Bloodrage Ogre


Discard

Charge
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Makeshift Rambaster - ($0)
Units reduce your base to 16 HP

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2) Haste
  • Mad Man (1/1) Haste

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

"

Damn bringing the pain in a hurry! GL HF :slight_smile:

Game 7 Player 2, Turn 1

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

Starting Hand

Brick Thief
Spark
Tenderfoot
Helpful Turtle
Timely Messenger

Events of Turn:


Upkeep:

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

Main:

  • Tenderfoot (4)
  • Setsuki (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: 16

In Patrol:

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

In Play:

  • Setsuki Hiruki (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Wither
Bloom
Granfalloon Flagbearer
Older Brother
Fruit Ninja

End of Turn Discard

Timely Messenger
Helpful Turtle
Brick Thief

My Thoughts

Interesting start for him, itā€™s a good chunk of base damage but I feel like itā€™ll be decently punishable. Might try a 2-hero approach and forgo tech 1 right away, weā€™ll see though.


GL HF

"P1T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Nautical Dog
Careless Musketeer
Bloodrage Ogre
Bloodburn


WORKERS
Scorch
Careless Musketeer


NextHand

Crash Bomber
Charge
Bombaster
Bloodburn


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1A) Haste
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2) Aggressive
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2) Haste

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

"

Hmm

Game 7 Player 2, Turn 2

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

Starting Hand

Wither
Bloom
Granfalloon Flagbearer
Older Brother
Fruit Ninja

Events of Turn:


Upkeep:

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

Fuzz Cuddles, Lobber


Main:

  • Bloom Sets, she kills Mad Man (5)
  • Older Brother (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Granfalloon Flagbearer, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Setsuki Hiruki (2/3 lvl 1 +1/1 and 1 damage)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Timely Messenger
Helpful Turtle
Wither
Lobber

End of Turn Discard
My Thoughts

Goal is keep Sets safe and trade efficiently. No doubt heā€™s going Stewardess, so Iā€™m going to put Older Brother in resist, and position Tenderfoot to trade with BROgre. Fuzz Cuddles is a safe play against his deck and good for my heroes, so going with her again, and a Lobber b/c maybe Iā€™ll want to pick off a Nauty Dog or that Rambaster. Keep the units cheap b/c I want to put money into Sets, so be it on Origin Story. My only really fool-proof tech 2 plan is Hotter Fire against Kidnapping and Prynn max, which is hard but then again it isnā€™t an awful plan.


"P1T3


Tech StartingHand Workers

TECH
Origin Story
Origin Story


STARTING HAND
Bombaster
Crash Bomber
Bloodburn
Charge


WORKERS
Scorch
Careless Musketeer
Charge


NextHand

Pillage
Crash Bomber
Nautical Dog


Discard

Mad Man
Bloodrage Ogre
Bombaster
Origin Story
Origin Story


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloodburn - ($2)
Ogre trades with Brother
Crash Bomber - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Bloodburn [2 blood]
  • Makeshift Rambaster (1/2) Haste

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7

"

bloodburn has no haste, mate :frowning:

1 Like

Game 7 Player 2, Turn 3

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

Starting Hand

Timely Messenger
Helpful Turtle
Wither
Lobber

Events of Turn:


Upkeep:

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

Ember Sparks, Lobber
Fuzz Cuddles, Lobber


Main:

  • Maxband Sets, she swiftly strikes down Bomber, you get a card (2)
  • Lobber, kills your Rambaster (1)
  • Worker (0)
Workers

Helpful Turtle, Granfalloon Flagbearer, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 15
  • 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)
  • Lobber (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Fruit Ninja
Brick Thief
Bloom
Fuzz Cuddles

End of Turn Discard

Older Brother
Ember Sparks
Lobber
Wither
Timely Messenger

My Thoughts

Well, it seems likely that an Origin Story is coming (or at least was teched last turn, meaning killing CB gives him a 1 or 2/6, but I can tech before a Sets max draw if he didnā€™t tech it / doesnā€™t hit so Iā€™ll wait and see if FDS would be a good choice here or not. For now another Lobber and Ember Sparks feels like a decent hedge of ā€œstuff Iā€™ll want in the deckā€.

Weird that he wants Bloodburnā€¦


"P1T4


Tech StartingHand Workers

TECH
Rememberer
Slow-Time Generator


STARTING HAND
Pillage
Nautical Dog
Crash Bomber
Bombaster


WORKERS
Scorch
Careless Musketeer
Charge
Nautical Dog


NextHand

Crash Bomber
Mad Man
Origin Story


Discard

Makeshift Rambaster
Pillage
Rememberer
Slow-Time Generator


Tech 2 card(s)
Get Paid + float - ($8)
Bloodburn burns Lobber
Worker - ($7)
Crash Bomber - ($6)
Bombaster - ($4)
Tech II - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Bloodburn [3 blood]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

"

Game 7 Player 2, Turn 4

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

Starting Hand

Fruit Ninja
Brick Thief
Bloom
Fuzz Cuddles
Timely Messenger
Wither

Events of Turn:


Upkeep:

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

Hotter Fire x2
Ember Sparks, Lobber
Fuzz Cuddles, Lobber


Main:

  • Sets kills Crash Bomber, awaits likely tale of her origins being told, you get a gold my base to 14
  • Fuzz Cuddles (6)
  • Timely Messenger (5)
  • Worker (4)
  • Tech 2 Fire (0)
Workers

Helpful Turtle, Granfalloon Flagbearer, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Fuzz Cuddles (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician:
  • :target: Lookout: Timely Messenger (1/1)

In Play:

  • Setsuki Hiruki (4/5 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Lobber
Ember Sparks
Older Brother
Lobber
Bloom

End of Turn Discard
My Thoughts

Well if I tech BEFORE Sets draw, thatā€™s only 50/50 to draw anything I double tech, so I donā€™t think FDS is a good call. I think instead Iā€™ll try and draw for a 1-drop (like 80%) and double tech hotter fire to line up for next hand. If by some miracle I donā€™t get Origin Storied (perhaps he went kidnapping instead, anticipating an Iron Man from me?) more cards for me XD If not, I might be able to reach tech 2 (just donā€™t draw ember sparks now!)
ā€¦
Okay no Ember Sparks, no lobber either (kinda sucks) but Messenger is still solid, put him in Lookout.


"P1T5


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Might of Leaf and Claw


STARTING HAND
Mad Man
Crash Bomber
Origin Story


WORKERS
Scorch
Careless Musketeer
Charge
Nautical Dog
Mad Man


NextHand

Origin Story
Bloodrage Ogre


Discard

Makeshift Rambaster
Pillage
Rememberer
Slow-Time Generator
Crash Bomber
Origin Story
Might of Leaf and Claw
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + Scavanger - ($9)
Prynn Pasternaak - ($7)
Origin Story: Setsuki - ($4)
Worker - ($3)
Crash Bomber - ($2)
Tech Lab - ($1)
Bloodburn Messenger - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn Pasternaak (1/3) [4 time]
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Bloodburn [3 blood]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9

"

Game 7 Player 2, Turn 5

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

Starting Hand

Lobber
Ember Sparks
Older Brother
Lobber
Bloom

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Ember Sparks, Bamstamper Lizzo
Hotter Fire x2
Ember Sparks, Lobber
Fuzz Cuddles, Lobber


Main:

  • Jaina (7)
  • Ember Sparks SQL, my base to 13 (4)
  • Fuzz Cuddles and Tenderfoot kill Prynn, you get a gold Jaina to lvl 3
  • Lobber, tap to ping your tech 2 to 4hp (3)
  • Lobber, tap to ping your tech 2 to 3hp (2)
  • Troq (0)
Workers

Brick Thief, Helpful Turtle, Granfalloon Flagbearer, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Troq (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jaina (2/3 lvl 3)
  • :target: Lookout:

In Play:

  • Tenderfoot (1/1)
  • Lobber (2/2)
  • Lobber (2/2)
  • Fuzz Cuddles (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Hotter Fire
Fruit Ninja
Wither
Hotter Fire

End of Turn Discard

Timely Messenger
Ember Sparks
Bamstamper Lizzo
Ember Sparks
Bloom
Older Brother

My Thoughts

Okay, heā€™s on 2 cards, if I kill Prynn and Crash Bomber heā€™s pretty light for what can attack, and almost certainly I keep my 2 lobbers (or lobber + jaina) and my tech 2, but only if I skip worker to put Troq in front. Thatā€™s fine, Iā€™m good on dollars, so long as I keep my card count up Iā€™ll be able to lock his tech buildings down.


Sorry I made two quick edits, patrolled Jaina and double-tapped the Tech 2 instead of splitting to the tech 1. I had a lunch-coma brain fart on what kind of damage Midbanding Drakk might bring :wink:

Thatā€™s okay, Iā€™ve graduated past the Tech II building anyway.

"P1T6


Tech StartingHand Workers

TECH
Desperation
Guargum, Eternal Sentinel


STARTING HAND
Bloodrage Ogre
Origin Story


WORKERS
Scorch
Careless Musketeer
Charge
Nautical Dog
Mad Man
Bloodrage Ogre


NextHand

Rememberer
Crash Bomber
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + Scavanger - ($10)
Worker - ($9)
Tech III - ($4)
Bloodburn burns Tenderfoot
Argagarg Garg - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Argagarg Garg (1/3)
  • :target: Lookout:

In Play:

  • Bloodburn [3 blood]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Past)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

"

Not what I expected! Also, who are the five greatest rappers of all time?

Dylan, Dylan, Dylan, Dylan and DYLAN, because I SPIT HOT FAIYA!

Game 6 Player 2, Turn 7

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

Starting Hand

Hotter Fire
Fruit Ninja
Wither
Hotter Fire

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Firehouse, Bamstamper Lizzo
Ember Sparks, Bamstamper Lizzo
Hotter Fire x2
Ember Sparks, Lobber
Fuzz Cuddles, Lobber


Main:

  • Hotter Fire x2 (3)
  • Midband Jaina, deal 3 damage to Tech 3 (2)
  • Lobber taps, breaks tech 3, your base to 18
  • Other Lobber breaks your tech 2, your base to 16
  • Worker (1)
Workers

Fruit Ninja, Brick Thief, Helpful Turtle, Granfalloon Flagbearer, Spark

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

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Troq (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fuzz Cuddles (2/3)
  • :target: Lookout:

In Play:

  • Jaina (3/3 lvl 4)
  • Lobber (2/2)
  • Lobber (2/2)
  • Hotter Fire
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Older Brother
Ember Sparks
Firehouse

End of Turn Discard
My Thoughts

Heatinā€™ up!


"P1T7


StartingHand Workers

STARTING HAND
Crash Bomber
Might of Leaf and Claw
Rememberer


WORKERS
Scorch
Careless Musketeer
Charge
Nautical Dog
Mad Man
Bloodrage Ogre


NextHand

Pillage
Crash Bomber
Origin Story
Makeshift Rambaster


Discard

Bombaster
Might of Leaf and Claw
Rememberer


Tech 0 card(s)
Get Paid + float - ($12)
Rebuild Tech II
Crash Bomber - ($11)
Argagarg buffs Bombaster
Bombaster hits Troq for 3
Bombaster explodes on Fuzz - ($10)
Bloodburn burns Fuzz, you draw
Max Argagarg - ($6)

Float ($6)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger: Crash Bomber (2/2)
  • :pschip: Technician: Water Elemental (3/3) Anti-air
  • :target: Lookout:

In Play:

  • Bloodburn [3 blood]
  • L5 Argagarg Garg (1/5)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 6
  • Workers: 10

"

GG WP

Game 7 Player 2, Turn 7

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

Starting Hand

Older Brother
Ember Sparks
Firehouse
Tenderfoot

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Firehouse, Bamstamper Lizzo
Ember Sparks, Bamstamper Lizzo
Hotter Fire x2
Ember Sparks, Lobber
Fuzz Cuddles, Lobber


Main:

  • Maxband Jaina, shoot your base to 11 (8)
  • Ember Sparks, your base to 6 (5)
  • Lobbers finish off your base, gg wp

What combo is it youā€™re going for with Growth and Past Tech 2? I feel like youā€™d be much better suited with a Heroā€™s Hall than a Tech Lab

1 Like

GG, WP. I donā€™t know how much the Heroes Hall would have helped, what with your plethora of options to directly damage buildings. This is one of those builds where I try to synergize 3 late-game specs, and Past needs to be the core so that Remembers can consistently pull things out of the discard. The specific combos are many, but generally fall into the category of causing units to exit and enter play while triggering bonuses, and smothering my opponentā€™s gold income while amplifying my own, and repeatedly attacking with hasty units to quickly charge MoLaC. Iā€™m not happy with the early game options, however, so Iā€™m abandoning this build for the forseeable future.

If you want to see a 3 late-game spec build that actually works well, I can play you as [Demonology]/Growth/Strength. Actually, Iā€™m curious if you can find a way to win against it.

Sure, sounds fun :slight_smile: Want me on this same deck or shall I roll again?