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[Casual] Nekoatl vs ascendingPrime


#1

GL HF @ascendingPrime (Discipline/Fire/Truth)

"P1T1


StartingHand Workers

[spoiler]STARTING HAND
Fox Primus
Smoker
Savior Monk
Safe Attacking
Grappling Hook


WORKERS
Fox Primus

----------[/spoiler]

NextHand

[spoiler]Fox Viper
Snapback
Sensei’s Advice
Morningstar Flagbearer
Aged Sensei

----------[/spoiler]

Discard

[spoiler]Grappling Hook
Savior Monk
Safe Attacking

----------[/spoiler]

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Grave Stormborne (2/3A) Sparkshot
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Smoker (1/1) Stealth
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Going with Grave for starter spell compatibility. I almost went with Safe Attacking as my $1 instead of Smoker, because that’s what I prefer long-term, but the upgrade won’t offer any immediate benefit, whereas Smoker will.

"


#2

GLHF @Nekoatl

P2T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Charge
Makeshift Rambaster
…Careless Musketeer
.Bloodrage Ogre
.Bombaster


DRAW DECK (bottom of turn, unordered)
Scorch


WORKERS
…Careless Musketeer


NextHand

Nautical Dog
Mad Man
Bloodburn
Pillage


Discard

Charge
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)

Hire Bloodrage Ogre - ($2)
Hire Bombaster - ($0)

Patrol Bombaster (SL)
Patrol Bloodrage (tech)

Float ($0)
Discard 2, Draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bloodrage (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Not super good w/ red opener. Not sure if the double drop is an
over extension. Thinking hero, tech, heros hall, worker next turn

Bombaster ensures that Ogre should get to swing next turn

Looking at Nekoatl

Discipline + fire + truth

sparing partner, twins, lobba, hound. That is a pretty strong
T1 line-up. Also Gryphons are a good T3 choice, so maybe I can
expect a build up at T1 and a race to T3. Dragons and double-shot
are also T2 threats I’m tracking, and there is an outside chance
of traning grounds into burning volly/teapots.

These are the three plans I cam up with before hand. I’m most
interested in practicing eco-trash, but I haven’t figured out
how to unfold it at the top…

eco trash
detonate + detonate
gunpoint + crash bomber
marauder + tank/spell
marauder + ?/spell

haste w/ anarchy + desporation

bomber + lobba
bomber + bloodlust
barrow + desperation
glider + octopus
wardrum + pirate-captian

lobba + lobba
bomber + desperation
anarchy + sharks / desporation
marauder + monkey
marauder + monkey

cost tallies

nekoatl-t.1
eco : arm : kil : kil/arm
$01 : $03 : $00 : 0.00

Me-t.1
eco : arm : kil : kil/arm
$01 : $04 : $00 : 0.00


#3

"P1T2


Tech StartingHand Workers

[spoiler]TECH
Martial Mastery
Martial Mastery


STARTING HAND
Fox Viper
Aged Sensei
Morningstar Flagbearer
Snapback
Sensei’s Advice


WORKERS
Fox Primus
Morningstar Flagbearer

----------[/spoiler]

NextHand

[spoiler]Safe Attacking
Aged Sensei
Sensei’s Advice
Martial Mastery
Snapback

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Grave and Smoker kill Bombaster
Level Grave x2 - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fox Viper (2/1A) Sparkshot
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Grave Stormborne (3/4) Sparkshot, Readiness
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

This is an awkward situation, with no great play. I only see one way to ensure Grave’s survival, at the cost of $4. I’ll postpone my Tech I and tech Martial Mastery to try and smooth things out going forward.

"


#4

EDIT - Drakk is on the mountaintop

P2T2


Tech StartingHand DrawDeck Workers

TECH
taxman
bloodlust


STARTING HAND
Nautical Dog
.Mad Man
…Bloodburn
Pillage


DRAW DECK (bottom of turn, unordered)
Charge
Taxman
Bloodlust
Nautical Dog
Pillage


WORKERS
…Careless Musketeer
…Bloodburn


NextHand

Scorch
Makeshift Rambaster
Bombaster (2/2+a)
Bloodrage (3/2)


Discard

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)

Zane appears on screen long enough to spear-tackel Viper
Summon Zane - ($3)
(haste) Zane atk Viper
crack armor, 1dam to viper, dies; 2dam back, zane dies, Grave to lvl.5

Ogre takes out misplaced aggression on Graves
3dam to Graves; 3dam back, ogre dies

Summon Drakk - ($1)

a crazy guy appears from nowhere with a shive!
Hire Madman - ($0)
(haste) Madman shives Graves
1dam to Graves, dies, lvl to Drakk; 3dam back, madman dies

Drakk hikes to the mountian top and surveys wreckage
Patrol Drakk (lookout)

Float ($0)
Discard 2, Draw 1, Reshuffle, Draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Draqq (1/3; lvl.3; dies: 1dam to your base) (resist.1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)
Hmm… skipping tech.1 could be a result of my preassure,
but it also brings the teapots+volley combo a bit forward.

Last Turn
So the way I imagine eco-trash, I’m p2 and I get zane out T2
in a way he stays alive. W/ double detonate as my first tech, I
hope to draw 1 or better both for T3. 6.g + 1.g worker sets P1
back to 5.w as I go to 8.w. That seems like it should be pretty
crippling, but I can’t figure out how to bring Zane out in a
useful+survivable way on T2. I think maybe the double drop like
I did was good, but have ogre in front? I don’t know… that
felt close, but a little bit off.

The other way I could have played this would be to not bring in
drakk, tech-up, and float a gold. Still, b/c Nekoatl has the
broken-flush penalty, I’m not falling behind in tech this way
and it is more efficient to capture the levels.

At this point it looks like I’ve traded a card for 0.5-0.75 / turn
worth of tempo, which I guess is ok.

Plan - pretty standard haste-to-gunship play. Taxman for dragons,
bloodlust for illusions. Bit of flex in the middle depending on
what heors I want to play.
X - taxman + bloodlust

  • lobba + lobba
  • desperation/kidnapping/drums + anarchy/sharks/arrow/ember/volley
  • monkey + tank
  • marauder + gunship

cost tallies

nekoatl-t.2
eco : arm : kil : kil/arm
$02 : $09 : $07 : 0.78

Me-t.2
eco : arm : kil : kil/arm
$02 : $11 : $09 : 0.82


#5

Nice!

"P1T3


Tech StartingHand Workers

[spoiler]TECH
Lobber
Lobber


STARTING HAND
Sensei’s Advice
Aged Sensei
Safe Attacking
Martial Mastery
Snapback


WORKERS
Fox Primus
Morningstar Flagbearer
Sensei’s Advice

----------[/spoiler]

NextHand

[spoiler]Grappling Hook
Smoker
Martial Mastery
Lobber
Savior Monk

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Safe Attacking - ($2)
Jaina Stormborne - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Jaina Stormborne (2/3A) Sparkshot
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Playing Safe Attacking to support the hasty Lobbers I’m teching. Patrolling with Jaina to avoid having gold to steal. Feeding Drakk levels doesn’t bother me so much with Snapback in my cycle.

"


#6

EDIT - ADD COMMENT
TY - my instincts tend more towards building and combos,
so this (mono-red) is me forcing myself to be a well-rounded player.
Honestly I wasn’t sure about the double drop on T1, but it
does seem to have had an impact on the tempo of the game.

P2T3


Tech StartingHand DrawDeck Workers

TECH
lobba
lobba


STARTING HAND
…Scorch
Makeshift Rambaster
Bombaster (2/2+a)
.Bloodrage (3/2)


DRAW DECK (bottom of turn, unordered)
Charge


WORKERS
…Careless Musketeer
…Bloodburn
…Scorch


NextHand

Pillage
Bloodlust
Nautical Dog
Taxman


Discard

lobba
lobba
Bloodrage (3/2)
Makeshift Rambaster
Bombaster (2/2+a)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)

Build T1 - ($5)

buy 3.lvl for drakk (max-band) - ($2)

Hire Blood Ogre - ($0)

(haste, frenzy.1) Orge expresses feelings at Jaina
crack armor + 3dam, Jaina dies, lvls fizzle; 2dam back, ogre dies

Drakk tags your base
3dam to main

Float ($0)
Discard 2, Draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/4; lvl.6; dies: 1dam to your base; my-units: frenzy.1; 1st unit from hand: haste)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)
Safe attacking seems to suggest the original read of strong T1,
possibly followed by a T3 race, is taking shape.

Jaina feels a bit like a stall-tactic / diversion. At this point
my guess is Quince would be the preferred hero, but since I’ve
been able to keep the board clean Neko might not feel safe w/ that
and go for graves instead.

I have to start watching out now though, I might see some haste
coming back at me.

Last Turn
The other play I thought of was mid-band drakk + spark to clear jaina
(4.g), then frenzy rambaster at the main (4dam). I think I’d be
willing to go down a card for 4 base damage (x5 in a hand, thats game),
but I was also a gold short and would have needed to skip worker/T1.
That was a bridge too far. This is definitly the more efficient play.

Plan
X - taxman + bloodlust
X - lobba + lobba

  • desperation/kidnapping/drums + anarchy/sharks/arrow/ember/volley
  • monkey + tank
  • marauder + gunship

cost tallies

nekoatl-t.3
eco : arm : kil : kil/arm
$05 : $12 : $09 : 0.75

Me-t.3
eco : arm : kil : kil/arm
$04 : $16 : $14 : 0.88


#7

You definitely derailed my early game strategy. It was a good play.

"P1T4


Tech StartingHand Workers

[spoiler]TECH
Training Grounds
Training Grounds


STARTING HAND
Savior Monk
Smoker
Martial Mastery
Grappling Hook
Lobber


WORKERS
Fox Primus
Morningstar Flagbearer
Sensei’s Advice
Smoker

----------[/spoiler]

NextHand

[spoiler]Lobber
Martial Mastery
Aged Sensei
Snapback
Fox Viper

----------[/spoiler]

Discard

[spoiler]Lobber
Martial Mastery
Grappling Hook
Training Grounds
Training Grounds

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II - ($2)
Savior Monk - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2A) Healing 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

It’s tempting to risk having to pay an extra gold for Snapback next turn for the chance to kill Drakk this turn, but to pull that off and buy a worker, I’d need to snag the 2nd Lobber, and the chances of that are only 40%, and even then I’d be lowering my hand size. The situation isn’t desperate enough to justify that risk, so I’ll tech up instead.

"


#8

Hmm… I have a bit of a confession to make, it looks like after
his brief appearance on turn 2 madman didn’t make it into me discard /
fell out of my deck cycle. I’ve thrown him in at the end here to
slow down my next deck cycle, but statistically I had slighly better
odds than I should have to draw my first teched cards these last 2
turns (I’ll tell you I had them both this hand, and Taxman as one of them)

Kind of hard to go back at this point, but let me know if you want to
call it a wash. Also, if you have bad a outcome this game, there will
be a clear explination why.

P2T4


Tech StartingHand DrawDeck Workers

TECH
marauder
tank


STARTING HAND
Pillage
Bloodlust
…Nautical Dog
.Taxman


DRAW DECK (bottom of turn, unordered)
lobba
lobba
Bombaster (2/2+a)
marauder
tank


WORKERS
…Careless Musketeer
…Bloodburn
…Scorch
…Nautical Dog


NextHand

Charge
madman
Bloodrage (3/2)
Makeshift Rambaster


Discard

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)

Hire Taxman - ($5)

Drakk has relgious differences with monk
crack armor, 2dam, monk dies; 2dam back to Drakk

(haste, frenzy.1) Taxman tags your base
4dam

Build T2 (anarchy) - ($1)

Float ($1)
Discard 2, Draw 2, Reshuffle, Draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/2; lvl.6; dies: 1dam to your base; my-units: frenzy.1; 1st unit from hand: haste)
  • Taxman (3/3; anti-air; kill patroller -> steal 1.g)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)
Still hazey - Based on Neko going T2 I will also (ultimately I do want gunships).
getting taxman out will be good incase dragons, but I think maybe
Neko is rocking loads of spells which aren’t lining up with
when heros are avail (?) --why I’m only seeing tech-0 stuff. In
that case expecting training grounds. Still might tech kidnapping
b/c personal dragon or vigor adept == value.

Last Turn
I realized after I submitted last turn that there was an opening.
Graves + snapback drakk for zane + kill zane w/ lobba to mid-grave.
Lobba would even survive w/ safe-atk! IMO totally worth the double
drop, but I have only seen starter-cards so lobbas might not even be
in there.

Made a conscious choice to keep pillage, b/c it is an easy way to sneak
2 dam in and I feel like by the end of this I may be stretching.

Plan :: skipping up to T2 I guess
X - taxman + bloodlust
X - lobba + lobba
X - marauder + tank

  • monkey + gunship
  • kidnapping + sharks/arrow/ember

cost tallies

nekoatl-t.4
eco : arm : kil : kil/arm
$10 : $14 : $09 : 0.64

Me-t.4
eco : arm : kil : kil/arm
$09 : $18 : $20 : 1.11


#9

I’m not worried about it. This is just a casual game, and getting your tech’d cards early isn’t even necessarily an advantage.

"P1T5


Tech StartingHand Workers

[spoiler]TECH
Sparring Partner
Versatile Style


STARTING HAND
Lobber
Martial Mastery
Snapback
Aged Sensei
Fox Viper
Training Grounds
Snapback


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

----------[/spoiler]

NextHand

[spoiler]Sparring Partner
Lobber
Savior Monk
Versatile Style

----------[/spoiler]

Discard

[spoiler]Lobber
Snapback
Aged Sensei

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($8)
Grave Stormborne - ($6)
Martial Mastery - ($5)
Lobber - ($4)
Lobber trades with Drakk
Worker - ($3)
Training Grounds - ($2)
Jaina Stormborne - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Jaina Stormborne (3/3A) Sparkshot
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L3 Grave Stormborne (4/4) Sparkshot, Readiness
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Training Grounds (4)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

This patrol should allow efficient defense against the multiple attackers I’m facing next turn. Both heroes could die, but my buildings should survive and I should come out ahead in value. Also, no risk of theft with $0 and no Scavenger.

"


#10

So I almost finished this turn this morning, but couldn’t quite.

EDIT - added the turn

P2T5


Tech StartingHand DrawDeck Workers

TECH
detonate
gunship


STARTING HAND
Charge
madman
Bloodrage (3/2)
…Makeshift Rambaster


DRAW DECK (bottom of turn, unordered)
lobba
tank


WORKERS
…Careless Musketeer
…Bloodburn
…Scorch
…Nautical Dog
…Makeshift Rambaster


NextHand

lobba
marauder
Bombaster (2/2+a)
Bloodlust
Pillage


Discard

detonate
gunship
Taxman (3/3; anti-air; kill patroller -> steal 1.g)
Charge
madman
Bloodrage (3/2)


Tech 2 card(s)
Get Paid + Float - ($10)
Worker - ($9)

Summon Zane - ($7)
Summon Jaina - ($5)

Buy 5.lvl for zane (max) - ($0)
zane max: move grave to scav, 1dam

(haste) zane charges not-the-real Jaina
crack armor + 3dam, fake-Jaina dies, lvl to real-jaina; 3dam back to zane

Taxman pulls a gun on Graves, a tragedy ensues - ($1)
3dam to graves, dies, lvl to jaina, scav-1.g to you, taxman kill patroler -> I steal your scav gold; 4dam back to taxman, dies

Jaina steps to the front (SL)

Float ($1)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Jaina (3/3+a; lvl.5; sparkshot; exh -> 1dam to patroller unit / building)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/1; lvl.6; gains scav & tech bonus on kills)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)

Pretty sure this is volley plus teapots. Dragons still synergize
well with that though so I need to be careful, but I think keeping
heros knocked down is more important than keeping my anti-air alive.

Last Turn

This turn saw neko go down a card while I recovered one. I’ve been
down a card this whole game, and I never realized how much it slows
down my cycle. Now that our positions have flipped (plus all my haste)
I think my preassure will increase alot.

I was also thinking about Neko’s strat (as it appears to me). It is
interesting, I think I’d like to try it. However I think a couple of
big 4.hp (3.g) lvl-1 blockers would help keep the heros alive. I was
thinking of maybe swapping Quince for Troq. Ironman for bodies, and
a 5/5 readiness max-hero.

Plan :: Was thinking arrow to keep heros thinned, but went detonate
to remove training grounds moer permenantly.
Maybe T3 next turn in anticipation of gunships?
X - taxman + bloodlust
X - lobba + lobba
X - marauder + tank
X - detonate + gunship

  • kidnapping + monkey

cost tallies :: I’m sure it doesn’t feel like it, but that last turn
really brought us closer together. Discounting the 8base dam inflaiting
my kill total & the 8 army value resting on zane’s 1hp we are really close.

nekoatl-t.5
eco : arm : kil : kil/arm
$11 : $22 : $18 : 0.82

Me-t.5
eco : arm : kil : kil/arm
$10 : $31 : $28 : 0.90


#11

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Mind-Parry Monk
Mind-Parry Monk


STARTING HAND
Versatile Style
Lobber
Savior Monk
Sparring Partner


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

----------[/spoiler]

NextHand

[spoiler]Grappling Hook
Versatile Style
Martial Mastery
Training Grounds

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($9)
Sirus Quince - ($7)
Train Sirus
Lobber, mirrored - ($6)
Lobbers kill Jaina
Tower - ($3)
Mirror Illusion - ($1)
Sparring Partner, mirrored - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2A) {Copy of A}
  • :psfist: [I]Elite[/I]: L5 Sirus Quince (3/5)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Sparring Partner (2/2) {A} Resist 1
    [B]In Play:[/B]
  • Safe Attacking
  • Training Grounds (4)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I considered teching up this turn, but I’m expecting some hasty tech II units to come charging, and I think some added defense is in order.

"


#12

P2T6


Tech StartingHand DrawDeck Workers

TECH
desperation
ember


STARTING HAND
.lobba
.marauder
Bombaster (2/2+a)
.Bloodlust
.Pillage


DRAW DECK (bottom of turn, unordered)
detonate
gunship
Taxman (3/3; anti-air; kill patroller -> steal 1.g)
madman
Bloodrage (3/2)
desperation
ember
lobba
Bombaster (2/2+a)
Bloodlust
Pillage


WORKERS
…Careless Musketeer
…Bloodburn
…Scorch
…Nautical Dog
…Makeshift Rambaster


NextHand

lobba
tank
Charge


Discard

Tech 2 card(s)
Get Paid + Float - ($11)

Summon Drakk - ($9)
Drakk casts bloodlust - ($7)
tgt: zane and SL mirror, zane gains +1atk, mirror pops from tgt

Zane gloriously charges quince
5dam to quince, dies, lvl to drakk; 2dam +1tower to zane, dies, lvl fizz

Hire a lobba - ($6)

(haste) lobba feels threatened by SP’s discipline and acts out
2dam to SP, dies; 2dam to lobba +1tower, dies

drakk attends a weekend workshop
buy 1.lvl for drakk (mid-band) - ($5)

hire a marauder - ($2)
(haste, frenzy.1) marauder vists your base and acts like a savage, doesn’t wipe his feet or anything
5dam to main, tower shoots back for 1dam

drakk takes advantage of marauders presence to also break some things
drakk casts pillage - ($1)
(b/c marauder is a pirate) 2dam to main, sadly no gold to steal

Drakk takes a fwd position and starts planning (patrol tech)

Float ($1)
Discard 1, Draw 2, reshuffle, Draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk (2/3; lvl.4; dies: 1dam to main; my units frenzy.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Marauder (4/2; pirate)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 11
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)

Last Turn
A couple of things.

  1. I regret teching detonate, at this point I would prefer arrow
  2. I had a couple variations on this turn
  • after hiring lobba / clearing board, build a T3, discard.3 float.1
  • boost the marauder instead of mid-drakk & pillage; discard.2 float.0
  • same except heros hall instead of pillage + float; discard.2 float.0
  • same except skip pillage & extra float; discard.2 float.2

The way I worked through the processes;

  • damage now is better than trying to draw into gunships (which wouldn’t even be lethal vs 12)
  • I don’t think I’m facing a T3 play, so trashing the worker is meh
  • I haven’t really needed a third hero yet, and my T2 hasn’t been preassured
  • putting neko on 5hp, after my marauder just dealt 5dam, will hopefully
    force an overextension to both kill marauder and wall up. And I need
    this b/c I might have just over extended myself.

Plan
X - taxman + bloodlust
X - lobba + lobba
X - marauder + tank
X - detonate + gunship
X - desperation + ember
~- kidnapping + monkey

cost tallies

nekoatl-t.6
eco : arm : kil : kil/arm
$11 : $35 : $32 : 0.91

Me-t.6
eco : arm : kil : kil/arm
$10 : $40 : $45 : 1.13


#13

"P1T7


Tech StartingHand Workers

[spoiler]TECH
Versatile Style
Dreamscape


STARTING HAND
Training Grounds
Grappling Hook
Martial Mastery
Versatile Style
Mind-Parry Monk
Savior Monk


WORKERS
Fox Primus
Morningstar Flagbearer
Sensei’s Advice
Smoker
Fox Viper
Grappling Hook

----------[/spoiler]

NextHand

[spoiler]Snapback
Lobber
Mind-Parry Monk
Aged Sensei

----------[/spoiler]

Discard

[spoiler]Sparring Partner
Training Grounds
Versatile Style
Dreamscape
Martial Mastery
Savior Monk
Versatile Style

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($9)
Grave Stormborne - ($7)
Train Grave
Martial Mastery - ($6)
Mind-Parry Monk - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Mind-Parry Monk (5/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L7 Grave Stormborne (4/5) Sparkshot, Readiness [sword]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Training Grounds (4)
    [B]Buildings:[/B]
  • :heart: Base HP: 5
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

#14

GG Nekoatl. Let me know if you want to go again as P2.

P2T7


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
.lobba
.tank
.Charge


DRAW DECK (bottom of turn, unordered)
detonate
gunship
Taxman (3/3; anti-air; kill patroller -> steal 1.g)
madman
Bloodrage (3/2)
desperation
ember
lobba
Bombaster (2/2+a)
Bloodlust
Pillage


WORKERS
…Careless Musketeer
…Bloodburn
…Scorch
…Nautical Dog
…Makeshift Rambaster


NextHand
Discard

Tech 0 card(s)
Get Paid + Float - ($11)

after working outside, Drakk decides it is worth it to get a garage
build T3 - ($6)

Drakk steps back from technician and marvels at his work
Hire steamtank - ($3)

with after market modifications
Drakk casts charge on steamtank (gains haste & +1atk) - ($1)

marauder picks a fight due to lack of parental attention
(frenzy.1) marauder atk mind-parry
crack armor, 4dam, monk dies; 5dam + 1tower back, marauder dies

Hire Lobba - ($0)
(haste, frenzy.1) lobba runs at grave
3dam to grave; 4dam +1tower back, lobba dies

Drakk goes over to explain things to Grave, he is not understanding
Drakk atk grave
2dam to graves, dies, you draw, lvl fizzle; 4dam + 1 tower to drakk, dies, your base takes 1, lvl fizzle

the new modifications malfunctions, the tank crashes into your base
Tank tags your base
3dam, +1.Charge +4.Building; tower shoots back for 1dam

Fade out on everything trashed, everyone dead, and a busted car;
why we can’t have nice things

GG

Float ($0)
Discard 0, Draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Steamtank (3/5; +4atk vs buildings)

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 11
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)

Last Turn

Plan
X - taxman + bloodlust
X - lobba + lobba
X - marauder + tank
X - detonate + gunship
X - desperation + ember
~- kidnapping + monkey

cost tallies

nekoatl-t.6
eco : arm : kil : kil/arm
$11 : $35 : $32 : 0.91

Me-t.6
eco : arm : kil : kil/arm
$10 : $40 : $45 : 1.13


#15

GG. I would like the chance for a rematch, thanks.


#16

Turns out I lied and we have an extra half hour.

EDIT - actually P1 now

P1T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Scorch - Magic
Makeshift Rambaster - Tech 0
.Mad Man - Tech 0
Charge - Magic
…Careless Musketeer - Tech 0


DRAW DECK (bottom of turn, unordered)


WORKERS
…Careless Musketeer


NextHand

Nautical Dog - Tech 0
Bombaster - Tech 0
Bloodrage Ogre - Tech 0
Bloodburn - Tech 0
Pillage - Magic


Discard

Scorch - Magic
Makeshift Rambaster - Tech 0
Charge - Magic


Tech 0 card(s)
Get Paid - ($4)

worker - ($3)

Hire madman - ($2)
Summon zane - ($0)

zane races madman to your base

(haste) madman tags your base
1dam to your base

(haste) zane tags your base
2dam to your base

Float ($0)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Madman (1/1)
  • Zane (2/2; lvl.1)

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: -
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)

Last Turn
So in a damage for gold sense rambaster is better here
(save 1 & zane stays back). Still this gives me blockers
next turn for when neko can swing back and let me

Plan
…I am thinking a damage-net (firebird, or firehouse). Although
with zane out I might try for the eco-trash strat (still doesn’t work
as well for P1 though, would need to float next turn)

cost tallies

me-t.1
eco : arm : kil : kil/arm
$01 : $03 : $03 : 1.00

neko-t.0
eco : arm : kil : kil/arm
$00 : $00 : $00 : 0.00


#17

"P2T1


StartingHand Workers

[spoiler]STARTING HAND
Aged Sensei
Smoker
Safe Attacking
Grappling Hook
Sensei’s Advice


WORKERS
Grappling Hook

----------[/spoiler]

NextHand

[spoiler]Fox Viper
Fox Primus
Savior Monk
Morningstar Flagbearer

----------[/spoiler]

Discard

[spoiler]Sensei’s Advice
Safe Attacking

----------[/spoiler]

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Grave Stormborne - ($2)
Aged Sensei - ($1)
Smoker - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Smoker (1/1A) Stealth
  • :psfist: [I]Elite[/I]: L1 Grave Stormborne (3/3) Sparkshot
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Aged Sensei (1/1) Resist 1
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Not a failproof defense, but it should at least require some investment to breach.

"


#18

EDIT - whoops, zane on 1 health

P1T2


Tech StartingHand DrawDeck Workers

TECH
Detonate
Detonate


STARTING HAND
Nautical Dog - Tech 0
Bombaster - Tech 0
.Bloodrage Ogre - Tech 0
…Bloodburn - Tech 0
Pillage - Magic


DRAW DECK (bottom of turn, unordered)
Makeshift Rambaster - Tech 0
Detonate
Bombaster - Tech 0
Pillage - Magic


WORKERS
…Careless Musketeer
…Bloodburn - Tech 0


NextHand

Detonate
Madman (1/1)
Charge - Magic
Scorch - Magic
Nautical Dog - Tech 0


Discard

Tech 2 card(s)
Get Paid - ($5)
worker - ($3)

an ogre appears …because?
Hire Blood Ogre - ($1)

Zane says some truely awful things to Ninja, who has a cutting retort
Zane atk Ninja
crack armor, 1dam, ninja dies; 1dam back to zane

madman tries to rob a “helpless old man”, who defends himself
madman atk sensei
1dam to sensei, dies; 1dam to madman, dies

the ogre pokes the wreckage of a vechile from a time unknown
patrol ogre (tech)

Float ($1)
Discard 3, Reshuffle, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Ogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/1; lvl.1)

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)

Double drop sensei and smoker is a bit odd to me. Maybe monk wasn’t in hand?
In any event I’m not sure white starter can give enough board pressence to go
down the card this early (it may not have looked it, but that really did slow
down my deck cycle a lot last game). Also the not having a 2atk thing in SL
lets me keep zane alive (so I actually get to do my eco trash play!!!)

Last Turn
So I had thought eco-trash needed to be a P2 strat, just b/c the gold is a bit
tight, but the way this worked out I think maybe it is a P1 start (I have never
sucessfully pulled it off yet, so the just is still out). In pre-hindsight
(wrap your brain around that) I’m kind of telegraphing this alot (float, no T1,
tech over scav), but hopefully it is an uncommon enough play that Neko will not
make the read. And even if they do make the white doesn’t have any direct dam
or haste in the starter, so I’m not sure what the counter-play would be except
leave ogre alive (which only matters if I don’t draw both initially).

Only drew one (which I guess is better than none). And who knows, maybe ogre dies
and I hit the 2nd on the river. Also, drawing neither would have been…
game ending is too strong, but very very bad. Another thing to note, this play
swings very hard one way or the other.

Plan - ECO-TRASH!!! (at least initially)
X - detonate + detonate

Orginal (full-on mode)
X - detonate + detonate

  • gunpoint + crash bomber
  • marauder + tank/spell
  • marauder + ?/spell

Just as an opener, going back to damage net idea
X - detonate + detonate

  • taxman + bomber
  • taxman + ember
  • firebat + firehouse
  • firebird + firebird

cost tallies

me-t.2
eco : arm : kil : kil/arm
$02 : $05 : $05 : 1.00

neko-t.1
eco : arm : kil : kil/arm
$01 : $04 : $01 : 0.25


#19

"P2T2


Tech StartingHand Workers

[spoiler]TECH
Rambasa Twin
Firebat


STARTING HAND
Fox Viper
Fox Primus
Morningstar Flagbearer
Savior Monk


WORKERS
Grappling Hook
Morningstar Flagbearer

----------[/spoiler]

NextHand

[spoiler]Fox Viper
Snapback
Aged Sensei
Safe Attacking
Fox Primus

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Tower - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 Grave Stormborne (2/3A) Sparkshot
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Teching for beefier patrolers this game.

"


#20

P1T3


Tech StartingHand DrawDeck Workers

TECH
taxman
bomber


STARTING HAND
.Detonate
Madman (1/1)
Charge - Magic
…Scorch - Magic
Nautical Dog - Tech 0


DRAW DECK (bottom of turn, unordered)
taxman
bomber
Ogre (3/2)
Madman (1/1)
Charge - Magic


WORKERS
…Careless Musketeer
…Bloodburn - Tech 0
…Scorch - Magic


NextHand

Makeshift Rambaster - Tech 0
Detonate
Bombaster - Tech 0
Pillage - Magic
Nautical Dog - Tech 0


Discard

Tech 2 card(s)
Get Paid + Float - ($7)
worker - ($6)

Zane casts Detonate - ($3)
trash worker, trash detonate

Ogre atk Grave
crack armor, 2dam, to grave; 2dam + 1tower, back, ogre dies

Zane atk Grave
2dam to grave, dies, lvl fizzle; 2dam +1tower back, zane dies, lvl fizzle

Build T1 - ($2)

Summon Drakk - ($0)

Drakk climbs to the mountaintop, has a strange sense of deja-vu
patrol Drakk lookout

Float ($0)
Discard 3, Draw 4, Reshuffle, Draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Drakk (1/3; lvl.1; dies -> 1dam to your base)
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Poor attempts at mind-reading Nekoatl(Discipline+fire+truth)

What does this tell me?
…well for one, it says the off-suit penalty is brutal.
Tower is a way to get board presence without spending a card

Last Turn

Plan - ECO-TRASH!!! (at least initially)

Orginal (full-on mode)
X - detonate + detonate
X - gunpoint + crash bomber

  • marauder + tank/spell
  • marauder + ?/spell

Just as an opener, going back to damage net idea
X - detonate + detonate
X - taxman + bomber

  • taxman + ember
  • firebat + firehouse
  • firebird + firebird

cost tallies

me-t.2
eco : arm : kil : kil/arm
$02 : $05 : $05 : 1.00

neko-t.1
eco : arm : kil : kil/arm
$01 : $04 : $01 : 0.25