[Casual] Nekoatl vs ascendingPrime

"P2T3


Tech StartingHand Workers

[spoiler]TECH
Sparring Partner
Lobber


STARTING HAND
Snapback
Aged Sensei
Fox Primus
Fox Viper
Safe Attacking


WORKERS
Grappling Hook
Fox Primus

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

NextHand

[spoiler]Sensei’s Advice
Savior Monk
Rambasa Twin
Firebat

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

Discard

[spoiler]Safe Attacking
Snapback
Sparring Partner
Lobber

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

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina Stormborne - ($3)
Fox Viper - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Jaina Stormborne (2/3A) Sparkshot
  • :psfist: [I]Elite[/I]: Aged Sensei (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Fox Viper (2/1)
  • :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: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Ooh, Detonate! That means I don’t have to worry about getting locked out of Training Grounds later. I’ll add variety to my tech I lineup.

"

P1T4


Tech StartingHand DrawDeck Workers

TECH
taxman
ember


STARTING HAND
…Makeshift Rambaster - Tech 0
Detonate
Bombaster - Tech 0
Pillage - Magic
.Nautical Dog - Tech 0


DRAW DECK (bottom of turn, unordered)


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


NextHand

taxman
bomber
Ogre (3/2)
Madman (1/1)
Charge - Magic


Discard

taxman
ember
Detonate
Bombaster - Tech 0
Pillage - Magic


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

a friendly dog w/ a cute hat appears
Hire Nautical Dog - ($5)

after reviewing the situation from the mountaintop, Drakk implements supply chain management
Build Surplus - ($0)

Drakk goes out to meet the world and preach the gospel of efficiency
patrol Drakk (SL)

the puppy starts digging holes in the backyard
patrol Nautical Dog (scav)

Float ($0)
Discard 3, Draw 5


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

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

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Surplus HP: 4

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

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

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

What does this tell me? Still no clear reads on what is going on.
IMO - fox viper is expensive for what she does (musketer is totallt my first
worker), but maybe the plan here is to get sensei out as a supporting unit and
just anything as an attacker.

It is a very fortune-cookie read, but lets assume that means “your opponent will
use units to atk you”, and pushing these tea-leaves past where they should go
"atk unit dam will be prioritized over ark unit health"
(ie expecting, SP and tins in T1 & fire-T2 w/ archer and stampa)

given this (mostly arbitrary) read, damage-net is the way to go

Last Turn

Didn’t worker the other detonate, b/c it could still be useful if training
grounds pop again --still it is up there on the candidate list going fwd.

The other way I thought of playing this was Bombaster as my meat-shield and
T2. The reason I didn’t was

  • I don’t have any T2 in the pipline
  • even if I bumped up some T2 (or subed them in), fire doesn’t have any good
    blocker T2, and this build depends upon a wall to protect my net-casters
    (bird & firehouse), which I havn’t had a chance to build yet.
  • surplus will help this plan by letting me get lots of bodies on the field,
    and I don’t think it can be taken down w/ what is showing (Jaina spells might
    wreck my face, but I’m guessing (hoping?) the way she was put in front like that
    she is a sacrifice w/out investment behind her)

Plan - damage net

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

  • firebat + firehouse
  • firebird + firebird

cost tallies

me-t.4
eco : arm : kil : kil/arm
$10 : $08 : $07 : 0.88

neko-t.3
eco : arm : kil : kil/arm
$05 : $12 : $05 : 0.42

"P2T4


Tech StartingHand Workers

[spoiler]TECH
Training Grounds
Mind-Parry Monk


STARTING HAND
Rambasa Twin
Sensei’s Advice
Firebat
Savior Monk


WORKERS
Grappling Hook
Fox Primus
Sensei’s Advice

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

NextHand

[spoiler]Lobber
Smoker
Training Grounds
Snapback

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

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sensei advises Viper
Viper and Jaina kill Drakk
Tech II - ($2)
Firebat - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Fox Viper (2/1)
  • L3 Jaina Stormborne (2/2) Sparkshot [1dmg]
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :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: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

Merry Christmas Nekoatl (if you go in for that sort of thing)

P1T5


Tech StartingHand DrawDeck Workers

TECH
firebat
firehouse


STARTING HAND
.taxman
.bomber
Ogre (3/2)
…Madman (1/1)
Charge - Magic
Pillage - Magic (surplus)


DRAW DECK (bottom of turn, unordered)
ember


WORKERS
…Careless Musketeer
…Bloodburn - Tech 0
…Scorch - Magic
…Makeshift Rambaster - Tech 0
…Madman (1/1)


NextHand

Detonate
firehouse
taxman
Bombaster - Tech 0
firebat


Discard

Ogre (3/2)
Charge - Magic
Pillage - Magic


Tech 2 card(s)
Get Paid - ($8)
surplus (after tech): reshuffle, draw 1

worker - ($7)

Hire Taxman - ($5)
Hire Bomber - ($4)

Build T2 (fire) - ($0)

Patrol Bomber (SL)
Patrol Dog (scav)
Patrol Taxman (lookout)

Float ($0)
Discard 3, Draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bomber (2/2+a; dies(my turn) -> 1dam to a building; dies(your turn) -> 1dam to your main)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1; frenzy.1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Taxman (3/3; anti-air; kill patroller -> steal 1.g)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (fire)
  • :heart: Surplus HP: 4

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

  • Hand: 5
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

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

So discipline again. If this is dragons, I have 2 taxmen + birds coming.
If it is heros, well flyers are still pretty good.

Last Turn

This feels like a slow turn, but I am throwing up 5HP of health as blocking
while building a T2, which is pretty impressive.

Plan - damage net
X - detonate + detonate
X - taxman + bomber
X - taxman + ember
X - firebat + firehouse

  • firebird + firebird

cost tallies

me-t.5
eco : arm : kil : kil/arm
$15 : $11 : $07 : 0.64

neko-t.4
eco : arm : kil : kil/arm
$10 : $14 : $07 : 0.50

Hmm, after your landslide success with Anarchy, you’re switching to Fire? Interesting… Well, I don’t celebrate anymore myself, but I’ll wish you a Merry Christmas anyway.

"P2T5


Tech StartingHand Workers

[spoiler]TECH
Burning Volley
Dreamscape


STARTING HAND
Smoker
Training Grounds
Snapback
Lobber


WORKERS
Grappling Hook
Fox Primus
Sensei’s Advice
Smoker

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

NextHand

[spoiler]Safe Attacking
Sparring Partner
Rambasa Twin

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

Discard

[spoiler]Fox Viper
Snapback
Burning Volley
Dreamscape

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

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Level Jaina - ($6)
Firebat kills Bomber
Sensei advises Viper
Viper trades with Taxman
Lobber - ($5)
Lobber kicks Dog, you gain $1
Training Grounds - ($4)
Jaina breaks Surplus, your base to 18
Sirus Quince - ($2)
Mirror Illusion - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Mirror Illusion (0/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Firebat (3/1) [2dmg]
  • L4 Jaina Stormborne (4/3) Sparkshot
  • Lobber (2/1) [1dmg]
  • Training Grounds (4)
  • L1 Sirus Quince (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Ya, I’m trying something a bit different from last time.

Lvl.4 Jaina is only 3/3; you have to go to lvl.7 Jaina to get up to 4/3 and be able to break the surplus with just her.

Also the bomber will ding your base for 1 on death.

Training Grounds is boosting Jaina’s attack. I’ll fix the base HP oversight.

Good call on the +1atk from training grounds. I always forget about that part
of the card.

P1T6


Tech StartingHand DrawDeck Workers

TECH
firebird
firebird


STARTING HAND
…Detonate
.firehouse
.taxman
.Bombaster - Tech 0
.firebat


DRAW DECK (bottom of turn, unordered)
Charge - Magic
Pillage - Magic
Taxman (3/3; anti-air; kill patroller -> steal 1.g)
Bomber (2/2+a; dies(my turn) -> 1dam to a building; dies(your turn) -> 1dam to your main)
Nautical Dog (1/1; frenzy.1)
firebird
firebird


WORKERS
…Careless Musketeer
…Bloodburn - Tech 0
…Scorch - Magic
…Makeshift Rambaster - Tech 0
…Madman (1/1)
…Detonate


NextHand

ember
Ogre (3/2)


Discard

Tech 2 card(s)
Get Paid - ($9)
scav - ($10)
worker - ($9)

Hire Taxman - ($7)
Hire Firebat - ($5)
Hire Bombaster - ($3)
Build Firehouse - ($0)

Patrol Firebat (SL)
Patrol Bombaster (elite)
Patrol Taxman (tech)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Firebat (3/3+a; exh+1.g: 2.dam to build / patroller)
  • :psfist: [I]Elite[/I]: Bombaster (2+1/2; sac+1.g: 2.dam to patrol unit)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Taxman (3/3; anti-air; kill patroller -> steal 1.g)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Firehouse (-/4; building; exh: 2dam to unit/hero/building, if it is destroyed by dam ready firehouse)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (fire)

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

  • Hand: 2
  • Deck: 7
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

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

So max level jaina to smash stuff plus mirrors to clear the way?
Still not super obvious where this leads

Last Turn

I have clearly let things slip. Detonate on training grounds would be inefficient
plus last game Neko double-teched it so a single removal wouldn’t even break the
plan. Firehouse was the whole point of this build, so I might as well get it out
there to see how it does.

Plan - damage net
X - detonate + detonate
X - taxman + bomber
X - taxman + ember
X - firebat + firehouse
X - firebird + firebird

cost tallies

me-t.6
eco : arm : kil : kil/arm
$16 : $20 : $10 : 0.50

neko-t.5
eco : arm : kil : kil/arm
$10 : $21 : $13 : 0.62

"P2T6


Tech StartingHand Workers

[spoiler]TECH
Mind-Parry Monk
Training Grounds


STARTING HAND
Sparring Partner
Safe Attacking
Rambasa Twin


WORKERS
Grappling Hook
Fox Primus
Sensei’s Advice
Smoker

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

NextHand

[spoiler]Mind-Parry Monk
Savior Monk

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

Discard

[spoiler]Fox Viper
Snapback
Burning Volley
Dreamscape
Mind-Parry Monk
Training Grounds

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

Tech 2 card(s)
Get Paid - ($9)
Safe Attacking - ($8)
Train Sirus
Rambasa Twin, mirrored - ($4)
Sparring Partner, mirrored - ($3)
Partner spars with Jaina
Sensei advises Jaina
Jaina kills Firebat
Twin kills Taxman, Mirror tries to return to codex…
Firebat burns Bombaster - ($2)
Lobber and Sirus break Firehouse
Mirror Illusion - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rambasa Twin (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Firebat (3/1) [2dmg]
  • L4 Jaina Stormborne (5/2) Sparkshot [1+, 2dmg]
  • Lobber (2/1) [1dmg]
  • Training Grounds (4)
  • L5 Sirus Quince (2/5)
  • Sparring Partner (2/2) {B}
  • Sparring Partner (2/2) {Copy of B}
  • Mirror Illusion (0/1)
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

CORRECTION - ember sparks can only tgt patrollers :: 3dam to main

P1T7


Tech StartingHand DrawDeck Workers

TECH
Bloodlust
Gunship


STARTING HAND
ember
Ogre (3/2)
Nautical Dog (1/1; frenzy.1)


DRAW DECK (bottom of turn, unordered)
Pillage - Magic
Taxman (3/3; anti-air; kill patroller -> steal 1.g)
Bomber (2/2+a; dies(my turn) -> 1dam to a building; dies(your turn) -> 1dam to your main)
firebird


WORKERS
…Careless Musketeer
…Bloodburn - Tech 0
…Scorch - Magic
…Makeshift Rambaster - Tech 0
…Madman (1/1)
…Detonate


NextHand

firebird
Charge - Magic


Discard

Firebat (3/3+a; exh+1.g: 2.dam to build / patroller)
Bombaster (2+1/2; sac+1.g: 2.dam to patrol unit)
Taxman (3/3; anti-air; kill patroller -> steal 1.g)
Firehouse (-/4; building; exh: 2dam to unit/hero/building, if it is destroyed by dam ready firehouse)
Bloodlust
Gunship
ember


Tech 2 card(s)
Get Paid - ($10)
tech draw

Summon Jaina - ($8)
Summon Drakk - ($6)

Jaina casts Ember Sparks - ($3)
3dam to main

Hire Ogre - ($1)
Hire Dog - ($0)

Patrol Ogre (SL)
Patrol Drakk (elite)
Patrol Jaina (scav)
Patrol Dog (tech)

Float ($0)
Discard 0, Draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Ogre (3/2+a)
  • :psfist: [I]Elite[/I]: Drakk (1+1/3; lvl.1; dies: 1dam to your base)
  • :ps_: [I]Scavenger[/I]: Jaina (2/3; lvl.1; sparkshot)
  • :pschip: [I]Technician[/I]: Dog (1/1; frenzy.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (fire)

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

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

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

Last Turn

**after posting, I realized I made a misplay last turn. Rather than getting
Bombaster I should have Summoned Drakk. Would have given me an extra health
on the line, and also an extra discard. W/ training grounds in play, I’m less
concerened about feeding levels plus Drakk’s topband is a bit of a counter-balance.
(why we practice)

So I think this might be hard to recover from. At this point, the two
outs I think I have are 1) hasted birds and 2) gunships

Plan - damage net
X - detonate + detonate
X - taxman + bomber
X - taxman + ember
X - firebat + firehouse
X - firebird + firebird

cost tallies

me-t.7
eco : arm : kil : kil/arm
$16 : $27 : $16 : 0.59

neko-t.6
eco : arm : kil : kil/arm
$10 : $33 : $22 : 0.67

Ember Sparks can’t target backline units. It hits patrollers and buildings only.

Sry, I was thinking of it like a mini burning volley but you are correct.

No worries, I’ve done the same thing more than once.

"P2T7


Tech StartingHand Workers

[spoiler]TECH
Burning Volley
Young Lightning Dragon


STARTING HAND
Mind-Parry Monk
Savior Monk


WORKERS
Grappling Hook
Fox Primus
Sensei’s Advice
Smoker

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

NextHand

[spoiler]Burning Volley
Dreamscape

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

Tech 2 card(s)
Get Paid - ($9)
Mind-Parry Monk, mirrored (my units and heroes protected from targeting by opponents) - ($4)
Savior Monk - ($2)
Train Jaina
Partner {B} spars with Sirus
Sirus kills Ogre
Sensei advises Lobber
Lobber safely kills Drakk, my base to 12
Twin safely kills Jaina, taking 1 damage, you get $1
Twin safely kicks Dog, you draw 1
Jaina breaks Tech II, your base to 16
Monk {Copy of A} breaks Tech I, your base to 14
Partner {Copy of B} spars with Monk {A}
Firebat whacks your base to 11
Partner {Copy of B} quickly catches his breath - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2A) {Copy of B}
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mind-Parry Monk (6/5) {A} [1+]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Firebat (3/1) [2dmg]
  • L7 Jaina Stormborne (6/4) Sparkshot [1+]
  • Lobber (2/1) [1dmg]
  • Training Grounds (4)
  • L5 Sirus Quince (3/3) [1+, 3dmg]
  • Sparring Partner (2/2) {B}
  • Safe Attacking
  • Rambasa Twin (3/2)
  • Mind-Parry Monk (5/4) {Copy of A}
  • Savior Monk (2/2) Healing 1
  • Rambasa Twin (3/1) [1dmg]
    [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: 2
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I don’t want to risk drawing my Hero’s Monument or a Discipline spell before getting my Tech III built, so I’ll double up on Volley and take a Dragon, 'cuz why not…?

"

Ya, at this point I think I will concede. I didn’t tech anarchy and that is the only way I can see getting past the snowball you have built up. Good Game. Upon thinking through the options in your codex, I think it has inspired me to try [Discipline]/fire/disease

My next hand was Burning Volley and Dreamscape for a 5-unit kill, so without Haste there was really no way to defend (though Crashbarrows and Gliders would have worked as an alternative to Anarchy). Mind-Parry Monk is also especially strong against Fire.

Replacing Truth with Disease is an interesting choice; there do seem to be some nice synergies there. Plague Lab with +1/+1 and Sword runes, Martial Mastery can check for viability of Carrion Curse, etc.

Ya, the thinking here was to use a combo of firebird and firehouse to be able to clear the other side of the board. This would only be enhanced by sickness + max orpal bringing the tough units into the “kill-zone” with -/- runes.

Plague-lab sword-rune is also a good one, but I think this is more limited b/c it is only one per turn. Maybe pushed a bit further with True-Power-of-Storms and Gorgan to be an anti-big unit line-up.

Also there is the synergy of burning volley + true-power of storms + training grounds as a way to quickly overwhelm if you get it set up. I’m kind of surprised you never went for this since you got training grounds up both games (and you can burst so much damage)

I’ve never tried using True Power of Storms because its activation condition looks like a pain, though I have thought it might be interesting to try getting some kind of draw engine going and then casting 2 of them in the same turn for an OTK. Also, my build doesn’t have any net draw power (and I was worried about feeding your Zane with my patrollers), so I frequently was dealing with hand size deficits, meaning TPoS would have been all the more difficult to set up.

So this is all IMO

  • the draw engine is a neat idea, but the only way I have ever seen it work was max geiger, into R&D, into double teapots (ie doing it off a 9 card hand). And even this was against a new player who didn’t see the risk in letting a max geiger and max graves hang out in the back ranks. Basically you either have to draw this as an inside straight (perfect 6card hand from surplus / tech draw) or else telegraph what your doing so hard any thoughtful opponent will see it coming.

My preferred is to just tech 1 teapot, keep a rich 3.g deck (which is still a tell, but more subtle), work the opponent down to 10 base health, and have it as a surprise closer. This also lets you go down to 1-2 discards which works with your draw power.

Just spit-balling, but the tech might look something like
Lobba + reversal / ember sparks
Rambassa Twins + reversal / ember sparks / martial mastery
Training Grounds + Burning Volley / Vigor Adept
Dragon / Vigor Adept + True Power of Storms
Dragon / Focus Master / Burning Volley + Burning Volley / Free Speech / Dreamscape

A pair of Flagstone Garrisons and a host of low- to no-cost units (esp. with Pirate-Gang Commander, Maestro, and/or max-level River Montoya) can consistently draw an entire deck, though it takes some set-up to get that in place.

Up for another game? I’d like to try Feral/Peace/Blood; any build you want to play is fine with me. I random’d 88, and since that’s higher than either of your rolls in the looking for opponent thread, I’ll go ahead.

"P1T1


StartingHand Workers

[spoiler]STARTING HAND
Young Treant
Playful Panda
Rich Earth
Merfolk Prospector
Spore Shambler


WORKERS
Spore Shambler

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

NextHand

[spoiler]Rampant Growth
Forest’s Favor
Tiger Cub
Ironbark Treant

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

Discard

[spoiler]Young Treant
Playful Panda

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

Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Merfolk Prospector - ($0)
Worker

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]: Merfolk Prospector (1/1)
  • :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: 5
Thoughts

Really nice starting hand in terms of getting an economy up and running quickly. As P1 I don’t need to be so worried about defense right out the gate.

"