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[Casual] Nekoatl vs FrozenStorm (Maps)

And both Judgment Days are stubbornly hiding in my deck, so I fold! GG WP! Here’s my T1 in case you’re game to run it back.

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Careless Musketeer
Bloodburn
Nautical Dog


WORKERS
XXX


NextHand

Scorch
Bombaster
Pillage
Charge
Mad Man


Discard

Bloodburn
Makeshift Rambaster
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1) Frenzy 1
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Just trying to float as much attack power as possible for T2.

1 Like

GGWP and GL HF! Definitely game to run it back

Map Randoms: Game 2 Player 2, Turn 1

P2 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P1 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card

Starting Hand

Fox Viper
Sensei’s Advice
Safe Attacking
Morningstar Flagbearer
Grappling Hook

Events of Turn:


Upkeep:

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

Main:

  • Fox Viper (3)
  • Safe Attacking (2)
  • Worker (1)
Workers

Blank

  • :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: Fox Viper (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Smoker
Savior Monk
Fox Primus
Snapback
Aged Sensei

End of Turn Discard
My Thoughts

White P2, woof


That’s too tempting to pass up, even if I have to derail my plans a bit to make it happen.

P1T2


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Bombaster
Pillage
Mad Man
Charge
Scorch


WORKERS
XXX
XXX


NextHand

Careless Musketeer
Kidnapping
Nautical Dog
Pillage
Scorch


Tech 2 card(s)
Get Paid - ($5)
Drakk Ramhorn - ($3)
Bombaster - ($1)
Dog trades with Fox
Pillage steals $2, your base to 18 - ($2)
Ogre drops your base to 15
Worker - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Drakk Ramhorn (1/3A) Explosive
  • :psfist: Elite:
  • :ps_: Scavenger: Bombaster (2/2) Self-destruct
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2) Aggressive

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

Mmm, I really wanna steal $2, and I really wanna trade Mad Man for that Ninja, but despite being able to afford both, I can’t do so without dipping into the red, which of course is not an option. Guess I should hold the Mad Man in reserve, I’ll have more options going forward that way. I think I’ll take Kidnapping, it can be really efficient if I manage to trade 2 of his guys with each other, and it should nicely complement my other aggression options.

Well, forgetting about Pillage was a mistake XD

Map Randoms: Game 2 Player 2, Turn 2

P2 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P1 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card

Starting Hand

Smoker
Savior Monk
Fox Primus
Snapback
Aged Sensei

Events of Turn:


Upkeep:

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

Fuzz Cuddles, Gunpoint Taxman


Main:

  • Savior Monk (4)
  • Tech 1 (2)
  • Smoker (1)
  • Worker (0)
Workers

Blank, Blank

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Fox Primus
Grappling Hook
Gunpoint Taxman
Fox Viper
Morningstar Flagbearer

End of Turn Discard
My Thoughts

That was one of those “what were you thinking??” - “I wasn’t” moments, lol


P1T3


Tech StartingHand Workers

TECH
Captured Bugblatter
Captured Bugblatter


STARTING HAND
Kidnapping
Scorch
Careless Musketeer
Nautical Dog
Pillage


WORKERS
XXX
XXX
XXX


NextHand

Mad Man
Charge
Makeshift Rambaster
Kidnapping
Bloodburn


Discard

Bloodrage Ogre
Scorch
Pillage
Kidnapping
Captured Bugblatter
Captured Bugblatter


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Nautical Dog - ($5)
Careless Musketeer - ($3)
Tech I - ($1)
Ogre trades with Monk
Drakk kills Smoker
Bombaster reduces your base to 13 HP

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Careless Musketeer (2/1A) Shotty musket
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Drakk Ramhorn (1/2) Explosive
  • Bombaster (2/2) Self-destruct
  • Nautical Dog (1/1) Frenzy 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

I won’t get my teched cards until T5, so I may as well go straight for tech II units. I’m at risk of retaliation by spell at this point, so I need to take that into account when setting my patrol. Suprise Attack would require him to skip a worker… more likely I’m facing Shuriken Hail and/or Speed of the Fox. IPN is also possible, but that could be taken by Kidnapping and potentially tweaked into a trade by managing my unit count, although doing that would delay my Tech II building… still, my tech I units aren’t exciting, and my tech 0 units aren’t going away, so I think it’s worth aiming straight for Tech II. Since I’ve already chipped away 1/4 of his base HP, and since I have cards that directly damage his base, I think I’ll try to focus it down directly rather than picking on his other tech buildings, which means Bugblatter is the tech II unit of choice.

Map Randoms: Game 2 Player 2, Turn 3

P2 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P1 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card

Starting Hand

Fox Primus
Grappling Hook
Gunpoint Taxman
Fox Viper
Morningstar Flagbearer
Fuzz Cuddles (techn)

Events of Turn:


Upkeep:

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

Surprise Attack, Fuzz Cuddles
Fuzz Cuddles, Gunpoint Taxman


Main:

  • Fox Viper (5)
  • Fuzz Cuddles (3)
  • Gunpoint Taxman (1)
  • Worker (0)
Workers

Blank, Blank, Blank

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fuzz Cuddles (2/3)
  • :target: Lookout: Fox Viper (2/1)

In Play:

  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sensei’s Advice
Snapback
Aged Sensei
Morningstar Flagbearer
Surprise Attack

End of Turn Discard
My Thoughts

Just keep swimming


P1T4


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Makeshift Rambaster
Mad Man
Bloodburn
Kidnapping
Charge


WORKERS
XXX
XXX
XXX
XXX


NextHand

Bloodrage Ogre
Kidnapping
Captured Bugblatter
Crash Bomber


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Kidnapping, Fuzz Cuddles turns traitor! - ($3)
Careless Musketeer and Fuzz Cuddles trade with Taxman
Mad Man trades with Fox Viper - ($2)
Makeshift Rambaster - ($0)
Drakk drops your base to 12 HP
Bombaster drops your base to 10 HP
Dog drops your base to 8 HP
Rambaster drops your base to 5 HP

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • L1 Drakk Ramhorn (1/2) Explosive
  • Bombaster (2/2) Self-destruct
  • Nautical Dog (1/1) Frenzy 1
  • Makeshift Rambaster (1/2) Haste, demolitionist, defenseless

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

If I want to maintain my board advantage here, I need to postpone my Tech II, so I’ll go for Crash Bombers in keeping with my theme of base destruction.

Well I did tech and draw Surprise Attack, so I can temporarily derail this train, but I can’t stop it from reaching it’s destination XD GG WP! Roll us again, gambler :wink:

1 Like

Yeah, with Crash Bombers and Captured Bugblatters waiting in the wings, I can’t imagine how to hold on to those remaining base HP. GG WP. I rolled [Strength]/Necromancy/Balance for myself and [Ninjutsu]/Anarchy/Necromancy for you, but feel free to mulligan that if you don’t want something so similar to what you just played.

1 Like

no that’s fine, give us a map and start us off!

I rolled No Rush 15 Minutes. I’m contemplating the implications of that… will likely post T1 tomorrow morning.

1 Like

As the map suggests, no rush! XD

1 Like

Alright, I’ve managed to narrow my focus enough to take my T1, at least. Should be an interesting match. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Morningstar Flagbearer
Savior Monk
Aged Sensei
Snapback
Fox Viper


WORKERS
Fox Viper


NextHand

Safe Attacking
Fox Primus
Sensei’s Advice
Grappling Hook
Smoker


Discard

Morningstar Flagbearer
Savior Monk
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Aged Sensei - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Aged Sensei (1/1) Buffs stuff

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 5

Thoughts

No base damage suggests quickly rushing Lich’s Bargain, though my opponent also has that option… and I have Jefferson DeGrey. Owls may be the best opener for me, aiming for Circle of Life for T4-T5. He can build his Tech II on T3, and follow up with damage-proof Sanatoriums or Fox’s Den School on T4, so I should probably proactively tech both Nature Reclaims (or Corpse Catapult… or maybe even Wandering Mimic) and immediately build a Tower if I see him spec into Ninjutsu. Doom Grasp and Nether Drain are effective, so buying hero levels early is risky at best, although the idea of amassing skeletons and dropping a midband Midori on T5 is kinda tempting… especially since I have means of removing his Safe Attacking and he doesn’t have means of removing mine. On the other hand, he has access to Skeleton Lords, and can play them a turn sooner than I can. Well, I can delay many of these decisions until T2… for now, I should just efficiently select a high-value card to play. I can safely postpone playing a hero. Flagbearer is pretty much only useful for thwarting Doom Grasp, and I can hold off on that. Let’s go with Sensei for now, it’s useful and cheap… which should help to discourage Death Rites and Maximum Anarchy, as well as keeping my options open.

GL HF!

Map Randoms: Game 3 Player 2, Turn 1

P2 Ninja/Anarchy/Necromancy vs P1 Strength/Necro/Balance
Map: No Rush 15 - Prevent all damage until after each player has taken 4 turns.

Starting Hand

Snapback
Fox Primus
Grappling Hook
Sensei’s Advice
Safe Attacking

Events of Turn:


Upkeep:

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

Main:

  • Safe Attacking (4)
  • Garth (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Fox Primus

  • :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:

  • Safe Attacking
  • Garth (1/3 lvl 1)
  • Skeleton (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Aged Sensei
Morningstar Flagbearer
Smoker
Fox Viper
Savior Monk

End of Turn Discard
My Thoughts

Do we do LB? GNs? or maybe rush for Gunships? That’s pretty doable


P1T2


Tech StartingHand Workers

TECH
Gemscout Owl
Gemscout Owl


STARTING HAND
Smoker
Sensei’s Advice
Fox Primus
Safe Attacking
Grappling Hook


WORKERS
Fox Viper
Fox Primus


NextHand

Gemscout Owl
Grappling Hook
Savior Monk
Smoker
Sensei’s Advice


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Safe Attacking - ($5)
Tech I - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1) Buffs stuff
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 6

Thoughts

An interesting option for me would be to build an army of Skeletons, cast Death Rites, and follow-up with Jefferson DeGray. I’d clear out both players’ tokens, then further wipe out one non-token unit for each of my dead tokens. However, that would require getting Garth to maxband, likely using up the fetch on a Tech I unit, having him not get Nether Drained, and drawing both Death Rites and DeGray on T5. There are plently of ways that could go wrong. Well, it looks like he’s investing in tokens, and if that continues, I should probably just drop Garth and fetch DeGray in the same turn, avoiding tokens of my own. That being the case, I think Owls are my best option. I was worried he might rush Detonate to delay my tech progress, but if he’s leading with Garth, that’s probably not the case.

Map Randoms: Game 3 Player 2, Turn 2

P2 Ninja/Anarchy/Necromancy vs P1 Strength/Necro/Balance
Map: No Rush 15 - Prevent all damage until after each player has taken 4 turns.

Starting Hand

Aged Sensei
Morningstar Flagbearer
Smoker
Fox Viper
Savior Monk

Events of Turn:


Upkeep:

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

Lich’s Bargain x2


Main:

  • Savior Monk (4)
  • Tech 1 (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Garth (1/3 lvl 1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Savior Monk (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Smoker
Lich’s Bargain
Grappling Hook
Lich’s Bargain
Aged Sensei

End of Turn Discard
My Thoughts

LB it is


P1T3


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Sensei’s Advice
Grappling Hook
Gemscout Owl
Savior Monk
Smoker


WORKERS
Fox Viper
Fox Primus
Smoker


NextHand

Gemscout Owl
Moment’s Peace
Morningstar Flagbearer
Snapback
Sensei’s Advice


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Gemscout Owl - ($7)

Float ($7)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1) Buffs stuff
  • :pschip: Technician: Gemscout Owl (0/1) Flying, can’t attack, finds gems, resist 1
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 7
  • Workers: 7

Thoughts

With all this extra gold, I’d be tempted to consider a Surplus, if not facing Ninjutsu. Although, I’m starting to suspect he’s aiming to cheat in a tech III unit via Skeletal Lord. If that’s his plan, he’ll need Bone Collectors to do so before I have a chance to DeGrey. If he does manage to bring in a Gunship, however, I’ll be in major trouble. If he drops a Bone Collector and builds a Tech II: Necro next turn, that’ll be a 5 alarm fire. And how will I respond…? I think Moment’s Peace might be my best bet.

o_0 that’s an awful lot of float

Map Randoms: Game 3 Player 2, Turn 3

P2 Ninja/Anarchy/Necromancy vs P1 Strength/Necro/Balance
Map: No Rush 15 - Prevent all damage until after each player has taken 4 turns.

Starting Hand

Smoker
Lich’s Bargain
Grappling Hook
Lich’s Bargain
Aged Sensei

Events of Turn:


Upkeep:

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

Skeletal Lord, Pirate Gunship
Lich’s Bargain x2


Main:

  • Worker (6)
  • Tech 2 Necromancy (2)
  • Lich’s Bargain, base to 16 horde arrives (0)
Workers

Smoker, Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 NECRO

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Garth (1/3 lvl 1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Zombie (2/2)
  • Horror (3/3)
  • Savior Monk (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sensei’s Advice
Snapback
Morningstar Flagbearer
Grappling Hook
Lich’s Bargain

End of Turn Discard
My Thoughts

Why didn’t I think to skele-cheat in a Gunship??!? Totes doing that


Prevent all damage. Including base damage.

1 Like

You mean I can LB, but BUFFED??

We take those XD