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[Casual] Nekoatl vs FrozenStorm (Maps)

Yeah, I was tempted to go for buffed Lich’s Bargain as well, but I like having gold, which means I dislike sacrificing workers. As for my float, that’s pretty simple… aside from collecting gems and amassing Skeletons, I didn’t see that there was anything appealing I could do during the damage prevention period. Given that you’ve shown a willingness to cast Lich’s Bargain even when it does damage your base, I didn’t think I could compete with that using just Bone Collectors. Playing stuff before it could do anything would just lock me into those plays, whereas by waiting I keep my options open.

P1T4


Tech StartingHand Workers

TECH
Doom Grasp
Doom Grasp


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


WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice


NextHand

Moment’s Peace
Grappling Hook
Moment’s Peace
Savior Monk
Doom Grasp


Tech 2 card(s)
Get Paid + float + gem - ($15)
Worker - ($14)
Tower - ($11)
Tech II: Strength - ($7)
Gemscout Owl - ($6)

Float ($6)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 6
  • Workers: 8

Thoughts

Okay, that’s not quite as bad as I expected, but close. If he has another LB in hand (and he probably does), he could hit 5 Skeletons next turn. Checking his resources… he won’t have enough to Garth fetch a Lord afterwards, but he will have enough to play one from hand. So, if he has LB, Skeletal Lord, and Pirate Gunship in hand, I can preserve 2 units by spending $2 and a card now… is it worth it? I’m thinking no. But, I’d better build a Tower in case he summons a Lord of Shadows… and I have a feeling I may need Doom Grasp to remove a Tech III unit next turn, so let’s grab some of those. Now let’s examine my resources… I expect to have $16 next turn, but may only have $14… $8 for max Garth + $4 for Doom Grasp = 12, which means I could summon Midori now, but wouldn’t be able to maxband him. Even if I don’t need to Doom Grasp, I can’t afford to maxband both heroes, which means there’s probably no point in summoning him now.

Gold certainly will not be in short supply for ya :wink:

Map Randoms: Game 3 Player 2, Turn 4

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

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

Events of Turn:


Upkeep:

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

Nether Drain, Doom Grasp
Skeletal Lord, Pirate Gunship
Lich’s Bargain x2


Main:

  • Worker (6)
  • Lich’s Bargain, more horde (4)
  • Make a skeleton (3)
Workers

Smoker, Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • 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: Zombie (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (1/3 lvl 1)
  • :exhaust: Technician: Zombie (2/2)
  • :target: Lookout:

In Play:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 7

End of Turn Hand

Skeletal Lord
Aged Sensei
Lich’s Bargain
Pirate Gunship
Nether Drain

End of Turn Discard
My Thoughts

What should I really be concerned about here? Circle of Life I guess? Thunderclap / Earthquake? Hard to tell but I don’t think it’s going to matter a ton, I should be able to mow stuff down with Gunship + my horde pretty well. Guess we’ll see


P1T5


Tech StartingHand Workers

TECH
Jefferson DeGrey, Ghostly Diplomat
Mythmaking


STARTING HAND
Moment’s Peace
Grappling Hook
Savior Monk
Doom Grasp
Moment’s Peace


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


NextHand

Savior Monk
Doom Grasp
Morningstar Flagbearer
Moment’s Peace
Snapback


Tech 2 card(s)
Get Paid + float + gems - ($16)
Worker - ($15)
Garth Torken - ($13)
Skeleton - ($12)
Doom Grasp, sacrifice Skeleton to kill your Garth, you get $1 - ($8)
Maxband Garth, fetch Jefferson DeGrey, Ghostly Diplomat, tokens die, you draw a card - ($4)
Master Midori - ($2)
Aged Sensei reduces your Tech II to 4 HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L7 Garth Torken (4/4) Resist 1
  • :ps_: Scavenger: Gemscout Owl (0/1) Flying, can’t attack, finds gems, resist 1
  • :pschip: Technician: Gemscout Owl (0/1) Flying, can’t attack, finds gems, resist 1
  • :target: Lookout:

In Play:

  • Safe Attacking
  • L1 Master Midori (2/3)
  • Jefferson DeGrey, Ghostly Diplomat (4/3)
  • Aged Sensei (1/1) Buffs stuff

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

Thoughts

That’s a relief, he didn’t have a Skeletal Lord in hand. In hindsight, though, it would have been better to play Midori so he could attack. For some reason, I just didn’t expect the attack to be meaningful, but it appears I was wrong about that. Oh well, this play is good enough on its own.

1 Like

LOL DeGrey, conveniently I forgot about him; I yield, GG WP!

1 Like

I feel like my deck has a significant advantage in this matchup, but you still had me worried you would get a tech III unit out on T4. I guess the odds of that working weren’t great, but it was a significant enough threat to have me on the defensive. GG WP. Do you want to run it back or random new stuff?

1 Like

I’ll try to start a runback tonight, might be a couple days though going up north for a couple days

1 Like

Note: Doom Grasp cannot destroy Tech 3s

2 Likes

Okay after a vacation delay, thanks for waiting! GL HF

Map Randoms: Game 4 Player 1, 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

Morningstar Flagbearer
Safe Attacking
Aged Sensei
Sensei’s Advice
Fox Primus

Events of Turn:


Upkeep:

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

Main:

  • Aged Sensei (3)
  • Setsuki (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:

  • Setsuki (1/3 lvl 1)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand
End of Turn Discard
My Thoughts

Tokens! I have a lot of token-related stars… Probably best to try to flood the board a bit with non-tokens then… maybe Sets maxband will be good at that? Let’s see!


Welcome back! GL HF.

P2T1


StartingHand Workers

STARTING HAND
Morningstar Flagbearer
Fox Primus
Savior Monk
Smoker
Sensei’s Advice


WORKERS
Fox Primus


NextHand

Snapback
Grappling Hook
Aged Sensei
Fox Viper
Safe Attacking


Discard

Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Skeleton - ($1)

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

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

In Play:

  • L1 Garth Torken (1/3)
  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

Rushing Setsuki, eh? I wonder if his plan is to swarm Students? I wouldn’t think so after the epic DeGrey drop last game, but… if not that, he must want the passive card draw from her maxband. Still, from my point of view, she’s the least threatening hero. I think I should aim to cheat in T-Rexes, and if he swarms Ninjas, I’ll try to bring in DeGrey after getting a T-Rex or 2, and before his Ninjas get a chance to attack. I think this can work, although I could be in trouble if he manages to squeeze in Zane and Detonate my workers before I can build my Tech II.

Map Randoms: Game 4 Player 1, 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

Savior Monk
Grappling Hook
Smoker
Fox Viper
Snapback

Events of Turn:


Upkeep:

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

Calypso Vystari x2


Main:

  • Smoker (4)
  • Worker (3)
  • Tech 1 (1)
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:

  • Setsuki (1/3 lvl 1)
  • Smoker (1/1)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Calypso Vystari
Sensei’s Advice
Calypso Vystari
Safe Attacking
Morningstar Flagbearer

End of Turn Discard
My Thoughts

No token spam, waaah XD Okay then, Anarchy Rush? Maybe that and Sets max


P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Aged Sensei
Safe Attacking
Snapback
Fox Viper
Grappling Hook


WORKERS
Fox Primus
Fox Viper


NextHand

Smoker
Grappling Hook
Savior Monk
Bone Collector
Bone Collector


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Safe Attacking - ($5)
Skeleton - ($4)
Tech I - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • L1 Garth Torken (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Thoughts

I have a bit of regret for not playing a card during T1 to shorten my cycle, but I expect gold to be a limiting factor, and the only $1 card in my T1 hand was Smoker, which I Do Not Want. For the same reason, I’m going with Collectors. Next turn is when I have to start making harder decisions.

Map Randoms: Game 4 Player 1, 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

Calypso Vystari
Sensei’s Advice
Calypso Vystari
Safe Attacking
Morningstar Flagbearer

Events of Turn:


Upkeep:

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

Shuriken Hail, Surprise Attack
Calypso Vystari x2


Main:

  • Morningstar Flagbearer (4)
  • Calypso Vystari (3)
  • Calypso Vystari (2)
  • Worker (1)
Workers

Safe Attacking, 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: Morningstar Flagbearer (2/2)
  • :exhaust: Technician:
  • :target: Lookout: Setsuki (1/3 lvl 1)

In Play:

  • Smoker (1/1)
  • Aged Sensei (1/1)
  • Calypso Vystari (2/2)
  • Calypso Vystari (2/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Grappling Hook
Savior Monk
Snapback

End of Turn Discard
My Thoughts

Okie dokie, we are going to flood out these patrol breakers and Doom Grasp insurance and see where things go. Maybe I max out Sets, maybe I tech up. Grabbing Sharks and Shuriken Hail to help break any kind of stall.


Making this Skeletal Lord plan work is even harder than I imagined, even with the map… no wonder I can never seem to pull it off in normal games.

P2T3


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Bone Collector
Bone Collector
Grappling Hook
Smoker
Savior Monk


WORKERS
Fox Primus
Fox Viper
Smoker


NextHand

Snapback
Aged Sensei
Sensei’s Advice
Tyrannosaurus Rex
Morningstar Flagbearer


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bone Collector - ($6)
Skeleton - ($5)
Tech II: Necromancy - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • L1 Garth Torken (1/3)
  • Bone Collector (3/3)
  • Skeleton (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Well, now… isn’t this interesting? He sure seems to be in a hurry to play those Calypsos, and the Flagbearer? But why? I guess he wants to ensure his T5 attack has its choice of targets. That kind of tempts me to aim for Lord of Shadows before T-Rex. May not be a bad idea anyway, considering I’ll be able to slip the Bone Collectors past his patrollers. In choosing my tech card, I need to plan my expenses. I’ll have $8 next turn and it costs $6 to maxband Garth, which means I can buy a worker, raise a Skeleton, and fetch a Skeletal Lord. So, I think I should tech in 2 tech III units. It seems like he’s not aiming for large quantities of Ninja tokens, so I suspect his plan is to use those Calypsos to take out my Skeletal Lord, or perhaps Garth? But oh, now I realize I’m in trouble. If I play both Collectors, I won’t trigger a reshuffle… If I hold one back… I’ll have a 40% chance. So, I have to do it. Now, then… my tech III units will be… T-Rex. He has better stats than Shadow Lord, and I can use him to kill the Calypsos to prevent him from being sidelined. Shadow Lord would have a harder time protecting my factory.

Yeah it’s not really easy to pull off

Map Randoms: Game 4 Player 1, Turn 4

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

Grappling Hook
Savior Monk
Snapback

Events of Turn:


Upkeep:

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

Steam Tank, Marauder
Shuriken Hail, Surprise Attack
Calypso Vystari x2


Main:

  • Snapback Garth for Rook (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Savior Monk, Safe Attacking, Fox Viper, Fox Primus

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Morningstar Flagbearer (2/2)
  • :exhaust: Technician:
  • :target: Lookout: Setsuki (1/3 lvl 1)

In Play:

  • Smoker (1/1)
  • Aged Sensei (1/1)
  • Calypso Vystari (2/2)
  • Calypso Vystari (2/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Snapback
Marauder
Grappling Hook

End of Turn Discard
My Thoughts

Marauder and Steam Tank feels good, get Garth out of here to prevent skeleton shenanigans


I don’t have Bigby. You can choose between Rook and Midori.

Oh. My bad. Rook then

P2T4


Tech StartingHand Workers

TECH
Nature Reclaims
Nature Reclaims


STARTING HAND
Sensei’s Advice
Morningstar Flagbearer
Aged Sensei
Snapback
Tyrannosaurus Rex


WORKERS
Fox Primus
Fox Viper
Smoker
Sensei’s Advice


NextHand

Savior Monk
Bone Collector
Snapback
Grappling Hook
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bone Collector makes a Skeleton
Aged Sensei - ($7)
Tower - ($4)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout: L1 Garus Rook (2/4) Resist 1

In Play:

  • Safe Attacking
  • Bone Collector (3/3)
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 9

Thoughts

I forgot about the Flagbearer when choosing the T-Rex! I should have gone for Lord of Shadows, I could have just not patrolled with any essential units and he would only be able to detect one thing with a Tower. What a blunder. Well, it’s kind of a moot point now anyway. I could max Rook for defense, though I expect him to just be sidelined, it’s better than letting him be killed, and I can threaten Earthquakes. The question is, do I really tech in Earthquakes? He’s going Anarchy, which means Nature Reclaims may be a better choice. Tower may also be a good idea, considering Lizzos and Monkeys have hasty stealth. Midband Midori is also tempting for Skeleton buffs, but too vulnerable to stealthy attacks.

And now we dance XD

Map Randoms: Game 4 Player 1, Turn 5

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
Marauder
Grappling Hook

Events of Turn:


Upkeep:

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

Marauder, Surprise Attack
Steam Tank, Marauder
Shuriken Hail, Surprise Attack
Calypso Vystari x2


Main:

  • Sensei buffs Sets, she kills SQL and takes 1
  • Zane + Midband, kill Scav, we both get 1g (4)
  • Marauder, trades with Rook, Zane maxbands, shoves techn to scav, we both get another g (2)
  • Smoker trades with Elite
  • Vystari and Flagbearer break the tower, your base to 18
  • Worker (1)
Workers

Grappling Hook, Savior Monk, Safe Attacking, Fox Viper, Fox Primus

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Calypso Vystari (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (1/2 lvl 1)
  • Zane (4/4 lvl 6)
  • Aged Sensei (1/1)
  • Calypso Vystari (2/1)
  • Morningstar Flagbearer (2/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Steam Tank
Sensei’s Advice
Shuriken Hail

End of Turn Discard
My Thoughts

Okay, break stuff. Teching another Marauder and Surprise Attack, haste FTW. Do I go all-out to break the tech 2 though, and leave Zane / Sets open to counter? Or just break the tower? That seems better, I’m killing all the skeles so a Lord or other T2 stuff isn’t all that scary. Next turn maybe Tank + T3, maybe Surprise Attack (+T3 if BC attacks?)


I think I’ve probably irrecoverably botched this, but’s let’s see if I can find a way to push back.

P2T5


Tech StartingHand Workers

TECH
Lord of Shadows
Lord of Shadows


STARTING HAND
Grappling Hook
Bone Collector
Tyrannosaurus Rex
Savior Monk
Snapback


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


NextHand

Morningstar Flagbearer
Nature Reclaims
Savior Monk
Nature Reclaims
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid + float + Scavengers - ($15)
Worker - ($14)
Collector kills Calypso, you get $1
Sensei kills Sensei
Bone Collector - ($12)
Tech III - ($7)
Tower - ($4)
Garth Torken - ($2)
Skeleton - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3A)
  • :psfist: Elite: L1 Garth Torken (2/3)
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Bone Collector (3/2)
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

Definitely should have gone with Shadow Lord; now I’m torn between a Tech Lab and a Tower. The Tech Lab only helps if it survives, so I think the Tower is better.

This map is so heavily P1 favored IMO

Map Randoms: Game 4 Player 1, Turn 6

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

Steam Tank
Sensei’s Advice
Shuriken Hail

Events of Turn:


Upkeep:

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

Fox’s Den Students, Disguised Monkey
Marauder, Surprise Attack
Steam Tank, Marauder
Shuriken Hail, Surprise Attack
Calypso Vystari x2


Main:

  • Shuriken Hail, you get a card and 1g, Garth takes 1d, BC armor pings off (10)
  • Vystari moves SQL out of the way
  • Midband Sets, she kills Garth swiftly and maxbands (7)
  • Steam Tank (4)
  • Zane Breaks the tower again, your base to 16
  • Flagbearer trades with the injured backline BC
Workers

Grappling Hook, Savior Monk, Safe Attacking, Fox Viper, Fox Primus

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Steam Tank (3+1/6)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (3/4 lvl 6)
  • Zane (4/3 lvl 6)
  • Calypso Vystari (2/1)
  • Morningstar Flagbearer (2/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 9

End of Turn Hand

Surprise Attack
Calypso Vystari
Marauder

End of Turn Discard
My Thoughts

Continue killing things and breaking stuff I think, I should be able to close out just with Sharks and Anarchy T2 stuff, but we’ll tech a Fox’s Den Students as well for good measure. Might be asking to get Doom Grasp’d or Snapped out but so be it. Worst case I go sharks + tech 3