[Casual] Nekoatl vs FrozenStorm (Maps)

Yeah, I’m inclined to agree, at least in general. I think certain specs may be particularly advantageous, though… Past, Future, Law, and Disease come to mind. In any case, I’ll fold here, GG WP! I should really have gone for Lord of Shadows instead of T-Rex… didn’t properly plan for defending against hasty stealth. Good choice there. Assuming you want to random new stuff, and that you’re okay with cardDB giving you a similar build again (though at least we got away from White starters), here’s P1T1 for [Peace]/Anarchy/Ninjutsu vs. [Fire]/Anarchy/Necromancy at my favorite map, Lost Temple:

P1T1


StartingHand Workers

STARTING HAND
Building Inspector
Jail
Manufactured Truth
Bluecoat Musketeer
Arrest


WORKERS
Jail


NextHand

Porkhand Magistrate
Reputable Newsman
Spectral Aven
Traffic Director
Lawful Search


Discard

Manufactured Truth
Arrest
Bluecoat Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Building Inspector - ($2)
General Onimaru - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 General Onimaru (2/3A) Frenzy 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Building Inspector (1/1) $1 tax, resist 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Nothing new for T1, planning starts with my T2 choices.

GL HF! I’m curious to see what Anarchy vs Anarchy means here

Map Randoms: Game 5 Player 2, Turn 1

P2 Fire/Anarchy/Necromancy vs P1 Peace/Ninja/Anarchy
Map: Lost Temple - Ignore Tech Building and Hero Spell Requirements

Starting Hand

Charge
Mad Man
Pillage
Bombaster
Nautical Dog

Events of Turn:


Upkeep:

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

Main:

  • Nautical Dog (4)
  • Worker (3)
Workers

Bombaster

  • :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: Nautical Dog (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 6

End of Turn Hand

Bloodburn
Bloodrage Ogre
Scorch
Makeshift Rambaster
Careless Musketeer

End of Turn Discard
My Thoughts

???


1 Like

isn’t it all about teching gunships and betting on drawing them first?

Seems that way to me but idk

1 Like

P1T2


Tech StartingHand Workers

TECH
Jade Fox, Den’s Headmistress
Jade Fox, Den’s Headmistress


STARTING HAND
Porkhand Magistrate
Reputable Newsman
Lawful Search
Traffic Director
Spectral Aven


WORKERS
Jail
Porkhand Magistrate


NextHand

Bluecoat Musketeer
Jade Fox, Den’s Headmistress
Reputable Newsman
Manufactured Truth
Jade Fox, Den’s Headmistress


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Traffic Director - ($3)
Onimaru kills Nautical Dog.
Inspector drops your base to 19 HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Unstoppable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/2) Frenzy 1
  • Building Inspector (1/1) $1 tax

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 6

Thoughts

Gunships do seem overwhelmingly powerful, long-range means not even a maxband Onimaru with AoW and Elite Training can deter them. Although ,in tems of raw power, Maximum Anarchy is best… problem is, it’s reactive and can only help you recover from a losing situation. Still… Gunship vs Gunship seems kinda boring… let’s see what else we can find… Fox’s Den Students is an interesting choice. It’s a little less efficient than Gunships in terms of base damage, but is more resilient to obliterate than the gunships are, and help to overcome Jade Fox’s critical lack of stealth, making her more viable as a defense to Gunships. The problem is, that Maximum Anarchy can reset the board prior to an attack… but with Haste, Jade’s on-turn damage isn’t bad for her cost, and if we add the $3 for Maximum Anarchy to the Gunship’s cost, the Ninjas become more efficient. My biggest concern is that 20 base HP isn’t going to be enough to allow that efficiency to pay off, but this seems interesting, so let’s try it. Oh! And I have the Newsman to block Maximum Anarchy! This might actually work out really well… in fact, I think I can afford to go for Jade Fox immediately, then I just need to back her up with a Newsman before Maximum Anarchy lands, and I’ll be in great shape! … is what I’d like to say, but I’ll only have 1 Newsman against his 2 ultimates, but that disadvantage may be somewhat mitigated by the need to attack with a Gunship (or boost an Executioner) before casting, which dramatically lower’s the Gunship’s efficiency. Really not sure how this will play out, but that’s what makes it interesting.

Here come the gunships!

Map Randoms: Game 5 Player 2, Turn 2

P2 Fire/Anarchy/Necromancy vs P1 Peace/Ninja/Anarchy
Map: Lost Temple - Ignore Tech Building and Hero Spell Requirements

Starting Hand

Bloodburn
Bloodrage Ogre
Scorch
Makeshift Rambaster
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (6+3float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship x2


Main:

  • Bloodrage Ogre (8)
  • Jaina (6)
  • Worker (5)
Workers

Bloodburn, Bombaster

  • :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: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jaina (2/3 lvl 1)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 5
  • Worker: 7

End of Turn Hand

Pirate Gunship
Pillage
Charge
Nautical Dog
Careless Musketeer

End of Turn Discard
My Thoughts

???


Is that so?

P1T3


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Jade Fox, Den’s Headmistress
Manufactured Truth
Reputable Newsman
Bluecoat Musketeer
Jade Fox, Den’s Headmistress


WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Jade Fox, Den’s Headmistress
Lawful Search
Arrest
Pirate Gunship
Spectral Aven


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Jade Fox, Den’s Headmistress - ($0)
Traffic Director drops your base to 18 HP
Onimaru trades with Ogre

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector (1/1A) $1 tax
  • :psfist: Elite:
  • :ps_: Scavenger: Ninja (1/1) Flying, swift strike
  • :pschip: Technician: Ninja (1/1) Flying, swift strike
  • :target: Lookout: Ninja (1/1) Flying, swift strike, resist 1

In Play:

  • Jade Fox, Den’s Headmistress (4/6) Flying, swift strike
  • Ninja (1/1) Flying, swift strike
  • Traffic Director (1/1) Untargetable, building access

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

And here’s where the expense hurts me. I have no gold left to deal with those patrollers. Anyway, I figure I should go with either Fox’s Den Students or Pirate Gunship here, leaning towards Students. With swift strike and a few leading Ninja tokens, Jade Fox can down a Gunship, whereas attacking with one of my own might just obliterate fodder. Hmm… he doesn’t seem to be pumping out lowbie units fast enough to screen his Gunships from obliterate, so I guess I’ll get some of my own.

NANIII?!?

Map Randoms: Game 5 Player 2, Turn 3

P2 Fire/Anarchy/Necromancy vs P1 Peace/Ninja/Anarchy
Map: Lost Temple - Ignore Tech Building and Hero Spell Requirements

Starting Hand

Pirate Gunship
Pillage
Charge
Nautical Dog
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (7+5float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Burning Volley x2
Pirate Gunship x2


Main:

  • Mid Jaina, ping down techn, you draw 1 (11)
  • Careless Musketeer (9)
  • Charge Musketeer, he pings down scav, you get 1g, my base to 17 (7)
  • Pillage, your base to 18, I steal that scav gold
  • Pirate Gunship, fires the long cannons, lookout and TD die from obliterate, kills Jade Fox (1)
Workers

Bloodburn, Bombaster

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

Board Info:

Buildings:

  • :heart: Base HP: 17

In Patrol:

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

In Play:

  • Careless Musketeer (2/1)
  • Jaina (3/3 lvl 4)
  • Pirate Gunship (7/6)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Worker: 7

End of Turn Hand

Makeshift Rambaster
Scorch
Mad Man

End of Turn Discard
My Thoughts

???


1 Like

Right… Pillage. :frowning: Guess I shouldn’t have been so focused on high-level threats.

P1T4


Tech StartingHand Workers

TECH
Fox’s Den Students
Fox’s Den Students


STARTING HAND
Spectral Aven
Lawful Search
Arrest
Jade Fox, Den’s Headmistress
Pirate Gunship
Pirate Gunship


WORKERS
Jail
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven


NextHand

Traffic Director
Arrest
Reputable Newsman
Jade Fox, Den’s Headmistress
Manufactured Truth


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Pirate Gunship - ($0)
Gunship kills Jaina, obliterates your units

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ninja (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Building Inspector (1/1) $1 tax
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pirate Gunship (7/6) Flying, haste, long-range, resist 2, obliterate 2

Buildings:

  • :heart: Base HP: 18

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

That was pretty good, I’m not in a great situation now. Maybe attacking with Onimaru was a mistake? No, because now I can retaliate and obliterate his Gunship. Just gotta hope he doesn’t have charge… cough Zane cough. :frowning: Well, at least if he wants to Zane and Gunship, he’ll have to skip a worker. That’s not true for Mad Man, however, so I’d better SQL somebody. And he’s guaranteed to not have Pillage in hand, so it’s worth patrolling a scavenger as well.

Well I hit the 25% to miss the my other Gunship, which means No Zane + Gunship to the face plays for me. GG WP (I guess?!?), I’d prefer to play not that map but I will run it back if you’d like :slight_smile:

1 Like

Nah, I agree that matchup was kinda boring. I tried to shake it up a bit by mixing in Ninjas, but let’s move on. I rolled another one that might be more interesting: Nekoatl [Blood]/Disease/Truth vs FrozenStorm [Blood]/Ninjutsu/Present at Fury Road. Both [Blood], and all 3 of your specs are kinda hasty. Since I was P1 last game, want to take P1 this time?

1 Like

Yeah that map is largely about which tech 3 / ultis you have, and who goes first. Beyond that it’s a boring map.

Haha blood mirror on Fury Road, okay sure let’s do it :slight_smile:

GL HF!

Map Randoms: Game 6 Player 1, Turn 1

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Scorch
Bloodburn
Nautical Dog
Mad Man
Careless Musketeer

Events of Turn:


Upkeep:

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

Main:

  • Nautical Dog (3)
  • Drakk (1)
  • Worker (0)
Workers

Bloodburn

  • :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: Drakk (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Bombaster
Makeshift Rambaster
Bloodrage Ogre
Pillage
Charge

End of Turn Discard
My Thoughts

More shenanigans lol. I don’t like my chances against Truth + Blood but having present might be good, guess we’ll see


Is this a dog eat dog world? GL HF!

P2T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bloodburn
Bombaster
Pillage
Bloodrage Ogre


WORKERS


NextHand

Makeshift Rambaster
Mad Man
Careless Musketeer
Charge
Scorch


Discard

Bombaster
Pillage
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodburn - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Bloodburn

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

I have no idea what I’m going to do long-term, but for now, I’ll just try to efficiently avoid getting Pillaged. Considered a hero + Ogre, but I feel like that could really backfire against such a strong T1 from Frozen. He has no upgrade removal, and potentially (though unlikely), I could synergize Bloodburn with Plague Lab, so I’ll go with that. Patrolling Dog SQL so he’ll have to pay if he wants to kill it with Drakk.

Map Randoms: Game 6 Player 1, Turn 2

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Bombaster
Makeshift Rambaster
Bloodrage Ogre
Pillage
Charge

Events of Turn:


Upkeep:

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

Argonaut, Crash Bomber


Main:

  • Dogs trade, BB to 2
  • Makeshift rambaster, hit your base to 17 (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Bombaster, Bloodburn

  • :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: Drakk (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Argonaut
Mad Man
Careless Musketeer
Charge
Crash Bomber

End of Turn Discard
My Thoughts

?!??! Idk what to think about all this, Argo seems good as a “hit stuff and also block”. Kidnapping stronk in this setting


Being P2 here is kinda rough, lol.

P2T2


Tech StartingHand Workers

TECH
Plague Spitter
Plague Spitter


STARTING HAND
Scorch
Mad Man
Makeshift Rambaster
Charge
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Nautical Dog
Scorch
Plague Spitter
Plague Spitter
Pillage


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodburn ignites Rambaster
Orpal Gloor - ($2)
Tech I - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Orpal Gloor (1/3A) Plague touch
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

I think counterattacking with -1/-1 runes, eventually backed by maxband Orpal, is probably the best single-patroller deterrent I have, so I’ll try that I guess.

Yeah a lot of these maps are horridly bad for P2

Map Randoms: Game 6 Player 1, Turn 3

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Argonaut
Mad Man
Careless Musketeer
Charge
Crash Bomber

Events of Turn:


Upkeep:

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

Argonaut, Crash Bomber


Main:

  • Argonaut (3)
  • Charge argo, kill Orpal, Drakk to level 3 (1)
  • Rambaster and Drakk hit your base to 13hp
  • Worker (0)
Workers

Careless Musketeer, Bombaster, Bloodburn

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Drakk (1/3 lvl 3)
  • Makeshift Rambaster (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pillage
Bloodrage Ogre
Nautical Dog
Scorch

End of Turn Discard
My Thoughts

A little odd to choose Orpal there, I can steamroll him and keep moving though, no biggie.


Aw, I messed up… paid for a worker on T1 but didn’t take one. Trying to fix it now seems like it’d be a pain, too. Wanna just call a do-over?

Lol uhh yeah sure, though you sure just floating 1g from your t2 and starting this turn w/ 7 is a problem? You had Mad Man you would have blocked with or something?

I did have Mad Man in hand on T2, but I also would have only drawn 4 cards, so…?

Okay NP mulligan it is

Map Randoms: Game 6 REDUX Player 1, Turn 1

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Careless Musketeer
Bloodburn
Nautical Dog
Bombaster
Pillage

Events of Turn:


Upkeep:

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

Main:

  • Nautical Dog (3)
  • Drakk (1)
  • Worker (0)
Workers

Bloodburn

  • :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: Drakk (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Bloodrage Ogre
Mad Man
Charge
Makeshift Rambaster
Scorch

End of Turn Discard
My Thoughts

REDUX