Casual: NikoBolas (Mono-White) vs. ARMed_Pirate (Surprise!)

[details=Thoughts][spoiler]
Man, I am so regretting missing the double-pillage line. It would have given me a patroller or two, it could have given me a worker, and I wouldn’t be looking at a 5-attack Bone Collector.

Well, the best I can see is losing Zane and my Tech II on his next turn, and this is a total waste of 4 levels of hero death, but here goes.
[/spoiler][/details]

P2T5


Tech StartingHand Workers

TECH

Hyperion
Temporal Distortion


STARTING HAND
Bombaster
Mad Man
Careless Musketeer
Warp Gate Disciple

WORKERS

Makeshift Rambaster
Scorch
Charge
Careless Musketeer

NextHand

Warp Gate Disciple
Pillage
Shuriken Hail
Bloodrage Ogre

Discard

Argonaut
Mad Man
Bombaster
Warp Gate Disciple
Hyperion
Temporal Distortion

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane to max, shifting Oni to Scavenger and dealing him 1 damage - ($1)
Recruit Mad Man - ($0)
Mad Man suicides on Oni, dealing him 1 damage; Bloodburn @4
Bloodburn exhausts to kill Oni; levels fizzle; you gain $1; BB @2
Zane kills Arg, taking 2 from Arg and 1 from the Tower; levels fizzle

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]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn (@2 runes)
  • Captain Zane, Lv. 7 (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 4
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=AfterThoughts]
After the draw… Shuriken hail is a blessing. I can get WGD, Sets, and BRO out, and still kill his weenies.

[/details]

"P1T6


Tech StartingHand Workers

TECH
Doom Grasp
Drill Sergeant


STARTING HAND
Playful Panda
Bone Collector
Ironbark Treant
Drill Sergeant
Overeager Cadet
Spore Shambler


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant


NextHand

Rampant Growth
Young Treant
Spore Shambler
Playful Panda


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Get a gold for Oni’s death. Healing gives Bone Collector a health back. - ($8)
Summon Garth - ($6)
Skeleton attacks and kills Zane. Garth gets 2 levels. Bloodburn gets a rune.
Bone Collector (5/3) attacks and kills Tech II (Present). I get a gold and a skeleton. Your base takes 2 damage. - ($7)
Hire Drill Sergeant - ($4)
Hire Overager Cadet, D.S. gets a rune.
Hire Bone Collector ‘T’, D.S. gets a rune. - ($2)
Garth makes a skeleton - ($1)
Garth gains a level. - ($0)
Garth sacs a skeleton -> Draw a card.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Drill Sergeant++ (5/5+A)
  • :psfist: [I]Elite[/I]: Skeleton (2/1)
  • :ps_: [I]Scavenger[/I]: Bone Collector ‘T’ (3/3)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Spirit of the Panda attached to Bone Collector
  • Bone Collector ‘P’ (5/3), Healing 1, exhausted.
  • L4 Garth (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ok, well I have a big wall of dudes now so the game feels firmly in my favor. I was able to take out Tech II without much resistance so I don’t have to stress Hyperion and I neutralized Zane so he seems like he’s on limited options. Bloodburn gives him a small amount of inevitability, but my token force is growing rather quickly (and Arg is available again next turn!). I tech’d a Doom Grasp as a just-in-case moment, but I’m not sure it will even be good. I think I just got tech units online faster than he did and now it’s an arms-race he can’t match.

1 Like

[details=OBJECTION]Bloodburn can only hit buildings and units.
“Heroes are not units.”[/details]

2 Likes

Zane max is at level 6, you spent one more gold then needed

1 Like

Thanks all! Well played, @NikoBolas! This one’s yours, too. (:

I made at least two pretty big misplays, not including the cost mistake and illegal play in my last turn that @Kaelii and @Shadow_Night_Black brought up.

Even if what I could do was legal, I can lay down Sets, BRO, and kill your skele and wisp this turn with Shuriken Hail. But a leveled Garth, the Cadet, and BC ‘T’ are more than enough to take out Sets and BRO, and Drill Sergeant and BC ‘P’ can take out both Tech buildings, so I don’t see me coming back from that with the two Now!s and Nautical Dog in my next hand. Seems like you should be able to keep building up and breaking my tech pretty efficiently.

If you really want, we can backtrack to my illegal play, but it was after my biggest misplays, so I don’t think it’ll make a difference.

I’ve been reading your thoughts, and they’re pretty dead-on. I got to the turn where you were worried about Hyperions and immediately thought, “Why didn’t I just tech in Hyperions?” I love the idea of Warp Gate Disciple so much, but I think it’s another red herring strategy. Trying to keeping a 1/1 alive for a turn to maybe be able to react in the best way possible just isn’t worth missing out on hitting with something big and drawing a card this turn (or playing an indestructible 5/5 this turn).

I think my biggest misplay (aside from teching WGDs at all) was trying so hard to get Tech II and Argonaut out in turn 4. I could have played maximum Zane and Musketeer, getting a gold for popping your wisp in scavenger, then used the gold to pillage your scav bonus and your float, then used the two gold to worker and put down a Nautical Dog, and had Zane take out your second BC and survive. I think I might have been able to at least get WGD in play and alive for a turn after that (if I drew into it), or maybe keep pressure on you a little longer. But at some point I’m going to have to learn to play defensively in the early game. (:

Sidenote: I know you’re mostly experimenting, too, but Spirit of the Panda was a really good tech choice, and really scored you the win there. Good work!

Care for a rematch?

3 Likes

Spot on man. The spirit of the Panda was really due to some luck of getting the perfect sequence of bone collector, bone collector, spirit, but what a creature! I’m going to go back and read your thoughts, but feel free to go first. I’ll play the same token.Dec :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn

WORKERS

Scorch

NextHand

Charge
Pillage
Bombaster
Nautical Dog
Mad Man

Discard

Makeshift Rambaster
Bloodburn
Careless Musketeer

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit BRO - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre (3+1/2) “Rawr! I’m scary! And you have no haste! Why am I here!?”
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

[details=Thoughts]
None. Zen Codex. Zendex. That sounds like a prescription medication. Let’s go!

[/details]

1 Like

P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Young Treant
Ironbark Treant
Rich Earth
Verdant Tree


WORKERS
Rich Earth


NextHand

Forest’s Favor
Playful Panda
Tiger Cub
Merfolk Prospector
Spore Shambler


Discard

Young Treant
Rampant Growth
Verdant Tree


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Ironbark Treant - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/4) “Haha, I’m here for you BRO”
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

So, multiple bummers this turn. I couldn’t think of a good way to spend my gold and maximize efficiency. I could have made Arg and built Tech I, which seems like the all-around best but leaves arg dead to any removal. Instead I’m floating gold against the red starter while going second against a guy who plays really aggressive with a deck called “Surprise”. This may not end well.

1 Like

Past Pirate sez:

Present Pirate sez:

P1T2


Tech StartingHand Workers

TECH

Surprise Attack
Surprise Attack


STARTING HAND
Pillage
Mad Man
Charge
Bombaster
Nautical Dog

WORKERS

Scorch

NextHand

Careless Musketeer
Bloodburn
Makeshift Rambaster

Tech 2 card(s)
Get Paid + float - ($6)
Skip worker
Summon Zane - ($4)
Zane casts Pillage, - ($3)
stealing your float and dealing 1 to your base - ($4)
Recruit Mad Man - ($3)
Mad Man suicides into Treant for 1
Recruit Nautical Dog - ($2)
Zane casts Charge on Nautical Dog; “Fetch the stick, boy!” - ($0)
Nautical Dog trades with Treant in a frenzied charge
BRO hits your base for 3
Zane hits your base for 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:
    In Play:
  • Bloodrage Ogre (3/2) “Rawr!”
  • Captain Zane, Lv. 1 (2/2) “I’m Rick Zaaaaane!”
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 5

[details=Thoughts]
Boo. No surprise attack in my next hand. :frowning:

[/details]

3 Likes

I wake up in a cold sweat, my eyes opened suddenly and I knew something was different. Pirate took his turn. I could feel the dread as if it were a physical palpable fog as I pushed my way to my bathroom. I read the news on the toilet and spilled my guts. Yes, the Treant died. No, BRO is not dead. Yes, your floating gold is long gone (“Why weren’t you more careful like the previous games”, I ask myself). And of course the ultimate terror - Zane is alive and well, smirking across the battlefield. This is the stuff nightmares are made of.

"P2T2


Tech StartingHand Workers

TECH
Hooded Executioner
Hooded Executioner


STARTING HAND
Forest’s Favor
Spore Shambler
Merfolk Prospector
Playful Panda
Tiger Cub


WORKERS
Rich Earth
Spore Shambler


NextHand

Hooded Executioner
Ironbark Treant
Forest’s Favor
Playful Panda
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($7)
Worker and pillage - ($5)
Build Tech I - ($3)
Hire Merfolk Prospector - ($2)
Summon Arg - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (1/1+A)
  • :psfist: [I]Elite[/I]: Arg (2/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I: 5

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

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

Wow, what a monster! As my little asides hopefully illustrate, this is scary to be on the receiving end. My Tech I options are as follows: Bone Collector, Hooded Exec, Brave Knight, Overeager Cade, Galina Glimmer, and Giant Panda (as an aside, why the fuck are there 3 pandas that all do basically the same thing with panda in their name? There is no Panda tribal synergy - it’s just insanely confusing if you don’t play a lot of green or against a lot of green). None of them seem great on the defensive. I figure a really expensive Executioner can get rid of BRO, next turn its overeager cadets. He’s clearly not playing a long game, so a Tower at my first opportunity seems really good.

He’s not sane. Sane people don’t skip workers on T2. Sane people don’t say they want to learn to play defensively and then deal 10 damage on T2. There’s no reasoning with him. There’s no logic. Just pain and aggression, manifest through a crimson haze. Hold on tight, because this is going to be a bumpy ride.

7 Likes

P1T3


Tech StartingHand Workers

TECH

Maximum Anarchy
Chaos Mirror


STARTING HAND
Careless Musketeer
Makeshift Rambaster
Bloodburn

WORKERS

Scorch

NextHand

Nautical Dog
Surprise Attack
Surprise Attack
Mad Man

Discard

Bloodburn
Careless Musketeer
Maximum Anarchy
Chaos Mirror

Tech 2 card(s)
Get Paid - ($5)
Skip worker
BRO kills your Prospector (taking 1 damage), but not your prospects!
Level Zane to midband - ($2)
Zane kills Arg, surviving, maxxing, and healing;
Zane’s maxband moves your wisp to scavenger, but costs $1 due to Lookout; - ($1)
but the the wisp dies and we both get $1! - ($2)
Recruit Makeshift Rambaster - ($0)
Rambaster bastes your base for 3!

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:
    In Play:
  • Bloodrage Ogre (3/1) “RawrRawr!”
  • Captain Zane, Lv. 6 (4/4) “InZane in the membrane!”
  • Makeshift Rambaster (1/2) “(He’s inZane! Got no brain!)”
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4
    Gold:
  • Gold: 0
  • Workers: 5

[details=Thoughts]
Bad luck drawing both Surprise attacks in one hand, but if I can kill a scav. with Zane, I’ll have enough for Mad Man or NDog, too, next turn. (:

[/details]

Surprises abound…

"P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Rampant Growth
Ironbark Treant
Hooded Executioner
Playful Panda
Forest’s Favor


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor


NextHand

Tiger Cub
Hooded Executioner
Verdant Tree
Young Treant


Discard

Merfolk Prospector
Rampant Growth
Ironbark Treant
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Get paid for “Scavenger” Wisp - ($7)
Hire a Boosted Hooded Executioner who chops the Rambaster back into wood - ($2)
Hire a Playful Panda and a much-needed Wisp friend - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Hooded Executioner (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2), tired for now
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I: 5

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

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

Ok Cadets are coming in for some cheap blockers. Executioner did great work (although killing a 2 gold unit for 3 gold is never ideal, I could use a 2-for-1). Zane is maxed which means I think sharks are coming? Probably. I’ve got another executioner next turn if BRO somehow doesnt die again. Hopefully he then has a new unit which can get sniped, but if not I’ll take a 2 gold 3/3 anyday. Long-term we have to get Tech II (Growth) built and start getting Mantises online. I’m not sure there is a long-term with this game, but he only has 5 gold a turn on a bloated starter deck to kill me. That said, he’s doing a hell of a job so far. And Sharks, I know the Sharks are coming.

Heroes are safe since he can’t play more than 1 and Zane is maxed, so Oni would be a cheap blocker. Too bad I can’t just summon Arg again. That said, I could make a Playful Panda (the one that is a 2/2 exhausted with a wisp buddy). If I’m suspecting Sharks (and I am), then the Wisp could absorb as much as 3 damage? Which is great. Hmm. Oni would just die to a shark, but the Panda puts me down to 4 cards. Of course if the Tech Wisp dies I get the card back AND if he wants the card then the Wisp absorbs 4 damage from Zane which is totally worth it for me. Ok, Panda it is.

On the bright side Zane doesnt really have a good ult for closing out a game…unless you play hasted stuff after Maximum Anarchy. Hmm, I’ll have to keep that in mind for later turns.

P1T4


Tech StartingHand Workers

TECH

Hidden Ninja
Speed of the Fox


STARTING HAND
Nautical Dog
Surprise Attack
Surprise Attack
Mad Man

WORKERS

Scorch

NextHand

Pillage
Surprise Attack
Charge
Maximum Anarchy
Bombaster

Tech 2 card(s)
Get Paid - ($5)
Skip worker
Zane casts Surprise Attack! (Surprise!) - ($0)
Zane goes all Reign of Terror and executes the Executioner, surviving with 1 HP
Jabber Shark mistakes your Wisp for chum; you draw
Old Kentucky Shark violates international law by killing your Panda. “A shark on whiskey is mighty risky. But a shark on beer is a beer engineer.”
BRO hits your base for 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:
    In Play:
  • Bloodrage Ogre (3/1) “RawrRawrRawr!”
  • Captain Zane, Lv. 6 (4/1) “Zaney’s got a gun…”
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 5

[details=Thoughts]
HAHAAHAHAHAHAH! I redrew Surprise Attack, and I drew Maximum Anarchy! How do I choose?

[/details]

P.S.: Your board is missing your Tech I. (;

Fixed my Tech I in an edit (thanks!)

"P2T4


Tech StartingHand Workers

TECH
Artisan Mantis
Might of Leaf and Claw


STARTING HAND
Young Treant
Tiger Cub
Hooded Executioner
Verdant Tree
Overeager Cadet


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree


NextHand

Ironbark Treant
Merfolk Prospector
Rampant Growth
Overeager Cadet


Discard

Young Treant
Tiger Cub
Hooded Executioner
Playful Panda
Artisan Mantis
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Draw a card for Tech Wisp
Play a boosted Hooded Executioner, killing off BRO (finally). - ($2)
Summon Arg and a friendly-neighborhood wisp - ($0)
Hire a truly Overeager Cadet

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Hooded Executioner (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Arg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Well the die is cast. I’m teching in Tech II stuff for the next rotation and next turn I have to take a 4-gold break and build it, hopefully it lives long enough to matter! He is truly all in on this strategy and I’m expecting another round of sharks next turn, but fortunately that will be all his gold and Zane will die. If he’s got something else up his sleeve then I will have to react to that.

gets popcorn - @ARMed_Pirate, your games are definitely the most fun to spectate! :smiley:

Has anyone before ever skipped a worker on Turn 2 and won? (Even if they have, I bet they didn’t skip workers on turns 3 and 4 as well!)

3 Likes

It’s definitely possible. A memorable game in the old forum days had the Red player stay on 6 workers well into the Tech II phase of the opponent - and win. Curious to see what the Pirate will dish out next.

2 Likes


P1T5


Tech StartingHand Workers

TECH

Hidden Ninja
Now!


STARTING HAND
Pillage
Charge
Bombaster
Surprise Attack
Maximum Anarchy

WORKERS

Scorch
Surprise Attack

NextHand

Speed of the Fox
Careless Musketeer
Chaos Mirror
Makeshift Rambaster
Hidden Ninja

Discard

Bloodrage Ogre
Bombaster
Maximum Anarchy
Charge
Pillage
Hidden Ninja
Now!

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Zane casts Maximum Anarchy! Everybody dies! Have a card and a money! Wa-chow! - ($1)
Note: I could have damaged your base this turn. I chose not to. Out of benevolence.

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 7
    Gold:
  • Gold: 1
  • Workers: 6

[details=Thoughts]
Really want to pillage. Might need money. Next hand? 1 money short of Hidden Speedy Sets+Hidden Rambaster. If no tower from him, just Hidden Rambaster. Then try to charge base damage with hasted Musketeer? Imagine all the monkeys I could bring in if I had Tech II…

[/details]

“Some men just want to watch the world burn.”

I like how you could have built a worker there and still drawn 5 cards, but you decided to float 1 and discard 4. Your adherence to anarchy is truly a spectacle to behold. And for what it’s worth, I believe you could have hit my base if you really wanted to!

P2T5


Tech StartingHand Workers

TECH
Artisan Mantis
Doom Grasp


STARTING HAND
Overeager Cadet
Merfolk Prospector
Ironbark Treant
Rampant Growth
Artisan Mantis


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor
Verdant Tree
Merfolk Prospector


NextHand

Might of Leaf and Claw
Playful Panda
Tiger Cub
Hooded Executioner


Discard

Rampant Growth
Artisan Mantis
Artisan Mantis
Doom Grasp


Tech 2 card(s)
Get Paid - ($9)
Worker + Scav + Tech Draw
Build Tech II (Growth) - ($5)
Summon Onimaru, to bring some PEACE to the party. - ($3)
Hire Ironbark Treant (Look who’s back. Back again. …) - ($0)
Hire Overeager Cadet (It’s like they don’t even see what’s happening on the news)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: L1 Onimaru (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Disaster of Disasters, my draw for the Tech Wisp was Artisan Mantis, literally the only card I’m really nervous about drawing from a fat deck of 8 cards. Whew, this is going to be closer than I wanted it to be. The next Artisan Mantis won’t have a chance to cycle in for 2 turns. I don’t have to go down to 4 cards, but floating gold against his potential pillage + pirate seems like lunacy. The only good news is Zane is unable to be summoned for a turn so if he does want to pillage it costs him some serious doough. That said, I don’t even want to open that line up to him. On the slightly-bright side, thanks to Garth’s maxband I can grab one from the discard. That may very well be my best play next turn, even if it costs 8 gold!

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Does Zane casting Max Anarchy trigger his mid-band - so you would get a card and a gold too? I’m not sure if he has to be alive for it to trigger or not.

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Sadly this has been ruled upon.
Now it WOULD be a sick play to Maximum Anarchy in 5 player FFA for 4 gold and 4 cards if it worked that way.

Ruling copied from CCD

Zane’s middle ability requires ZANE to kill a scavenger or technician to get a bonus. If Zane himself kills them in combat or if Zane uses the damage from his max level ability, that counts. If another unit or hero kills them, or if Zane uses a spell to kill them, that does not count. — Sirlin

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