I recommend making like a doctor and having some patience.
Good one! Thatās basically what I suggested too. At least thisāll give him some time for reading, since thatās part of getting to the higher trust levels.
Iām back. Itās still your turn, btw (no pressure, just a friendly reminder).
Last turn for a while, going to be busy for a couple hours. BTW, thanks for the Technician draw!
Player 2 Turn 5
Tech, Starting Hand and Workers
TECH
Calypso Vystari
Giant Panda
STARTING HAND
Bloodrage Ogre
Charge
Nautical Dog
Might of Leaf and Claw
Blooming Ancient (tech)
WORKERS
Bloodburn
Pillage
Careless Musketeer
Scorch
Bloodrage Ogre
Next Hand
Bombaster
Surprise Attack
Gunpoint Taxman
Makeshift Rambaster
Discard
Birdās Nest
Nautical Dog
Charge
Calypso Vystari
Giant Panda
Draw from technician (after Ancient dies but before Birdās Nest is discarded)
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Research Might of Leaf and Claw - ($7)
Back from the grave, itās Blooming Ancient! - ($3)
Summon Argagarg and Wisp, giving Ancient +2 runes - ($1)
Ancient moves 2 runes to Cucco
Cucco safely kills Vandy, giving Arg 2 free levels and MoLaC +1 growth rune
Pipi pecks Tech II for 1 damage and +1 growth rune
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Blooming Ancient (2/4)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Might of Leaf and Claw @2
- Cucco (3/3) (+2/+2) (Flying)
- Pipi (1/1) (Flying)
- Argagarg Garg Lv. 3 (1/4)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 5
[B]Gold:[/B] - Gold: 1
- Workers: 10
[details=Thoughts][spoiler]Hereās the decklist as of this turn:
- Nautical Dog
- Mad Man
- Bombaster
- Makeshift Rambaster
- Charge
- Gunpoint Taxman
- Birdās Nest
- Might of Leaf and Claw
- Blooming Ancient
- Surprise Attack
- Surprise Attack #2
- Calypso Vystari
- Giant Panda
Good thing I got Blooming Ancient from the Technician draw! Iād be much less hopeful of victory without being able to kill at least one heroā¦ Next turn should be maxing MoLaC and proceeding to outvalue everything he could possibly play for the rest of the game (as long as I live long enough for everything being buff to matter).
Teched Vystari as a cheap unit that can also help mitigate the effectiveness of chump blocking, and Giant Panda as two units for the price of one.[/spoiler][/details]
That answers a question Iāve always had about technicitan, namely whether it can draw itself when it dies. I guess it can.
P1T6
Tech StartingHand Workers
TECH
Soul Stone
Soul Stone
STARTING HAND
Discord
Terras Q, The Shackled
Thieving Imp
Two Step
Deteriorate
WORKERS
Skeleton Javelineer
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
NextHand
Gargoyle
Soul Stone
Terras Q, The Shackled
Birdās Nest
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($8)
(No Worker)
Play Terras Q, The Shackled (You get 4 warlocks. I think ancient gets 4 counters) - ($2)
Play Discord (Warlocks and Whisp die) - ($0)
Play Pestering Haunt from Graveyard
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Ardraās Boulder (2/8+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: Terras Q, The (un-)Shackled (17/17) resist 4
[B]In Play:[/B] - Graveyard (4 hp) [Jandra the Negator]
- River Montoya Lv 3 (2/4)
- Mythmaking
- Pestering Haunt
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Demonology)
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Pipi died from Discord too (I had mislabeled it as having a +1/+1 rune from an earlier version of last turn).
Player 2 Turn 6
Tech, Starting Hand and Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Surprise Attack
Gunpoint Taxman
Bombaster
Makeshift Rambaster
Mad Man
WORKERS
Bloodburn
Pillage
Careless Musketeer
Scorch
Bloodrage Ogre
Next Hand
Calypso Vystari
Surprise Attack
Birdās Nest
Giant Panda
Tech 2 card(s)
Draw from Technician
Get Paid + float - ($11)
Summon Zane the Insane! - ($9)
Zane casts Surprise Attack, calling a pair of Sharks out of nowhere! You are surprised, of course. Ancient gets +2 runes - ($4)
Recruit Mad Man, Ancient gets +1 rune - ($3)
Blooming Ancient hits your Boulder to remove its armor and deal 4 damage, taking 2 damage itself and giving MoLaC +1 growth rune
Ancient transfers one +1/+1 rune to one of the Sharks and two to Cucco
The boosted Shark crushes your Boulder in its jaws and dies, giving MoLaC +1 growth rune
Cucco pecks Terras Q for 5 damage, then blinks in surprise as Might of Leaf and Claw causes it to grow to more than double its previous size. Zane starts laughing maniacally as all my units and heroes get +5/+5.
Mad Man and the remaining Shark team up to kill Terras Q, but die from their wounds
Recruit a Rambaster that can no longer be described as Makeshift, Ancient gets +1 rune - ($1)
Ancient transfers its +1/+1 rune to Rambaster
Argagarg, Zane and Rambaster deal 6+7+7+2=22 damage to your Base
Build an Anarchy Tech Lab for laughs - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Might of Leaf and Claw (+5/+5 to units and heroes)
- Cucco (9/9) (+3/+3) (Flying)
- Argagarg Garg Lv. 3 (6/9)
- Captain Zane Lv. 1 (7/7) (Haste)
- Blooming Ancient (7/7)
- Makeshift Rambaster (7/8) (+1/+1) (Haste, +2 ATK when attacking buildings)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 7
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 10
Good game! You surprised me multiple times this game, most notably with the Turn 4 Mythmaking + Boulder when you already had Jandra. Iād be interested in what you were thinking as you played. Feel free to check my Thoughts sections as well if you like! I actually did a little experiment with them this time, so let me know what you think.
It might not matter, but Blooming Ancient canāt give runes to heroes, only units.
Ahā¦ Youāre right. It shouldnāt matter too much, just give the runes to units instead and it should work out. Iām 99% sure I still have lethal, but once Iāve had dinner Iāll edit the turn with that in mind.
Edit: Unless Iāve made another mistake, the turn has been fixed. Lost 2 damage to Base, but itās not like thatās important. @payprplayn and @BarnabyTJones, does this work?
Wow I expected a bunch of hasty stuff, and thought I was likely in trouble, but I thought 17 hp would at least get Terras Q through the turn, and I could Soulstone him next turn and kill three things with him, possibly giving myself a chance. I didnāt expect you to have Surprise Attack, Makeshift Rambaster, and Madman all in the same hand. GG WP. Anything you saw that you thought I should have done differently?
As for what I was thinking, let me see if I can remember. First of all, the philosophy of the codex was to give me access to several good one-two-punch type combinations that I knew to be good. They are:
Jandra+Mythmaking (Mytmaking also buffs Terras Q and Zarramonde, but the Jandra buff is most important because a 5/5 with overpower is an amazing thing to have attacking on turn 3 [didnāt get it until Turn 4 this game, but cāest la vie])
Birdās Nest + Two Step (because two 3/3 flyers is similarly ridiculous to hit with turn 4)
Vandy+Rook+Metamorphosis
and, as a late-game win-condition-type play,
Terras Q + Discord (Which I got, but probably a turn too late. Looking at your thoughts, I wonder if this isnāt a red herring. All of the first 3 options are available at tech 1, so I wonder If I should even be aiming for tech 2. If I donāt I can add Twilight Barons to the mix, which seems like it could get out of control quickly. Maybe this codex is at itās best going hard for the tech 1 win, with Terras Q being used only against the turtly-est builds. What do you think?)
So I got Jandra in my hand turn 1, and decided to play her. I hadnāt decided for sure that I was going to go for Mythmaking (and I had hoped to get her and Thieving Imp on different hands so I could play them on turns 1 and 2), but a 3/3 overpower is still good to have turn 1
On turn 2, I played the haunt pretty much because it was free. Without Imp, I didnāt have a demon that would be safe from Jandra, so I played Rook (mostly because heās the toughest blocker, but also with ideas of a future birdās nest). I decided to go the Mythmaking route, and I paired it with Ardraās Boulder since that also benefits from Mythmaking.
my turn 3 draw was disastrous. I really wanted to get the Boulder or (preferably) Mythmaking in that hand. I think the game could have gone much differently if I had been able to swing with 5/5 Jandra on turn 3, especially with the haunt for that one extra damage. If Iād have had deteriorate as well, I could have wiped your board and only lost the haunt. In retrospect, Jandra+Mythmaking is such a powerful combo that I might have been better teching double Mythmaking just to improve my chances of getting it turn 3. Something to try in the future. Since I didnāt, though, I thought graveyard was a reasonable play to get added value out of my Haunt, and to prepare for Jandraās eventual demise. I teched Discord/Gargoyle because I felt a birdās nest coming, and built the HH to make room for River.
Turn 4 is pretty self explanatory, I think. I teched Birdās Nest/Two step pretty much because itās a good combo, and no other reason. I think I should have done something else here, but Iām not sure what (Double twilight baron?).
I think from there It should be pretty clear from the tech decisions I made what I was thinking, but feel free to ask me any particular questions, and Iāll answer to the best of my ability.
Iām not seeing anything huge that you did wrong. Iām curious why you went with Rook as your lead hero, though; I think an early Vandy would have scared me a lot more due to how good all of her spells are. Birdās Nest is good, but it wasnāt a major part of your plan (which is getting Terras Q into play), so having access to Dark Pact to draw more of what you need and Soul Stone to make those early Mythmaking boosted units never die would be terrifying. Also, I understand why you teched two each of Terras Q and Soul Stone, but if you had Dark Pact in your deck that would probably be unnecessary.
One wall of text later, and it seems like as Player 1 with your codex Vandy is a good hero to start with. Again, feel free to read the thoughts I wrote for each turn if you havenāt already. Are you up for another round?
Absolutely. Would you like to go first/switch codices/other things?
Iām fine with that, but itāll have to be later. I should really be sleeping right nowā¦
Iāll stick with the codex I have for now.
btw, I went with rook because heās the only one you couldnāt kill by teaming up with bombaster and your own rook. Didnāt want to give you free lvls.
Fair enough. The pressure was pretty significant there!
Round 2 ā FIGHT!
Player 1 Turn 1
Starting Hand and Workers
STARTING HAND
Charge
Mad Man
Bloodrage Ogre
Nautical Dog
Scorch
WORKERS
Scorch
Next Hand
Makeshift Rambaster
Bombaster
Pillage
Bloodburn
Careless Musketeer
Discard
Bloodrage Ogre
Mad Man
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit the Nautical Dog! - ($2)
Summon Rook - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Nautical Dog (1/1) (Frenzy 1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
I had a hard time deciding which Hero to pick here, but went with Rook again. Maybe should have chosen Arg, but he doesnāt apply as much immediate pressure.
Also same codex
P2T1
StartingHand Workers
STARTING HAND
Summon Skeletons
Thieving Imp
Deteriorate
Poisonblade Rogue
Sacrifice the Weak
WORKERS
Summon Skeletons
NextHand
Jandra, the Negator
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Discard
Deteriorate
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Midband Vandy - ($0)
Deteriorate the Dog
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Vandy lvl 3 (3/4+A resist 1)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 4
[B]Gold:[/B] - Gold: 0
- Workers: 6
Thoughts
So, heās got a naughty dog and Rook, which means anything I summon this turn (other than Rook or midband Vandy/River), he can kill with whatās on the board, and all it takes to kill rook is a Madman. I donāt have Jandra, and Iām not sure Iād want to play her if I did. I think maybe my best play is Thieveing Imp in SQL. It hits his hand, and will trade just fine with his current board. My one problem with that is that I donāt want to float gold against the red starter. Another option is to play midband Vandy in SQL and deteriorate the Dog. I think thatās what Iāll do, though Iām not at all sure itās best.
@Hobusu giving me tough decisions already. I had two options I couldnāt decide between, and I realized after posting this one that my reason for choosing it over the other one is not as big a deal as I had thought. I donāt think Iāll switch it, but itās one of those things where I wish I could clone this situation and try both to see which is better. I suspect the other one is, the more I think about it, but I figure if this turns out to be a bad decision, the game will be over rather quickly and Iāll know to go the other route in the future.
You think you had a hard decision? Seeing a midband Vandy so soon is terrifying, and I didnāt have anything that felt like adequate defenseā¦
Player 1 Turn 2
Tech, Starting Hand and Workers
TECH
Gunpoint Taxman
Birdās Nest
STARTING HAND
Careless Musketeer
Makeshift Rambaster
Bloodburn
Bombaster
Pillage
WORKERS
Scorch
Bloodburn
Next Hand
Birdās Nest
Mad Man
Charge
Pillage
Careless Musketeer
Tech 2 card(s)
Get Paid + Scavenger - ($6)
Worker - ($5)
Build Tech I - ($3)
Recruit Bombaster - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bombaster (2/2+a)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Garus Rook Lv. 1 (2/4)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 6
[details=Thoughts][spoiler]Current decklist:
- Nautical Dog
- Mad Man
- Makeshift Rambaster
- Careless Musketeer
- Bloodrage Ogre
- Bombaster
- Pillage
- Charge
- Gunpoint Taxman
- Birdās Nest
Wow. I feel like Iām already on the defensive, and itās only the second turn, and Iām Player 1!
Went with Taxman and Birdās Nest again for similar reasons to last time. Considered Ardraās Boulder over Taxman, but Iād rather have something that can hit backā¦ Iāll need to see a bit more of what heās doing before deciding on a Tech path.[/spoiler][/details]
P2T2
Tech StartingHand Workers
TECH
Birdās Nest
Dark Pact
STARTING HAND
Jandra, the Negator
Graveyard
Pestering Haunt
Skeleton Javelineer
Skeletal Archery
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Birdās Nest
Jandra, the Negator
Sacrifice the Weak
Deteriorate
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tap Vandy, Tutor Shadow Blade - ($4)
Shadow Blade Bombaster - ($1)
Skeleton Javelineer- ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Skeleton Javelineer (2/1)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
- [I]Lookout[/I]:
[B]In Play:[/B]
- Vandy lvl 3 (3/4)
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
I have lots of options here. I think Iāll use dark pact for a draw to see what I can get, then decide from thereā¦ or wait. What if I spend 4 to shadow blade the bombaster, then max Vandy. Can he kill her? Heroesā Hall + Zane+ Chaos mirror would do the trick, but I think itās unlikely he teched CM after playing rook. He coul also just HH + midband Zane and kill her, but heād lose both of his heroes doing that, and weād essentially switch roles (heād be up a worker, Iād be playing into an empty field. I think Iām okay with that. Plan is to play Rook next turn no matter what (build HH if Vandy survives)ā¦ hmmmā¦ On second thought (or third, I suppose) thereās no way I can play both Rook and Metamorphosis next turn, so maybe instead of mibanding Vandy, I just play a worker. The downside of that is that sheās easier to kill that way. I would need a blocker. Skeleton Javelineer would do the trick. Maybe thatās the way to go. Either way, Iām missing tech 1, so Iāll be teching spells. Iāll tech in Birdsā nest and Dark pact with a plan to play HH+Rook next turn and possibly tech up behind that. Seems okay.
@Hobusu whoops, messed that up. I was supposed to discard for the shadow blade, and then I never put it in my discard when I played it. Iām going to go back and fix it manually, then redraw my hand (if thatās alright with you. I havenāt actually looked at what I drew yet. alternatively, I can Discard at random and put shadow blade in the discard, but thatās less consistent with what the actual situation should be. Iām going with option 1 for now and Iāll switch to option 2 upon your request.)
@Hobusu I donāt know how to revert it, but I re-entered all the relevant values manually and it looks right now. Let me know if you see anything amiss (youāll have to trust me that the hidden stuff is correct, but you can at least verify that the number of cards in each zone is what it should be)
@Hobusu the one error that I introduced was neglecting to enter the cost of javelineer, thus registering as floating 1 gold. I have fixed that now in both the post and my spreadsheet.
Do you know how to revert the spreadsheet to before you clicked Discard/Draw
? That would be the easiest way to handle it, I think. Roll it back to before you ended your turn, discard everything that needs discarded, then draw a new hand. Let me know if you need more info on how to do that.
Edit: @payprplayn, for future reference (since I think doing it this way is required in forum tournaments), to access the Revision History you click the bit of text above the spreadsheet that talks about saving (it could say āAll changes saved to Driveā or how long ago the last change happened). That gives a list of major edits, and you can expand that to show all edits within a certain window of time. Any cells highlighted in green were changed in the edit youāve selected, and a button at the top of the screen lets you revert back to how it was then.