Casual: Penatronic vs Hobusu

I think you’ve won this, but I’m taking one more turn to be certain.

Player 2 Turn 10


Starting Hand and Workers

STARTING HAND

Dinosize
Mad Man
Doubling Barbarbarian
Earthquake
Bloodrage Ogre
Bombaster


WORKERS

Bloodburn
Scorch
Pillage
Careless Musketeer
Gunpoint Taxman
Mad Man


Next Hand

Nautical Dog
Spirit of the Panda
Doubling Barbarbarian
Dinosize


Discard

Whitestar Grappler
Colossus
Dinosize
Earthquake


Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
Recruit Doubling Barbarbarian - ($7)
Recruit Bloodrage Ogre - ($5)
Recruit Bombaster - ($3)

Float ($3)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Doubling Barbarbarian (2/4+2a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Bloodrage Ogre (2/1) (Resist 1)
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11
2 Likes

"P1T11


StartingHand Workers

STARTING HAND
Wither
Plague Spitter (3/3), Entangled
Rambasa Twin Alpha (3/2)
Sparring Partner (2/2)


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
Timely Messenger (1/1A)


NextHand

Sickness
Brick Thief (2/1), resist 1
Gorgon
Plague Lab (3HP)
Sickness


Discard

Older Brother, he’s like way older too it’s turn 9 (2/2A)
Bloom
Plague Spitter (3/3A)
Wither
Plague Spitter (3/3), Entangled
Sparring Partner (2/2)
Rambasa Twin Alpha (3/2)


Tech 0 card(s)
Get Paid + float - ($13)
maxband orpal - ($8)
wither doubling barbarbarian - ($6)
Abom kills barbarbarian
Orpal maxband triggers, kills bombaster and BRO - ($5)
Grave destroys your tower, your base takes 2
Orpal hits your t2 for 2
tech 3 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L7 Grave Strombone (4/4A), sparkshot, readiness
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L6 Orpal (2/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Abomination (6/4), all units -1/-1
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

sorry, I kind of forgot about this game.

2 Likes

Looks like it was my turn to forget! :sweat_smile:

Player 2 Turn 11


Tech, Starting Hand and Workers

TECH

Oathkeeper
Oathkeeper


STARTING HAND

Doubling Barbarbarian
Nautical Dog
Spirit of the Panda
Dinosize


WORKERS

Bloodburn
Scorch
Pillage
Careless Musketeer
Gunpoint Taxman
Mad Man


Next Hand

Entangling Vines
Charge
Makeshift Rambaster
Oathkeeper


Tech 2 card(s)
Get Paid + float - ($14)
Recruit Doubling Barbarbarian - ($11)
Summon Argagarg and… well, there goes the Wisp - ($9)
Arg casts Spirit of the Panda on Barbarbarian, who becomes the mighty PANDAPANDA - ($5)
Build a futile Tech III - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: PANDAPANDA (6/8+2a) (Overpower, attacks: gain $1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg Garg Lv. 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda on PANDAPANDA (Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 3 (Strength)
  • :heart: Tech III HP: 5

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

  • Hand: 4
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts]I’m so dead! This would have gone so differently if not for Carrion Curse… I mean, there’s a chance he can’t break through PANDAPANDA, but he’s likely to kill it with the help of Plague Lord.
[/details]

Great pandanda lord!

3 Likes

"P1T12


Tech StartingHand Workers

TECH
Plague Lord
Plague Lord


STARTING HAND
Sickness
Sickness
Plague Lab (3HP)
Brick Thief (2/1), resist 1
Gorgon


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
Timely Messenger (1/1A)
Sickness


NextHand

Death and Decay
Plague Lab
Carrion Curse
Death and Decay


Discard

Older Brother, he’s like way older too it’s turn 9 (2/2A)
Bloom
Plague Spitter (3/3A)
Wither
Plague Spitter (3/3), Entangled
Sparring Partner (2/2)
Rambasa Twin Alpha (3/2)
Abomination (6/4), all units -1/-1
Plague Lab (3HP)
Sickness
Plague Lord
Plague Lord


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Play gorgon - ($6)
grave, then abomination trade with THE GREAT PANDANDA LORD
arg gets levels
orpal puts two icky runes on arg
Brick thief takes a brick from your t1, puts it on my base - ($4)
summon River - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Gorgon (2/4A) deathtouch deathdraw
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Brick Thief (2/1), resist 1
  • :pschip: [I]Technician[/I]: L1 River (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Orpal (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 11
    "

This is currently the longest running game I’ve had on these forums by turn count… Seriously, just kill me already!

Player 2 Turn 12


Starting Hand and Workers

STARTING HAND

Entangling Vines
Charge
Makeshift Rambaster
Oathkeeper


WORKERS

Bloodburn
Scorch
Pillage
Careless Musketeer
Gunpoint Taxman
Mad Man


Next Hand

Dinosize
Whitestar Grappler
Bombaster
Earthquake
Dinosize


Discard

Doubling Barbarbarian
Spirit of the Panda
Makeshift Rambaster
Charge
Entangling Vines


Tech 0 card(s)
Get Paid - ($11)
Summon Rook - ($9)
Recruit the Oathkeeper of Kor Mountain, who joins my cause only after I pledge to not play cards from my hand besides workers. - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Oathkeeper (7+1/8) (Swift strike, resist 2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 3 (0/2) (- -)
  • Garus Rook Lv. 1 (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 3 (Strength)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 11

[details=Thoughts]Honestly, this is a bad hand. I’m forced to play Oathkeeper to avoid losing (and it’s good that I drew him), but I’d rather have Charge in a later hand so I can use it on a Barbarbarian or a Colossus. Oh well, I’ll make do. I’m choosing this oath so that I can keep cycling, since I doubt this particular Oathkeeper is long for this world…
[/details]

1 Like

"P1T13


StartingHand Workers

STARTING HAND
Death and Decay
Death and Decay
Plague Lab
Carrion Curse


WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
Timely Messenger (1/1A)
Sickness


NextHand

Death and Decay
Sickness
Carrion Curse
Gorgon


Tech 0 card(s)
Get Paid + float - ($13)
*note you didnt take the brick thief dmg on your t1 last turn
orpal casts death and decay, arg dies, oathkeeper goes to 5/5, t1 and t2 are destroyed, t3 goes to 2hp, base takes a total of 7 dmg - ($5)
River gets 2 lvls
Plague lab, a -1/-1 on oathkeeper - ($2)
sacrifice brick thief, -1/-1 on oathkeeper - ($0)
whew barely made it, oathkeeper is now 3/3
Gorgon kills oathkeeper, oh how the mighty have fallen!
orpal destroys your T3, base to 9 now I think

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


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

  • :psblueshield: [I]Squad Leader[/I]: L3 River (2/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Orpal (2/4)
  • Plague Lab (3hp)
  • Gorgon (2/1) deathtouch deathdraw
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 13
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
    "

Hm… How does Dinosize (or any ATK bonus) interact with having enough -1/-1 runes to get to “negative” ATK before the boost? Arg has two runes on him, and while that makes him effectively 0/2, does Dinosize go after that (making his final stats 6/2+6a) or before (5/2+6a)? It’s a bit academic here, since he’ll have plenty to kill River either way, but it might be worth knowing later on.

Arg died to D&D, but I think you would just add the normal attack + attack from dino and - from runes all together and that’s that, like, you didnt just calculate his attack once from the runes, then forget about them since you hit zero… if that makes sense.

1 Like

Ah, thanks for the reminder about Arg. I guess that’s GG then, since with him and my Tech buildings gone I literally can’t play anything but Bombaster.

GG. awkward game… I’m still experimenting with the Disease/Plaguelab plan… I think Growth/Disease/Discipline may be the way to go. Or strength as main for Rook defense.

Yeah, if you hadn’t played Carrion Curse back on turn 8 this might have gone completely different! I don’t feel like I had any good ways of dealing with Disease in general, though… Growth (aka MoLaC) would have worked if you didn’t have access to Versatile Style, but Strength isn’t as good against it as I thought it might be (though again, that might be because I had awkward draws throughout) and Anarchy would only have worked if I could get to Tech III without dying horribly, and your Tower made using Stealth for that purpose less than likely.

I’m thinking just about any tournament deck should have some answer to MoLaC in this meta, hence experimenting with Discipline a lot recently.

I think disease is underrated. Gorgon seems like a super high value minion, even at t2. That carrion curse play was stupid good, but I think in general looking at an opponent’s hand is good by itself, but possibly getting rid of two cards is just brutal AF. And disease is pretty brutal against Rook, who is a pretty popular hero.

The original intent of “look at my plague lab go!” doesnt ever seem to be that viable an option, but I haven’t played it against some sort of weenie-hoard deck where it would really shine (birds nest, growth w/ green starter, necromancy, murkwood allies come to mind).

3 Likes

My opinion on this is that if there’s ever an update to Codex (whether as a full 2nd edition, a new expansion featuring Menelker, or something else entirely), it needs to introduce an add-on specifically to make upgrades possible to deal with even if your codex doesn’t have any specs with anti-upgrade cards. The trick would be balancing it such that you can’t completely invalidate upgrades just by purchasing it, but I’m sure that’s possible.

Yeah, I can agree with that. I don’t think Carrion Curse is quite worth it unless it hits at least one spell (ideally one they would use, but even if they don’t need the spell it reduces their hand size), but Gorgon is really good. Part of the reason people don’t think Disease is as good is that Orpal is not as obviously powerful as many of the other heroes and the Tech I units seem to make each other redundant. One of them is anti-air and -1/-1 damage but costs 3 for a 3/3, while the other only costs 2 but has a weird alternate take on anti-air instead of the normal version. It’s still good, but considering how important Tech I and early hero pressure usually is (you know, in games that don’t last to turn 13), it takes a bit more work to get the benefits.

I don’t love the idea of an add-on that can kill any upgrade, but adding more upgrade/ongoing spell hate type stuff would not be a bad idea IMO. fuck, if you just made one of the garbage t1/2 units in bashing read “when this attacks, you may destroy an upgrade, building or ongoing spell and sacrifice this unit” the spec would suddenly see play. The other option is just make MoLaC slightly harder to activate or give a slightly less ludicrous buff (even +3/+3 would still be strong).

I’d also love to see some sort of pirate ship nerf without it losing haste, maybe just make it cost 10, or its stats go down to 5/4 or something. It just trades so well with a lot of other T3’s because of long range and flying and 7 attack.

And lastly, Vandy midband at 4 instead of 3 and max at 6 would be pretty fair.

And if you wanted to go a step further, deteriorate costing 1. It’s already situationally better than spark, why does it have to be free.

Still, nothing is so good you have to play it, and most everything has a counter.

Edit: maybe let Jaina maxband at 6. Lol. And Torq at 7.

1 Like

I’m thinking less “destroy an upgrade” and more “disable an upgrade until your next upkeep.” Even that is pretty powerful, so it probably needs to be expensive to build and/or have a cost associated with using it each turn. I do like the idea of having some kind of upgrade removal in Bashing – maybe add it to The Boot instead, since that’s a bit weak currently. Something like “destroy a Tech 0 or I unit or an upgrade” would suffice.

Not sure how I would change Gunship, but increasing the cost is definitely a good start. $6 is way too cheap for that level of power… The most important change to Vandy for me would be removing resist 1, since that means things like Snapback aren’t arbitrarily worse against a hero that’s already crazy good.

I’d go a step further and make both Deteriorate and Dark Pact cost 1. Partly because I think they both deserve it, and partly so that they can still both be blocked by the same Reputable Newsman.

Both of those sound reasonable to me, especially Troq getting literally anything to make him less terrible. I’d hesitate with Jaina until I’d considered how that change would affect Red vs Green though, since that’s currently the gold standard for balance in Codex.

1 Like

On Turn 6, you could have held off on healing River and playing Grave, and played a Plague Lab + Sparring Partner instead. It would have been a big, aggressive commitment, but Hobusu would have really had to pick and choose his targets. But it seems like you should be able to make Sparring Partner and Plague Lab work somehow, so they’re just giving something +2/+2 each turn, and everything that already sparred gets +1/+1. Could theoretically be cool with Focus master, too. Overall, I like the build.

I was really surprised you didn’t skip worker and play out your whole hand except Brick Thief on T12:
Plague Lab: PANDANDA becomes 5/7+2a
Sickness: PANDANDA becomes 4/6+2a, Arg becomes 0/2
Sickness: PANDANDA becomes 3/5+2a, Arg becomes 0/1
Grave hits PANDANDA for 2a+2, and survives at 4/1
Abomination hits PANDANDA dead, and survives at 6/1
Orpal kills Arg and remains 2/5.
Play Gorgon.

Your play was better, I think, since it ensured that you were able to take out the Oathkeeper and draw into D&D. It was fun to watch!

I think Plague Lab works best with Blooming Ancient/Drill Sergeant or with Spreading Plague. Of course, most of the time, Sickness will work just as well with Spreading Plague, so the lab isn’t necessary. But the Spreading Plague is scary; I’ve lost Terras Q to it and Sickness before.

Past with Plague Lab is an interesting concept, but most of those fading critters die before they fade anyway, so it’d only really be about increasing Prynn’s maxband ability. Grave’s maxband is better.

1 Like

Why did neither of you notice that it’s PANDAPANDA? As in, “panda” doubled? :wink:

1 Like

I called it pand-anda which seems to fit barb-barbarbarian better in my brain … i guess jt should have been pandpanda

We’ll just have to agree to disagree, then.