Casual: Penatronic vs Hobusu

This is checkmate, and it’s all thanks to you giving me that Technician draw!

Player 2 Turn 7


Starting Hand and Workers

STARTING HAND

Gunpoint Taxman
Ardra’s Boulder
Charge
Spirit of the Panda
Pirate Gunship


WORKERS

Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog


Next Hand

Mad Man
Chameleon Lizzo
Makeshift Rambaster
Pirate Gunship
Bombaster


Discard

Bird’s Nest
Bloodrage Ogre
Charge
Ardra’s Boulder
Gunpoint Taxman


Tech 0 card(s)
Get Paid + float + scavenger - ($12)
Deploy a Pirate Gunship! - ($6)
Pirate Gunship attacks, obliterating Flagbearer and Squad Leader Knight on the way, and does 7 damage to your base (Brave Knight does not return to your hand, because it didn’t die from combat damage)
Recruit Zane - ($4)
Arg casts Spirit of the Panda on Galina Glimmer to transform her into Galina PANDA - ($0)
Ogre trades with Brave Knight, who bravely flees to your hand; you gain $1
Galina PANDA attacks your base for 6 damage, leaving it with 7 HP remaining - ($1)
Arg gives Cucco +1/+a this turn
Cucco kills Onimaru, Zane gets 2 free levels
Level Zane to Lv. 4 - ($0)
Zane attacks your base for 3 damage, leaving it with 4 HP remaining

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mythmaking
  • Argagarg Garg Lv. 5 (1/3)
  • Pirate Gunship (7/6) (Flying, haste, long-range, resist 2, obliterate 2)
  • Galina PANDA (6/4) (Attacks: Gain $1)
  • Spirit of the Panda (Healing 1)
  • Cucco (1/1) (Flying)
  • Captain Zane Lv. 4 (3/3) (Haste)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

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

Gg, couldn’t draw the art of War in time tof make it worth while

Up for a rematch?

I’m OK with a rematch as long as you don’t mind if I prioritize my CAPS game (once @Kaelii starts the game, of course).

No problem

If you have no objections, let’s switch who goes first. That means I start, so…

Game 2: Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Careless Musketeer
Nautical Dog
Makeshift Rambaster
Bombaster
Scorch


WORKERS

Scorch


Next Hand

Charge
Mad Man
Bloodrage Ogre
Pillage
Bloodburn


Discard

Makeshift Rambaster
Bombaster
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Deploy the Nautical Dog! - ($2)
Summon Argagarg - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1) (Frenzy 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Argagarg Garg Lv. 1 (1/3) (Resist 1)
    [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: 0
  • Workers: 5
Thoughts

Let’s experiment with Arg openings again! Depending on how things go early on, I may do some Mythmaking shenanigans again, which would work especially well if either go Strength Tech II or get to Growth Tech III. Probably will just stick with Growth Tech II for MoLaC, though.

Almost said you should go first :wink:

"P2T1


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer
Tenderfoot
Brick Thief
Older Brother
Bloom


WORKERS
Brick Thief


NextHand

Wither
Timely Messenger
Helpful Turtle
Fruit Ninja
Spark


Discard

Bloom
Tenderfoot
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Vandy - ($2)
play older brother - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Vandy (2/3), sparkshot
    [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: 0
  • Workers: 6
Thoughts

time to try the original game plan of harmony plus dark pact

"

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Calypso Vystari
Gunpoint Taxman


STARTING HAND

Charge
Pillage
Mad Man
Bloodburn
Bloodrage Ogre


WORKERS

Scorch
Bloodburn


Next Hand

Bombaster
Pillage
Makeshift Rambaster
Calypso Vystari
Charge


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Deploy Bloodrage Ogre - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Nautical Dog (1/1) (Frenzy 1)
    [B]In Play:[/B]
  • Argagarg Garg Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Fairly standard stuff here. I could have killed Vandy, but it would have required skipping both my worker and Tech I this turn, and that’s just not worth it. Teching more normal units right now, just want cheap things I can play later so that Blooming Ancient and MoLaC can work effectively.

"P2T2


Tech StartingHand Workers

TECH
Dark Pact
Dark Pact


STARTING HAND
Wither
Spark
Timely Messenger
Fruit Ninja
Helpful Turtle


WORKERS
Brick Thief
Helpful Turtle


NextHand

Spark
Granfalloon Flagbearer
Fruit Ninja
Bloom


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
vandy casts wither on BRO, - ($3)
vandy kills BRO
midband and heal vandy - ($1)
play timely messenger - ($0)
older Brother kills nautical dog

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Timely Messenger (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy (3/4), sparkshot, resist 1
  • Older Brother (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

annoying not getting a dark pact, I could have only teched one to pull one out with vandy but I’d pronably rather swing with her next turn.

"

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Spirit of the Panda
Calypso Vystari


STARTING HAND

Calypso Vystari
Pillage
Charge
Bombaster
Makeshift Rambaster


WORKERS

Scorch
Bloodburn
Pillage


Next Hand

Bombaster
Makeshift Rambaster
Careless Musketeer
Mad Man
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Calypso Vystari - ($4)
Level Arg to max; he summons a Water Elemental - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Elemental (3/3+a) (Anti-air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Calypso Vystari (2/2)
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Feeling the pressure… Still, as long as he doesn’t gain a dominant position, I can go for MoLaC as my win condition. He hasn’t built Tech I yet, but it’s hard to leverage that advantage when this codex has such lackluster Tech I options.

"P2T3


Tech StartingHand Workers

TECH
Harmony
Metamorphosis


STARTING HAND
Fruit Ninja
Spark
Bloom
Granfalloon Flagbearer


WORKERS
Brick Thief
Helpful Turtle
Fruit Ninja


NextHand

Dark Pact
Tenderfoot
Dark Pact
Wither


Discard

Spark
Older Brother (2/1)
Bloom
Granfalloon Flagbearer
Harmony
Metamorphosis


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
heroes hall - ($3)
spark elemental - ($2)
vandy kills water elemental
older Brother trades with calypso
maxband vandy, doom wisp and timely messenger - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Timely Messenger (3/3A) doomed
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/5), sparkshot, resist 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Well I should be in a pretty great position right here, despite not even being T1 yet. Pretty much guaranteed to draw what I need next turn with Dark Pacts and either initiate the Harmony win condition or just make a gigantic Onimaru with Metamorphosis

"

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Might of Leaf and Claw
Surprise Attack


STARTING HAND

Gunpoint Taxman
Mad Man
Careless Musketeer
Makeshift Rambaster
Bombaster


WORKERS

Scorch
Bloodburn
Pillage
Careless Musketeer


Next Hand

Calypso Vystari
Bloodrage Ogre
Charge


Discard

Calypso Vystari
Bombaster
Gunpoint Taxman
Might of Leaf and Claw
Surprise Attack


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit Bombaster - ($4)
Bombaster explodes, removing Messenger’s armor and dealing 1 damage - ($3)
Wisp trades with Messenger
Recruit Makeshift Rambaster - ($1)
Recruit Mad Man - ($0)
Rambaster and Mad Man break your Heroes’ Hall, dealing 2 to your base

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg Garg Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2) (Haste, +2 ATK when attacking buildings, can’t patrol)
  • Mad Man (1/1) (Haste)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Had to go down on cards a lot to do it, but Metamorphosis is going to be much less of a threat this turn. Paying $6 (or $7 if he has to fetch it) to buff Vandy alone is probably not worth it, and getting the Heroes’ Hall back up will cost $2 more. Next turn I’ll almost certainly build Growth Tech II, and depending on what he does I might just build a Tower to further reduce the threat of Metamorphosis.

"P2T4


Tech StartingHand Workers

TECH
nimble fencer
nimble fencer


STARTING HAND
Wither
Dark Pact
Dark Pact
Tenderfoot
Harmony
Granfalloon Flagbearer
Timely Messenger (3/3A) doomed
Metamorphosis


WORKERS
Brick Thief
Helpful Turtle
Fruit Ninja
Timely Messenger (3/3A) doomed


NextHand

Bloom
Spark
Older Brother (2/1)
Nimble Fencer


Discard

Dark Pact
Dark Pact
Wither
Harmony
Metamorphosis


Tech 2 card(s)
Get Paid - ($8)
cast dark pact, base to 16 (reshuffle), draw 2
cast dark pact, base to 14 draw 2
wither madman - ($6)
play tenderfoot - ($5)
Worker - ($4)
build t1 - ($3)
play flagbearer - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L5 Vandy (4/5A), sparkshot, resist 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot (1/2)
  • :pschip: [I]Technician[/I]: Granfalloon Flagbearer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

damn that hurts, in retrospect the t1 play would have been much stronger. Lucky I didn’t draw any nimble Fencers.

"

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Might of Leaf and Claw
Chameleon Lizzo


STARTING HAND


Calypso Vystari
Bloodrage Ogre
Charge


WORKERS

Scorch
Bloodburn
Pillage
Careless Musketeer


Next Hand

Might of Leaf and Claw
Spirit of the Panda
Nautical Dog


Tech 2 card(s)
Get Paid - ($8)
Build Growth Tech II - ($4)
Recruit Bloodrage Ogre - ($2)
Recruit Calypso Vystari - ($1)
Build Anarchy Tech Lab - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Calypso Vystari (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
  • Makeshift Rambaster (1/2) (Haste, +2 ATK when attacking buildings, can’t patrol)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Took this turn a while ago, so recollecting my thoughts is a bit difficult. IIRC, my main goal was to get MoLaC active, so I decided that building and protecting a Tech II was the best I could do. Had $1 left over since I wanted to skip a worker to keep my hand size from being terrible, so went for an Anarchy Tech Lab and Chameleon Lizzo as a recurring attacker to snipe important threats.

Edit: Fixed my discard/draw due to Mad Man having died and added what I can recall of my thoughts.

I withered the madman last turn

Oh. Well, just pretend it’s not there, and I’ll fix my hand and deck when I get a chance. It won’t change my turn to lose it; I’ll be patrolling the same way with what’s left.

1 Like

"P2T5


Tech StartingHand Workers

TECH
Grounded Guide
Grounded Guide


STARTING HAND
Nimble Fencer
Spark
Bloom
Older Brother (2/1)


WORKERS
Brick Thief
Helpful Turtle
Fruit Ninja
Timely Messenger (3/3A) doomed


NextHand

Granfalloon Flagbearer (2/2)
Nimble Fencer
Bloom


Tech 2 card(s)
Get Paid - ($9)
build t2 (finesse) - ($5)
play nimble fencer - ($3)
spark BRO, trade w/ Flagbearer - ($2)
Bloom tenderfoot, kill Calypso (you draw) - ($0)
Fencer kills Rambaster
Vandy kills your techlab, your base to 18
No worker

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/5), sparkshot, resist 1
  • Nimble Fencer (2/2), haste
  • Tenderfoot (2/1), bloomed
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

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

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

A pretty yolo turn from me, but I’m still ahead of him on workers and we’re pretty much even on cards, except I’ve got a full health maxband vandy and 2 units on the board, and just smashed his techlab. He’ll get to draw 4 cards but hopefully some of them are anarchy T2 and some are just inefficient T0 stuff that’s no good at this stage in the game. I did leave myself open with a relatively weakened base vs anarchy, but I feel safe considering I killed his anarchy techlab.

Welp that draw was pretty dog shit… could have gone with pact, harmony, metamorphosis or grounded guide… litereally 6 of 9 cards in the deck are better than the 3 I drew… maybe a turn for Vandy fetching a spell, or an add-on.

"

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Disguised Monkey
Disguised Monkey


STARTING HAND

Nautical Dog
Spirit of the Panda
Might of Leaf and Claw
Calypso Vystari


WORKERS

Scorch
Bloodburn
Pillage
Careless Musketeer
Nautical Dog


Next Hand

Might of Leaf and Claw
Bombaster
Surprise Attack


Discard

Calypso Vystari
Bloodrage Ogre
Makeshift Rambaster
Disguised Monkey
Disguised Monkey
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Research Might of Leaf and Claw - ($4)
Arg kills Tenderfoot and takes 2 damage; +1 growth rune
Recruit Calypso Vystari - ($3)
Summon Rook - ($1)
Rebuild Anarchy Tech Lab - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Calypso Vystari (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garus Rook Lv. 1 (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw @1
  • Argagarg Garg Lv. 5 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

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

I’m expecting one or both of my heroes to die, but that’s OK. Zane can come out next turn and Surprise Attack him for 3 more growth runes. I might even be able to get a second MoLaC out before that, which would make it even harder for him to avoid getting blown up if he doesn’t win quickly.

"P2T6


Tech StartingHand Workers

TECH
Maestro
Maestro


STARTING HAND
Nimble Fencer
Bloom
Granfalloon Flagbearer (2/2)


WORKERS
Brick Thief
Helpful Turtle
Fruit Ninja
Timely Messenger (3/3A) doomed


NextHand

Grounded Guide
Older Brother (2/2)
Wither
Dark Pact


Discard

Bloom
Tenderfoot (2/1), bloomed
Nimble Fencer (2/3A)
Granfalloon Flagbearer (2/2)
Maestro
Maestro


Tech 2 card(s)
Get Paid - ($9)
summon onimaru - ($7)
bloom nimble fencer - ($5)
fencer kills calypso
vandy kills rook, you get $1, oni gets levels
onimaru to maxband - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L8 Onimaru (4/5A), frenzy, readiness
  • :psfist: [I]Elite[/I]: Soldier (2/1), sparkshot
  • :ps_: [I]Scavenger[/I]: Soldier (1/1), sparkshot
  • :pschip: [I]Technician[/I]: Soldier (1/1), sparkshot
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Vandy (4/3), sparkshot, resist 1
  • Nimble Fencer (3/1), bloomed
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

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

  • Hand: 4
  • Deck: 5
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I debated playing the fencer, but the extra swing didn’t accomplish much this turn so I decided to try to get back up on cards and increase my chances of getting a dark pact. I would have been pretty happy if I had been able to take that techlab out again but no dice

"

Player 1 Turn 7


Tech, Starting Hand and Workers

TECH

Giant Panda
Bird’s Nest


STARTING HAND

Might of Leaf and Claw
Surprise Attack
Bombaster


WORKERS

Scorch
Bloodburn
Pillage
Careless Musketeer
Nautical Dog


Next Hand

Charge
Gunpoint Taxman
Chameleon Lizzo


Discard

Calypso Vystari
Bloodrage Ogre
Makeshift Rambaster
Disguised Monkey
Disguised Monkey
Spirit of the Panda
Calypso Vystari
Surprise Attack
Bombaster
Giant Panda
Bird’s Nest


Tech 2 card(s)
Get Paid + scavenger - ($10)
Research Might of Leaf and Claw even further! - ($7)
Summon Zane the Insane! - ($5)
Zane casts Surprise Attack, summoning a pair of vicious Sharks! You are surprised. - ($0)
The two Sharks start eating Onimaru; he skewers them both but expires from his wounds, giving Zane two free levels and adding two growth runes to each MoLaC
Zane and Arg kill your Scavenger and Elite Soldiers, respectively; you gain $1 and both MoLaCs get +2 growth runes
MoLaC #1 activates!

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw #1 (+5/+5 to units and heroes)
  • Might of Leaf and Claw #2 @4
  • Argagarg Garg Lv. 5 (6/6)
  • Captain Zane Lv. 3 (7/6) (Haste)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 3
  • Deck: 1
  • Disc: 11
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]I won’t be surprised if he concedes here. I’m guaranteed to activate the 2nd MoLaC if he doesn’t break both Tech I and Tech II (or my base), and if he breaks both Tech buildings I can stall with maxband Rook to get Mad Man for the guaranteed activation.

Speaking of Rook, I’m grabbing Bird’s Nest for flying 11/11 and Giant Panda for a 10/11 and a delayed 12/14 for the same 3 gold. If he doesn’t surrender, I’ll probably grab another Spirit of the Panda for healing (not that I’ll need it, between all my stealth and flying).[/spoiler][/details]

Edit: Corrected number of runes on MoLaC #2. Attacked 4 times after playing it, so it should have had 4 runes.