Just realized I’d put one of my card in Workers instead of Discard, so my cycle was messed up. Give me a second to fix that!
I did that recently, pain in the ass
To quote @ARMed_PIrate…
Player 2 Turn 4
Tech, Starting Hand and Workers
TECH
Spirit of the Panda
Earthquake
STARTING HAND
Pillage
Nautical Dog
Mad Man
Entangling Vines
WORKERS
Bloodburn
Scorch
Pillage
Next Hand
Mad Man
Bombaster
Careless Musketeer
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook casts Entangling Vines on Plague Spitter; it can no longer attack or patrol - ($4)
Level Rook to Lv. 5 - ($2)
Recruit Mad Man - ($1)
Mad Man trades with Brick Thief, you draw
Rook and Taxman kill Grave; Taxman dies, Rook takes 4 damage and gains 2 free levels
Level Rook to max, healing him - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play: - Garus Rook Lv. 8 (4/6) (Two Lives)
- Entangling Vines (Plague Spitter)
Buildings: - Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold: - Gold: 0
- Workers: 8
[details=Thoughts]I was going to build Tech II, but getting Rook maxed by way of killing a +1/+1 hero seems like a better idea. I had to lower my draw ability enough that I’m at little risk of drawing my Tech II stuff too early, so I’ll just build it next turn and be ready to smash whatever he puts in my way!
[/details]
"P1T5
Tech StartingHand Workers
TECH
Abomination
Sickness
STARTING HAND
Rambasa Twins
Plague Lab
Spark
Timely Messenger
Bloom
WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
NextHand
Plague Lab
Older Brother
Wither
Plague Spitter
Sparring Partner
Discard
Brick Thief (2/1), resist 1
Plague Lab
Bloom
Rambasa Twin Alpha (3/2)
Abomination
Sickness
Tech 2 card(s)
Get Paid - ($8)
tech draw
t2 - ($4)
Timely messenger - ($3)
worker - ($2)
summon River - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Timely Messenger (1/1A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L1 River (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Plague Spitter (3/3), Entangled
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
Trying to decide between Abom (fizzles birds, wisp, excellent wall of flesh), or sickness (hits Rook, will work well with Plague Lab). I guess i’ll split the difference.
At least he can’t play Zane yet to trade with my Scav or Tech. Also a hard decision between t2/rambasas no worker or worker, river, timely messenger for use as warm bodies… He’s skipped a worker and is on 3 cards, so while is board is better I’m going to be t2 faster, equal footing on economy and have more cards, so… eh?
Hopefully he doesnt have Earthquake.
"
Player 2 Turn 5
Starting Hand and Workers
STARTING HAND
Bombaster
Careless Musketeer
Mad Man
WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Next Hand
Doubling Barbarbarian
Bloodrage Ogre
Nautical Dog
Discard
Mad Man
Tech 0 card(s)
Get Paid - ($8)
Worker - ($7)
Build Strength Tech II - ($3)
Recruit Bombaster - ($1)
Rook piledrives Messenger into the ground, but takes 1 damage in the process
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Bombaster (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garus Rook Lv. 8 (4/5) (Two Lives)
- Entangling Vines (Plague Spitter)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 6
- Disc: 1
[B]Gold:[/B] - Gold: 1
- Workers: 9
Thoughts
As I expected, he went for Disease Tech II. I think if I summon Argagarg next turn, that’ll give me enough chump blockers to keep Rook and/or a Barbarbarian safe from Gorgons… Patrolled Bombaster to make it harder to get at Rook without giving me cards.
"P1T6
Tech StartingHand Workers
TECH
Carrion Curse
Sickness
STARTING HAND
Wither
Sparring Partner
Older Brother
Plague Spitter
Plague Lab
WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
NextHand
Sparring Partner
Sickness
Plague Lab (3HP)
Timely Messenger (1/1A)
Brick Thief (2/1), resist 1
Tech 2 card(s)
Get Paid - ($9)
Worker
Plague spitter - ($6)
River casts wither on Rook - ($4)
river kills bombaster, you get a card
Midband heal river - ($2)
summom grave - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Plague Spitter (3/3A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L1 Grave (2/3), sparkshot
-
[I]Lookout[/I]:
[B]In Play:[/B] - Plague Spitter (3/3), Entangled
- L3 River (2/4)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
kind of hard to pass on my plague lab, but it’s not worth a whole lot right now. not sure if using grave as a chump or using sparring parter would be best, but I don’t want him to have a shot at orpal till I draw some spells. I’m ok with helping his hand right now since I plan to smash it with carrion curze
"
Player 2 Turn 6
Tech, Starting Hand and Workers
TECH
Dinosize
Colossus
STARTING HAND
Doubling Barbarbarian
Bloodrage Ogre
Nautical Dog
Charge
WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Next Hand
Makeshift Rambaster
Earthquake
Gunpoint Taxman
Discard
Mad Man
Bombaster
Charge
Bloodrage Ogre
Nautical Dog
Dinosize
Colossus
Tech 2 card(s)
Get Paid + float - ($10)
Recruit Doubling Barbarbarian - ($7)
Recruit Bloodrage Ogre - ($5)
Summon Zane - ($3)
Zane casts Charge on Ogre, giving it haste and +1 ATK this turn - ($1)
Ogre trades with Plague Spitter
Rook kills Grave, you draw a card, Rook takes 2 damage and Zane gains 2 free levels
Zane hits your Tech II for 2 damage
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Doubling Barbarbarian (3/5+2a) (Overpower)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garus Rook Lv. 8 (3/2) (-) (Two Lives)
- Entangling Vines (Plague Spitter)
- Captain Zane Lv. 3 (2/2) (Haste)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 2
- Disc: 7
[B]Gold:[/B] - Gold: 1
- Workers: 9
Thoughts
Going super aggressive here, hoping to keep Rook alive long enough for an Earthquake to level his Tech buildings. Depending on how he patrols next turn, I can suicide Zane to make room for Arg.
"P1T7
Tech StartingHand Workers
TECH
Gorgon
Gorgon
STARTING HAND
Sickness
Timely Messenger (1/1A)
Brick Thief (2/1), resist 1
Sparring Partner
Plague Lab (3HP)
WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
Timely Messenger (1/1A)
NextHand
Rambasa Twin Alpha (3/2)
Abomination
Sickness
Discard
Plague Spitter (3/3A)
Sickness
Brick Thief (2/1), resist 1
Gorgon
Gorgon
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Orpal - ($6)
orpal casts sickness on zane and rook - ($4)
sparring partner - ($3)
Plague Lab, a -1/-1 on Doubling Barb - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L3 River (2/4A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Sparring Partner (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Plague Spitter (3/3), Entangled
- L1 Orpal (1/3)
- Plague Lab (3HP)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 3 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 5
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 10
Thoughts
kind of hard to pass on my plague lab, but it’s not worth a whole lot right now. not sure if using grave as a chump or using sparring parter would be best, but I don’t want him to have a shot at orpal till I draw some spells. I’m ok with helping his hand right now since I plan to smash it with carrion curze
"
sorry that took so long, dun did a lot of thinking on it then half forgot about it due to family stuff. You got that argargargarg buff spell?
No, I didn’t have any Growth spells in hand (even drawing from your Technician!), but I doubt you’ll like what I did have…
Player 2 Turn 7
Tech, Starting Hand and Workers
TECH
Doubling Barbarbarian
Dinosize
STARTING HAND
Gunpoint Taxman
Earthquake
Makeshift Rambaster
Whitestar Grappler
WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Gunpoint Taxman
Next Hand
Makeshift Rambaster
Spirit of the Panda
Dinosize
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Level Zane to max, healing him of damage (but not -1/-1 runes) - ($6)
Zane shoves River to Lookout and deals 1 damage to her
Zane kills Sparring Partner and takes 2 damage, we both draw
Rook walks past River, who can’t stop him by herself, and does 2 damage to your Plague Lab
Rook casts Earthquake! It does 4 damage to all your damaged buildings, which breaks both of your Tech buildings (your Base takes 4 damage) and your Plague Lab. It then would do 1 damage to undamaged buildings, but fails to hit your Base because it took damage from the Tech buildings (worst ruling imo, even if it makes sense) - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Doubling Barbarbarian (2/4+2a) (-) (Overpower)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garus Rook Lv. 8 (2/1) (- -) (Two Lives)
- Entangling Vines (Plague Spitter)
- Captain Zane Lv. 6 (3/1) (-) (Haste)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 10
Thoughts
I think this is either GG or closing in on it. I’ve locked him out of all units that are higher than Tech 0, and while he can max River to make those cheaper, he’ll have no access to Tech II for 2 turns. Meanwhile, unless I’ve missed something huge, I can just keep playing Tech II units as I find them and combo them with Growth spells. Spirit of the Panda next turn has Doubling Barbarbarian’s name on it… And that’s just the start.
I would assume it should take 1 dmg… that ruling makes no sense.
It’s a matter of timing. There’s 2 sentences on Earthquake: Deal 4 damage to an opponent’s damaged buildings, and (separately!) deal 1 to their undamaged buildings. You resolve the first sentence in this case by destroying both Tech buildings (and Plague Lab, but it doesn’t matter for the ruling). Then the game state updates, and since Tech buildings have been destroyed, your Base takes damage. Only after that does the second sentence happens, and you no longer have any undamaged buildings.
It’s all logical, I understand the rules and ruling completely, and if Codex ever receives a 2nd edition (I can dream), I’d want them to make it a single sentence instead.
While that hurt, I don’t think this lobotomy felt very good either.
"P1T8
Tech StartingHand Workers
TECH
Death and Decay
Death and Decay
STARTING HAND
Abomination
Sickness
Rambasa Twin Alpha (3/2)
Carrion Curse
WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
Timely Messenger (1/1A)
NextHand
Wither
Plague Lab
Older Brother
Discard
Plague Spitter (3/3A)
Sickness
Brick Thief (2/1), resist 1
Gorgon
Gorgon
Plague Lab (3HP)
Sparring Partner (2/2)
Carrion Curse
Abomination
Plague Spitter (3/3), Entangled
Sickness
Rambasa Twin Alpha (3/2)
Death and Decay
Death and Decay
Tech 2 card(s)
Get Paid - ($10)
tech draw
orpal casts carrion curse, oh my there’s the green spells they go bye bye - ($7)
orpal casts sickness on rook and zane, zane dies, Rook crumbles into a silly little pet rock instead of a big scary rock monster. - ($5)
free levels then Midband orpal - ($4)
sacrifice plague spitter, you get your thing back, -1/-1 on barbarbarian
Maxband river - ($2)
River and orpal combine to kill Barbarbarian (5 total dmg attacking a now 1/3+2A). That dude can take some punishment. srsly.
rebuild t1
Float ($2)
Discard 1, 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] - L5 River (3/3)
- L4 Orpal (2/3)
[B]Buildings:[/B] - Base HP: 16
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 14
[B]Gold:[/B] - Gold: 2
- Workers: 10
Thoughts
While that sucked, hitting that Carrion Curse was pretty huge, and his other two cards in hand are t0 stuff.
"
That is a hell of a position to get back up from, and a hell of a punch to throw from knockdown. Good on ye!
You might even call it a reversal!
Player 2 Turn 8
Starting Hand and Workers
STARTING HAND
Spirit of the Panda
Makeshift Rambaster
Nautical Dog
Dinosize
WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Gunpoint Taxman
Next Hand
Bloodrage Ogre
Whitestar Grappler
Colossus
Charge
Discard
Spirit of the Panda
Dinosize
Entangling Vines
Doubling Barbarbarian
Nautical Dog
Makeshift Rambaster
Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
Summon Zane at Lv. 4 - ($5)
Zane kills Orpal and takes -2/-2, then gains 2 free levels
Rook suicides into River, who takes 1 damage, your free levels fizzle
Summon Argagarg and Wisp - ($3)
Build a Tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Wisp (0/1+a)
- Elite:
- Scavenger:
- Technician: Argagarg Garg Lv. 1 (1/3)
- Lookout:
In Play: - Captain Zane Lv. 6 (2/2) (- -)
Buildings: - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Strength)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 6
Gold: - Gold: 0
- Workers: 10
[details=Thoughts][spoiler]Well, so much for closing in on a win!
Still, I think I’ve done some good things this turn. My goal right now is to get my hand size up to where I can actually play my Tech II stuff (why is that a problem in both of my casual games right now?), and if he kills Arg I get to 5 cards. Getting a Tower makes attacking harder for him too, though maybe not so much this turn. It’s kind of coming down to luck at this point, but we’ll see how things go…
[/spoiler][/details]
Hah, I’d forgotten about that scene! It’s been too long…
I think Zane should be Lv. 6, 2/2. He gained levels from killing Orpal, right?
"P1T9
StartingHand Workers
STARTING HAND
Plague Lab
Older Brother
Wither
WORKERS
Granfalloon Flagbearer
Helpful Turtle
Fruit Ninja (2/2), Frenzy
Tenderfoot
Spark
Timely Messenger (1/1A)
NextHand
Abomination
Plague Spitter (3/3A)
Bloom
Tech 0 card(s)
Get Paid + float - ($12)
rebuild t2
suummon Grave Strombone - ($10)
wither wisp, it dies - ($8)
river kills arg, 2 free levels for grave , you draw a card
Older Brother (discounted by river) - ($7)
Tower - ($4)
Float ($4)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Older Brother, he’s like way older too it’s turn 9 (2/2A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L3 Grave Strombone (3/4), sparkshot, readiness
-
[I]Lookout[/I]:
[B]In Play:[/B] - L5 River (3/2)
[B]Buildings:[/B] - Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 14
- Disc: 0
[B]Gold:[/B] - Gold: 4
- Workers: 10
Thoughts
While that sucked, hitting that Carrion Curse was pretty huge, and his other two cards in hand are t0 stuff.
"
@Penatronic, I’m finally feeling well enough to resume this game.
Player 2 Turn 9
Starting Hand and Workers
STARTING HAND
Bloodrage Ogre
Whitestar Grappler
Colossus
Charge
Bombaster
WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Gunpoint Taxman
Next Hand
Bloodrage Ogre
Dinosize
Earthquake
Doubling Barbarbarian
Mad Man
Tech 0 card(s)
Get Paid - ($10)
Recruit Colossus - ($4)
Recruit Whitestar Grappler - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Whitestar Grappler (3/5+a)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Captain Zane Lv. 6 (2/2) (- -)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Colossus (6/7) (Unstoppable when attacking a base)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Strength)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 10
[details=Thoughts]I considered going all in with Charge on Colossus, but that loses to Grave maxing and using his Sword on Colossus. I wouldn’t have enough other board to capitalize, so I’d probably lose… This has less immediate threat (even Dinosize Colossus can’t one-shot his base at this point), but he still has to respond to it and it’s more solid if he does focus on removing Colossus.
[/details]