Casual: petE (Mono White) vs CesareB (Mono Red)

Firebat wouldn’t have haste, as the first unit to come from your hand arrived before Drakk maxbanded.

From Drakk’s card-specific rulings: “If a unit arrives from your hand, then after that you control a max level Drakk, then another unit arrives from your hand, NEITHER of those units will get haste from Drakk’s max level ability.”

1 Like

The Firebat won’t get haste from Drakk’s maxband, because it isn’t the first unit that arrived from your hand this turn.

If a unit arrives from your hand, then after that you control a max level Drakk, then another unit arrives from your hand, NEITHER of those units will get haste from Drakk’s max level ability. The second one won’t because his ability only ever cares about the first unit per turn that arrives from your hand. The first one in this example also doesn’t because you didn’t have a max level Drakk when you played that unit, and Drakk’s ability can’t retroactively grant haste to units you played earlier in the turn. — Sirlin

EDIT: :chibisetsuki: 'd

1 Like

Huh, ok then. Well I guess the easiest solution is just to use the $2 I was gonna have left over to maxband Drakk, then summon Firebat, Jaina, and Lobber (in that order), and give the 2 levels from killing Setsuki to Jaina, putting her at lvl5 (midband). Fair?

Sounds good.

P1 Turn7


[details=Tech StartingHand Workers][spoiler]
TECH
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


STARTING HAND
Ardra’s Boulder
Sensei’s Advice
Training Grounds
Aged Sensei


WORKERS
Fox Viper
Morningstar Flagbearer
Smoker
Safe Attacking
Fox Primus
Saviour Monk


[/spoiler][/details]

[details=NextHand][spoiler]
Mind Parry Monk
Inverse Power Ninja
Snapback
Aged Sensei


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Grave - ($9)
Young Lightning Dragon kills Jaina, Grave to lvl 3, you draw
Mind Parry Monk breaks your Tech 2, dies to Tower, your Base to 18HP
Ardra’s Boulder - ($7)
Training Grounds - ($6)
Tech 3 - ($1)
Tech Lab Strength - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ardra’s Boulder (1/6)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Grave lvl 3 (4/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Training Grounds (4)
  • Young Lightning Dragon (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Strength)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Think I had a much better turn I should have played.

If you want to change your mind it’s fine I haven’t settled on my actions yet and we’ve been pretty forgiving so far :slight_smile:

1 Like

Thanks, very sporting! :relaxed:

This time take into account Drakk’s 1 dmg to base on death :stuck_out_tongue:

Edited, thanks. Thinking I’m better using the Monk to break Tech2 and taking the chances with leaving Drakk on the board.

Not looking great. Have a pretty decent board for now but losing the Tech II makes things difficult and the YLD just sits there, mocking me.

"P2T7


Tech StartingHand Workers

TECH
Doubleshot Archer
Hotter Fire


STARTING HAND
Careless Musketeer
Bloodrage Ogre
Lobber
Mad Man
Chaos Mirror


WORKERS
Bloodburn
Pillage
Scorch
Nautical Dog
Makeshift Rambaster


NextHand

Chaos Mirror
Surprise Attack
Bamstamper Lizzo
Molting Firebird
Charge


Tech 2 card(s)
Get Paid - ($10)
Summon Bloodrage Ogre - ($8)
Summon Lobber B - ($7)
Rebuild Tech 2
Drakk and Lobber B kill Ardra’s Boulder
Bloodrage Ogre trades with Grave, you draw a card
Firebat destroys your Training Grounds
Lobber A does 3 damage to your Tech III

Float ($7)
Discard 3, reshuffle, draw 5


[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]
  • Lobber A 2/1
  • Lobber B 2/1
  • Firebat 4/1
  • Drakk lvl6 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

Firebat is a 3/1, I had him with 4 attack on my spreadsheet to take Drakk’s Frenzy into account and accidentally didn’t switch it back.

P1 Turn8


[details=StartingHand Workers][spoiler]
STARTING HAND
Mind Parry Monk
Inverse Power Ninja
Snapback
Aged Sensei
Inverse Power Ninja


WORKERS
Fox Viper
Morningstar Flagbearer
Smoker
Safe Attacking
Fox Primus
Saviour Monk


[/spoiler][/details]

[details=NextHand][spoiler]
Oathkeeper of Kor Mountain
Young Lightning Dragon
Grappling Hook
Earthquake
Sensei’s Advice


[/spoiler][/details]

[details=Discard][spoiler]
Ardra’s Boulder
Training Grounds
Snapback
Inverse Power Ninja
Aged Sensei
Inverse Power Ninja


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Rook - ($8)
Mind Parry Monk - ($3)
Snapback Drakk for Zane - ($0)
Young Lightning Dragon kills Zane, Rook to lvl 3

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 3 (2/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mind Parry Monk (5/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Young Lightning Dragon (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Strength)

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

  • Hand: 5
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Your Tech III should’ve been at 2 HP after getting hit by one of my Frenzied Lobbers last turn.

"P2T8


StartingHand Workers

STARTING HAND
Molting Firebird
Charge
Surprise Attack
Bamstamper Lizzo
Chaos Mirror


WORKERS
Bloodburn
Pillage
Scorch
Nautical Dog
Makeshift Rambaster


NextHand

Mad Man
Careless Musketeer
Bombaster
Hotter Fire
Gunpoint Taxman


Discard

Lobber
Lobber
Charge
Bamstamper Lizzo
Surprise Attack
Chaos Mirror


Tech 0 card(s)
Get Paid + Float - ($17)
Summon Jaina - ($15)
Summon Molting Firebird - ($11)
Cast Charge on Molting Firebird - ($9)
Molting Firebird breaks your Tech II, 2 damage to base, also does 1 damage to all your units/heroes, killing YLD
Exhaust Firebat to do 2 damage to your Tech III, breaking it, 2 damage to base - ($8)
Build Tech III - ($3)
Trade both Lobbers for Rook, Jaina to lvl3
Jaina to midband - ($2)

Float ($2)
Discard 3, draw 5


[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]: Jaina lvl4 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Molting Firebird 4/3
  • Firebat 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
    "

Mind Parry Monk prevents you from using Firebat’s targeting ability, so you may need to redo – still looking like a very strong turn!

It only prevents opponents from targeting your units or heroes, not your buildings.

2 Likes

This looks pretty well over. Think I would have been in good shape were it not for the Charge, which was a real game winner. Nice play!

P1 Turn9


[details=StartingHand Workers][spoiler]
STARTING HAND
Young Lightning Dragon
Oathkeeper of Kor Mountain
Sensei’s Advice
Earthquake
Grappling Hook


WORKERS
Fox Viper
Morningstar Flagbearer
Smoker
Safe Attacking
Fox Primus
Saviour Monk
Grappling Hook


[/spoiler][/details]

[details=NextHand][spoiler]
Earthquake
Ardra’s Boulder
Sensei’s Advice
Oathkeeper of Kor Mountain
Inverse Power Ninja


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Grave - ($7)
Setsuki to lvl 4 - ($4)
Mind Parry Monk trades with Jaina, Grave to lvl 3
Tech 2 rebuilds

Float ($4)
Discard 4, draw 2, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Setsuki lvl 4 (3/3)
  • :ps_: [I]Scavenger[/I]: Grave lvl 3 (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Strength)

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

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 11

First off, I think your base is at 15 currently, not 14, unless Snapback counts as killing Drakk. Well minus the 5 damage it’s taking this turn.

Anyway I absolutely agree that my last turn looks a LOT worse for me without both Charge and the Firebird. Honestly I should have seen the necessity to get haste onto my Fire units and teched Bloodlust TURNS ago but hey you always notice things you could have done better eh? It does sort of feel like it’s over since from this point I can pretty much indefinitely break your Tech II and since the only air/anti-air you MIGHT have available is Fox Primus I don’t see how you can stop me. Certainly a tense one, there were a couple of mid-game turns where I was certain I was doomed.

"P2T9


Tech StartingHand Workers

TECH
Bloodlust
Bloodlust


STARTING HAND
Bombaster
Hotter Fire
Mad Man
Gunpoint Taxman
Careless Musketeer


WORKERS
Bloodburn
Pillage
Scorch
Nautical Dog
Makeshift Rambaster


NextHand

Surprise Attack
Mad Man
Cinderblast Dragon
Doubleshot Archer
Molting Firebird


Tech 2 card(s)
Get Paid + float - ($12)
Summon Zane - ($10)
Play Hotter Fire - ($7)
Summon Drakk - ($5)
Firebat exhausts to kill Setsuki, 2 lvls to Drakk - ($4)
Drakk to Midband - ($3)
Summon Mad Man - ($2)
Molting Firebird breaks Tech II, 2 damage to Grave, 2 damage to base
Mad Man trades with Grave, you gain $1, 2 lvls to Zane
Zane to Midband - ($1)
Zane attacks base for 3

Float ($1)
Discard 3, draw 3, 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]
  • Molting Firebird 4/3
  • Firebat 3/1
  • Hotter Fire
  • Drakk lvl 4 2/3
  • Zane lvl 4 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

GG, WP ! I’ll concede here.

Good game, lots of twists. Realize now that IPN is not a good tech when facing Zane – just too good for Chaos Mirror. I also got a little lucky with early tech of Mind Parry Monk, effective against Fire abilities but would not have been so useful if you had chosen other Tech2 plans.

On for a rematch?

Yeah the game was lots of fun, all sorts of neat little one-ups and outplays in the course of it, definitely turned on a few key decisions. As it turned out I think you would’ve been better off leaving the Tech II up the turn you destroyed it but that was just luck of the draw on my part: I didn’t have a single Tech II unit in hand but I absolutely could have, I just happened to have drawn them the previous turn when I couldn’t play them all.

Mind Parry Monk was really annoying to play against and was the reason you never saw Bamstamper Lizzo hit the field. I actually felt pretty stupid for even going Fire once I saw what you were up to but by then it was too late. And I mean obviously it worked out well enough.

I’d be down to play again if you want. Should we re-roll to see who goes first or just alternate? And would you like to switch decks or pit red against white again?

Happy for another Red vs White, your start this time.