[Casual] Steve44 vs. Hardy83

Hi @hardy83!
I try [Blood]/Present/Growth! :thinking: …it was a difficult decision…
Here is my opening…

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bombaster
Charge
Careless Musketeer
Makeshift Rambaster


WORKERS
Careless Musketeer


NextHand

Scorch
Nautical Dog
Mad Man
Pillage
Bloodburn


Discard

Charge
Bombaster
Makeshift Rambaster


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Play Bloodrage Ogre - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

ok! red starter… i gotta be careful with my heroes :wink: protect them well or sacrifice them when you don’t get a bonus for it… glhf!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Snapback
Morningstar Flagbearer
Sensei’s Advice
Aged Sensei
Savior Monk


WORKERS
Aged Sensei


NextHand

Safe Attacking
Fox Primus
Grappling Hook
Smoker
Fox Viper


Discard

Sensei’s Advice
Morningstar Flagbearer
Snapback


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
hasty Zane suicides into your BRO, you get a gold - ($2)
hire Savior Monk - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

oh, i don’t want to worker any of my cards. i really like the white starter, and with growth in play i also want to stick to flagbearer for now

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Polymorph: Squirrel
Sentry


STARTING HAND
Scorch
Pillage
Nautical Dog
Bloodburn
Mad Man


WORKERS
Careless Musketeer
Bloodburn


NextHand

Polymorph: Squirrel
Makeshift Rambaster
Scorch
Charge
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float + Scavenger - ($7)
Worker - ($6)
Summon Argagarg Garg: Summon a Green Wisp - ($4)
Level Argagarg to Max: Summon a Water Elemental - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3) Anti Air
  • :psfist: Elite:
  • :ps_: Scavenger: Green Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg Garg (1/5) Level5

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

that was a nasty trap! but i think you got a bit lucky here, too :wink: excited to see how it plays out

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Huntress
Huntress


STARTING HAND
Grappling Hook
Safe Attacking
Fox Primus
Fox Viper
Smoker


WORKERS
Aged Sensei
Fox Viper


NextHand

Grappling Hook
Morningstar Flagbearer
Smoker
Huntress
Safe Attacking


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
expensive Tech I - ($3)
build a Tower - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Savior Monk (3/2) - healing 1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

that was a nicely set trap. wish i had my flagbearer or snapback at hand, to prevent spirit of the panda. both on hand 1, that’s lucky for him i guess.

smoker seems a bad option with arg’s midband buff. i could try to skip tech 1 too and go down in handsize to summon grave, hook his elemental, kill his wisp and summon fox primus as a patroller. but if he can buff a mad man or makeshift rambaster with spirit of the panda, grave’s dead next turn. not an option. that’s already a grim looking situation here. guess i tech up… and? build a tower or summon fox primus? really wish i had that flagbearer

I´am not sure about my turn…I think it was too expensive but I didn´t found a better alternative…Your tower is also a big problem :grimacing:

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Argonaut
Temporal Distortion


STARTING HAND
Polymorph: Squirrel
Makeshift Rambaster
Bloodrage Ogre
Scorch
Charge


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster


NextHand

Pillage
Bombaster
Nautical Dog
Mad Man
Sentry


Discard

Polymorph: Squirrel
Bloodrage Ogre
Charge
Scorch
Argonaut
Temporal Distortion


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech1 - ($3)
Cast Polymorph: your Monk is a Squirrel (1/1) really expensive for a monk… - ($0)
Tap Argagarg Garg: my Wisp get´s +1 Attack and +1 Armor
Wisp suicides into your monk: both dies

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3) Anti Air
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg Garg (1/5) Level5 :exhaust:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7

…i hoped so :smiley: but i thought you’d play another spell. what you did is essentially this pretty famous opening:

…together with the fast red starting deck that gave me a hard time to think yesterday evening :slight_smile: really strange, how time flies when thinking about tech choices and wise moves in such a situation. it was about 1am when i went to bed - still rather restless

i wonder if you have spirit of the panda at hand now? :slight_smile:

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Centaur
Reversal


STARTING HAND
Huntress
Grappling Hook
Safe Attacking
Morningstar Flagbearer
Smoker


WORKERS
Aged Sensei
Fox Viper
Smoker


NextHand

Fox Primus
Sensei’s Advice
Huntress
Snapback


Discard

Savior Monk (3/2) - healing 1
Safe Attacking
Grappling Hook
Centaur
Reversal


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Huntress - ($4)
Flagbearer - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

so now i’m not sure how to proceed… i wanted to lay down huntress and flagbearer to counter his panda-spell. chances are that he has it at hand right now… so i guess, i’ll stick to the plan and don’t rush to tech 2…

i’m tempted to tech in surprise attack for burst damage. however, if he goes for present and brings in immortals, reversal might be a good choice(?). i’m also thinking centaur or rambasa twin… guess centaur could be helpful if he goes for stampede and i can’t get to arg via snapback or grave’s max…

No, I don´t have Spirit of the Panda right now… :stuck_out_tongue_winking_eye:
Sorry, I forgot last turn to type in the 5HP for my Tech1 Building…

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Bloodlust
Kidnapping


STARTING HAND
Sentry
Mad Man
Bombaster
Pillage
Nautical Dog


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Pillage


NextHand

Bombaster
Scorch
Bloodlust


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Heroes Hall - ($4)
Play Sentry - ($2)
Play Mad Man - ($1)
Play Nautical Dog - ($0)
Water Elemental and Mad Man suicides into Huntress: she dies

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg Garg (1/5a) Level5
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nauticl Dog (1/1) Frenzy1
  • :target: Lookout:

In Play:

  • Sentry (3/2) Sparkshot, Anti Air

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

guess you wann get to drakk besides your max Arg? can’t let that happen

edit: oh sorry, of course zane can’t patrol after that action, which leaves him more vulnerable for your hasty units :confused: my bad… gotta try my luck, i guess. go on (and don’t hurt me)!

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Young Lightning Dragon


STARTING HAND
Snapback
Fox Primus
Huntress
Sensei’s Advice


WORKERS
Aged Sensei
Fox Viper
Smoker


NextHand

Snapback
Huntress (3/3a)
Young Lightning Dragon
Reversal
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($9)
skip worker
summon Zane - ($7)
cast expensive snapback - ($3)
remove Arg and drag in Drakk
Flagbearer kills your dog, you draw
Zane lvls to 4, - ($0)
kills Drakk and lvls to maxband

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Morningstar Flagbearer (2/1) :exhaust:
  • Captain Zane, L6 (4/4) :exhaust:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

i could summon zane, pay expensive snapback, kill dog and drakk to get a max lvl zane - i guess that will destroy his plan to summon drakk next turn and gets rid of max arg. he might be able to get to zane with mad man and rambaster. but i’ll take the risk


well, that draw was not what i wanted. it will be tough to find something to worker :frowning:

I think you read my face :astonished: It will be difficult for me now…

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Warp Gate Disciple
Hyperion


STARTING HAND
Scorch
Bombaster
Bloodlust
Kidnapping


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Pillage
Scorch


NextHand

Bloodrage Ogre
Polymorph: Squirrel
Temporal Distortion
Mad Man


Discard

Nauticl Dog
Sentry
Bloodlust
Kidnapping
Warp Gate Disciple
Hyperion


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Max Geiger and level him to 3 - ($3)
Play Bombaster - ($1)
Sentry (3/2) attacks Zane and is destroyed

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Max Geiger (2/4a) Level 3, Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
[b]P2T5[/b]
Tech StartingHand Workers

TECH
Young Lightning Dragon
Training Grounds


STARTING HAND
Huntress (3/3a)
Young Lightning Dragon
Snapback
Reversal
Surprise Attack


WORKERS
Aged Sensei
Fox Viper
Smoker
Reversal


NextHand

Savior Monk (3/2) - healing 1
Safe Attacking
Grappling Hook
Centaur


Discard

Surprise Attack
Young Lightning Dragon
Snapback
Young Lightning Dragon
Training Grounds
Morningstar Flagbearer (2/1) :exhaust:


Tech 2 card(s)
Get Paid - ($8)
Surprise Attack! - ($3)
tow sharks eat Geiger, lvls fizzle
Flagbearer trades with Bombaser, you draw
Zane destroys your Heroes’ Hall, 2 dmg to base
hire Huntress - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Huntress (3/3)
  • :target: Lookout:

In Play:

  • Captain Zane, L6 (4/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hm… that’s a lot of options. guess, i’ll worker reversal… :frowning:

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Dinosize
Immortal


STARTING HAND
Mad Man
Temporal Distortion
Polymorph: Squirrel
Bloodrage Ogre
Argonaut


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre


NextHand

Sentry
Charge
Hyperion


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play Argagar Garg: Summon a 0/1 Wisp - ($7)
Play Mad Man - ($6)
Play Polymorph: Your Huntress is a cute Squirrel - ($3)
Mad Man suicides into your Huntress ähh…Squirrel…you draw a card
Play Argonaut - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (3/4a) Readiness
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Argagar Garg (1/3) Level1
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
[b]P2T6[/b]
Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Centaur
Savior Monk (3/2) - healing 1
Safe Attacking
Grappling Hook
Sensei’s Advice


WORKERS
Aged Sensei
Fox Viper
Smoker
Reversal


NextHand

Surprise Attack
Fox Primus
Martial Mastery
Huntress
Young Lightning Dragon


Tech 2 card(s)
Get Paid - ($9)
skip worker (again)
Zane drags Argonaut to Scavenger with a borrowed Grappling Hook - ($8)
Zane trades with Argonaut, we both get a gold - ($9)
Tech Up! (Discipline) - ($5)
Hire Centaur - ($2)
summon Grave - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4a) - overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave Stormborne, L1 (2/3) - sparkshot
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

looking at my next hand I’m very satisfied with my tech choices up to here… that’s actually rare :wink: i got the impression, i end up with a non-playable deck most of the time

[b]P1T7[/b]
StartingHand Workers

STARTING HAND
Charge
Sentry
Hyperion


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre


NextHand

Mad Man
Immortal
Polymorph: Squirrel


Discard

Charge
Hyperion


Tech 0 card(s)
Get Paid + scavenger - ($11)
skip Worker
Argagar Garg levels to max Level: summon a 3/3 Water Elemental Token with Anti Air - ($9)
Cast expensive Charche on Water Elemental - ($6)
Tap Argagarg Garg to give the Water Elemental +1 Attack and 1 Armor
Water Elemental (5/3a) suicides into Centaur
Build Tech2 - ($2)
Play Sentry - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sentry (3/2) Sparkshot
  • :target: Lookout:

In Play:

  • Argagar Garg (1/5) Level5 :exhaust:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10

that t2 must not become operational!

[b]P2T7[/b]
Tech StartingHand Workers

TECH
Mind-Parry Monk
Mind-Parry Monk


STARTING HAND
Fox Primus
Huntress
Surprise Attack
Young Lightning Dragon
Martial Mastery


WORKERS
Aged Sensei
Fox Viper
Smoker
Reversal


NextHand

Training Grounds
Savior Monk (3/2) - healing 1
Grappling Hook
Snapback
Safe Attacking


Discard

Centaur (3/4a)
Surprise Attack
Young Lightning Dragon
Huntress
Martial Mastery
Fox Primus
Mind-Parry Monk
Mind-Parry Monk


Tech 2 card(s)
Get Paid - ($9)
skip Worker…
summon Zane and cast Surprise Attack - ($2)
Zane kills the Wisp, Shark #1 hits Sentry, you draw
lvl Grave to 3 for readiness - ($0)
Grave and Shark #2 break your Tech 2

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave Stormborne, L3 (3/4a) - sparkshot, readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Captain Zane, L1 (2/2) :exhaust:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

oh… just re-read the card text of mindparry monk. can’t target heroes AND units. i only had heroes in mind… :thinking: might have teched it in earlier instead of training grounds to prevent kidnapping and tricycloid sniping. on the other hand: training grounds and zane is a nice combo

anyway, seems like i’ll wait with YLD as i can break his tech 2 with sharks. i’m a bit tempted to skip worker again and lvl grave to 3 for readiness and one hp… guess i’ll do it despite bloating my deck

That struck home :woozy_face:… Now it´s over…your Surprise Attack put me over the edge…congrats :top: you played excellent

[b]P1T8[/b]
StartingHand Workers

STARTING HAND
Immortal
Polymorph: Squirrel
Mad Man
Nauticl Dog


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre


NextHand

Warp Gate Disciple
Temporal Distortion
Bloodlust
Kidnapping


Discard

Charge
Hyperion
Sentry
Immortal
Polymorph: Squirrel


Tech 0 card(s)
Get Paid - ($10)
Worker
Play Nauticl Dog - ($9)
Play Mad Man - ($8)
Build Heroes Hall - ($6)

Float ($6)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagar Garg (1/5a) Level5
  • :psfist: Elite:
  • :ps_: Scavenger: Nauticl Dog (1/1) frenzy
  • :pschip: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroes Hall: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 6
  • Workers: 10

Oh…I forgot to log in my Heroes Hall…

yeah, i guess that was the decisive turn. looking back i was very lucky to have surprise attack at hand in t7, as i teched only one copy. if you could have layed down your immortal, or tricycloid, or hyperion in t8, the match probably would have gone on with open ending.

like this, i can break your tech 2 again, so i guess it’s gg for real. feels good to win my first match against you :wink: the game felt much smoother and was mentally less exhausting than our first setup (at least on my side :stuck_out_tongue: )… i’m happy that i guessed your plan with summoning drakk after a heroes’ hall. but in the end i think that was pretty obvious. flooding the board with growth and buffing the units with drakk’s frenzy seems a good plan to me.

BTW: a very common combination is also strength/growth… seems to me that blood would add good synergies to that, too. in the spreadsheet under “quick deck selection” you can also see some common setups. there, they play it (anarchy, strength, growth).

anyways, here’s my turn:

[b]P2T8[/b]
Tech StartingHand Workers

TECH
Training Grounds
Surprise Attack


STARTING HAND
Training Grounds
Snapback
Safe Attacking
Savior Monk (3/2) - healing 1
Grappling Hook


WORKERS
Aged Sensei
Fox Viper
Smoker
Reversal
Safe Attacking


NextHand

Martial Mastery
Morningstar Flagbearer (2/1) :exhaust:
Sensei’s Advice
Huntress (3/3)


Discard

Centaur (3/4a)
Surprise Attack
Young Lightning Dragon
Huntress
Martial Mastery
Fox Primus
Mind-Parry Monk
Mind-Parry Monk
Grappling Hook
Snapback
Savior Monk (3/2) - healing 1
Training Grounds
Surprise Attack


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Training Grounds - ($7)
cast Grappling Hook to drag Arg to Elite
Grave hits Dog and sparkshots Mad Man, you draw and get a gold
Grave to max level, tap to throw sword at Arg, Zane to lvl3 - ($3)
pay to max Zane, Zane - buffed by training grounds - breaks your tech 2 again - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Captain Zane, L6 (5/4) :exhaust:
  • Grave Stormborne, L7 (5/5) - sparkshot, readiness :exhaust:
  • Training Grounds

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 13

Gold:

  • Gold: 0
  • Workers: 10

tomorrow, Andrea will be working and i got both kids. maybe i’ll find time to start the rematch, if you’re ok with it. of course you can switch a spec if you want. i passed quite some time in the forum the last few days and stumbled about this thread/post: Things to consider when building a deck / starting a multicolour game

i was not aware of all the aspects mentioned. but as you’ll see, when you look through my turns, i teched in young lightning dragon, as i reckoned your specs would probably have a problem with flying units. personally, i hate having no upgrade removal in my deck. i like the idea of “swiss army knife solutions” who have at least theoretically an answer to everything… the practical execution is of course another issue.

OK…This is my last turn for today…We are celebrating Nikolaus tomorrow, so I think I don´t have a lot of time. I don´t switch a spec, I try it one more time if it´s ok for you… Have fun with your kids tomorrow and you can restart the game whenever you want. And thank`s for the link, I will have a look at it. Have a good night and congrats once again!! :grinning:

[b]P1T9[/b]
StartingHand Workers

STARTING HAND
Bloodlust
Kidnapping
Warp Gate Disciple
Temporal Distortion
Dinosize
Hyperion


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Pillage
Scorch
Bloodrage Ogre


NextHand

Immortal
Nauticl Dog
Dinosize
Charge
Sentry


Discard

Temporal Distortion
Warp Gate Disciple
Hyperion
Kidnapping


Tech 0 card(s)
Get Paid + float - ($16)
Worker - ($15)
Play Drakk Ramhorn and max him - ($8)
Play Max Geiger - ($6)
Cast Bloodlust on both heroes - ($4)
Drakk suicides into Zane: Max levels to Level 3
Tap Max Geiger and discard a card and draw 1 Card…wrong card…
Level Max Geiger to Max Level - ($2)

Float ($2)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Max Geiger (3/3) Sparkshot Level5

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10

seems like you still have an ace up your sleeve i don’t see :wink:

so, here’s my next turn:

[b]P2T9[/b]
StartingHand Workers

STARTING HAND
Huntress (3/3)
Martial Mastery
Morningstar Flagbearer (2/1) :exhaust:
Sensei’s Advice
Young Lightning Dragon
Martial Mastery


WORKERS
Aged Sensei
Fox Viper
Smoker
Reversal
Safe Attacking


NextHand

Grappling Hook
Centaur (3/4a)
Mind-Parry Monk
Snapback


Discard

Martial Mastery
Huntress (3/3)


Tech 0 card(s)
Get Paid - ($10)
summon Calamandra, tap Training Grounds to max her - ($8)
Grave breaks your tech 2
hire a Flagbearer - ($5)
cast Martial Mastery, discard a card, draw twice - ($4)
hire Young Lightning Dragon - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra Moss, L5 (5/5a) - grants resist 1 to units
  • :psfist: Elite:
  • :ps_: Scavenger: Morningstar Flagbearer (2/2)
  • :pschip: Technician: Grave Stormborne, L7 (5/5) - sparkshot, readiness
  • :target: Lookout: Young Lightning Dragon (3/3)

In Play:

  • Training Grounds

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 10

edit: no float, as Flagbearer costs 3,not 2… 2nd edit: did not worker, float 1 again