Casual: Stokes vs Hobusu

Here we go… GL HF!

"P1T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Thieving Imp
Poisonblade Rogue
Deteriorate
Skeletal Archery


WORKERS
Poisonblade Rogue


NextHand

Graveyard
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak


Discard

Pestering Haunt
Skeletal Archery
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp (random discard #1) - ($0)

Float ($0)
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]: Thieving Imp
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [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
    "

Good luck to you too! By the way, it’s usually a good idea to let your opponent know that you’ve made the thread by mentioning them (@username). That way the forums will give them a notification.

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Savior Monk
Fox Primus
Grappling Hook
Aged Sensei
Smoker


WORKERS

Fox Primus


Next Hand

Sensei’s Advice
Safe Attacking
Fox Viper
Morningstar Flagbearer


Discard

Aged Sensei
Smoker
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Rook - ($2)
Recruit Savior Monk - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Savior Monk (2/2) (Healing 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

His codex is fairly similar to mono-black, but I don’t actually have that much experience against that… Decided that getting early pressure is probably more important than skipping a unit to get hand size back up. Thankfully, the lack of Disease means he can’t go for the full hand destruction strategy.

oops, edited in patrol zone Vandy.

Oh thanks for the tip! I’ll do that next time. Rook and a healer on the first turn? That’s a scary combo that I think I need to get rid of quick, haha.

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer
Graveyard


WORKERS
Poisonblade Rogue
Summon Skeletons


NextHand

Pestering Haunt
Bone Collector
Jandra, the Negator
Sacrifice the Weak
Bone Collector


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Imp attacks Rook (dies, rook takes 1)
Sacrifice the Weak (You lose Savior Monk) - ($2)
Vandy - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy (2/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

Alright, I’m dealing with a healing Rook. He’s gone down a card because of Imp, but I need to respond to his board presence. I would love to get graveyard out early (so I can keep Imp-spamming), but I think I need to sacrifice the weak early to get that monk out of the way. If I attack with my Imp, THEN StW, I think that does it, and I can still do damage. Then put Vandy out on defense duty. We’ll see how this goes.

"

Small nitpick, but you need to summon Vandy before casting Sacrifice the Weak. Nothing actually changes about your turn except the order, but it’s good to get in the habit so that more complex turns aren’t an issue. I actually make a point of writing it as “Hero casts Spell” so that I don’t forget.

Anyway, I think I’m going to wait until tomorrow before taking my next turn. It’s getting late here, and I’ve been thinking about Codex for a large portion of the day…

1 Like

You are correct, thank you. Good habit to build. I’ll catch your turn tomorrow then :smile:

1 Like

Player 2 Turn 2


Tech, Starting Hand and Workers

TECH

Sparring Partner
Bird’s Nest


STARTING HAND

Sensei’s Advice
Fox Viper
Safe Attacking
Morningstar Flagbearer
Snapback


WORKERS

Fox Primus
Fox Viper


Next Hand

Snapback
Bird’s Nest
Smoker
Grappling Hook
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Recruit Morningstar Flagbearer - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Morningstar Flagbearer (2/2+a) (Must be targetted if possible)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Garus Rook Lv. 1 (2/3) (Resist 1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

This is a pretty awkward position to be in… I think this should protect Rook long enough to get something going.

Alright, here we go @Hobusu

"P1T3


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Sacrifice the Weak
Pestering Haunt
Bone Collector
Jandra, the Negator
Bone Collector


WORKERS
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator


NextHand

Skeleton Javelineer
Skeletal Archery
Deteriorate
Thieving Imp
Graveyard


Discard

Sacrifice the Weak
Bone Collector
Bone Collector
Pestering Haunt
Discord
Discord


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Vandy casts Sacrifice the Weak (you lose Morningstar Flagbearer) - ($2)
Vandy +2 levels to midband - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy Androse Lv.3 (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I completely forgot about tech I last turn, which means the two wonderful bone collectors in my hand right now are completely wasted. I knew I was forgetting something! What now? I definitely need to worker and Tech 1. 4 gold left. (Man, I would have loved to play 2 bone collectors here…). Luckily I have StW in my hand again after the reshuffle. 2 gold for 3 gold seems like a good trade. Now, should I float, or upgrade Vandy? If I don’t upgrade Vandy to 4hp, I think he can use spells and Rook levels to knock her out, which would be quite bad. I will reshuffle after turn 4, which means my tech choices now could be in my hand by turn 5. My absolute best scenario on turn 5 is Tech II finished, Teras Q + Discord in hand. Drop 8 gold, and suddenly unshackled Teras is on the board. We’ll see how it goes in reality.

"

1 Like

Player 2 Turn 3


Tech, Starting Hand and Workers

TECH

Inverse Power Ninja
Fuzz Cuddles


STARTING HAND

Bird’s Nest
Grappling Hook
Snapback
Smoker
Sensei’s Advice


WORKERS

Fox Primus
Fox Viper
Smoker


Next Hand

Aged Sensei
Safe Attacking
Savior Monk
Sparring Partner


Discard

Morningstar Flagbearer
Snapback
Sensei’s Advice
Grappling Hook
Inverse Power Ninja
Fuzz Cuddles


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook casts Bird’s Nest, summoning Cucco and Pipi - ($5)
Rook casts resisted Snapback to replace Vandy with Garth - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Cucco (1/1) (Flying)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Pipi (1/1) (Flying)
    [B]In Play:[/B]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

He didn’t notice that he had lethal against Rook! That hardly gets me out of the woods, though… I elected to use Snapback even with resist because Vandy just had too much ATK to deal with. Swapping her out for a hero with 1 ATK before leveling up seemed like a good idea, but who knows? Went with Inverse Power Ninja in case Rook dies (with only Birds, she’s a 4/4 for 3) and Fuzz Cuddles in case he lives (and also as a bit of a blocker).

P1T4


Tech StartingHand Workers

TECH
Terras Q, the Shackled
Terras Q, the Shackled


STARTING HAND
Thieving Imp
Skeleton Javelineer
Deteriorate
Graveyard
Skeletal Archery


WORKERS
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator
Skeletal Archery


NextHand

Graveyard
Discord
Thieving Imp
Bone Collector
Discord


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II - ($2)
Garth Deteriorates lookout bird (resist 1) - ($1)
Garth summon skeleton - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Garth (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I don’t actually mind him playing snapback. My whole plan revolves around surviving long enough to get tech II units in play. He opted to summon birds and snapback instead of going for higher tech, which I think works out in my favor. I have deteroriate, so I think it’s pretty clear I should use it to clear a bird. The question is, do I give him the gold, or pay 1 to kill his lookout bird? I don’t think I need the extra gold. I’m pretty sure Garth dies no matter what next turn, unless somehow he has no spells in his hand. A lot depends on my next turn’s hand. He could have a max level Rook, and myself with nothing to answer, if the draw goes poorly.

POST DRAW THOUGHTS: Ok, I think drawing both Discords now is the worst possible scenario. It means my Terras Q into Discord combo just isn’t going to work for a few turns.

Player 2 Turn 4


Tech, Starting Hand and Workers

TECH

Porcupine
Porcupine


STARTING HAND

Safe Attacking
Aged Sensei
Savior Monk
Sparring Partner


WORKERS

Fox Primus
Fox Viper
Smoker


Next Hand

Inverse Power Ninja
Safe Attacking
Grappling Hook
Fuzz Cuddles
Savior Monk


Tech 2 card(s)
Get Paid + float - ($9)
Bird’s Nest resummons Pipi
Build Ninjutsu Tech II - ($5)
Recruit Sparring Partner - ($4)
Level Rook to Lv. 5 - ($0)
Rook and Cucco kill Garth; Rook takes 1 damage and gains 2 free levels

Float ($0)
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]: Pipi (1/1) (Flying)
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Garus Rook Lv. 7 (3/4)
  • Cucco (1/1) (Flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I’m pretty sure my worry about Vandy blinded me from the threat of a Terras Q combo for long enough that it’ll be hard to kill the thing if he gets it out. My best attempt is two bring in two Porcupines, though it looks like I didn’t draw one. I’ll have to take advantage of Rook’s Two Lives to block it long enough; it’s a good thing that I was able to get free levels from killing Garth. Only 1 gold needed to max him, so it shouldn’t stop me from getting anything else I need (like a Tower).

Man, It’s been a board control bloodbath so far.

P1T5


Tech StartingHand Workers

TECH
Blackhand Dozer
Blackhand Dozer


STARTING HAND
Discord
Bone Collector
Graveyard
Thieving Imp
Discord


WORKERS
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator
Skeletal Archery


NextHand

Sacrifice the Weak
Deteriorate
Pestering Haunt
Terras Q, the Shackled
Skeleton Javelineer


Discard

Discord
Bone Collector
Discord
Thieving Imp
Graveyard
Blackhand Dozer
Blackhand Dozer


Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Summon River - ($6)
River casts Discord (-2/-1 to all tech 0/1) (kills both birds) - ($4)
Skeleton kills Sparring Partner (takes no damage back)
Summon Bone Collector - ($2)
River levels up to 3 - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: River (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Bone Collector (3/3)
    [B]In Play:[/B]
  • Skeleton (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

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

  • Hand: 5
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Rook is going to be a problem very soon. Not drawing either Terras Q hurts. It hurts even more since when I DO draw him, my Discords will be in the discard. I think I just need some solid bodies on the table, so I’m teching some Tier II units. I could tech Garth spells, like Nether Drain for Rook, but I think I just need to get guys on the field that can stay for more than one turn.

So, a good game then? :smile:

Player 2 Turn 5


Tech, Starting Hand and Workers

TECH

Hidden Ninja
Glorious Ninja


STARTING HAND

Inverse Power Ninja
Safe Attacking
Savior Monk
Fuzz Cuddles
Grappling Hook
Porcupine


WORKERS

Fox Primus
Fox Viper
Smoker
Inverse Power Ninja


Next Hand

Snapback
Morningstar Flagbearer
Sensei’s Advice
Porcupine
Aged Sensei


Discard

Sparring Partner
Grappling Hook
Savior Monk
Safe Attacking
Hidden Ninja
Glorious Ninja


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Bird’s Nest revives Cucco and Pipi
Worker - ($8)
Recruit Porcupine - ($5)
Recruit Fuzz Cuddles - ($3)
Summon Setsuki - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Porcupine (2/6+a) (Deathtouch)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Fuzz Cuddles (2/3) (Healing 2, Resist 1)
    In Play:
  • Bird’s Nest
  • Garus Rook Lv. 1 (2/3)
  • Setsuki Hiruki Lv. 1 (1/3) (Costs 1 to attack)
  • Cucco (1/1) (Flying)
  • Pipi (1/1) (Flying)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6
    Gold:
  • Gold: 1
  • Workers: 9

[details=Thoughts][spoiler]So! I got a Porcupine out, and if he wants to prevent Terras Q from being a waste of money, he’ll have to kill it immediately. Fuzz Cuddles will heal damage it takes, so he has to kill it, and that’s hard when it has 6 HP + 1 armor. Also, I have another in my hand. :slight_smile:

Teched Glorious Ninja as essentially hard removal against 1 thing with 4 HP or less per turn and Hidden Ninja as a cantrip that might just let me snipe something important (like Terras Q if I can use it on a Porcupine)[spoiler][/details]

P1T6


Tech StartingHand Workers

TECH
Doom Grasp
Doom Grasp


STARTING HAND
Deteriorate
Bone Collector
Terras Q, the Shackled
Thieving Imp
Graveyard


WORKERS
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator
Skeletal Archery
Pestering Haunt


NextHand

Bone Collector
Discord
Terras Q, the Shackled
Doom Grasp


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Terras Q (You get four 0/1 Warlock tokens) - ($1)
Skeleton Javelineer - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1) (Token)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • River (2/4)
  • Terras Q, the Shackled (15/15)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I think I’m hosed this game. Looking back, I think I should have made different tech choices to deal with Rook. This turn, assuming he doesn’t Earthquake away all my buildings or use spells to sideline all my patrollers, I think I can keep either River or Terras Q alive for next turn. I’m okay with trading Terras Q for a Porcupine, because it will keep River alive for one more turn, but we’ll see. It’s looking bleak.

You might want to confirm this in the Rules Questions thread, but I’m pretty sure River has to pay an extra 1 gold to use Black starting spells.

1 Like

Ah, I didn’t know that. In that case, I’ll discard deteriorate for the extra draw instead, and you’ll get the bird back. I’ll edit my post + draw the card when you confirm.

Unless you have an absolutely terrible hand this turn, I expect the game is close to over anyways.

1 Like

From page 11 of the full rulebook:

Casting Spells

Your starting deck spells are called “minor spells.” They are tied to a specific color rather than a specific spec. For example, the red minor spells say “Red Magic” at the bottom, rather than “Anarchy Magic”, etc. That means any red hero can cast them. If you only have a non-red hero in play, you can STILL cast a minor spell, but you have to pay 1 extra gold.

If you’re using the neutral faction’s starting deck from the Bashing vs. Finesse starter set, you don’t have to pay an extra gold because any hero can cast neutral spells without penalty.

Reading this literally, it indicates that using a neutral minor spell never costs an extra gold, but using a colored minor spell costs an extra gold if the hero casting it does not match the spell’s color. Thus, since a neutral hero never matches the color of a colored spell, they always have to pay 1 extra gold to cast one. Satisfied? :wink:

Sounds good to me! Feel free to take your turn, with the modulations in my above comment (deteriorate discarded instead, birdie still alive) :slight_smile:

Edit: fixed issue with Warlocks not having any ATK.

Player 2 Turn 6


Tech, Starting Hand and Workers

TECH

Fox’s Den Students
Fox’s Den Students


STARTING HAND

Porcupine
Morningstar Flagbearer
Aged Sensei
Snapback
Sensei’s Advice


WORKERS

Fox Primus
Fox Viper
Smoker
Inverse Power Ninja
Morningstar Flagbearer


Next Hand

Sparring Partner
Glorious Ninja
Sensei’s Advice
Fox’s Den Students
Fox’s Den Students


Tech 2 card(s)
Get Paid + float - ($10)
Fuzz Cuddles heals 1 damage from Rook
Worker - ($9)
Level Setsuki to max - ($4)
Pipi drops an egg full of tiny birds on Bone Collector! They remove its armor and do 1 damage before disappearing offscreen
Setsuki swiftly finishes off Bone Collector
Cucco and Fuzz Cuddles take out your Skeletons; Fuzz Cuddles takes 1 damage, you gain 1 gold and draw 1 card
Porcupine hugs Terras Q, who crushes him in his arms before dying to prickles
Recruit another Porcupine - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Porcupine (2/6+a)
  • :psfist: [I]Elite[/I]: Warlock (0+1/1)
  • :ps_: [I]Scavenger[/I]: Warlock (0/1)
  • :pschip: [I]Technician[/I]: Warlock (0/1)
  • :target: [I]Lookout[/I]: Warlock (0/1) (Resist 1)
    [B]In Play:[/B]
  • Bird’s Nest
  • Garus Rook Lv. 1 (2/3)
  • Setsuki Hiruki Lv. 6 (3/4) (Costs 1 to attack, swift strike when attacking, Upkeep: draw 2)
  • Cucco (1/1) (Flying)
  • Pipi (1/1) (Flying)
  • Fuzz Cuddles (2/2) (Healing 2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

OK, so revising the turn meant that I couldn’t take out River… But I get max level Setsuki instead of Rook and drop a Porcupine alongside her. I’m quite OK with that trade, especially since having to reshuffle meant getting both copies of FDS in my new hand.

I’m afraid the Warlocks do not have any attack value. They are 0/1 tokens. :frowning:

Ah. Well then… I’ll have to alter my turn a bit. Give me a minute…

@Stokes52, it’s fixed now. Enough had to change that I drew a new hand for next turn.