Casual: Stokes vs Hobusu

Player 1 Turn 7


Starting Hand and Workers

STARTING HAND

Nautical Dog
Charge
Calypso Vystari


WORKERS

Bloodburn
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre
Polymorph: Squirrel
Nautical Dog


Next Hand

Surprise Attack
Blooming Ancient
Makeshift Rambaster
Mad Man


Discard

Spirit of the Panda
Pirate Gunship
Pirate Gunship
Oversized Rhinocerous
Might of Leaf and Claw
Charge
Calypso Vystari


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Summon and max Rook - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Garus Rook (4/6) (Two Lives, unstoppable by lone patrollers)
  • :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 (Growth)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

As expected. Spending this turn just getting my hand size back up. Just need to get Tech III up safely next turnā€¦

P2T7


Tech StartingHand Workers

TECH
Appel Stomp
Appel Stomp


STARTING HAND
Spirit of the Panda
Forestā€™s Favor
Nimble Fencer


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector
Forestā€™s Favor


NextHand

Martial Mastery
Sparring Partner
Martial Mastery


Discard

Versatile Style
Spirit of the Panda
Playful Panda
Rampant Growth
Guargum
Guargum
Nimble Fencer
Spirit of the Panda
Appel Stomp
Appel Stomp


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Argagarg taps to give River +1/+A
River kills Bombaster, takes 1 damage
Summon Nimble Fencer - ($6)
Nimble Fencer does 2 damage to Rook and dies
Max level Grave, Grave attacks with readiness, killing Rookā€™s first life - ($0)
Grave uses his sword rune to finish off Rook, giving two levels to River, who heals

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]
  • Grave Lv. 7 (4/1)
  • Argagarg Lv. 5 (1+1/5+1)
  • River Lv. 3 (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroesā€™ Hall HP: 4

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

  • Hand: 3
  • Deck: 4
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

All of his gold to max Rook? Very interesting. I donā€™t know what the play is, but I have a feeling Rook needs to die this turn. Unless itā€™s all an elaborate bait, who knows. Iā€™ve agonized for a while over how to play my hand here. If I had 1 more gold, I could pull all off this off and get a blocker, but I donā€™t, which means he can trade Zane for one of my heroes next turn if he wants. More likely, he uses Rambaster or Madman, giving free levels to whoever he decides to send out. The game could be over for me already, unless he has made some big mistake.

POST DRAW: Wooooooooow. I drew both Martial Masteries, which are going to be absolutely useless when he inevitably kills Grave. This may be the end, since I canā€™t play anything useful next turn.

Player 1 Turn 8


Starting Hand and Workers

STARTING HAND

Makeshift Rambaster
Mad Man
Blooming Ancient
Surprise Attack
Gunpoint Taxman


WORKERS

Bloodburn
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre
Polymorph: Squirrel
Nautical Dog


Next Hand

Surprise Attack
Bombaster
Mad Man
Spirit of the Panda
Pirate Gunship


Tech 0 card(s)
Get Paid - ($11)
Recruit Blooming Ancient - ($7)
Summon Argagarg and Wisp; Blooming Ancient gets 2 runes - ($5)
Build Tech III - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Blooming Ancient (4/6+a) (+2/+2)
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg Garg Lv. 1 (1/3)
  • :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 (Growth)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

If Iā€™d gone for Surprise Attack I could have killed two of his heroes, but what good would that do if I have to skip Tech III to do it? This was the option that gave the best defense, though there are ways around it (if he teched Reversal itā€™s probably game over). Got only one Gunship in my new hand, so not all is lost if Tech III gets destroyedā€¦ But other than that, this isnā€™t a very good hand for defending.

I have two Martial Masteries in hand, so I can see that you have a Pirate Gunship in hand, and I have nothing I can kill your Tech III with, so Iā€™m going to concede.

I lost this game on turn 4, going for a rush to clear all your units. It might have been fine, but you literally had the only card combination that could stop me: both your haste units and charge, and I didnā€™t patrol the Wisp in Squad Lead to force you to commit to taking it outā€¦ Even one Fencer surviving that round would have paid dividends and maybe ended the game. It was a tech I rush gambit that failed.

From there I lost on bad tech choices. I techā€™d in two Martial Masteries to ensure that I would get my Versatile Style in time to take out MoLaC. Of course I get Versatile Style my first draw, which means the two Martial Masteries were useless for the rest of the game. Imagine if the two Martial Masteries in my hand at the end had both been Reversals instead? I might have had a chance.

Looking back, I feel like I just shot myself in the foot over and over again this game, especially with Tech choices. Growth/DIscipline/Finesse is fun to play, with the buffed hasty fencers, but Iā€™ve never had my Panda Fencers survive more than one turn, and I keep losing games with it, so I probably need to rethink my strategy if Iā€™m going to keep playing it, hah.

Wowā€¦ I was the one expecting to be saying things along those lines. My strategy this game was a mess, since I somehow forgot that you had Marital Mastery (though Iā€™m sure it was terrifying to see MoLaC get 4 runes the same turn it got played). In hindsight, I would have had a much more solid game if Iā€™d gone for Anarchy Tech II and maybe used a Tech Lab to sneak in MoLaC.

Yeah, that was pretty risky, but it almost worked. A single extra blocker would probably have let you win easily, so this was a close game too. Since this went faster than I expected, are you up for another game? Feel free to switch to a different codex if you want, Iā€™ll stick with this one.

Yeah Anarchy Tech II was the thing I was afraid of from the beginning. I felt pretty confident when I saw you went Growth, since I didnā€™t see anything in Growth that I felt was very threatening to my strategy. Once the Techlab went down though, I started sweating, haha.

I think Iā€™m going to try Necro/Disease/Blood for this one. I rolled a 9, so youā€™re probably first :wink:

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Mad Man
Bloodburn
Charge
Careless Musketeer
Bloodrage Ogre


WORKERS

Bloodburn


Next Hand

Scorch
Pillage
Nautical Dog
Bombaster
Makeshift Rambaster


Discard

Bloodrage Ogre
Careless Musketeer
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Rook - ($1)
Recruit Mad Man - ($0)
Mad Man pokes your base for 1 damage

Float ($0)
Discard 3, draw 5


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (1/1) (Haste)
    [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

Not thrilled by the opening split hereā€¦ Would have preferred to swap Mad Man for Nautical Dog and Ogre for Bombaster. My main concern is that he could go for Orpal and Plague Spitters to cripple Rookā€¦ Iā€™ll have to think of a countermeasure.

P2T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Graveyard
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator


WORKERS
Skeleton Javelineer


NextHand

Sacrifice the Weak
Thieving Imp
Skeletal Archery
Deteriorate
Poisonblade Rogue


Discard

Summon Skeletons
Pestering Haunt
Graveyard


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Jandra, the Negator - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator (3/3+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: 19

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Rook opening. I think Jandra start will be most threatening back, so Iā€™m going with that.

@Stokes52 @Hobusu

Just want to say, that was a really cool game! Some very explosive turns on both sides and a lot of things I wouldnā€™t have done (that worked out much better than I would have guessed!). That nimble fencer opening is frightening and I can see why people say ā€œDirtyā€ Mono-color with Finesse is as strong or stronger than regular Mono-color.

2 Likes

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Birdā€™s Nest
Calypso Vystari


STARTING HAND

Pillage
Nautical Dog
Bombaster
Scorch
Makeshift Rambaster


WORKERS

Bloodburn
Pillage


Next Hand

Charge
Scorch
Makeshift Rambaster
Nautical Dog
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Recruit Bombaster - ($0)

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


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

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

Right, Jandra. Not much to think about here, and I stand by wishing that Iā€™d gotten Ogre this turn instead of last. New hand doesnā€™t include either of my techs, so this is looking to be an uphill battleā€¦

P2T2


Tech StartingHand Workers

TECH
Plague Spitter
Sickness


STARTING HAND
Thieving Imp
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Deteriorate


WORKERS
Skeleton Javelineer
Poisonblade Rogue


NextHand

Pestering Haunt
Skeletal Archery
Sacrifice the Weak
Sickness
Summon Skeletons


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Thieving Imp, you randomly discard #5 - ($1)
Jandra kills Bombaster and takes 2 damage.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jandra, the Negator (3/1, Overpower, Dies from combat: non-demon units die)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Jandra gets to kill something for free! I will have a total of 5 attack that he will need to deal with on his next turn, which Iā€™m happy about. Plague Spitter is great against birdā€™s nest, so no worries there. Disease in general is pretty good against Rook, I think.

Edit: Do you mind if I redo this turn? Iā€™ve thought of a different line thatā€™s better since posting this.

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Gunpoint Taxman
Giant Panda


STARTING HAND

Charge
Makeshift Rambaster
Nautical Dog
Scorch
Bloodrage Ogre


WORKERS

Bloodburn
Pillage
Scorch


Next Hand

Careless Musketeer
Bloodrage Ogre
Calypso Vystari
Birdā€™s Nest


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build a Tower - ($2)
Recruit the Nautical Dog! - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Mad Man (1/1+a) (Haste)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1) (Frenzy 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook Lv. 1 (2/4) (Unstoppable by lone patrollers)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

Of course Ogre was the one to get discarded! Why would it be anything else? Still, building a Tower makes it almost the same. Iā€™m expecting a blowout, but what can I do?

P2T3


Tech StartingHand Workers

TECH
Sickness
Hooded Executioner


STARTING HAND
Summon Skeletons
Sickness
Pestering Haunt
Sacrifice the Weak
Skeletal Archery


WORKERS
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt


NextHand

Deteriorate
Skeletal Archery
Plague Spitter
Graveyard
Jandra, the Negator


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Summon Orpal - ($5)
Jandra trades with Nautical Dog, 1 overpower damage kills Mad Man (Her death does not kill Thieving Imp, her demon friend.)
Orpal casts sickness, place -2/-2 on Rook. - ($3)
Thieving Imp safely kills Rook, recieving 1 tower damage. Orpal levels to 3.
Level Orpal to midband - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Orpal Lv. 4 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Thieving Imp (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

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

Cleared his board at the cost of Jandra. Not too shabby. Not enough to Tech II, but thatā€™s okay. Itā€™s possible I can kill a bunch of stuff with Sickness again next turn if I draw it, weā€™ll see. I thought about teching another Plague Spitter, but I think Hooded Executioner might be even better. 2x Sickness + Max Orpal allows me to easily kill weaker units, which could mean Executioner gets to kill off a high value target. AND, heā€™ll be valuable into the late game.

Woops. When did you do that edit? I kinda already did my turnā€¦ :frowning:

About 10 minutes after posting the turn, which the forums helpfully tell me was an hour ago. Itā€™s fine if you want to stick with what we did, but I realized almost immediately after that my turn was terribleā€¦

Ah man. Well since Iā€™ve posted, itā€™s kind of a huge boon to you if you know exactly what cards (and hero spells) Iā€™ve techā€™d and have in hand when youā€™re planning your turn. Element of surprise is huge.

Itā€™s early enough that we could just restart if you wanted to?

Next time Iā€™d say feel free to go ahead and edit it as soon as you want, but use the @mention to give me a notification that you changed what you played.

I couldnā€™t change my turn at the time because I had to get to class. I guess in the future, Iā€™ll hide/remove the turn while Iā€™m getting the new one readyā€¦

Letā€™s go ahead and redo the game. As it happens, part of your turn was illegal anyway (Sickness canā€™t target the same unit or hero twice), so weā€™d have to roll something back anyway. I probably canā€™t post for most of an hour, so feel free to go first if you want.

You can double target units with Sickness, I double checked before playing it :slight_smile:

You can also choose to have just one target if you want: just one unit or just one hero. ā€” Sirlin

Mind if I try a different Codex? I just played this one because I had no idea what I wanted to do, but now I have something I want to try haha. Totally cool with turn changes in the future, just use the @mention so I donā€™t miss it :slight_smile:

Put a -1/-1 rune on up to two units and/or heroes.

Each unit or hero that gets targeted can only have 1 rune put on it from a single use of Sickness. This came up in the Rules Questions thread not too long ago (maybe a month at most).

Go ahead and try a different codex if you like. Iā€™ll try to remember to tag you if anything happens!

Yeah, reading it again, it doesnā€™t explicitly say you can choose the same target twice, just that you can choose to have only one target. The ruling is worded in a really confusing way. Oh well. Disease keeps showing up as a less and less useful spec with all of the restrictions on when and how you can apply -1/-1 runesā€¦

Iā€™ll play Finesse/Growth/Balance.

1 Like