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 Rookās 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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[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]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
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 donāt know what the play is, but I have a feeling Rook needs to die this turn. Unless itās all an elaborate bait, who knows. Iāve 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 donāt, 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 canāt play anything useful next turn.
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]
[I]Squad Leader[/I]: Blooming Ancient (4/6+a) (+2/+2)
[I]Elite[/I]: Wisp (0+1/1)
[I]Scavenger[/I]:
[I]Technician[/I]: Argagarg Garg Lv. 1 (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
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 Iād 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 itās 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 isnāt 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 Iām 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 didnāt 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 techād 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 Iāve 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 Iām 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 Iām 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 Iād 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, Iāll 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 didnāt 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 Iām going to try Necro/Disease/Blood for this one. I rolled a 9, so youāre probably first
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]
[I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Mad Man (1/1) (Haste)
[B]Buildings:[/B]
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¦ Iāll have to think of a countermeasure.
Just want to say, that was a really cool game! Some very explosive turns on both sides and a lot of things I wouldnāt 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 āDirtyā Mono-color with Finesse is as strong or stronger than regular Mono-color.
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]
[I]Squad Leader[/I]: Bombaster (2/2)
[I]Elite[/I]:
[I]Scavenger[/I]: Mad Man (1/1) (Haste)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook Lv. 1 (2/4+a)
[B]Buildings:[/B]
Base HP: 20
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 Iād gotten Ogre this turn instead of last. New hand doesnāt include either of my techs, so this is looking to be an uphill battleā¦
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]
[I]Squad Leader[/I]: Thieving Imp (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jandra, the Negator (3/1, Overpower, Dies from combat: non-demon units die)
[B]Buildings:[/B]
Base HP: 19
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 Iām happy about. Plague Spitter is great against birdās nest, so no worries there. Disease in general is pretty good against Rook, I think.
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]
[I]Squad Leader[/I]: Mad Man (1/1+a) (Haste)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog (1/1) (Frenzy 1)
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook Lv. 1 (2/4) (Unstoppable by lone patrollers)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
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. Iām expecting a blowout, but what can I do?
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]
[I]Squad Leader[/I]: Orpal Lv. 4 2/4+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Thieving Imp (2/1)
[B]Buildings:[/B]
Base HP: 19
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 thatās okay. Itās possible I can kill a bunch of stuff with Sickness again next turn if I draw it, weāll 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, heāll be valuable into the late game.
About 10 minutes after posting the turn, which the forums helpfully tell me was an hour ago. Itās 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 Iāve posted, itās kind of a huge boon to you if you know exactly what cards (and hero spells) Iāve techād and have in hand when youāre planning your turn. Element of surprise is huge.
Itās early enough that we could just restart if you wanted to?
Next time Iād 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 couldnāt change my turn at the time because I had to get to class. I guess in the future, Iāll hide/remove the turn while Iām getting the new one readyā¦
Letās go ahead and redo the game. As it happens, part of your turn was illegal anyway (Sickness canāt target the same unit or hero twice), so weād have to roll something back anyway. I probably canāt 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
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 donāt miss it
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. Iāll try to remember to tag you if anything happens!
Yeah, reading it again, it doesnāt 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¦