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[CAWS18] Dreamfire [Strength]/Blood/Future vs witspur [Disease]/Blood/Anarchy


#1

@witspur GL HF in our epic rematch!

P1T1


StartingHand Workers

STARTING HAND
Fox Primus
Safe Attacking
Snapback
Savior Monk
Aged Sensei


WORKERS
Fox Primus


NextHand

Fox Viper
Sensei’s Advice
Morningstar Flagbearer
Smoker
Grappling Hook


Discard

Savior Monk
Snapback
Safe Attacking


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook lvl 1 (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Hoping I can do better in the rematch as P1. Got a pretty good opening split with Sensei in my 1st hand and Hook in my 2nd.
Sensei goes in scav so that if he dies to Deteriorate, I can play Viper and Smoker next turn.
I’ll probably get some combination of Birds, Glaxx and Bomber as my first teched cards, depending on witspur’s opening.


#2

Hey Dream, GL and HF!

"P2T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Thieving Imp
Skeletal Archery
Skeleton Javelineer
Jandra, the Negator


WORKERS
Skeletal Archery


NextHand

Sacrifice the Weak
Pestering Haunt
Graveyard
Summon Skeletons
Deteriorate


Discard

Thieving Imp
Skeleton Javelineer
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+A)
  • :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: 1
  • Workers: 6
    "

#3

P1T2


Tech StartingHand Workers

TECH
Gilded Glaxx
Birds’ Nest


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Sensei’s Advice
Fox Viper
Smoker


WORKERS
Fox Primus
Fox Viper


NextHand

Birds’ Nest
Safe Attacking
Snapback
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Grappling Hook moves Jandra to lookout.
Exhaust Sensei to buff Rook.
Rook kills Jaina.
Smoker - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Smoker (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook lvl 1 (2/2)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Getting some value out of my opening split here. I could lose Rook to Zane+Deteriorate, but witspur won’t get free levels without delaying tech 1.
Smoker on elite is almost strictly better than Fox Viper here, so I’ll save the $1.
Thieving Imp would suck a little bit, but I can get HH for Vir to manage my hand.


#4

"P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Gunpoint Taxman


STARTING HAND
Summon Skeletons
Graveyard
Pestering Haunt
Deteriorate
Sacrifice the Weak


WORKERS
Skeletal Archery
Pestering Haunt


NextHand

Skeleton Javelineer
Deteriorate
Graveyard
Poisonblade Rogue
Gunpoint Taxman


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Zane - ($4)
Deteriorate Smoker - ($3)
Zane trades with Rook
Build Tech 1 - ($1)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
    "

#6

P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Bloodlust


STARTING HAND
Snapback
Sensei’s Advice
Birds’ Nest
Safe Attacking


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice


NextHand

Morningstar Flagbearer
Gilded Glaxx
Grappling Hook
Savior Monk


Discard

Snapback
Birds’ Nest
Crash Bomber
Bloodlust


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Drakk - ($4)
Smoker - ($3)
Safe Attacking - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk lvl 1 (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout: Smoker (1/1)

In Play:

  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

My first instinct was to bring Vir to pseudo-stash Birds (or topdeck and play Glaxx), but I think I’ll try something different and go with Drakk. If witspur walls up, I’ll just drop Glaxx and tech up. If witspur tries to rush to tech 2, I’ll amp up the aggression.


#7

P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Maximum Anarchy


STARTING HAND
Gunpoint Taxman
Poisonblade Rogue
Deteriorate
Skeleton Javelineer
Graveyard


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue


NextHand

Summon Skeletons
Crash Bomber
Jandra, the Negator
Sacrifice the Weak


Discard

Deteriorate
Graveyard
Skeleton Javelineer
Crashbarrow
Maximum Anarchy


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Gunpoint Taxman - ($5)
Orpal L1 (1/3) - ($3)
Deteriorate Sensei- you cash in on the violence
Tower - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Orpal L1 (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

His saving $2 indicates to me either a Glax and his Tech 2, or maybe even 2 Glax units. Not much I can do except try to keep up with his board presence on my way to a Tech 2 building. Disease isn't completely off the table. I considered Plague Lab for just a second. The distribution of -1/-1 runes upon summon would come in handy because I'm pretty sure he's going tokens and chump units for an attempt at a quick built Omegacron. I'm teching Maximum Anarchy as a scorched earth solution to many potential problems I may run up against. For now, though, steady build and hopefully a Tech 2 next turn.


#8

P1T4


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Whitestar Grappler


STARTING HAND
Savior Monk
Grappling Hook
Gilded Glaxx
Morningstar Flagbearer


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook


NextHand

Whitestar Grappler
Aged Sensei
Crash Bomber
Doubling Barbarbarian


Tech 2 card(s)
Get Paid + float - ($9)
Scavenger gold - ($10)
Worker - ($9)
Tech 2 (Strength) - ($5)
Gilded Glaxx - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gilded Glaxx (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Smoker (1/1)

In Play:

  • Drakk lvl 1 (1/3)
  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

If I was having any second thoughts, the tower puts them to rest. Going for cheap-ish, robust units that would leave me enough gold to quickly level up my heroes.


#9

"P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Kidnapping


STARTING HAND
Jandra, the Negator
Sacrifice the Weak
Crash Bomber
Summon Skeletons


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator


NextHand

Thieving Imp
Kidnapping
Graveyard
Deteriorate


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Blood) - ($3)
Summon Skeletons - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton #1 (1/1)
  • :pschip: Technician: Skeleton #2 (1/1)
  • :target: Lookout:

In Play:

  • Tower 4
  • Orpal L1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Just like Dreamfire to zig when I think he’s going to zag. No tricky purple stuff then, just some toe to toe brawling. Alright, worst case scenario, he’s got bloodlust, aged sensei, and 1 or 2 barbarians. But that’s too many cards to use and too much money to spend. I would use bloodlust on smoker and a BarBar and utilize Drakk at mid or maxband. Then bring Zane in for the cleanup. Hell, that’s still a huge resource sink. I had an intricate plan developing, but scrapped it. I couldn’t clear his board and build my Tech 2 on the same turn. I had to choose one or the other, and I believe I chose correctly. That Tower on the other hand, yikes. It may still prove to be a valuable asset, but right now it’s looking like a waste of gold. Back to the real issue, can my Tech 2 hold? Probably not. Certainly not if he comes after me with extreme prejudice. It’s still anyone’s ball game right now though. *I was unlucky not to draw one of the Crash Barrows I had available. If the building stands, I won’t be able to exploit it.

"


#10

P1T5


Tech StartingHand Workers

TECH
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


STARTING HAND
Crash Bomber
Whitestar Grappler
Aged Sensei
Doubling Barbarbarian


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei


NextHand

Snapback
Birds’ Nest


Discard

Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


Tech 2 card(s)
Get Paid + float - ($10)
Vir - ($8)
Vir peeks.
Worker - ($7)
Doubling Barbarbarian - ($4)
Whitestar Grappler - ($1)
Crash Bomber - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian (3/5AA)
  • :psfist: Elite:
  • :ps_: Scavenger: Gilded Glaxx (3/4)
  • :pschip: Technician: Crash Bomber (2/2)
  • :target: Lookout: Smoker (1/1)

In Play:

  • Drakk lvl 1 (1/3)
  • Vir lvl 1 (2/3)
  • Whitestar Grappler (3/5)
  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I could break tech 2 with maxband Drakk + Barb, but that leaves me vulnerable to a maxband Orpal play, plus I won’t have great options in my hand next turn. I’ll flood the board instead and let the patrol work for me.


#11

"P2T5


Tech StartingHand Workers

TECH
Shoddy Glider
Captured Bugblatter


STARTING HAND
Thieving Imp
Deteriorate
Graveyard
Kidnapping


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator


NextHand

Skeleton Javelineer
Crashbarrow
Crashbarrow
Sacrifice the Weak


Discard

Kidnapping
Deteriorate
Graveyard
Thieving Imp
Shoddy Glider
Captured Bugblatter


Tech 2 card(s)
Get Paid - ($9)
No Worker
Drakk - ($7)
Kidnapp Barbarian - ($3)
Midband Orpal - ($0)
Barbarian kills Crash Bomber and overpower kills Smoker- you draw. Ping my base
Sacrifice Barbarian with Orpal’s Midband to place -1/-1 Rune on Glaxx
Deteriorate Glaxx
Orpal kills Glaxx- you get $1 and Orpal takes 1 DMG
Gunpoint Taxman (3/3) kills Drakk takes 1 DMG. Ping my base again
2 stolen levels - Maxband Orpal

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton #1 (1/1)
  • :pschip: Technician: Skeleton #2 (1/1)
  • :target: Lookout:

In Play:

  • Tower 4
  • Gunpoint Taxman (3/2)
  • Orpal L6 (2/5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Addendum- My thoughts from last turn included speculation about what I was likely to see this turn as well as some general comments about what I would do if I were in my opponent’s shoes. Included in this speculation was the idea that he might bring out Zane. That would be complicated for Dreamfire to pull off, though, because he isn’t running Anarchy in his Codex. My bad. For this turn- It was difficult coming up with an answer to him emptying his hand and flooding the board with big units. Every play I devised seemed to leave my Tech 2 building open to retaliation. A little twist on Orpal’s Midband ability has hopefully allowed it to remain intact for a bit longer.

"


#12

P1T6


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Snapback
Birds’ Nest
Savior Monk


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei


NextHand

Bloodlust
Morningstar Flagbearer
Oathkeeper of Kor Mountain


Tech 2 card(s)
Get Paid - ($9)
Scavenger gold and technician draw - ($10)
Skip worker.
Rook - ($8)
Snapback Orpal for Zane - ($5)
Vir and Grappler kill Drakk, my base to 19, Rook to lvl 3.
Rook to midband - ($3)
Birds’ Nest, Big Bird and Tweety arrive - ($1)
Tech Lab (Blood) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook lvl 5 (3/5A), channeling Birds’ Nest
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vir lvl 1 (2/1)
  • Whitestar Grappler (3/3)
  • Big Bird (1/1)
  • Tweety (1/1)
  • Safe Attacking

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

What a play! I guess I should’ve gone after the tech 2 after all…
Not sure where I should be going from here. Leaving GPT alive feels bad having played birds, but leaving Drakk alive feels worse.


#14

"P2T6


Tech StartingHand Workers

TECH
Shoddy Glider
Ogre Recruiter


STARTING HAND
Crashbarrow
Sacrifice the Weak
Skeleton Javelineer
Crashbarrow


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator


NextHand

Crash Bomber
Summon Skeletons
Ogre Recruiter
Maximum Anarchy


Tech 2 card(s)
Get Paid - ($9)
No Worker
Crashbarrow - ($6)
Crashbarrow trades with Rook. 2 lvls to Zane
Skeleton #1 (1/1) trades with Vir. 2 lvls to Zane
Maxband Zane - ($5)
GPT trades with Grappler
Zane and Skeleton #2 break your Tech 2
Crashbarrow #2 - ($2)
Crashbarrow #2 breaks your Tech 1

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


Board Info:
In Patrol:

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

In Play:

  • Tower 4
  • Zane L6 (4/4)
  • Skeleton #2 (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

I felt like drawing an extra card was better than buying a worker at this point. If I play it right I think I can win without moving to Tech 3.

"


#15

P1T7


Tech StartingHand Workers

TECH
Pirate Gang Commander
Pirate Gang Commander


STARTING HAND
Morningstar Flagbearer
Bloodlust
Oathkeeper of Kor Mountain


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
Bloodlust


NextHand

Gilded Glaxx
Smoker
Doubling Barbarbarian


Discard

Birds’ Nest
Whitestar Grappler
Oathkeeper of Kor Mountain
Pirate Gang Commander
Pirate Gang Commander


Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 1
Worker - ($8)
Drakk, to midband - ($3)
Birds safely kill Zane, Drakk to maxband.
Morningstar Flagbearer, gains haste - ($0)
Flagbearer hits your tech 2 down to 2.

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Drakk lvl 6 (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Morningstar Flagbearer (2/2)
  • Big Bird (1/1)
  • Tweety (1/1)
  • Safe Attacking

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

A Heroes’ Hall would’ve been good here, since if Drakk lives, I’m likely not to have anything to do next turn. This is probably the sunken cost fallacy speaking, but I’m gonna commit to the Tech Lab and hope I can survive another turn to make it matter.

Edit: in hindsight, I think I should’ve broken the tech 2, and left witspur locked on Zane.


#16

I hired worker #10 this turn, and didn’t Tech 2 cards. Is this the way the template is set up, or should I have Teched one more turn? Let me know, if I need to tech the 2 cards and redraw.

"P2T7


StartingHand Workers

STARTING HAND
Crash Bomber
Summon Skeletons
Maximum Anarchy
Ogre Recruiter


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Ogre Recruiter


NextHand

Skeleton Javelineer
Captured Bugblatter
Gunpoint Taxman
Thieving Imp


Discard

Crash Bomber
Summon Skeletons
Maximum Anarchy


Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
Drakk to Maxband - ($3)
Orpal - ($1)
Crash Bomber hasty suicide on your Drakk kills him with frenzy and explosive patrol DMG. Orpal 2 levels. You get $1 ping my base - ($0)
Frenzied Skeleton #2 trades with Flagbearer

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L3 (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tower 4
  • Drakk L6 (3/4)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Looks like I’m going to lose my Tech 2 building this turn. Those birds are a pain in the butt. I drew the Taxman, which could help but it shouldn’t come down to that. Hopefully I can use Orpal’s maxband to spread disease, kill the birds, and then use GPT to help re-break his Tech 2.

"


#17

You’ll need to tech the 2 cards and I guess reshuffle, because teaching cards happens before your turn actually begins, and so you’d have had only 9 workers at the relevant time. You won’t have to tech any more cards going further, though.


#18

Yes, the teched cards are from the previous turn. Per Codex rules, at the end of your turn, you set aside 2 tech cards, and at the start of your next turn they go into your discard pile. That’s why we tech 0 cards at the start of our first turn, because there was no turn before that where cards were set aside.

Dreamfire is also right that you should redraw your hand after teching, because the information about your card draws could theoretically influence your tech choice.


#19

P1T8


StartingHand Workers

STARTING HAND
Doubling Barbarbarian
Gilded Glaxx
Smoker


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
Bloodlust


NextHand

Crashbarrow
Oathkeeper of Kor Mountain
Crashbarrow
Savior Monk
Snapback


Discard

Birds’ Nest
Whitestar Grappler
Oathkeeper of Kor Mountain
Pirate Gang Commander
Pirate Gang Commander
Morningstar Flagbearer
Doubling Barbarbarian
Smoker
Gilded Glaxx


Tech 0 card(s)
Get Paid - ($10)
Scavenger gold - ($11)
Rebuild tech 2.
Rook, to maxband - ($2)
Birds safely break tech 2, your base to 15.

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rook lvl 8 (5/6)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Big Bird (1/1)
  • Tweety (1/1)
  • Safe Attacking

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

I’m pretty sure my tech 2 should survive behind maxband Rook, so let’s make sure I have the float and handsize to capitalize on that.


#21

Here is Turn 7 with 2 Tech cards and a redraw.

"P2T7


Tech StartingHand Workers

TECH
Bloodlust
Pirate-Gang Commander


STARTING HAND
Crash Bomber
Summon Skeletons
Maximum Anarchy
Ogre Recruiter


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Ogre Recruiter


NextHand

Gunpoint Taxman
Shoddy Glider
Crashbarrow
Captured Bugblatter


Discard

Crash Bomber
Summon Skeletons
Maximum Anarchy
Bloodlust
Pirate-Gang Commander


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Drakk to Maxband - ($3)
Orpal - ($1)
Crash Bomber hasted frenzy attack on Drakk. Drakk is killed with explosive patrol DMG. Orpal gets 2 levels. You get $1 and ping my base - ($0)
Frenzied Skeleton #2 trades with Flagbearer

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L3 (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tower 4
  • Drakk L6 3/4)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Had to redraw after not Teching 2 cards. Wow, it’s a bad draw.

"


#22

No change to my turn 7 above.


#23

"P2T8


StartingHand Workers

STARTING HAND
Gunpoint Taxman
Crashbarrow
Captured Bugblatter
Shoddy Glider


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Ogre Recruiter


NextHand

Sacrifice the Weak
Kidnapping
Deteriorate
Shoddy Glider
Graveyard


Discard

Crash Bomber
Summon Skeletons
Maximum Anarchy
Bloodlust
Pirate-Gang Commander
Crashbarrow
Shoddy Glider
Captured Bugblatter


Tech 0 card(s)
Get Paid - ($10)
No Worker
Rebuild Tech 2
Gunpoint Taxman - ($8)
Midband Orpal - ($7)
Orpal suicides on Rook- dealing 2 -1 Runes
Zane Maxband shoves Rook to Lookout for the 1 DMG - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L6 (3/4)
  • :target: Lookout: Zane L6 (4/4)

In Play:

  • Tower 4

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Got GPT on the redraw but pulled 3 Tech 2 cards to go along with it. This is about to get bad.

"