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[CAWS18] witspur [Disease]/Blood/Anarchy vs Marto [Discipline]/Strength/Finesse

Hey Marto!

GL and HF!

"P1T1


StartingHand Workers

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


WORKERS
Summon Skeletons


NextHand

Thieving Imp
Poisonblade Rogue
Skeletal Archery
Deteriorate


Discard

Skeleton Javelineer
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Jandra, the Negator - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Jandra, the Negator (3/3)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
    "

@Marto

GL HF !

"P2T1


StartingHand Workers

STARTING HAND
Grappling Hook
Fox Viper
Savior Monk
Morningstar Flagbearer
Smoker


WORKERS
Fox Viper


NextHand

Safe Attacking
Aged Sensei
Fox Primus
Snapback
Sensei’s Advice


Discard

Grappling Hook
Smoker
Morningstar Flagbearer


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk 2/2
  • :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

Jandra and haunt… I guess Rook should help ! Probably heading for a Tower next. Let’s play defensively for once.

"

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Sickness


STARTING HAND
Skeletal Archery
Thieving Imp
Deteriorate
Poisonblade Rogue


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Gunpoint Taxman
Poisonblade Rogue
Sickness
Deteriorate
Graveyard


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Pestering Haunt (1/1) pings your Base for 1 DMG
Jandra, the Negator (3/3) hits Rook taking 2 DMG in return
Zane arives and trades with Rook. Levels fizzle. - ($2)
Build Tech 1 - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Jandra, the Negator (3/1)
  • Pestering Haunt (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I have a couple of options to explore, but all of them involve getting my Tech 2 building up and running. So that needs to happen as quickly as possible. Marto has better Heroes and Tech 1 units than I do, and his cheap and numerous buffing abilities can effectively counter my runes. Sensei's Advice, Two-Step, and Aged Sensei provide flexibility by allowing him to choose how large or small he wants each unit to be. By applying buffs, his starters become beefy enough to handle the opponent's Tech 1 units. Likewise, his buffed Tech 1's can stand toe-to-toe with many Tech 2s (mine at least). Marto likes to pick and choose his fights so that he gets the kill while his attacking units hang on with a sliver of life. Then the Monk heals them up. Conversely, he isn't afraid to suicide his heroes for the greater good (like I just did). Healing instead of replacing units is a self-evident, cost-effective gameplan. He swings the economy in his favor, keeps as many units alive as possible, and then floods the board after constructing a Turn 4 Tech 2 building. *Note- Tech 2 units are almost an afterthought for him. He gets everything done with his starters and Tech 1 units. He'll use the Tech 2s as blockers or to deliver a lethal base shot if he needs them at all. He'll probably look at constructing a HH on Turn 2 along with his Tech 1 building. Having shown a propensity in my first two games to build up an air force, he may think twice about that HH. I'm looking for him to Tech some combination of Sparring Partner, Bird's Nest, and Fencer on Turn 2, probably Turn 3 as well, but it's too early to tell. I'm also curious to see if he builds that Heroes Hall. Finally, his buffs mainly come from spells, for which I have three possible counters. I can try to keep his heroes off the board (especially River and her ongoing Two Step), this plan is impractical to the point of being delusional, I can Tech a Carrion Curse and try to pull off a high risk/high reward play, or I can worry less about where the buffs are coming from and concentrate more on where they are ending up. That is to say, try to kill his units before he's had a chance to buff them. Counters one and three require board presence and unit pressure while counter two relies on a heavy dose of luck. All three require a quick Tech up, so that's where we'll start.

P2T2


StartingHand Workers

Tech Sparring partner + Nimble Fencer

STARTING HAND
Sensei's Advice
Fox Primus
Snapback
Safe Attacking
Aged Sensei


WORKERS
Fox Viper
Safe Attacking


NextHand

Smoker
Fox Primus
Sparring Partner
Savior Monk 2/2
Nimble Fencer


Tech 0 card(s)
Get Paid - ($6)
Worker - ($5)
Monk trades with Jandra, haunt dies as well
Summon Grave - ($3)
Tech I - ($2)
Aged Sensei - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei 1/1
  • :target: Lookout: lvl 1 Grave 2/3
    In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 7
Thoughts

Short term: two options: I can kill Haunt and count on the healing, or trade with Jandra (killing haunt as well). The first option would be nice against another Codex, but it loses so hard to both sickness and bloodlust that I can't take the risk (killing both Monk and Grave while I've no way to get a revenge kill except lucky 2x Nimble Fencer, if ever I tech them). Grave + Sensei while Monk trades seems neat, as in the end he traded 5 gold and 2 cards to 4 gold and 1 card while being P1, ie as I have the eco advantage. For sure he has options not to let me gain too much board presence, but for now I feel fine. Now, how to patrol ? Sensei Techn and Grave Lookout offers the best protection to Sickness, but what about Bloodlust ? Drakk + Bloodlust + Crashbomber would hurt, but even so, that'd be a pretty good teching + draw for a good-but-not-game-ending trade (2 cards, 3 gold and gain 2 lvls to 0 cards from techn, 3 gold).

Long run: as I can't Heroes' Hall early, I must forget birds (or skip hero, but I won't do that). Spar + Fencer seems fine, as well as double Spar to beat disease, but it wont' help much against crashbombers and Taxmen, if any. Double Fencer lose to Taxman if I don't have Sensei's advice… So I'll stick to spar + fencer, probably pick Birds + Fencer, and then tech up. The usual Strength tech II seems fine overall but I may favor Discipline, for both Mind-parry Monk and big Vigor Adepts for readiness. The truth is I've no way to compete with Crashbarrows until Tech III (Finesse or Strength offer swift strike) or Max Rook, so I must seize a big eco/board advantage before that.

Looks like you forgot to tech.

@marto, please redraw your hand with the 2 tech cards added to the deck. Final totals should be 5 in hand, 4 in deck.

1 Like

Corrected, thanks ! I’d have hated playing another shuffling with no teched cards :smiley:

1 Like

P1T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Crypt Crawler


STARTING HAND
Graveyard
Deteriorate
Sickness
Gunpoint Taxman
Poisonblade Rogue


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Sacrifice the Weak
Skeleton Javelineer
Thieving Imp
Crypt Crawler


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Orpal L1 (1/3) - ($3)
Deteriorate Aged Sensei- you draw
Gunpoint Taxman - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Orpal L1 (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Giving him the Tech Draw was the right call. But man, he can make whatever kind of play he chooses now. He can come strong if he Teched 2 Fencers. He can defend with a reactionary wall if he Teched 2 Partners. The only thing he can't do is bring out the Bird's. The two viable options that I can see are to strike hard or defend and Tech up. An all-out offensive on his part would blow his money and use a good amount of the cards he has in hand. It's highly unlikely that he Teched 2 Fencers from the jump. If I had a Sparring Partner in my codex, I'd bring it out as quickly as possible. Plus, economically, it doesn't make a lot of sense to come strong. If he could kill GPT, Orpal and break my Tech 1, he might consider it. I'm likely to face a Fencer/Partner/possibly Midbanded Grave combo, depending on whether he constructs his Tech 2 building. Unfortunately, my idea of board presence and unit pressure were swallowed whole by a 2 gold Tech 1 building. I could have gotten the Monk off the board if I had gone without a worker or held off on my building for a turn. Both plans were counterintuitive to my goal of Teching quickly. Which is the only way I can see myself winning this matchup. I’m still eyeing that Carrion’s Curse, though Bloodlust and Kidnapping seem to be the practical spell choices if I go that route. For now, I’ll tech some ground units and see if that Tech 2 is incoming. My second GPT would certainly help this situation. Teching in another Sickness is a possibility as well. If I lose my Tech 1 having Jandra as a backup might work. I need to search the codex rules database to find out if Grave's Sword Rune is considered combat damage. If it is, that sort of untimely demise would be like a grenade going off in a foxhole.

P2T3


Tech StartingHand Workers

TECH
Mind-parry Monk
Vigor Adept


STARTING HAND
Fox Primus
Sensei's Advice
Smoker
Savior Monk 2/2
Nimble Fencer
Sparring Partner


WORKERS
Fox Viper
Safe Attacking
Fox Primus


NextHand

Morningstar Flagbearer
Savior Monk 2/2
Snapback
Sensei's Advice
Grappling Hook


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Nimble Fencer - ($5)
Sparring Partner - ($4)
Tech II - Discipline - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner 2/2
  • :target: Lookout:
    In Play:
  • lvl 1 Grave 2/3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

Bad news. Without both Sensei and Hook I can't easily deal with GPT. No need to fear any Zane/lust as long as Orpal remains though. I don't think I can reasonably hope to strike hard soon, so I'll build up my tech II, using the fact that I can't be hit too hard on next round.

"P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Thieving Imp
Crypt Crawler


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp


NextHand

Sickness
Gunpoint Taxman
Poisonblade Rogue


Discard

Sacrifice the Weak
Skeleton Javelineer
Crypt Crawler
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Skeleton Javelineer - ($6)
STW on Fencer and Skeleton Javelineer - ($4)
Midband Orpal - ($1)
Orpal kills Sparring Partner- you draw
GPT kills Grave and takes 2 DMG in return. 2 levels to Orpal which Maxbands him.

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Orpal L6 (2/5)
  • Gunpoint Taxman (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Enough with the walls of text. Now I implement counter number 3 (kill the units before he buffs them), and see if it buys me the time I need. Snapback will cost $5 this turn with no hero on the board.

"

P2T4


Tech StartingHand Workers

TECH
Nimble Fencer
Vigor Adept


STARTING HAND
Morningstar Flagbearer
Grappling Hook
Snapback
Sensei's Advice
Savior Monk 2/2
Aged Sensei 1/1


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Morningstar Flagbearer


NextHand

Sparring Partner 2/2
Smoker
Vigor Adept
Mind-parry Monk
Grappling Hook


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Rook - ($5)
Snapback Orpal, Drakk arrives - ($2)
Savior Monk - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: lvl 1 Rook 2/4
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

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

Not drawing any Tech II means I've no choice but to Snapback. Whoever I bring out gets a hero kill, Zane by sheer lvl up, Drakk thanks to midband and spells, if any. And I can't save money for my next turn due to GPT :frowning: I don't regret my early teching up, though. Witspur being already very low on cards and not building a very big board presence cheers me up.

On next turn I must favor MPM, while I’d have preferred a big body, because of both Orpal’s stuff and Kidnapping. Maybe I’ll skip worker and play both, or start going down on cards with worker + MPM + Spar + hero, but I’m not sure to draw the second Adept for the turn after…

"P1T5


Tech StartingHand Workers

TECH
Disguised Monkey
Chameleon Lizzo


STARTING HAND
Sickness
Poisonblade Rogue
Gunpoint Taxman


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp


NextHand

Pestering Haunt
Jandra, the Negator
Gunpoint Taxman
Deteriorate


Tech 2 card(s)
Get Paid + float - ($9)
No Worker
Gunpoint Taxman (3/1) trades with Savior Monk
Tech 2 (Blood) - ($5)
Gunpoint Taxman #2 - ($3)
Tech Lab (Anarchy) - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman #2 (3/3+1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L1 (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

No worker this turn is how it’s gonna have to be. I considered a Tower instead of a Tech Lab. Cuz Birds/Dragons is still a thing. But he hasn’t shown them yet, so I’ll hold off. Tech Lab suits the occasion, and I don’t mind floating the $2. I foresee a stacked line ready to buff up again on turn 7. Except this time it will have some Tech 2 units and his choice of heroes. On this upcoming turn, I want to use as few cards as possible, but Deteriorate may come in handy. We’ll see how it shakes out. *I thought my draw for last turn was sub-par. I knew I was holding two dead cards in my hand. This turn’s draw, well, it could have been so much better. I had a 40% chance to pull a hasted Tech 2 unit. I’ll count my blessings. Sickness or the Rogue would have been worse.

"

P2T5


Tech StartingHand Workers

TECH
Focus Master
YLD


STARTING HAND
Vigor Adept
Mind-parry Monk
Smoker
Grappling Hook
Sparring Partner 2/2


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Morningstar Flagbearer


NextHand

Snapback
Sensei's Advice
Vigor Adept
Nimble Fencer
Nimble Fencer 2/3+A


Discard

Savior Monk 2/2+A
Grappling Hook
Smoker
Sparring Partner 2/2
Focus Master
YLD


Tech 2 card(s)
Get Paid - ($9)
Mind-parry Monk - ($4)
Vigor Adept - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vigor Adept 5/5+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: lvl 1 Rook 2/4
  • :target: Lookout:
    In Play:
  • Mind-parry Monk 5/4
    Buildings:
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

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

No big surprise, though witspur not workering may convince me to do the same. I assume he teched Barrows and anarchy stuff (Marauders/monkeys), ie cheap hasty things that hit hard and keep being playable with few workers. I could bet on him not teching Kidnapping because of MPM and not playing it, but that's risky, and I may very well not draw any before turn 8… The MPM + partner + Grave line leaves me with gold float, but not enough for a Tower, so GPT could wreck my board off, and MPM would be very hard to protect, especially if any Crashbarrow is drawn. Adept won't stop the latter any better (well, at least, that's no free levels), but at least he'll slay any other attacker.

P1T6


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Pestering Haunt
Jandra, the Negator
Deteriorate
Gunpoint Taxman


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp


NextHand

Crashbarrow
Chameleon Lizzo
Poisonblade Rogue
Sacrifice the Weak


Discard

Gunpoint Taxman #2
Deteriorate
Pestering Haunt
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($10)
No Worker
Midband Drakk - ($7)
GPT #2 suicides on Adept
Summon Zane- he trades with the Adept. 2 levels to Rook - ($5)
Jandra, the Negator - ($2)
Gunpoint Taxman #1 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman #1 (3/3+1)
  • :psfist: Elite:
  • :ps_: Scavenger: Jandra, the Negator (3/3)
  • :pschip: Technician: Drakk L4 (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

My first thought is- that Tech 2 unit I was hoping to draw last time would have made a big difference this turn. My second thought is- this looks bad. If he’s holding two Dancing Fencers, he could break my Tech 2. He’s going to know that he dodged a bullet when I don't bring out a hasted Tech 2 unit, and he'll probably attack with everything. All I can do is make it as painful as possible. I need to eliminate the Adept. His "ready" ability must be dealt with. And I'll have to go without a worker again, which hurts. This feels like the beginning of the end. I'll Tech my Gunships on a hope and a prayer, but they'll probably never see the board. *I drew better units this turn. Hopefully I'll get a chance to use them.

P2T6


Tech StartingHand Workers

TECH
YLD
Bird's Nest


STARTING HAND
Vigor Adept
Nimble Fencer 2/3+A
Snapback
Sensei's Advice
Nimble Fencer


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Morningstar Flagbearer
Snapback


NextHand

Vigor Adept
Aged Sensei 1/1
YLD
Sensei's Advice


Tech 2 card(s)
Get Paid - ($9)
Nimble Fencer - ($7)
Sensei's Advice on Monk and Fencer - ($6)
Monk kills Taxman, survives with 2 hp left
Summon Grave - ($4)
Fencer kills Drakk, you draw, Rook midbands
Maxband Rook - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 8 Rook 4/6+A
  • :psfist: Elite: lvl 1 Grave 3/3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Mind-parry Monk 5/2
  • Nimble Fencer 2/2
    Buildings:
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Wow, so sad I don't have Hook in this hand… I could ban all heroes with a Snapback -> Orpal, then double Fencers + Advice, but that's costly and let me super exposed to tech II counterstrike. As witspur has no real anti-hero, I guess I'll just wall off with Rook, as two barrows can't take it down if Drakk dies. I'd like to build a Tower to counter any Anarchy stealthies, but that means a lower board presence… Lizzo should be OK, as with so few workers, paying 4 for killing a Fencer wouldn't hurt too much, and with Grave in Elite, he must trade and can't get a free kill. Monkey would hurt more, as it's cheaper and would be a decent trade to MPM, or worse, killing Fencer then Orpal -> STW… In the end, I hope my eco advantage will suffice to compensate any stealth-heavy attack, and Rook to stop standard blood agression. Teching a second YLD for offensive fliers and birds to cover them up from gliders.

1 Like

"P1T7


Tech StartingHand Workers

TECH
Shoddy Glider
Bloodlust


STARTING HAND
Poisonblade Rogue
Crashbarrow
Sacrifice the Weak
Chameleon Lizzo
Disguised Monkey


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp
Chameleon Lizzo


NextHand

Sickness
Crashbarrow
Skeleton Javelineer


Discard

Gunpoint Taxman #2
Deteriorate
Pestering Haunt
Pirate Gunship
Pirate Gunship
Gunpoint Taxman #1
Disguised Monkey
Jandra, the Negator
Crashbarrow
Sacrifice the Weak
Shoddy Glider
Bloodlust


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Technician Draw
Disguised Monkey - ($5)
Disguised Monkey trades with Grave
Jandra, the Negator (3/3) suicides on Rook. Rook has 4 health remaining
Crashbarrow - ($2)
Crashbarrow hits Rook for 4 DMG. 2 Overpower DMG to the Monk. Rook acquires a Crumbling Rune
Poisonblade Rogue - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 12

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Desperate times, desperate measures. I’m only pulling three cards. Four if he takes out my Technician. My discard pile is stalled for a turn, though. It will allow a Gunship to catch up to the Tech 3 building I’m hoping to construct. Unfortunately, too many turns without a worker has led to a clogged deck.

"

Since you don’t have 10 workers yet, you should still be teching 2 cards every turn.

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P2T7


Tech StartingHand Workers

TECH
Mind-parry Monk


STARTING HAND
Aged Sensei 1/1
Sensei's Advice
Vigor Adept
YLD


WORKERS
Fox Viper
Safe Attacking
Fox Primus
Morningstar Flagbearer
Snapback


NextHand

Bird's Nest
Grappling Hook
Sparring Partner 2/2
Vigor Adept 5/5+A


Discard

Mind-parry Monk
Sensei's Advice
Aged Sensei 1/1
Mind-parry Monk


Tech 1 card(s)
Get Paid - ($10)
Summon River - ($8)
Vigor Adept - ($3)
Young Lightning Dragon - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 8 Rook 4/6+A [crumbling rune]
  • :psfist: Elite: lvl 1 River 3/3
  • :ps_: Scavenger: YLD 3/3
  • :pschip: Technician: Nimble Fencer 2/2
  • :target: Lookout: Vigor Adept 5/5
    In Play:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Hmmm, killing MPM this way was well thought, but I'm fine with my lien either way, as my board could've been slaughtered otherwise. I'm still ahead in terms of cards, workers and board, even before I play, so that's good news. With only 3 cards, I'm not that much afraid, as Barrow + Rogue would kill Rook but even so he'd have done the job. What worries me more is not having teched another MPM, so being quite vulnerable to Kidnapping; I hope he didn't tech any becuse of MPM though. Patrolling River in Elite in case of Monkey/Lizzo, Adept in Lookout for kidnapping.

Probably there is some error in the spreadsheet, but I think the teching is fine, as witspur has 16 cards in hand+deck+discard, 5 workers and 1 or board, total 22, which is what you’re supposed to have by turn 7 when teching twice each turn.

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I guess I had missed Teching my cards, because after posting the turn I noticed I was two short. I believe the edited version above shows which two cards were added. I figured it would be okay since I didn’t reshuffle this turn and just ended up adding them to my ever expanding discard pile. If I need to go back and correct something else, or even redraw my current hand, just let me know. It’s not a problem.