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Codex Newb Finesse Discipline Ninjitsu vs FrozenStorm Mono-Red


#1

Sounds good to me. GLHF!

@FrozenStorm

"P1T1


StartingHand Workers

STARTING HAND
Wither
Granfalloon Flagbearer
Brick Thief
Bloom
Tenderfoot


WORKERS
Brick Thief


NextHand

Spark
Timely Messenger
Helpful Turtle
Fruit Ninja
Older Brother


Discard

Bloom
Wither
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
tenderfoot - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave, lvl 1, (2/3)
    [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

hmmm, mono-red huh? and as P2, he can rush tech 2 blood on me.

Red basics, get him to trade 2 for 1 against me. so maybe IPN, but probably hero’s. I am most likely going to tech in Nimble Fencers to combat his haste, but they will trade more efficiently.

worker BT and keep FB just in case i need him on teh backline later to protect a heavy unit against kidnapping.

"


#2

GL HF @codexnewb! I’ve seen the wrath that Bloom + Sets brings, I imagine pairing it with Fencers and Grave will be a tough task!

Game 1 Player 2, Turn 1

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Careless Musketeer
Bloodburn
Bloodrage Ogre
Charge
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (3)
  • Drakk (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Drakk (1/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Mad Man
Pillage
Nautical Dog
Bombaster
Scorch

End of Turn Discard

Makeshift Rambaster
Charge
Careless Musketeer

My Thoughts

Working on my mono red! I love CodexNewb’s deck here, really great idea (though perhaps I’d go Strength over Discipline)



#3

"P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimbe Fencer


STARTING HAND
Fruit Ninja
Older Brother
Timely Messenger
Spark
Helpful Turtle


WORKERS
Brick Thief
Older Brother


NextHand

Nimbe Fencer
Spark
Bloom
Granfalloon Flagbearer
Nimble Fencer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
timely messenger - ($2)
mid grave - ($0)
grave kills Bloodrage Ogre, takes 3

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Timely Messenger (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave, lvl 3, (3/1)
    [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

hmmm, well, that trades well. i need two patrollers due to all the hasate he has. he might be abe to get through and kill grave, but i dont have enough coffee to do the math right now. for now, im just experiementing with fineese and white.

"


#4

Game 1 Player 2, Turn 2

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Mad Man
Pillage
Nautical Dog
Bombaster
Scorch

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Kidnapping


Main:

  • Tech 1 (5)
  • Bombaster (3)
  • Nautical Dog (2)
  • Worker (1)
Workers

Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Drakk (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Careless Musketeer
Makeshift Rambaster
Kidnapping
Gunpoint Taxman

End of Turn Discard
My Thoughts

That’s a really vulnerable Grave, I bet he grabs Twins to cover it. I’ll go Taxman (overall solid body) and Kidnapping, in the hopes the Kidnapping scores a Twin double kill. Lay down Dog and Bombaster, just in case he went for Fencer or Reversal.



#5

edit - my base to 19 from drak firstband. i hope that’s not the difference maker this game…

"P1T3


Tech StartingHand Workers

TECH
Maestro
Grounded Guide


STARTING HAND
Bloom
Nimble Fencer
Granfalloon Flagbearer
Nimbe Fencer
Spark


WORKERS
Brick Thief
Older Brother
Granfalloon Flagbearer


NextHand

Nimbe Fencer
Helpful Turtle
Fruit Ninja
Wither
Maestro


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
nimble fencer - ($3)
grave trades with bombaster, lvls to drak
tenderfoot hits dog
messenger runs into drak
River - ($1)
Fencer kills drak, lvls to River

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


[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]:
    [B]In Play:[/B]
  • Tenderfoot (1/1)
  • Fencer (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

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

i want to bring out sets, but she wont survive, so river it is (nice 2/4 midband).

"


#6

Game 1 Player 2, Turn 3

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Careless Musketeer
Makeshift Rambaster
Kidnapping
Gunpoint Taxman
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Marauder, Steam Tank
Gunpoint Taxman, Kidnapping


Main:

  • Gunpoint Taxman (6)
  • Bloodrage Ogre (4)
  • Jaina (2)
  • Worker (1)
Workers

Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Jaina (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Charge
Pillage
Mad Man
Marauder

End of Turn Discard
My Thoughts

Of course he just trades him away… whoops. I’ll try to get the board heavy and see what he can do about it, set up my next cycle for anarchy tech 2.

Bad recycle draw, blah.



#7

"P1T4


Tech StartingHand Workers

TECH
Fox Den’s School
star crossed starlett


STARTING HAND
Fruit Ninja
Wither
Helpful Turtle
Nimbe Fencer
Maestro


WORKERS
Brick Thief
Older Brother
Granfalloon Flagbearer
Fruit Ninja


NextHand

Wither
Bloom
Timely Messenger (1/1)
Grounded Guide
Spark


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 finesse - ($3)
fencer #2 - ($1)
tech lab ninjitsu - ($0)

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


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

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

okay, well, he’ll start gaining momentum here, so time for some strategy. i am really regretting teching in GG and not double maestro, lesson learned, but oh well.

tech lab to not give hime any gold, no scavenger for same reason.

"


#8

Game 1 Player 2, Turn 4

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Charge
Pillage
Mad Man
Marauder

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Gunpoint Taxman
Marauder, Steam Tank
Gunpoint Taxman, Kidnapping


Main:

  • Bloodrage Ogre kills SQL
  • Jaina kills Lookout and sparkshots River
  • Taxman kills River, you get a card Jaina to level 3
  • Mad Man (8)
  • Midband Jaina (7)
  • Hero’s Hall (5)
  • Tech 2 Anarchy (1)
  • Worker (0)
Workers

Pillage, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Jaina (3/3 lvl 4)
  • Bloodrage Ogre (3/1)
  • Gunpoint Taxman (3/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bombaster
Makeshift Rambaster
Steam Tank
Nautical Dog

End of Turn Discard

Steam Tank
Gunpoint Taxman
Marauder
Charge

My Thoughts

Hmm, Ninja AND Finesse… Steam Tanks are definitely a good call, I think I’ll grab another Taxman just in case my tech 2 comes under fire. Next turn I can decide if I want to grab another kidnapping, or Burning Volley, or something else.

Going to make HH as well b/c I for sure want to be able to use Kidnapping next turn.



#9

accidentally left a card in my discard for a former turn idea i had. i should have

5 cards
tech draw
worker
guide
maestro
d3, d5

ill just draw an extra one to bring my hand to 5. sorry about that

"P1T5


Tech StartingHand Workers

TECH
star crossed starlet
discord


STARTING HAND
Bloom
Timely Messenger (1/1)
Grounded Guide
Spark
Wither
Maestro


WORKERS
Brick Thief
Older Brother
Granfalloon Flagbearer
Fruit Ninja
Spark


NextHand

star crossed starlett
Helpful Turtle
star crossed starlet
Fox Den’s School


Tech 2 card(s)
Get Paid - ($8)
tech draw
Worker - ($7)
Grounded Guide - ($3)
maestro - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fencer #2 (4/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Maestro (3/5)
  • :target: [I]Lookout[/I]: Grounded Guide (4/4)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech Lab HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

hmmm, hero’s halll, probably kidnapping or shark attack. something where he wants to get that other hero out.

well, i need to wall up either way. probably about to get wrecked right now.

"


#10

No problem. Note the Maestro is 4/5 with the Grounded Guide by his side

Game 1 Player 2, Turn 5

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Bombaster
Makeshift Rambaster
Steam Tank
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship x2
Steam Tank, Gunpoint Taxman
Marauder, Steam Tank
Gunpoint Taxman, Kidnapping


Main:

  • Steam Tank (6)
  • Worker (5)
  • Tech 3 (0)
  • Brogre and Taxman kill Fencer
Workers

Makeshift Rambaster, Pillage, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Jaina (3/3 lvl 4)
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Kidnapping
Gunpoint Taxman
Bombaster
Marauder

End of Turn Discard
My Thoughts

I think I put the screws to him on coming at me, he can’t bring that much haste so a Steam Tank in front of 2 more blockers means it’ll be tough to get at my tech 3, and I’m for sure drawing into Kidnapping so at worst I don’t draw a gunship and I just ram two of his things together. Best to kill the Fencer, too, if I have to do something with Brogre anyway.



#11

this is not looking good; ill have to do better next game…

"P1T6


StartingHand Workers

STARTING HAND
star crossed starlett
Helpful Turtle
Fox Den’s School
star crossed starlet
discord


WORKERS
Brick Thief
Older Brother
Granfalloon Flagbearer
Fruit Ninja
Spark
Helpful Turtle


NextHand

NImble Fencer
Timely Messenger (1/1)
Wither


Discard

fencer
fox den’s school


Tech 0 card(s)
Get Paid - ($9)
Worker - ($8)
star crossed Starlet, free
star crossed Starlet, free
mid river - ($4)
Maestro hits tank, takes 4 back
mid Grave - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: River, lvl 3 (2/4)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Star Crossed Starlet #1 (5/4)
  • :pschip: [I]Technician[/I]: Star Crossed Starlet #2 (5/4)
  • :target: [I]Lookout[/I]: Grounded Guide (4/4)
    [B]In Play:[/B]
  • Maestro (4/1)
  • Grave, lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech Lab HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

ugh, this is going to be bad. i wasnt able to get off my GG fencer combo.

"


#12

I don’t think you paid for this?

I think that would cost 4, not 2 :wink:

Tank is actually unaffected, as it is a tech 2 unit and discord only affects tech 0/1


#13

dah! it’s worse than i thought. lol.

okay,1. paid for river, 2. no discord, 3. maestro hits tank, 4. patrol GG, 5. no Fox den school, 6. mid grave instead.

holy cow, worst turn ive ever posted. let me know if i miss anything else. im close to gg anyways, so far behind…


#14

That’s a much better turn, and sadly I did not hit the 50/50 draw

Game 1 Player 2, Turn 6

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Kidnapping
Bombaster
Gunpoint Taxman
Maurader

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No techs
All Teched Cards

Pirate Gunship x2
Steam Tank, Gunpoint Taxman
Marauder, Steam Tank
Gunpoint Taxman, Kidnapping


Main:

  • Midband Zane, he smacks River (5)
  • Jaina kills River, Zane maxbands and shoves technician Starlet to elite, she takes 1 damage that will tragically haunt her next upkeep
  • Marauder, trades with Grounded Guide (2)
  • Mad Man ticks the scavenger, she too is tragically resigned to a poor fate
  • Gunpoint Taxman (0)
Workers

Makeshift Rambaster, Pillage, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Steam Tank (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)
  • Jaina (3/1 lvl 4)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Charge
Gunpoint Taxman
Nautical Dog
Pirate Gunship

End of Turn Discard

Mad Man
Marauder
Bombaster
Kidnapping

My Thoughts

Well he’s spending cards and we can at least set those starlets up for tragic deaths. He’ll likely be able to punch through with something, so hopefully the gunships get split up at least. Kidnapping does not make sense here, Zane’s a better choice. Unfortunate but so be it

Yep, good split, that’s better position for us!



#15

"P1T7


StartingHand Workers

STARTING HAND
Timely Messenger (1/1)
NImble Fencer
Wither
Bloom


WORKERS
Brick Thief
Older Brother
Granfalloon Flagbearer
Fruit Ninja
Spark
Helpful Turtle


NextHand

fox den’s school
Tenderfoot (1/1+A)


Tech 0 card(s)
Get Paid + float - ($12)
starlets dies…sad
Nimble Fencer, Free
wither GPT, now 2/2+A - ($10)
timely messenger, runs into taxman - ($9)
fencer kills taxman, takes 2
mastro trades with tank
bloom grave - ($7)
max grave - ($1)
Grave breaks your tech 3, your base to 18

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


[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]: Grave (5/6) +
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • NImble Fencer (2/1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech Lab HP: 4

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

  • Hand: 2
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

#16

You don’t get scavenger gold for the upkeep deaths, they happen after patrol is cleared for your turn yea?

That would mean no Sets

Also, you aren’t floating 2, that was an artifact of your previous math :wink: So I think more actually has to change than just no sets


#17

yeah, removed sets, patrol grave instead since he’s ready.


#18

I don’t think you can afford Grave maxband + Bloom, as you aren’t actually floating 2; you spent all your gold last turn midbanding river and grave


#19

Nevermind, looking at your math you’re paying for maxband Grave as if he wasn’t already midband last turn, so in the end you spent the two gold last turn and spend less this turn, or you didn’t and you have enough. I’ll proceed :wink:

Game 1 Player 2, Turn 7

P1 [Finesse]/Discipline/Ninjutsu vs P2 Red

Starting Hand

Charge
Gunpoint Taxman
Nautical Dog
Pirate Gunship

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • tech 1 card in
All Teched Cards

Burning Volley
Pirate Gunship x2
Steam Tank, Gunpoint Taxman
Marauder, Steam Tank
Gunpoint Taxman, Kidnapping


Main:

  • Rebuild Tech 3
  • Drakk (9)
  • Nautical Dog (8)
  • Zane suicides into Grave
  • Charge the Dog, it smacks into Grave and kills him, Jaina to level 6 (6)
  • Maxband Jaina, she shoots an arrow at Fencer to kill it (5)
  • Gunpoint Taxman (3)
Workers

Makeshift Rambaster, Pillage, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Jaina (4/3 lvl 7)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Steam Tank
Bloodrage Ogre
Pirate Gunship

End of Turn Discard

Steam Tank
Mad Man
Marauder
Bombaster
Kidnapping
Gunpoint Taxman
Burning Volley
Charge
Nautical Dog
Pirate Gunship

My Thoughts

I specifically do not want to draw a card with Zane, as I could draw the gunship. I want the gunship guaranteed next turn. So kill grave and the Fencer, protect my tech 3, and hope I get to play a gunship next turn. If not, patrol Drakk in Techn so I can cycle my draw and maybe get a Burning Volley I’ll tech in.



#20

that will probably be it. my only shot is that you wiiffed the PGS draw when i broke your tech 3.

"P1T8


StartingHand Workers

STARTING HAND
Tenderfoot (1/1+A)
fox den’s school
Star Crossed Starlet #2 (5/4)


WORKERS
Brick Thief
Older Brother
Granfalloon Flagbearer
Fruit Ninja
Spark
Helpful Turtle


NextHand

Bloom
Grounded Guide (4/2)
Star Crossed Starlet #1 (5/4)


Discard

NImble Fencer (2/10
fox den’s school


Tech 0 card(s)
Get Paid - ($10)
tech draw
max sets - ($3)
tenderfoot - ($2)
star crossed starlet - ($0)

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]: Starlet (3/2)
  • :target: [I]Lookout[/I]: Tenderfoot (1/2)
    [B]In Play:[/B]
  • Sets, lvl 6, (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Surplus HP: 4

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

  • Hand: 3
  • Deck: 4
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "