Codex Newb Finesse Discipline Ninjitsu vs FrozenStorm Mono-Red

Ah, okay. Didn’t notice Drakk there. Carry on!

@codexnewb edited, pickle of a situation I’m in! But let’s see what you can get working for yourself

well, it’s not much, but maybe just enough for now…

"P1T7


StartingHand Workers

STARTING HAND
Snapback
earthquake
hidden ninja
Sensei’s Advice


WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook
Fox Primus (2/2)


NextHand

hidden ninja
Fox Den’s School
Sparring Partner
Sensei’s Advice


Tech 0 card(s)
Get Paid + float - ($11)
Setsuki - ($9)
Hdden Ninja, rook and sparring partner - ($7)
rook tries to sneak, trips and falls on the steamtank, tank takes 3, rook takes 4
with everyone else distracted, Sparring Partner sneaks and hits your tech 3 to 3.
Ploy works! EARTHQUAKE!, break tech 3, your base takes 6 total. (down to 12) tech 1, tech 2, tower take 1 each - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Glorious Ninja (5/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Morningstar Flagbearer (2/2)
  • :target: [I]Lookout[/I]: Sets, lvl 1, (1/3)
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner (2/1)
  • Rook, lvl 8, (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

hmmm, interesting. the tower throws me for a loop. wasnt expecting him to suspect me.

well, all that does is delay breaking the other tech buildings. i REALLY need an earthquake next hand.

at least no gunship next turn. and hopefully my flagbearer ninja strategy lasts one more turn as well.

"

Yep it’s lookin pretty bad!

Game 5 Player 2, Turn 7

P1 White vs P2 Red

Starting Hand

Kidnapping
Pirate Gunship
Steam Tank
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in
All Teched Cards

Chaos Mirror x2
Pirate Gunship, Kidnapping
Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber


Main:

  • Rebuild tech 3
  • Crash Bomber suicides into GN, deals one to flagbearer
  • Zane + maxband, shove Flagbearer to scav and kill it, we each get 1 gold (5)
  • Steam Tank (2)
  • Jaina (0)
Workers

Nautical Dog, Careless Musketeer, Bloodburn, Pillage

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

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 4
  • Tech2 HP: 4
  • Tech3 HP: 5
  • Tower HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite: Mad Man (1+1/1)
  • :pspig: Scavenger: Steam Tank (3/3)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout: Jaina (2/3 lvl 1)

In Play:

  • Zane (4/4 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Bombaster
Charge
Chaos Mirror
Chaos Mirror
Makeshift Rambaster

End of Turn Discard
My Thoughts

Nope extra stealth and earthquake, it’s looking really bad!


alright, here is the best i can do.

"P1T8


StartingHand Workers

STARTING HAND
Sparring Partner
Sensei’s Advice
hidden ninja
Fox Den’s School
Snapback


WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook
Fox Primus (2/2)


NextHand

Fox Den’s School
Glorious Ninja
earthquake


Discard

Morningstar Flagbearer (2/2)
Snapback
hidden ninja
Sensei’s Advice


Tech 0 card(s)
Get Paid + float - ($12)
scav gold - ($13)
Hidden Ninja, rook and sets, draw 1 - ($11)
sets triggers tower, runs into Tank, lvls fizzle
Partner taps to give Rook rune (he maintains stealth)
Rook breaks your tech 3, your base to 10
snapback Zane for Drak, no maxband for you. - ($8)
Fox Den School, Ninjas invisible - ($4)
Grave - ($2)
sparing partner #2 - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Glorious Ninja (5/4)+
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Sprring Partner #2 (1/1)
  • :pschip: [I]Technician[/I]: Grave (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner (2/1)
  • Rook, lvl 8, (5/3)
  • Fox Den’s School (4HP)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 3
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

well, here’s hoping he doesnt have kidnapping. this is the best i can do without drawing earthquake - which would have been game.

"

Those sets levels won’t fizzle, they’ll go to Jaina (or Drakk if you want to re-order your turn). Does that change anything?

woops, lvls to jaina.

Well this was on a knive’s edge, but I managed to find lethal. GG WP!

Game 5 Player 2, Turn 8

P1 White vs P2 Red

Starting Hand

Bombaster
Charge
Chaos Mirror
Chaos Mirror
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Chaos Mirror x2
Pirate Gunship, Kidnapping
Pirate Gunship, Kidnapping
Steam Tank x2
Gunpoint Taxman, Crash Bomber


Main:

  • Rebuild tech 3
  • Maxband Jaina, tower spots SQL, Jaina shoots him for 2 damage after armor (6)
  • Bombaster, sacrifice to deal 2 to Ninja, the brick wall gaiden is finally gone! (3)
  • Taxman kills Grave, Drakk to level 3, I steal a gold, you get a card (4)
  • Midband Drakk, he kills Sparring Partner (3)
  • Makeshift Rambaster, hits your base to 15 (1)
  • Mad Man hits your base to 13
  • Steam Tanks finish your base, GG WP!
1 Like

uhmm, am i wrong or MM is redundant? the tanks alone deal 16 dmg!

Haven’t you ever played a Final Fantasy game, Legion? It’s called Overkill, you get bonuses for it :slight_smile:

But yes, I couldn’t remember if the tanks were +3 or +4 to buildings. Really need autocard to get fixed, it’d be awesome if the dev open sourced it!

2 Likes

dahhh! nice play. for some reson, i thought the tower could only detect a single instance of targeting. my bad.

i dont even feel bad about that one.

GG WP! You had me on the ropes, looks like an unfortunate miss on Earthquakes was my saving grace (and not patrolling Rook, that would have saved you from lethal)

That damn Flagbearer was not something I was prepared for! You can see I had a Kidnapping in the deck and ready, but I was 1 gold shy of killing the flagbearer AND taking the GN. In hindsight, Chaos Mirror would have been better

yeah, i stumbled my way into that end game strategy. i would have teched teh School earlier had i thought of it, plus included an IPN.

1 Like

Well I’m game to play again whenever, shall I start? Same deck for you?

yeah, lets keep it going.

Let the good times roll! GL HF @codexnewb !

Game 6 Player 1, Turn 1

P2 White vs P1 Red

Starting Hand

Charge
Nautical Dog
Bloodrage Ogre
Bombaster
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Careless Musketeer

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Scorch
Mad Man
Pillage
Makeshift Rambaster

End of Turn Discard

Charge
Bombaster

My Thoughts

Third straight game! The spreadsheet loves me it seems.


"P2T1


StartingHand Workers

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


WORKERS
Sensei’s Advice


NextHand

Savior Monk
Fox Primus
Aged Sensei
Safe Attacking


Discard

Morningstar Flagbearer
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
fox viper - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Fox Viper (2/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: smoker (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

i think IPN and fox den’s school would be a good combo. guards against kidnapping without the tower, which means ill have to be willing to go for his tower anyways.

with his opening, my hero’s never survive. and no grappling hook next turn…so i think ill try something different. viper to sq to make hi use dog there, and smoker in scav to at least get a gold back. ill play this like green and just try to benefit using rewards and my gold advantage.

"

Game 6 Player 1, Turn 2

P2 White vs P1 Red

Starting Hand

Scorch
Mad Man
Pillage
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Crash Bomber


Main:

  • Dog trades with Viper
  • Ogre kills Smoker, you get 1g
  • Makeshift Rambaster, hits your base to 17 (3)
  • Worker (2)
  • Tech 1 (1)
Workers

Scorch, Careless Musketeer

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/1)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Bloodburn
Bombaster
Pillage
Charge

End of Turn Discard
My Thoughts

This seems good trading, keeping Pillage in case he’s planning to fast-tech!


"P2T2


Tech StartingHand Workers

TECH
IPN
IPN


STARTING HAND
Safe Attacking
Fox Primus
Aged Sensei
Savior Monk


WORKERS
Sensei’s Advice
Safe Attacking


NextHand

Fox Primus
Savior Monk
Grappling Hook
Snapback


Tech 2 card(s)
Get Paid + float - ($7)
scav gold - ($8)
worker - ($7)
tower - ($4)
Rook - ($2)
aged sensei - ($1)
tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Aged Sensei (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rook (2/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :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: 0
  • Workers: 7
Thoughts

double ipn since i wont be rushing tech 2

"

Game 6 Player 1, Turn 3

P2 White vs P1 Red

Starting Hand

Bloodburn
Bombaster
Pillage
Charge

Events of Turn:


Upkeep:

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

Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber


Main:

  • BROgre trades with Sensei
  • Bombaster (5)
  • Worker (4)
Workers

Bloodburn, Scorch, Careless Musketeer

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 7

End of Turn Hand

Gunpoint Taxman
Crash Bomber
Nautical Dog
Mad Man

End of Turn Discard

Kidnapping
Chaos Mirror
Bloodrage Ogre
Charge
Pillage

My Thoughts

Hmm, tower, interesting. I think I just want to float a ton and go hard next turn? I could Hero’s Hall but more likely I’ll fast-tech?

I can shove w/ Zane, kill Rook, and break his tech 1… tempting but I don’t know that it buys me as much.

Generic Chaos Mirror and Kidnapping added to the deck to deal with various possible circumstances