Codex Newb Finesse Discipline Ninjitsu vs FrozenStorm Mono-Red

"P2T3


Tech StartingHand Workers

TECH
Fox Den’s School
Flying Fox


STARTING HAND
Snapback
Fox Primus
Grappling Hook
Savior Monk


WORKERS
Sensei’s Advice
Safe Attacking
Grappling Hook


NextHand

IPN
Morningstar Flagbearer
Fox Viper (2/1+A)
smoker (1/1)


Discard

Aged Sensei (1/1)
Snapback
Fox Primus
Fox Den’s School
Flying Fox


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
savior monk - ($4)
tech 2 ninjitsu - ($0)

Float ($0)
Discard 2, draw 4


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

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

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

well, i wonder if other people struggle as hard against red as white as i do. probably not. lol.

teching school and flying fox to mix it up and try something different. just in case of kidnapping, SM to lookout

"

Game 6 Player 1, Turn 4

P2 White vs P1 Red

Starting Hand

Gunpoint Taxman
Crash Bomber
Nautical Dog
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (7+4float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

War Drums, Desperation
Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber


Main:

  • Drakk + Midband (6)
  • Bombaster and Rambaster trade with Rook, Drakk maxbands
  • Gunpoint Taxman, gets haste (4)
  • Mad Man, trades with Savior Monk (3)
  • Taxman breaks your tower, your base to 15
  • Crash Bomber (2)
  • Hero’s Hall (0)
Workers

Bloodburn, Scorch, Careless Musketeer

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Drakk (3/4 lvl 6)
  • Gunpoint Taxman (3/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bloodrage Ogre
Bombaster
Chaos Mirror

End of Turn Discard
My Thoughts

Drums and Desperation, lets go hard!

Not the draw I would have liked, but that’s okay. We’ll do what we can!


"P2T4


Tech StartingHand Workers

TECH
Glorious Ninja
Glorious Ninja


STARTING HAND
smoker (1/1)
Morningstar Flagbearer
IPN
Fox Viper (2/1+A)


WORKERS
Sensei’s Advice
Safe Attacking
Grappling Hook
smoker (1/1)


NextHand

Flying Fox
Fox Primus
IPN


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
IPN - ($4)
Morningstar flagbearer - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: IPN (5/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Flagbearer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

best i can do. man, i need to go look at bunch of red white matches and see what other people have done - stop trying to reinvent the wheel here.

"

Game 6 Player 1, Turn 5

P2 White vs P1 Red

Starting Hand

Bloodrage Ogre
Bombaster
Chaos Mirror

Events of Turn:


Upkeep:

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

Ember Sparks x2
War Drums, Desperation
Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber


Main:

  • Zane, suicides into IPN, levels fizzle (5)
  • Taxman trades with IPN, I steal your float (6)
  • Drakk kills Flagbearer, takes 2, you get a card
  • Bombaster, gets haste from Drakk, it and Crash Bomber wreck your tech 2, your base to 13 (4)
  • Bloodrage Ogre (2)
  • Jaina (0)
Workers

Bloodburn, Scorch, Careless Musketeer

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Drakk (3/2 lvl 6)
  • Crash Bomber (2/2)
  • Jaina (2/3 lvl 1)
  • Bombaster (2/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pillage
Makeshift Rambaster
Mad Man

End of Turn Discard
My Thoughts

I think this is a decent sacrifice. He probably went for SotF, so I want to cover that. No really great way to make use of chaos mirror here, so just break the tech 2 and hope to draw drums!

Bah! Still no dice. Hopefully he floats some so we can pillage, but man not even Desperation or Kidnapping, these are some rough draws!


"P2T5


Tech StartingHand Workers

TECH
entangling vines
entangling vines


STARTING HAND
IPN
Flying Fox
Fox Primus


WORKERS
Sensei’s Advice
Safe Attacking
Grappling Hook
smoker (1/1)


NextHand

Fox Den’s School
Glorious Ninja
Glorious Ninja
Aged Sensei (1/1)
Fox Viper (2/1+A)


Discard

Flagbearer (2/2)
IPN (5/5+A)
IPN
Fox Primus
Flying Fox
entangling vines
entangling vines


Tech 2 card(s)
Get Paid + float - ($10)
stolen float - ($9)
max rook - ($0)
rebuild tech 2

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook (4/6+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 5
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

teching entangling vines for the reshuffle to get through his wall.

"

Game 6 Player 1, Turn 6

P2 White vs P1 Red

Starting Hand

Pillage
Makeshift Rambaster
Mad Man

Events of Turn:


Upkeep:

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

Lobber x2
Ember Sparks x2
War Drums, Desperation
Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber


Main:

  • Brogre and Bombaster take Rook’s first life
  • Mad Man, it takes Rook to 4hp (6)
  • Pillage, your base to 11 (5)
  • Crash Bomber deals 3 to Rook and explodes its last damage on Rook, killing him. Jaina to lvl 3
  • Makeshift Rambaster, hits your base to 7 (3)
  • Midband Jaina, hit your base to 4 (2)
  • Drakk hits your base to 1
Workers

Bloodburn, Scorch, Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Drakk (3/2 lvl 6)
  • Jaina (3/3 lvl 4)
  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 11

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Nautical Dog
Kidnapping

End of Turn Discard

Ember Sparks
Ember Sparks
Gunpoint Taxman
Chaos Mirror
Bloodrage Ogre
Bombaster
Crash Bomber
Lobber
Lobber
Pillage
Mad Man

My Thoughts

I believe this is GG unless he can prevent Drakk from suiciding AND kill Jaina AND prevent me attacking his base, which I think would be tough to pull off…


and that will be gg.

GG WP!

This seems pretty difficult for White, want to swap decks and have a go at the red side?

sure. although, ill bet you’ll find a way pretty quickly.

see T1 below.

"P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Mad Man
Charge
Careless Musketeer
Pillage


WORKERS
Pillage


NextHand

Scorch
Bombaster
Bloodrage Ogre
Bloodburn


Discard

Makeshift Rambaster
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man, hits your base to 19 - ($2)
careless musketeer - ($0)

Float ($0)
Discard 2, draw 4


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man (1/1)
  • Careless Musketeer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

lol. opposite opening hand frozen storm was getting. ill still play similar to him with musketeer and mad man.

aaaaaaand no dog on redraw. man, today is rough.

"

1 Like

It probably didn’t help that I got the Brogre/Dog combo for three straight games. GL HF!

Game 7 Player 2, Turn 1

P2 White vs P1 Red

Starting Hand

Savior Monk
Grappling Hook
Aged Sensei
Morningstar Flagbearer
Fox Primus

Events of Turn:


Upkeep:

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

Main:

  • Rook (3)
  • Savior Monk (1)
  • Worker (0)
Workers

Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 19

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Fox Viper
Sensei’s Advice
Snapback
Smoker
Safe Attacking

End of Turn Discard

Grappling Hook
Aged Sensei
Morningstar Flagbearer

My Thoughts

Edited over, ugh


"P1T2


Tech StartingHand Workers

TECH
Bloodlust
Gunpoint Taxman


STARTING HAND
Bombaster
Bloodburn
Scorch
Bloodrage Ogre


WORKERS
Pillage
Bloodburn


NextHand

Bloodlust
Nautical Dog
Makeshift Rambaster
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tap musketeer, my base to 19, your base to 19
bloodrage ogre - ($2)
tech 1 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]: Brogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Careless Musketeer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

teching in gunpoint taxman and bloodlust in case i get lucky on the redraw. im hoping he’ll play back and i can run three or 4 things into him next turn. at least i can finally float gold in peace.

"

Which one got the 2g spent, Drakk or BrOgre?

Brogre. sorry, former turn idea.

Game 7 Player 2, Turn 2

P2 White vs P1 Red

Starting Hand

Fox Viper
Sensei’s Advice
Snapback
Smoker
Safe Attacking

Events of Turn:


Upkeep:

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

Ardra’s Boulder, Sparring Partner


Main:

  • Smoker (5)
  • Tower (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Ardra’s Boulder
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Snapback

End of Turn Discard
My Thoughts

Hmm naw, I don’t think I can safely depend on Rook, so I think better to stall a bit with tower and boulder, and Sparring Partner in behind! The combo of Ninja and Sparring Partner does seem a highly effective defense, perhaps I should aim for that!


"P1T3


Tech StartingHand Workers

TECH
Captuerd Bugbladder
Captuerd Bugbladder


STARTING HAND
Nautical Dog
Gunpoint Taxman
Bloodlust
Makeshift Rambaster


WORKERS
Pillage
Bloodburn
Makeshift Rambaster


NextHand

Bloodlust
Bombaster
Nautical Dog
Scorch
Charge


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Mid Drak - ($1)
Brogre and Mad Man trade with Rook, Drak to max
Musketeer trades with Savior Monk

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


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

  • :psblueshield: [I]Squad Leader[/I]: Drak, lvl 6, (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

well, not teching war drums due to snapback, but i will tech double bugbladder and go tech 2 next turn. if drak stays around, that’s great, if not, then i can drop a unit or two. lets just hope i dont draw TWO bugbladders next turn.

"

Game 7 Player 2, Turn 3

P2 White vs P1 Red

Starting Hand

Ardra’s Boulder
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Snapback
Safe Attacking (techn)

Events of Turn:


Upkeep:

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

Glorious Ninja x2
Ardra’s Boulder, Sparring Partner


Main:

  • Grave (5)
  • Ardra’s Boulder (3)
  • Safe Attacking (2)
  • Smoker pings your base to 18
  • Worker (1)
Workers

Grappling Hook, Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite: Ardra’s Boulder (0+1/6)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Smoker (1/1)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Sparring Partner
Aged Sensei
Savior Monk
Glorious Ninja
Snapback

End of Turn Discard
My Thoughts

Could just tech up, but it’d be wasting my technician when I could be thinning the deck out. No I think I’ll wait one turn on teching up, but bring the GNs in so I’m more likely to draw them on turn 5. Next turn probly Rook + Sparring + Tech up


"P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Charge
Scorch
Bombaster
Nautical Dog
Bloodlust


WORKERS
Pillage
Bloodburn
Makeshift Rambaster
Scorch


NextHand

Careless Musketeer (2/1)
Mad Man (1/1)
GPT (3/3)
Captuerd Bugbladder


Discard

Charge
Bloodlust
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 blood - ($3)
nautical dog - ($2)
bombaster - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drak, lvl 6, (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 4
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

playing the bombaster to be safe. laying back to maximize bugbladders. sort of surprised he didnt tech up, but oh wel, i dont mind. i can have a pretty explosive two turns coming up.

"

Game 7 Player 2, Turn 4

P2 White vs P1 Red

Starting Hand

Sparring Partner
Aged Sensei
Savior Monk
Glorious Ninja
Snapback

Events of Turn:


Upkeep:

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

Fox’s Den School, Bird’s Nest
Glorious Ninja x2
Ardra’s Boulder, Sparring Partner


Main:

  • Grave kills Dog
  • Snapback Drakk for Zane (6)
  • Sparring Partner (5)
  • Worker (4)
  • Tech 2 Ninjutsu (0)
Workers

Grappling Hook, Fox Viper, Fox Primus

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (0/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Smoker (1/1)
  • :target: Lookout: Sparring Partner (2/2)

In Play:

  • Grave (2/2 lvl 1)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Morningstar Flagbearer
Glorious Ninja
Sensei’s Advice
Fox’s Den School

End of Turn Discard
My Thoughts

Yep, now we tech up. Grabbing Birds and FDSchool, not really sure about the Birds tech but seems a decent choice in case I get blown up. Reversal or SotF might be better choices, I’m afraid they’re too expensive and short-lived though.

Debated leaving Drakk around, but it makes a big difference between 6 and 7 hp on the boulder and keeps his possible number of attackers down. Hopefully the tech 2 lives! He’d need double barrels to get to it I think


"P1T5


Tech StartingHand Workers

TECH
kidnapping
pirate gang commander


STARTING HAND
Captuerd Bugbladder
Careless Musketeer (2/1)
Mad Man (1/1)
GPT (3/3)


WORKERS
Pillage
Bloodburn
Makeshift Rambaster
Scorch
Careless Musketeer (2/1)


NextHand

pirate gang commander
Brogre (3/2)
Captuerd Bugbladder


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Captured Bugbladder - ($4)
tower - ($1)
mad man - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Mad Man (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (2/2)
  • :pschip: [I]Technician[/I]: Zane (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captuerd Bugbladder (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

walling up to start the flood of damage next turn. teching in kidnapping to trade his units into eachother, plus pirate gang commander in case i need to tech 3.

"

Game 7 Player 2, Turn 5

P2 White vs P1 Red

Starting Hand

Morningstar Flagbearer
Glorious Ninja
Sensei’s Advice
Fox’s Den School

Events of Turn:


Upkeep:

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

Martial Mastery, Sparring Partner
Fox’s Den School, Bird’s Nest
Glorious Ninja x2
Ardra’s Boulder, Sparring Partner


Main:

  • Sparring Partner kills SQL, takes 1 after Safe Attacking Armor, my base to 17
  • Grave to lvl 5 and kill Zane, sparkshot 1 to Bombaster, you get a card, Grave maxbands and heals (5)
  • Grave hucks a sword at Bugblatter, my base to 16
  • Smoker trades with Bombaster, you get a gold
  • Glorious Ninja (0)
Workers

Savior Monk, Grappling Hook, Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Glorious Ninja (4/3+1armor swift strike)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Ardra’s Boulder (0/6)
  • :target: Lookout:

In Play:

  • Sparring Partner (2/1)
  • Grave (4/5 lvl 7 no sword)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Aged Sensei
Bird’s Nest
Glorious Ninja
Snapback
Morningstar Flagbearer

End of Turn Discard
My Thoughts

I think this provides the best overall defense. All but Kidnapping + Crashbarrow will be locked out. From there hopefully I can break his tech 2 indefinitely? Fingers crossed