STARTING HAND
Wither
Helpful Turtle
Spark
Granfalloon Flagbearer
Timely Messenger
WORKERS
Granfalloon Flagbearer
NextHand
Older Brother
Tenderfoot
Bloom
Fruit Ninja
Brick Thief
Discard
Helpful Turtle
Wither
Spark
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
timely messenger - ($2)
Oni - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Timely Messenger (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Onimaru, lvl 1, (2/3)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
so, with him going demon, balance, anarchy, i think peace engine is out of the question. i should also watch out for hero’s hall on his part with vandy and zane.
i think my best options are boot camps, nimble fencers, star cross starlets, and maestro’s.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy, to midband - ($0)
Deteriorate Timely Messenger
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Vandy lvl 3 (3/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 6
Thoughts
Oni is an aggressive early hero, and with Bloom/Spark/Wither he could kill any of my lvl 1 heroes… but for midband Vandy he would need two cards (and pay extra for resist), which is a trade I’m willing to make.
Longer term, I think codexnewb might go for a Finesse virtuoso rush, since Nature Reclaims is bad for Peace engine. Fencers would be nice for my Mimics, but maybe bad for my Tiny B’s, and I’ll need to keep an eye out for mirror shenanigans.
nice play. with sparkshot i could have done it, but not cigar
teching in bootcamps to have a good deck cycle. i think that oni will work out since he doesnt have much hero removal at the moment. hoping that he’ll drop some unit, then use vandy to wipe my units, and i can use both BC’s to sideline his unit, and kill vandy with oni.
plan is probably to tech 2 and drop spy’s. i can always tech lab into truth later.
There are a bunch of ways codexnewb could break through my patrol to kill Vandy, so I won’t rely on her surviving in my techs. I also don’t want to rely too much on Tiny B’s, which means I may skip CoL this time. For now, I’ll try to bait bad trades with my skeletons.
…
Didn’t get my teched cards, so I might find myself playing Zane next turn while teching up.
Tech 2 card(s)
Get Paid + float - ($7)
scav gold - ($8)
Worker - ($7)
oni hits scav skeleton
max oni, , heals, summon 3 soldiers - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Solder (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Older Brother (2/1)
[I]Technician[/I]: Solder (1/1)
[I]Lookout[/I]: Solder (1/1)
[B]In Play:[/B]
Oni, lvl 8, (4/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
hmm, well, it’s too tempting to not go for it. i wont tech in art of war since he can counter with TB’s, but i WILL tech in discords, and hero’s hall next turn.
Tech 2 card(s)
Get Paid - ($7)
Scav gold - ($8)
Exhaust Vandy and discard to fetch Dark Pact - ($7)
Dark Pact, I draw 2, my base to 18
Worker - ($6)
Deteriorate SQL
Gunpoint Taxman - ($4)
Haunt trades with Older Brother
Tech 2 (Balance) - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (3/3A)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
Vandy lvl 3 (3/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Could codexnewb possibly have Art of War in hand already? Probably not, but if he did tech it I may not want to kill the technician and increase his odds. If I kill his scav, he could even cast it while teching up.
So instead of clearing the patrol, I’ll invest in my own. Fetching DP gives me a 70% shot of dropping one of my tech 1’s this turn, and lets me draw right into my tech 2’s - naturally, I want things that can help against maxband Oni…
I’ll kill scav after all, to prevent something like Spark from giving him a clear shot at Vandy.
WORKERS
Granfalloon Flagbearer
Fruit Ninja
boot camp
Wither
NextHand
Bloom
Brick Thief
discord
discord
Discard
boot camp
Timely Messenger (1/1)
reteller of truths
reteller of truths
Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
worker - ($7)
hero’s hall - ($5)
spark skeleton - ($4)
Oni kills GPT
helpful turtle - ($2)
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Soldier (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Soldier (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Oni, lvl 8, (4/2)
Helpful Turtle (1/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
hero’s hall: 4HP
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
ugh, that moment when you realize max zane is a thing. well, if i lose my patroller and oni this turn, i can at least wall up, tech up, and hope for a good draw next turn.
Redrawing Deteriorate from technician allows me to trade Zane into Oni. It leaves a doomed Turtle on board, which is a bit of a nuisance. It would be nice to block it and thus keep Midori alive in the backline for a possible Meta-fetch next turn. I’m just not sure it’s worth going too far down on cards… Yeah, I’d rather keep a reasonable handsize and stick to the Balance plan for now. If Midori survives, that’s great. But either way, I’m guaranteed to draw a tech 2, and Tiny B should let me keep the board in check.
Interesting that codexnewb went for HH rather than tech 2. I can’t say I know what to expect at this point, maybe pouring gold into mirrors?
Tech 2 card(s)
Get Paid + float - ($10)
Helpful Turtle dies, you get 1 gold
Worker - ($9)
Graveyard - ($7)
Tiny Basilisk trades with Brick Thief, goes to Graveyard
Midori kills Tenderfoot
Vandy breaks Tower
Potent Basilisk - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Potent Basilisk (3/5A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/4)
Graveyard (3), holding Tiny Basilisk
Midori lvl 1 (2/1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 4 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
If Midori survives, I can (ideally) set off a 3-hero Meta next turn + 2 attacking heroes + Zane’s maxband + replay Tiny B from Graveyard. If not, I can dig with Dark Pact for more impactful tech 2’s. F Dragons are good against illusions, and my Mimics are likely to get haste, untargetable, sparkshot, and possibly flying, which is insane value.
Unstoppable means “can ignore patrollers when attacking”, not “must”. Tiny Basilisk’s abilities are only (sometimes) a drawback on defense, not on attack.
Dark Pact
Sacrifice the Weak
Wandering Mimic
Metamorphosis
Fairie Dragon
Skeleton Javelineer
Tech 0 card(s)
Get Paid + float - ($11)
Dark Pact, I draw X2, my base to 16
Potent B kills Messenger
Sacrifice the Weak, Potent B and Macciatus die - ($9)
Zane - ($7)
Exhaust Vandy and discard to fetch Metamorphosis - ($6)
Metamorphosis, all my heroes to maxband - ($0)
Zane’s maxband targets scav Reteller, she returns to your hand
Zane invisibly and readily breaks Tech 2
Midori invisibly and readily breaks Tech 1
Drawing Meta would end this straight away, let’s try to dig for it!
…
No such luck, but I guess it’s still worth fetching it: I can break both tech buildings and clear most of codexnewb’s board.
STARTING HAND
Older Brother
Timely Messenger
Wither
Tenderfoot
Fruit Ninja
WORKERS
Granfalloon Flagbearer
Fruit Ninja
NextHand
bloom
flagstone mines
Older Brother
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
wither jav - ($2)
timely messenger, trade with Rogue - ($1)
Oni kilsl Vandy, takes 2 back, to lvl 3
tenderfoot - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: tenderfoot (2/2)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Oni, lvl 3, (3/2) +
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
solid. guess it worked out with wither in hand 2. well, i cant go mines, but honestly, i might just do that. because i can always bring in other units later. ill tech cadets, elite training, mines, THEN, decide what ill do if indeed he’ll trash the mines.
better that zane isnt worth it for him, in case he draws STW. patrol tenderfoot to elite just in case.
screw it, im rushing mines. he can go ahead and trash them. ill get value from them in one turn.