[FFA] Nekoatl, bansa, FrozenStorm, charnel_mouse, CarpeGuitarrem

Kind of surprising to see that Mythmaking artifact make it in there.

1 Like

So many cards firing that I’ve never even seen teched before.

Board tracker

P4T6

Starting hand: 4

Jefferson DeGrey, Ghostly Diplomat
Morningstar Pass
Ardra’s Boulder
Spore Shambler

Technician draw: 1

Verdant Tree

Thoughts

Looks like I’m finally getting some attention! That MoLaC reveal turn wasn’t very good for runes, unfortunately, so I’m going to struggle to get going in time.

Teched cards: 0

T2: Ardra’s Boulder, Mythmaking
T3: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass
T4: Doubling Barbarbarian, Might of Leaf and Claw
T5: Artisan Mantis, Kidnapping


Get paid - (10)
Rebuild Tech II
Argagarg Garg, Wisp arrives - (8)
Maxband Argagarg, Water Elemental arrives - (4)
Ardra’s Boulder - (2)
Verdant Tree - (0)
Discard 3, reshuffle 9, draw 5


:psblueshield: Ardra’s Boulder 2/8+1A (mythmaking: +2/+2)
:ps_: Argagarg L5 1/5 (exhaust: unit gets +1/+1A)
:exhaust: Water Elemental 3/3 (anti-air)
:target: Wisp 0/1 (resist 0+1)

Mythmaking (my legendary units are +2/+2, yours are -1/-1)
Might of Leaf and Claw (1 rune; 5 runes: allies get +5/+5)

:heart: Verdant Tree HP: 3 (healing 1; exhaust: tech buildings build/rebuild instantly)

:heart: Base HP: 13
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Strength)
:heart: Tech Lab HP: 4 (Growth)


Hand: 5

Artisan Mantis
Kidnapping
Rampant Growth
Young Treant
Doubling Barbarbarian

Deck: 4

Forest’s Favour
Jefferson DeGrey, Ghostly Diplomat
Morningstar Pass
Spore Shambler

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
4 on board
5 in hand
4 in deck
0 in discard
5 in workers
Total: 18


Gold: 0
Workers: 10

5 x start
T1: Ironbark Treant
T2: Merfolk Prospector
T3: Rich Earth
T4: Playful Panda
T5: Tiger Cub

@CarpeGuitarrem’s turn!

1 Like

Ah crumbs, messed up another turn because I missed important things. Will have to wait for tonight to update.

P5T6


Tech StartingHand Workers

TECH
Desperation


STARTING HAND
Makeshift Rambaster (haste) 1/1
Desperation
Crash Bomber 2/2


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Pillage
Nautical Dog


NextHand

Bombaster 2/2
Captured Bugblatter
Ember Sparks


Discard

Makeshift Rambaster (haste) 1/1
Desperation
Desperation


Tech 1 card(s)
Get Paid, no float for me :frowning: - ($10)
Play Crash Bomber - ($9)
Play Makeshift Rambaster - ($7)
Heal my base twice - ($1)
Bloodburn bumps charnel_mouse’s base for 1
Rambaster bumps Nekoatl’s base for 2 and dies to Tower

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2
  • :target: Lookout:

In Play:

  • Bloodburn (3 runes)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Blech. I’m in a tough spot. Morningstar Pass also makes it hard for me to steal a win, but Nekoatl will probably have to spend resources focusing it down. Also I realized Shoddy Glider just dies with Abom on the field lol

@Nekoatl’s turn!

Board state

P1T7


Tech StartingHand Workers

TECH
Cinderblast Dragon
Cinderblast Dragon


STARTING HAND
Crash Bomber
Maximum Anarchy
Maximum Anarchy
Firehouse


WORKERS
Mad Man
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Charge


NextHand

Bombaster
Cinderblast Dragon
Maximum Anarchy


Tech 2 card(s)
Get Paid + float - ($11)
Zane breaks Morningstar Pass - ($10)
Bloodburn deals 3 to bansa’s base
Maximum Anarchy kills everyone
Crash Bomber - ($9)
Crash Bomber - ($8)
Firehouse - ($5)
Tech III - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Crash Bomber (2/2) Explosive
  • :pschip: Technician: Crash Bomber (2/2) Explosive
  • :target: Lookout:

In Play:

  • Bloodburn [4 blood]
  • Hotter Fire
  • Hotter Fire
  • Firehouse (4)

Buildings:

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

@bansa’s turn!

Where are the sharks
I wanna see some SHARKS

4 Likes

Board state

P2T7


Tech StartingHand Workers

TECH
Wrecking Ball
Wrecking Ball


STARTING HAND
Mythmaking
Older Brother
Shuriken Hail
Colossus
Morningstar Pass
Ardra’s Boulder


WORKERS
Helpful Turtle
Fruit Ninja
Spark
Granfalloon Flagbearer
Timely Messenger


NextHand

Wither
Colossus
Tenderfoot
Wrecking Ball
Shuriken Hail


Tech 2 card(s)
Get Paid + t draw - ($10)
Mythmaking - ($8)
Morningstar Pass - ($4)
Ardra’s Boulder - ($2)
Rook - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ardra’s Boulder (1/7), +1/1
  • :target: Lookout:

In Play:

  • Mythmaking
  • Morningstar Pass (6), +2

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Man I just can’t keep an Abom on the table…

That hottest Firehouse is going to be a big problem…

board state.

FFA G1 Player 3, Turn 7

P1 (Neko) Mono Red vs
P2 (bansa) [Bashing]/Ninjutsu/Strength vs
P3 (Frozen) Mono Black vs
P4 (charnel) [Growth]/Blood/Strength vs
P5 (Carpe) Mono Red

Starting Hand

Nether Drain
Hooded Executioner
Graveyard
Sacrifice the Weak
Soul Stone
Plague Lab (techn)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Draw 1 techn
  • choose to tech 2 cards in
All Teched Cards

Death and Decay x2
Nether Drain, Soul Stone
Abomination, Plague Lab
Sickness, Abomination
Hooded Executioner x2


Main:

  • Orpal + maxband (3)
  • Hooded Executioner (1)
  • Worker (0)
Workers

Nether Drain, Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Orpal (2/5 lvl 6)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Thieving Imp
Deteriorate
Sickness
Abomination
Plague Lab

End of Turn Discard
My Thoughts

Not going well…


I can take the hit to clear a path, but @CarpeGuitarrem needs to finish the job.

Board tracker

P4T7

Starting hand: 5

Artisan Mantis
Kidnapping
Rampant Growth
Young Treant
Doubling Barbarbarian

Technician draw: 1

Jefferson DeGrey, Ghostly Diplomat

Thoughts

I could just sit back here and heal up my base to be tied for the lead, but then I’m a target for that Firehouse just as much as Carpe is. Hopefully he doesn’t just have double Crashbarrow in hand, and play them with midband Drakk to kill Neko and win on the spot.

Drawing with Young Treant first: if I draw Morningstar Pass, I’ll play that instead of Artisan Mantis. Either way, I stay on 12 base health.

Teched cards: 0

T2: Ardra’s Boulder, Mythmaking
T3: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass
T4: Doubling Barbarbarian, Might of Leaf and Claw
T5: Artisan Mantis, Kidnapping


Get paid + float - (11)

Young Treant, I draw - (9)

Spore Shambler

Drakk Ramhorn - (7)
Kidnapping, I take Nekoatl’s Technician Crash Bomber - (3)
Crash Bomber trades with Nekoatl’s Scavenger Crash Bomber, hits his Firehouse for 1, he gets a gold, I take 3 base damage, MoLaC to 2 - (4)
Artisan Mantis, my base goes back to 12 - (0)
Discard 4, draw 2, reshuffle 6, draw 3


:psblueshield: Young Treant 0/2+1A (can’t attack)
:ps_: Artisan Mantis 4/5

Drakk L1 1/3 (dies: 1 to everyone else’s base)

Mythmaking (my legendary units are +2/+2, yours are -1/-1)
Might of Leaf and Claw (2 rune; 5 runes: allies get +5/+5)

:heart: Verdant Tree HP: 3 (healing 1; exhaust: tech buildings build/rebuild instantly)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Strength)
:heart: Tech Lab HP: 4 (Growth)


Hand: 5

Forest’s Favour
Morningstar Pass
Ardra’s Boulder
Kidnapping
Jefferson DeGrey, Ghostly Diplomat

Deck: 3

Rampant Growth
Doubling Barbarbarian
Spore Shambler

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
5 on board
5 in hand
3 in deck
0 in discard
5 in workers
Total: 18


Gold: 0
Workers: 10

5 x start
T1: Ironbark Treant
T2: Merfolk Prospector
T3: Rich Earth
T4: Playful Panda
T5: Tiger Cub

1 Like

P5T7


StartingHand Workers

STARTING HAND
Bombaster 2/2
Captured Bugblatter
Ember Sparks
Mad Man


WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Pillage
Nautical Dog


NextHand

Crash Bomber 2/2+a
Bloodlust
Shoddy Glider
Captured Bugblatter


Discard

Makeshift Rambaster (haste) 1/1
Desperation
Desperation
Crash Bomber 2/2
Mad Man
Ember Sparks


Tech 0 card(s)
Get Paid + float - ($11)
Play Captured Bugblatter from hand - ($8)
Play Bombaster from hand - ($6)
Summon Zane - ($4)
Midband Zane - ($1)
Zane breaks Firehouse, takes 1 damage
Bloodburn bops Nekoatl’s base by 1

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Captured Bugblatter 4/2
  • :target: Lookout:

In Play:

  • Bloodburn (2 runes)
  • L4 Captain Zeno Zane (haste) 3/2

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

So Neko threatens lethal with 5 damage off of Cinderblast Dragon, but is not actually in a position to finish the game. Looking at my hand, I probably can lethal if I keep tech 2 and don’t get dogpiled. I’m probably getting dogpiled. Is there a world where I leave Neko alone so that I don’t get focused down and lose Tech 2? Neko has access to Bloodlust and Lobbers…oh wow, Firehouse hits buildings too. Yeah I can’t let that live. That’s literal GG…oh, wait, I’d win. So let’s look at this worst case scenario. Neko breaks all add-ons and then kills Bugblatter, Executioner, Treant. That brings Max Drakk online for sure. Hm, even if I lose my add-on and all units, hmm does Neko have lethal? Break add-ons, reduce everyone to -2 HP, Neko then needs to Bloodburn my base to keep the lead. Oh, but Morningstar pass protects bansa. Okay, because it’s so easy for me to break Firehouse I think I just do that. Zane plus Bloodburn, then drop Bombaster and Bugblatter. That’s 7 gold. I get 4 gold left, so I could even midband Zane instead and direct a Bloodburn elsewhere, like Neko’s base. Ugh, lobbers are pretty spooky endgame burn now.

@Nekoatl’s turn!

Seems like I painted a big target on my back with those Hotter Fires, and now I’m feeling overwhelmed. But, above all else, I can’t let a maxband Orpal sit on the field when I have a full infrastructure deployment to Decay.

Board state

P1T8


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Bombaster
Cinderblast Dragon
Maximum Anarchy


WORKERS
Mad Man
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Charge
Bombaster


NextHand

Maximum Anarchy
Firehouse
Molting Firebird


Discard

Crash Bomber
Crash Bomber
Firehouse
Flame Arrow
Maximum Anarchy
Lobber
Lobber


Tech 2 card(s)
Get Paid + scavenger - ($11)
Drakk Ramhorn - ($9)
Cinderblast Dragon, expensive Flame Arrow kills Orpal, InB4 D&D (levels to Drakk) - ($1)
Bloodburn deals 3 to Carpe’s base
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Cinderblast Dragon (6/6) Flying, resist 2, caster
  • :pschip: Technician: L3 Drakk Ramhorn (1/3) Debase
  • :target: Lookout:

In Play:

  • Bloodburn [2 blood]
  • Hotter Fire
  • Hotter Fire

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

Not so worried about ensuring Crash Bombers are weakest now, gonna try and mix in Lobbers for quick, cheap damage. Feeling very iffy about the choice to worker Bombaster, but I’m feeling pinched for gold, and I’m probably going to need extra to pay for base repairs, assuming the game doesn’t end in the near future.

@bansa’s turn!

Indeed FFA ending is unpredictable. :slight_smile: Had no idea I would be able to finish this turn.

P2T8


StartingHand Workers

STARTING HAND
Shuriken Hail
Tenderfoot
Wrecking Ball
Wither
Colossus


WORKERS
Helpful Turtle
Fruit Ninja
Spark
Granfalloon Flagbearer
Timely Messenger


NextHand

Wrecking Ball
Shuriken Hail
Final Smash
Brick Thief


Discard

Wither
Shuriken Hail
Wrecking Ball
Tenderfoot
Colossus


Tech 0 card(s)
Get Paid - ($10)
Setsuki - ($8)
Wither Nekoatl’s Drakk - ($6)
Shuriken Hail - ($5)
Ardra’s Boulder kills Drakk, P3, P4, P5’s base each take 3, Rook to L3
Mid Rook walks past and deals 3 to Frozenstorm’s base: 2 - ($3)
Troq - ($1)
Wrecking Ball breaks Frozenstorm’s base, GG!

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Mythmaking
  • Morningstar Pass (6), +2
  • Ardra’s Boulder (1/6), +1/1, -1
  • L1 Troq (2/3)
  • L5 Rook (3/4). -1
  • L1 Setsuki (1/3)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

GG! This was really fun :grinning: Turn order is so important. I got lucky going after Nekoatl since he was both big bully and target. :stuck_out_tongue_closed_eyes:

2 Likes

Congrats bansa, and GG WP to all! I did think bansa had the least threatening deck, which is maybe not coincidental with him taking the win. And, I think Black was sufficiently non-dominant that we can safely do free picks for game 2.

If anyone just wanted to play one game, that’s cool, but anyone up for a second game should post the deck they’d like to use. I’ll try [Finesse]/Growth/Discipline.

New random turn order:
@CarpeGuitarrem
@Nekoatl
@bansa
@FrozenStorm
@charnel_mouse

Wow… it’s the same order, just shifted one to the right. Crazy! Well, we’ll be using different decks anyway, so it probably doesn’t matter.

3 Likes

I’ll try [Balance]/Law/Strength.

I’ll go again, sure. Why don’t we try future/peace/necro, that hasn’t been played in awhile

Man that was tight! It was very interesting to learn stuff/see non-obvious stuff coming out. Playing as Red, it was like being on the edge of a knife when it came to going in versus biding my time. In 1v1 I can sometimes have a burst of aggression with the understanding that I’ll finish it next turn, but no such thing here!

I’m down for another FFA, this was an interesting mode!

Mono-White this time

1 Like

I will go with Present/Peace/Discipline

Awesome! Board state spreadsheet has been reset, action to @CarpeGuitarrem!

1 Like

GLHF all! Let’s see what we’ve learned!

P1T1


StartingHand Workers

STARTING HAND
Fox Viper
Morningstar Flagbearer
Snapback
Grappling Hook
Safe Attacking


WORKERS
Safe Attacking


NextHand

Fox Primus
Sensei’s Advice
Aged Sensei
Smoker
Savior Monk


Discard

Fox Viper
Snapback
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Morningstar Flagbearer - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Morningstar Flagbearer (must target) 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: 5
Thoughts

I think my endgame here is to stall up behind Glorious Ninja with buffs and then break through defenses with Jade Fox for the kill. Gonna be a lot less attrition with no mono-Red though. As for turn 1, let’s open with a Safe Attacking + hero, playing units where they’re vulnerable to attack and spells is kinda mediocre in FFA. Although all my cards are good keeps for later. And Safe Attacking is vulnerable to theft. Alright, let’s open with Flagbearer then.

@Nekoatl’s turn!

Board state

P2T1


StartingHand Workers

STARTING HAND
Timely Messenger
Fruit Ninja
Brick Thief
Bloom
Helpful Turtle


WORKERS
Fruit Ninja


NextHand

Older Brother
Wither
Tenderfoot
Granfalloon Flagbearer
Spark


Discard

Bloom
Brick Thief
Helpful Turtle
Timely Messenger


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
River Montoya - ($2)
Bloom - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L1 River Montoya (3/4) [1+]
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Flagbearer opening? A bold move. Think I’ll try a Bloom opening myself, if I can heal my hero a few times, that should be nice long-term value. Gonna try River, maybe I can leverage her maxband discount. Also, Discord.

@bansa’s turn!