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[LDT2] Hobusu (Anarchy/Strength/Growth) vs Bob199 (Feral/Blood/Truth)

Sorry for the delay, @Bob199! GLHF!

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND


Mad Man
Bombaster
Nautical Dog
Makeshift Rambaster
Scorch


WORKERS

Scorch


Next Hand

Charge
Bloodburn
Careless Musketeer
Bloodrage Ogre
Pillage


Discard

Bombaster
Mad Man
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Rook - ($1)
Recruit the Nautical Dog! - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1) (Frenzy 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: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

Glhf

T1

Gold (5)
Workers (4)
SQL : 1/2AAA Ironwood (1)
TCN : 1/1 Prospector ()

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Bird’s Nest
Gunpoint Taxman


STARTING HAND


Pillage
Careless Musketeer
Bloodrage Ogre
Bloodburn
Charge


WORKERS

Scorch
Pillage


Next Hand

Gunpoint Taxman
Mad Man
Bloodburn
Charge
Bird’s Nest


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Recruit Bloodrage Ogre - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1) (Frenzy 1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook Lv 1 (2/4)
    [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

[details=Thoughts]Alright, my basic plan is MoLaC + haste & flying, AKA the usual for this codex. Bob’s got a few interesting options with his codex… His last game against FrozenStorm used Quince’s Mirrors to copy Blood Tech II units, and another scary combo I can see is Drakk giving frenzy to Frogs (and haste to Feral units). Can’t read anything from his opening except that he probably has Young Treant in his next hand. Whether he plays it is another matter, but I don’t think he can use a spell to prevent his units from trading with mine unless he skips either a worker or Tech I… Unless he uses Prospector to get the extra gold needed for that, but then he’d only be taking out one of my bodies and leaving little to no defense. So yeah, I’m not expecting an attack here.
[/details]

T2:

Gold +prospector (7)
Worker (6)
Verdant Tree (4)
Cala (2)

dc2 d1 rs d3

Patrol:
Leader:
Elite: 2/2AA Ironwood
Scavenger:
Technician: 2/3 Cala
Lookout:

Other - 1/1 Prospector

Buildings:
Base: 20
Verdant Tree : 3

Economy:
Workers: 7
Spare gold: 2
Hand: 4
Deck: 3
Discard: 0

Summary

H: playd / spells
W: cub RE
T: bombers

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Might of Leaf and Claw
Calypso Vystari


STARTING HAND


Gunpoint Taxman
Mad Man
Charge
Bloodburn
Bird’s Nest


WORKERS

Scorch
Pillage
Bloodburn


Next Hand

Charge
Careless Musketeer
Bombaster
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloodrage Ogre trades with Calamandra, you draw 1 and Rook gains 2 free levels
Level Rook to Lv. 5 - ($3)
Rook walks past the lone patroller and knocks over Verdant Tree
Rook casts Bird’s Nest, summoning Cucco and Pipi - ($1)
Recruit Mad Man - ($0)

Float ($0)
Discard 2, draw 3, 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]: Nautical Dog (1/1) (Frenzy 1)
  • :pschip: [I]Technician[/I]: Cucco (1/1) (Flying)
  • :target: [I]Lookout[/I]: Pipi (1/1) (Flying) (Resist 1)
    [B]In Play:[/B]
  • Garus Rook Lv 5 (3/5) (Unstoppable by lone patrollers)
  • Bird’s Nest (Channeled by Rook)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

[details=Thoughts]…Verdant Tree, huh? Wasn’t expecting that. Still, that patrol is begging me to trade Ogre in for some free levels and denial of Cala’s spells and abilities (though he must have been aware I’d do that and teched in no spells for her), and with that I’m able to get Rook at the Tree. That locks him out of Tech I for another turn, since he didn’t bother to build it last turn (maybe he didn’t see that move coming). Dropping Bird’s Nest for pressure and Mad Man as a cheap blocker so Rook would cost too much to reach for that to be worthwhile. Next turn I probably just build Tech II and maybe max Rook if I get the gold from Scavenger. Teching one copy of MoLaC now because the odds of drawing it next turn are low, so this increases my chances of getting it the first turn I can play it.
[/details]

T3:

Gold +prospector +TCN +F (10)
Worker (9)
Tech I (7)
Drakk (5)
Tower (2)
Trent, d1 ()

dc3 d1 rs d4

Patrol:
Leader: 1/2AAA Ironwood
Elite:
Scavenger: 1/3 L1 Drakk
Technician: 0/2 Trent
Lookout:

Other - 1/1 Prospector

Buildings:
Base: 20
Tech I : 5
Tower : 4

Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0

Summary

H: playd / all but bomber 2
W: cub RE favor
T: blust crash

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Blooming Ancient
Surprise Attack


STARTING HAND


Careless Musketeer
Makeshift Rambaster
Bombaster
Charge


WORKERS

Scorch
Pillage
Bloodburn
Careless Musketeer


Next Hand

Bloodrage Ogre
Calypso Vystari
Gunpoint Taxman
Might of Leaf and Claw


Discard

Mad Man
Nautical Dog
Makeshift Rambaster
Charge
Blooming Ancient
Surprise Attack


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Growth Tech II - ($2)
All of my units trade with Ironbark Treant (5 ATK = 2 HP + 3 Armor, birds shot by Tower)
Rook lands Checkmate Buster on Drakk, you gain 1 gold, Rook gains 2 free levels and takes 2 damage and my Base takes 1 damage
Recruit Bombaster - ($0)
Birds will revive next turn (unless Rook leaves play)

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]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook Lv. 7 (3/3) (Unstoppable by lone patrollers)
  • Bird’s Nest (Channeled by Rook)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]Funny story about this turn… I’d originally leveled Rook to max, then spent at least 15 minutes working out and confirming that he could break my Tech II iff he had both Rampant Growth and Spore Shambler in hand and used them to get Merfolk Prospector to 5 ATK. I was just about to take the risk (and had even swapped my Blooming Ancient tech for a backup MoLaC in case I got unlucky) when I realized that dropping Bombaster in any patrol slot would prevent that. So, here we are. Unless I’m missing something, he can only attack with Prospector next turn due to lack of haste and Young Treant’s “Can’t attack” clause, so my Tech II and Rook are both safe. Next turn the birds come back and MoLaC drops, the turn after that I probably activate MoLaC in one turn with birds, Zane and sharks.
[/details]

T3:

Gold +prospector +SCV (10)
Blood II (6)
Cala (4)
2x Crashbombers (2)

dc3 d3 rs d2

Patrol:
Leader: 0/2A Trent
Elite: 3/2 Crashbomber
Scavenger: 2/2 Crashbomber
Technician: 2/3 L1 Cala
Lookout:

Other - 1/1 Prospector

Buildings:
Base: 20
Tech I : 5
Blood II : 5
Tower : 4

Economy:
Workers: 8
Spare gold: 2
Hand: 5
Deck: 4
Discard: 0

Summary

H: playd / spore Panda blust
W: cub RE favor
T: scape barrow

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Surprise Attack
Artisan Mantis


STARTING HAND


Might of Leaf and Claw
Gunpoint Taxman
Calypso Vystari
Bloodrage Ogre


WORKERS

Scorch
Pillage
Bloodburn
Careless Musketeer
Bloodrage Ogre


Next Hand

Mad Man
Surprise Attack
Artisan Mantis


Tech 2 card(s)
Get Paid - ($8)
Cucco and Pipi revive (but cannot attack this turn)
Worker - ($7)
Research Might of Leaf and Claw - ($4)
Level Rook to Lv. 8, healing him - ($3)
Recruit Gunpoint Taxman - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 8 (4/6+a) (Unstoppable by lone patrollers)
  • :psfist: [I]Elite[/I]: Bombaster (2+1/2)
  • :ps_: [I]Scavenger[/I]: Cucco (1/1) (Flying)
  • :pschip: [I]Technician[/I]: Gunpoint Taxman (3/3)
  • :target: [I]Lookout[/I]: Pipi (1/1) (Flying)
    [B]In Play:[/B]
  • Might of Leaf and Claw (0 runes)
  • Bird’s Nest (Channeled by Rook)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

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

[details=Thoughts]I could have put 2 runes on MoLaC this turn. Rook kills Treant before leveling, Bombaster trades with Elite. But that prevents Rook from patrolling this turn, and with a Blood Tech II built… Best not take that chance. Rook takes point to maximize the number of units I can hit back with next turn and because, quite frankly, I won’t need him much longer. Teching another Surprise Attack to boost my chance of getting it off soon (and because it’s quite good value under MoLaC) and an Artisan Mantis in case my Base needs patching soon.
[/details]

1 Like

T4:

Gold +prospector (11)
L4 Drakk (6)
Crashbarrow trades with Rook life #1 (3)
Bombers = Rook, nest falls, bomber guts engulf Bombadier , Cala to L3
Cala > Taxman
Bloodlust kills the birds at end of turn ()

dc3 d4 rs d1

Patrol:
Leader: 0/2A Trent
Elite:
Scavenger: 2/3 L4 Drakk
Technician:
Lookout:

Other - 1/1 Prospector , 3/1 L3 Cala

Buildings:
Base: 20
Tech I : 5
Blood II : 5
Tower : 4

Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 6
Discard: 0

Summary

H: playd / ironwood tree growth
W: cub RE favor
T: gliderz

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Giant Panda
Spirit of the Panda


STARTING HAND


Artisan Mantis
Surprise Attack
Mad Man
Makeshift Rambaster


WORKERS

Scorch
Pillage
Bloodburn
Careless Musketeer
Bloodrage Ogre


Next Hand

Surprise Attack
Calypso Vystari
Blooming Ancient


Discard

Bombaster
Gunpoint Taxman
Bird’s Nest
Surprise Attack
Mad Man
Artisan Mantis
Giant Panda
Spirit of the Panda


Tech 2 card(s)
Get Paid + float + scavenger - ($11)
Summon Zane the Insane! - ($9)
Zane casts Surprise Attack (to the surprise of no one), summoning two 3/1 Sharks with haste - ($4)
Shark 1 trades with Young Treant, +1 growth rune
Shark 2 trades with Drakk, you gain $1, my Base takes 1 damage, Zane gains two free levels, +1 growth rune
Recruit Makeshift Rambaster - ($2)
Makeshift Rambaster and Zane destroy your Tech II, taking 1 damage each from Tower, +2 growth runes
Recruit Mad Man - ($1)
Mad Man trades with Cala, Zane gains two free levels and heals, +1 growth rune
Might of Leaf and Claw activates! My units and heroes get +5/+5

Float ($1)
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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw (+5/+5 to units and heroes)
  • Captain Zane Lv. 5 (8/8) (Haste)
  • Makeshift Rambaster (6/6) (+2 ATK vs buildings)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 3
  • Deck: 2
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts]Well, it turns out that I didn’t need a tech building to play anything I used this turn, so getting the runes last turn would have made this turn even better… But I still activated it in one turn, and I’m likely to be able to get at least one or two units out next turn even if he destroys a tech building. Teching Giant Panda to exploit MoLaC’s stat boosts (a 5/6 & a 7/9 a turn later for $3 is great value) and Spirit of the Panda to make the snowball effect grow faster (healing everything that sticks around and gaining extra gold every turn seems pretty good). Probably add a couple of Stampedes next turn to guarantee a win condition (not that it’ll strictly be necessary).
[/details]

2 Likes

Gg, too much damage to deal with

3 Likes

GG! Any thoughts on the match? I do remember wondering why you fed Rook so many levels; was there a reason for that?

T2: there was no reason not to build my T1 there , set me back an entire turn & gave up p2 Tech advantage

T6: Drakk & Trent should switch patrol slots, would have at least forced 2 attackers into SQL, instead of sharks trading with my patrol zone

1 Like