LLL2 Prep: Frozenstorm vs Youngbuck

In preparation for the new Lucky Lum’s Lottery, Youngbuck and I will be playing some games random-ing from this spreadsheet via rolling 1-38 on Random.org.

First game will be me on Discipline Blood Truth vs Youngbuck on Feral Peace Anarchy, GL HF @Youngbuck!

Game 1, Player 1, Turn 1

P1 [Discipline]/Blood/Truth vs P2 [Feral]/Peace/Anarchy

[details=Starting Hand]
Snapback
Safe Attacking
Fox Viper
Sensei’s Advice
Smoker
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (2)
  • Smoker (1)
  • Worker (0)

[details=Workers]
Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Smoker (1/1)

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Grappling Hook
Aged Sensei
Savior Monk
Fox Primus
Morningstar Flagbearer
[/details]

[details=End of Turn Discard]
Sensei’s Advice
Safe Attacking
Snapback
[/details]

[details=My Thoughts]
Not a ton of time atm to analyze this matchup, want to get early tempo and protect against Zane. Initial thoughts are outside of Boot Camp he’s light on targeting, and I think I can combat Oni nicely, so I might lean truth. Roc + Drakk max sounds naasty, hounds free up gold for me to invest in Grave T3, seems like a decent plan XD otherwise there’s always Quince + Blood T2 w/ Grave just buying board presence
[/details]

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Spore Shambler
Playful Panda
Rampant Growth
Tiger Cub
Merfolk Prospector


WORKERS
Tiger Cub


NextHand

Verdant Tree
Young Treant
Ironbark Treant
Rich Earth
Forest’s Favor


Discard

Rampant Growth
Spore Shambler
Playful Panda
Merfolk Prospector


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Spore Shambler - ($1)

Float ($1)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (3/2+1a)
  • :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: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

Game 1, Player 1, Turn 2

P1 [Discipline]/Blood/Truth vs P2 [Feral]/Peace/Anarchy

[details=Starting Hand]
Grappling Hook
Aged Sensei
Savior Monk
Fox Primus
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards in

[details=All Teched Cards]
Spectral Hound x2
[/details]


###Main:

  • Savior Monk (3)
  • Smoker hits your base to 19
  • Worker (2)
  • Tech 1 (0)

[details=Workers]
Fox Primus, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (2/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Smoker (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Aged Sensei
Safe Attacking
Spectral Hound
Morningstar Flagbearer
Spectral Hound
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Still not getting really deep in thought about this matchup just yet, leaning towards Truth by teching hounds but I don’t think it rules out Blood or perhaps even a tech lab. Still attacking and patrolling around Zane a bit, I want to keep my threat level as high as possible to avoid any Oni or Cala shenanigans.
[/details]

"P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Boot Camp


STARTING HAND
Ironbark Treant
Forest’s Favor
Young Treant
Verdant Tree
Rich Earth
Rampant Growth


WORKERS
Tiger Cub
Verdant Tree


NextHand

Overeager Cadet
Boot Camp
Playful Panda
Ironbark Treant
Merfolk Prospector


Tech 2 card(s)
Get Paid + float - ($7)
Rich Earth - ($4)
Tech 1 - ($2)
Worker
YUNG TRENT, Draw 1 Card - ($0)
Tap Spore Shambler to give YUNG TRENT +1/+1

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: YUNG TRENT (1+1/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Spore Shambler (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

You’re probably not going to like this…

Game 1, Player 1, Turn 3

P1 [Discipline]/Blood/Truth vs P2 [Feral]/Peace/Anarchy

[details=Starting Hand]
Aged Sensei
Safe Attacking
Spectral Hound
Morningstar Flagbearer
Spectral Hound
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Martial mastery, kidnapping
Spectral Hound x2
[/details]


###Main:

  • Spectral Hound x2 (4)
  • Morningstar flagbearer (1)
  • Smoker hits your tech 1 to 4
  • Grave hits treant to 1hp, takes 2 damage back
  • Worker (0)

[details=Workers]
Aged sensei, Fox Primus, Fox Viper
[/details]

  • :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

####In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+1armor)
  • :psfist: Elite: Morningstar flagbearer (2+1/2 takes all the buffs and Zane shoves)
  • :pspig: Scavenger: Savior Monk (2/2)
  • :exhaust: Technician: Spectral Hound (3/3)
  • :target: Lookout:

####In Play:

  • Smoker (1/1)
  • Grave (2/1 from 2 damage lvl 1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Grappling Hook
Sensei’s advice
Snapback
[/details]

[details=End of Turn Discard]
Martial mastery
kidnapping
Safe attacking
[/details]

[details=My Thoughts]
Wow what a devastating hand here. I’m going way down in cards but there is basically nothing he can do to stop a hurricane from coming next turn. Staying uncommitted to tech 2 and grabbing spells i think aid either tech 2 plan (mm) or counter his likely plans (kidnapping)
[/details]

"P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Chamelon Lizzo


STARTING HAND
Merfolk Prospector
Playful Panda
Boot Camp
Overeager Cadet
Ironbark Treant


WORKERS
Tiger Cub
Verdant Tree
Playful Panda


NextHand

Boot Camp
Rampant Growth
Forest’s Favor
Overeager Cadet
Chamelon Lizzo


Tech 2 card(s)
Get Paid - ($7)
Worker
Tech 2 Anarchy - ($3)
Tower - ($0)
Overeager Cadet

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


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

  • :psblueshield: [I]Squad Leader[/I]: Cadet (2/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: TRENT (1/1 from 2 dmg)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Shambler (1/2)
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

Game 1, Player 1, Turn 4

P1 [Discipline]/Blood/Truth vs P2 [Feral]/Peace/Anarchy

[details=Starting Hand]
Grappling Hook
Sensei’s advice
Snapback
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in

[details=All Teched Cards]
Macciatus, The Whisperer, Reteller of Truths
Martial mastery, kidnapping
Spectral Hound x2
[/details]


###Main:

  • Hook treant to elite (7)
  • midband Grave (5)
  • Grave kills cadet and sparks treant, Grave takes 3 dmg
  • Hound 1 aka Spot kills shambles, takes 2 dmg
  • Hound 2 aka Rover and flagbearer kill your tech 2, your base to 18
  • Worker (4)
  • tech 2 truth (0)

[details=Workers]
Sensei’s Advice, Aged Sensei, Fox Primus, Fox Viper
[/details]

  • :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
  • Tech 2 HP: 5 spec truth

####In Patrol:

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

####In Play:

  • Grave (3/1 from 3 damage lvl 3)
  • Spectral Hound Rover (3/1 from 2 damage)
  • Spectral Hound Spot (3/2 from 1 damage)
  • Morningstar Flagbearer (2/1 from 1 damage)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Macciatus, the Whisperer
Martial Mastery
Grappling Hook
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Think this’ll wrap it up pretty well
[/details]

Yep that will do it. GG man! You hit a great draw, and I did not start as well as I wanted. You defended well against a Zane, couldnt really make it a worthwhile trade

1 Like

GG WP it was a great 3 card combo to draw and unlucky for you. Want to run back the same matchup switching sides, or roll new decks?

Lets run it back switching the start, hopefully I can build something better!

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Merfolk Prospector
Tiger Cub
Spore Shambler
Ironbark Treant


WORKERS
Spore Shambler


NextHand

Forest’s Favor
Rich Earth
Young Treant
Rampant Growth
Playful Panda


Discard

Ironbark Treant
Verdant Tree
Tiger Cub


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk P. - ($2)
Oni - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Oni (2/3+1a L1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [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
    "

Sweet!

Game 2, Player 2, Turn 1

P1 [Feral]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Smoker
Snapback
Grappling Hook
Aged Sensei
Savior Monk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (3)
  • Savior Monk (1)
  • Worker (0)

[details=Workers]
Smoker
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Grave (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Fox Primus
Safe Attacking
Morningstar Flagbearer
Fox Viper
Sensei’s Advice
[/details]

[details=End of Turn Discard]
Aged Sensei
Grappling Hook
Snapback
[/details]

[details=My Thoughts]
Would be nice to have Sensei in the next hand but oh well. Grave is killable but he’d have to spend effectively 2 cards and 4 gold to get the kill and leave oni on 1hp, I think I’m okay with that
[/details]

"P1T2


Tech StartingHand Workers

TECH
Boot Camp
Cadet


STARTING HAND
Young Treant
Rampant Growth
Rich Earth
Playful Panda
Forest’s Favor
Tiger Cub


WORKERS
Spore Shambler
Playful Panda


NextHand

Boot Camp
Cadet
Verdant Tree
Ironbark Treant
Rich Earth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
YUNG TRENT, Draw 1 - ($2)
Tech 1 - ($0)
Tap Merfok - ($1)

Float ($1)
Discard 4, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Oni (2/3 L1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

Oof, that seems like perhaps a tough draw

Game 2, Player 2, Turn 2

P1 [Feral]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Fox Primus
Safe Attacking
Morningstar Flagbearer
Fox Viper
Sensei’s Advice
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • no techs turn 1

[details=All Teched Cards]
Spectral Hound x2
[/details]


###Main:

  • Midband Grave (4)
  • Sensei’s Advice on Monk (3)
  • Grave kills Treant
  • Monk kills Oni and takes 1 damage after armor, Grave to lvl 5
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Fox Primus, Smoker
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • 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: Grave (3/4 resist 1 lvl 5)

####In Play:

  • Savior Monk (2/1 from 1 damage)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Aged Sensei
Safe Attacking
Snapback
Morningstar Flagbearer
Spectral Hound
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well, nice free kill on Oni, that’s a bummer for him. I don’t see a good reason to deviate from the truth plan actually especially when I can build it next turn without too much trouble if I want to. Patrolling in Resist leaves the least nice scenarios for Zane so I think I’ll go that route.
[/details]

"P1T3


Tech StartingHand Workers

TECH
Cadet


STARTING HAND
Boot Camp
Cadet
Verdant Tree
Ironbark Treant
Rich Earth


WORKERS
Spore Shambler
Playful Panda
Verdant Tree


NextHand

Rich Earth
Forest’s Favor
Rampant Growth
Tiger Cub
Ironbark Treant


Tech 1 card(s)
Get Paid + float + Scvn - ($8)
Worker - ($7)
Cadet
Tower - ($4)
Ironbark Trent - ($1)
Tap Merfolk - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+3a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Cadet (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :tower: Tower: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
    "

I didn’t win quite as hard with my draw this time, but it’s close

Game 2, Player 2, Turn 3

P1 [Feral]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Aged Sensei
Safe Attacking
Snapback
Morningstar Flagbearer
Spectral Hound
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Savior monk heals 1
  • Tech 2 cards in

[details=All Teched Cards]
Martial Mastery, Spectral Flagbearer
Spectral Hound x2
[/details]


###Main:

  • Safe Attacking (6)
  • Morningstar Flagbearer (3)
  • Spectral Hound (2)
  • Grave pokes treant, takes 2 damage
  • Monk kills Treant, takes 1 damage after armor
  • Worker (1)

[details=Workers]
Aged Sensei, Fox Primus, Smoker
[/details]

  • :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

####In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+1armor)
  • :psfist: Elite: Flagbearer (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Grave (3/2 from 2 damage resist 1 lvl 5)

####In Play:

  • Savior Monk (2/1 from 1 damage)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Grappling Hook
Fox Viper
Spectral Hound
[/details]

[details=End of Turn Discard]
Snapback
Martial Mastery
Spectral Flagbearer
[/details]

[details=My Thoughts]
Yea I’m still in big-time control, still in great shape against Zane tricks. Discipline + Truth seems a reasonably strong combination!
[/details]

"P1T4


Tech StartingHand Workers

TECH
Boot Camp
Monkey


STARTING HAND
Rampant Growth
Tiger Cub
Forest’s Favor
Rich Earth
Ironbark Treant


WORKERS
Spore Shambler
Playful Panda
Verdant Tree
Rich Earth


NextHand

Cadet
Boot Camp
Young Treant (0/2+1a)
Steam Tank


Discard

Ironbark (1/2+3a)
Forest’s Favor
Cadet (2/2)
Merfolk Prospector (1/1)
Tiger Cub
Rampant Growth
Boot Camp
Monkey


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Zane + midband - ($3)
Forrest Favor to Zane, Now 4/4 - ($0)
Zane kills Hound, takes 3 dmg
Cadet kills Grave, Zane maxbands and heals, shove flagbearer to Looky and deal 1 dmg
Merfolk trades with Flagbearer

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]
  • Zane (5/5 L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

Ugh why did I patrol Grave? and in lookout, the flagbearer is there…

Game 2, Player 2, Turn 4

P1 [Feral]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Grappling Hook
Fox Viper
Spectral Hound
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Savior monk heals 1
  • Tech 2 cards in

[details=All Teched Cards]
Reteller of Truths x2
Martial Mastery, Spectral Flagbearer
Spectral Hound x2
[/details]


###Main:

  • Spectral Hound (8)
  • Tech 2 Truth (4)
  • Drakk (2)
  • Monk safely hits tower to 2hp
  • Worker (1)

[details=Workers]
Fox Viper, Aged Sensei, Fox Primus, Smoker
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC TRUTH

####In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Spectral Hound (3/3)
  • :target: Lookout:

####In Play:

  • Savior Monk (2/2)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Sensei’s Advice
Snapback
Morningstar Flagbearer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Truly awful patrolling last turn on my part, not at all sure why I put Grave in lookout… Makes this a bit sticky but no matter, I should be okay to proceed to teching and hopefully win there. Drakk lets me make sure tech building survives, and there’s no big risk considering he can’t gain levels off him, and killing him hits his base.

I’m forgoing Macciatus in favor of Retellers as I want to keep my hand size up, and I’ll likely go to tech 3 next cycle anyway. I’m less afraid of targeting as I am burning my hand to 0.
[/spoiler][/details]

"P1T5


Tech StartingHand Workers

TECH
Steam Tank
Monkey


STARTING HAND
Steam Tank
Cadet
Boot Camp
Young Treant (0/2+1a)


WORKERS
Spore Shambler
Playful Panda
Verdant Tree
Rich Earth


NextHand

Ironbark (1/2+3a)
Steam Tank
Boot Camp
Rampant Growth


Tech 2 card(s)
Get Paid - ($8)
YUNG TRENT, Draw 1 card - ($6)
Cadet ($6)
Cadet ($6)
Zane kills Drakk, takes 1 dmg
Tech 2 Anarchy ($2)

Float ($2)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Cadet (2/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Cadet #2 (2/2)
  • :pschip: [I]Technician[/I]: YUNG TRENT (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (5/4 L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech 2 HP: 5
  • :heart: Tower HP: 2

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

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

Hm this is going to get tricky… Your base at 19 from Drakk, fyi

Game 2, Player 2, Turn 5

P1 [Feral]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Sensei’s Advice
Snapback
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float)
  • Savior monk heals 1
  • Tech 2 cards in

[details=All Teched Cards]
Liberty Gryphon x2
Reteller of Truths x2
Martial Mastery, Spectral Flagbearer
Spectral Hound x2
[/details]


###Main:

  • Tower (7)
  • Quince + another mirror (3)
  • Grave (1)
  • Hound safely kills SQL cadet and takes 2 damage
  • Worker (1)

[details=Workers]
Sensei’s Advice, Fox Viper, Aged Sensei, Fox Primus, Smoker
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC TRUTH
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+1armor)
  • :psfist: Elite: Quince (1+1/3 lvl 1)
  • :pspig: Scavenger: Mirror (0/1)
  • :exhaust: Technician: Mirror (0/1)
  • :target: Lookout:

####In Play:

  • Spectral Hound (3/1 from 1hp)
  • Grave (2/3 lvl 1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Spectral Flagbearer
Reteller of Truths
Spectral Hound
Grappling Hook
[/details]

[details=End of Turn Discard]
Liberty Gryphon
Liberty Gryphon
Morningstar Flagbearer
Snapback
[/details]

[details=My Thoughts]
Still need to worry about sharks, but can’t ignore stealth threat. So tower to keep that at bay (even though I don’t really want to spend the gold) and extra mirror for sharks. I want to build tech 3 next turn, but also want Grave available to make trades. Sacrificing Quince seems somewhat necessary right now, might be troublesome to give Cala levels but oh well, can’t be helped.
[/details]

"P1T6


Tech StartingHand Workers

TECH
Steam Tank
Monkey


STARTING HAND
Ironbark (1/2+3a)
Rampant Growth
Cadet
Steam Tank
Boot Camp


WORKERS
Spore Shambler
Playful Panda
Verdant Tree
Rich Earth
Ironbark (1/2+3a)


NextHand

Tiger Cub
Monkey


Discard

Cadet (2/2+1a)
Boot Camp
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Oni - ($7)
Boot Camp Hound, dies - ($6)
Rampant Growth Cadet - ($3)
Cadet kills Monk, Takes 1 dmg thru 2 armor
Zane kills Quince, Oni to L3
Steam Tank - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Steam Tank (3/6+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: YUNG TRENT (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (5/1 from 4 dmg L6)
  • Cadet (2/1)
  • ONi (2/3 L3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "