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[MMM1] Game4: Red (FrozenStorm) vs White (CodexNewb)

As expected, P2 continuing to be rough. Better luck this time m8 (I’m 0-4 for drawing Brogre or Dog!), GL HF @codexnewb!

Game 4 Player 1, Turn 1

P1 Red vs P2 White

Starting Hand

Mad Man
Careless Musketeer
Bloodburn
Scorch
Bombaster

Events of Turn:


Upkeep:

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

Main:

  • Bombaster (2)
  • Worker (1)
Workers

Bloodburn

  • :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:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bombaster (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Makeshift Rambaster
Bloodrage Ogre
Charge
Nautical Dog
Pillage

End of Turn Discard
My Thoughts

FOUR straight no Brogre or Dog?!? Man I feel bad this couldn’t be better for CodexNewb and it STILL feels like I’m coasting downhill… I’m not looking forward to taking the P2 side LMAO


[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Fox Viper
Savior Monk
Sensei’s Advice
Safe Attacking
Snapback


WORKERS
Fox Viper


NextHand

Aged Sensei
Morningstar Flagbearer
Fox Primus
Grappling Hook
Smoker


Discard

Safe Attacking
Snapback
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
savior monk - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

so this is interesting, now that i have savior monk, i have several distinct options based on teh hero i choose, if any.

honestly, im most likely looking at a bro/dog drop next turn (because why not drop them this turn if they’re available).

given something like a sql BB, tech BRO, backline Dog -


Option 1 - Rook
grapple bb to lookout
gg 6
worker 5
sm->bro
rook->BB
tech one 4
sensei 3
msf 0
discard 1, reshuffle, draw 3, Hand 3: deck 7, discard: 0

pro - clear most board, baord presence, not waste levels on hero.
con - hero death from something simple like gg 7, worker 6, zane 4 ->sensei, dog->msf, lobber 4 ->rook, mid zane 3, taxman 1

so ill pass on that one


option 2 - grave
same thing, dont patrol dog. MAYBE see a drak
gg 6, worker 5, tech one 4, grapple bb to lookout, sm->bro, grave->bb, mid grave, heal, aged sensei/smoker to tech and scav.
P1T3 gg 7, worker


sets is an option too, but results in me syncing 3 gold for her midband.


i think grave is the way to go here. worst case scenario i can still lose him, but force some good trades in the meantime.

Game 4 Player 1, Turn 2

P1 Red vs P2 White

Starting Hand

Makeshift Rambaster
Bloodrage Ogre
Charge
Nautical Dog
Pillage

Events of Turn:


Upkeep:

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

Lobber, Gunpoint Taxman


Main:

  • Bloodrage Ogre (4)
  • Nautical Dog (3)
  • Worker (2)
  • Tech1 (1)
Workers

Bloodburn

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Careless Musketeer
Charge
Scorch
Mad Man

End of Turn Discard
My Thoughts

I have half a mind to worker Charge, I don’t think I’ve used it once in all our games so far… But I’ll be a good boy and worker Pillage instead. Tough that the monk comes out, but hopefully we find a way to trade back favorably

Ooof and I whiffed the RS?? This is the roughest game yet! Might not be able to keep it turned on enough this time


[b]P2T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Morningstar Flagbearer
Fox Primus
Smoker
Grappling Hook
Aged Sensei


WORKERS
Fox Viper
Fox Primus


NextHand

Grappling Hook
Snapback
Smoker
Rambasa Twin
Safe Attacking


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
grappling hook bro to lookout
savior monk trades with bombaster
grave trades with brogre, levels fizzle
rook - ($2)
hero’s hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

that makes my choice easy enough. trade away grave to avoid free levels. play rook for board presence.

hero’s hall because it’s essential.

tech twins and sparring partner in case i draw both.

real possibility is mid zane and dog into rook (maybe with lobber for patrol)

looking at worst case gg 7, worker 6, sets 4, tech 2 0

ideally, keep rook, drop sets and twins…

Game 4 Player 1, Turn 3

P1 Red vs P2 White

Starting Hand

Careless Musketeer
Charge
Scorch
Mad Man

Events of Turn:


Upkeep:

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

Steam Tank, Surprise Attack
Lobber, Gunpoint Taxman


Main:

  • Drakk + Midband (2)
  • Mad Man, it and Dog kill Rook, Drakk maxbands (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • 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: Drakk (3/4 lvl 6)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Makeshift Rambaster
Lobber
Gunpoint Taxman
Nautical Dog

End of Turn Discard
My Thoughts

Hmm why the Hero’s Hall always? easy enough to kill Rook here, Drakk’s the better call though I think. We’ll max him to set up a hasty GPT next turn, patrol against Snapback since don’t have to really worry much about SotF or Reversal


[b]P2T3[/b]
Tech StartingHand Workers

TECH
Whitestar Grappler
Whitestar Grappler


STARTING HAND
Grappling Hook
Snapback
Smoker
Rambasa Twin
Safe Attacking


WORKERS
Fox Viper
Fox Primus
Smoker


NextHand

Savior Monk
Sparring Partner
Aged Sensei (1/1)
Morningstar Flagbearer
Sensei’s Advice


Discard

Safe Attacking
Snapback
Grappling Hook
Whitestar Grappler
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
sets - ($4)
rambasa twins - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Sets, lvl 1, (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

guess that also get’s it done. id rather have twin out there than snapback drak.

useless to patrol scav since i 100% anticipe a hasted taxman next turn.

question is will they tech up next turn? i think so. reshuffle draw 1 is perfect for early teching.

tech 1 survives:
Hand: 6, deck 5, discard 0
gg 8, worker 7, tech two 3, spparring partner 2, savior monk 0, sets hits something…

tech 1 is broken
gg 8, worker 7, rook 5, mid sets 2, sparring partner 1, aged sensei 0,

Nice play

Game 4 Player 1, Turn 4

P1 Red vs P2 White

Starting Hand

Makeshift Rambaster
Lobber
Gunpoint Taxman
Nautical Dog

Events of Turn:


Upkeep:

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

Steam Tank, Marauder
Steam Tank, Surprise Attack
Lobber, Gunpoint Taxman


Main:

  • Drakk kills SQL
  • Nautical Dog, trades w/ Techn, you rs draw 1 then tech (6)
  • Lobber (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Makeshift Rambaster, Pillage, Scorch, Bloodburn

  • :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
  • Tech2 HP: 5 ANARCHY

In Patrol:

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

In Play:

  • Drakk (3/1 lvl 6)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Surprise Attack
Charge
Careless Musketeer

End of Turn Discard
My Thoughts

I think I’ll take the gold trade and tech up. Going down on cards but I have some high-impact cards in Surprise Attack and Steam Tank to draw into, and Zane available also. So no biggie.


[b]P2T4[/b]
Tech StartingHand Workers

TECH
Entangling Vines
Entangling Vines


STARTING HAND
Morningstar Flagbearer
Savior Monk
Sensei’s Advice
Aged Sensei (1/1)
Sparring Partner
Grappling Hook


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Whitestar Grappler
Safe Attacking
Rambasa Twin (3/2)
Whitestar Grappler
Snapback


Discard

Aged Sensei (1/1)
Grappling Hook
Sensei’s Advice
Entangling Vines
Entangling Vines


Tech 2 card(s)
Get Paid - ($8)
twin to codex
twin to discard
reshuffle, draw 1 from tech
then tech 2 cards
Worker - ($7)
savior monk - ($5)
sparring partner - ($4)
tech 2 strength - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite: Sets, lvl 1, (2/3)
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well, seems to be going well so far? i think it’s better to stick to the gameplan here and tech up. definitely dont want to give them a free card. if they want a card, they can mid zane for it.

fingers crossed no actual tech 2…

next turn is grapplers and grave, if tech two is down, then ill gg 9, worker 8, twins 4, grave, 2, rook 0.

Strength eh? Interesting

Game 4 Player 1, Turn 5

P1 Red vs P2 White

Starting Hand

Surprise Attack
Charge
Careless Musketeer

Events of Turn:


Upkeep:

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

Kidnapping, Surprise Attack
Steam Tank, Marauder
Steam Tank, Surprise Attack
Lobber, Gunpoint Taxman


Main:

  • Zane (6)
  • Surprise Attack (1)
  • Sharks kill SQL and Sets, Zane to level 3
  • Lobber kills SP, you rs draw 1
  • Zane and Drakk break tech2, your base to 18
  • Worker (0)
Workers

Careless Musketeer, Makeshift Rambaster, Pillage, Scorch, Bloodburn

  • :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
  • Tech2 HP: 5 ANARCHY

In Patrol:

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

In Play:

  • Drakk (3/1 lvl 6)
  • Zane (2/2 lvl 3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bloodrage Ogre
Mad Man
Steam Tank

End of Turn Discard
My Thoughts

Sharks at the perfect time here, next turn Steam Tank + Tech up? Maybe


it would be insane to try the same thing for a different result. lol.

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Versatile Style


STARTING HAND
Rambasa Twin (3/2)
Safe Attacking
Whitestar Grappler
Whitestar Grappler
Snapback
Entangling Vines


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Snapback


NextHand

Savior Monk
Sparring Partner (2/2)
Entangling Vines
Grappling Hook
Sensei’s Advice


Discard

Whitestar Grappler
Whitestar Grappler
Entangling Vines
Versatile Style


Tech 1 card(s)
Get Paid - ($9)
rebuild tech 2, base to 18
monk and spartner to discard
reshuffle, draw 1
then tech 2 cards
worker - ($8)
rambasa twins - ($4)
safe attacking - ($3)
grave - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Grave, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

yep…that’s a bummer.

1 Like

Yeah fair lol

Game 4 Player 1, Turn 6

P1 Red vs P2 White

Starting Hand

Bloodrage Ogre
Mad Man
Steam Tank

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Kidnapping, Surprise Attack
Steam Tank, Marauder
Steam Tank, Surprise Attack
Lobber, Gunpoint Taxman


Main:

  • Steam Tank (6)
  • Worker (5)
  • Tech 3 (0)
Workers

Bloodrage Ogre, Careless Musketeer, Makeshift Rambaster, Pillage, Scorch, Bloodburn

  • :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 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Zane (2/2 lvl 3)
  • :target: Lookout:

In Play:

  • Drakk (3/1 lvl 6)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Bombaster
Gunpoint Taxman
Steam Tank

End of Turn Discard
My Thoughts

Good chance I don’t draw Gunship on the rs but whatevs, this should set me up well for the rest of the game


[b]P2T6[/b]
Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Entangling Vines
Sparring Partner (2/2)
Grappling Hook
Savior Monk
Sensei’s Advice


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Snapback


NextHand

Whitestar Grappler
Versatile Style
Aged Sensei (1/1)
Whitestar Grappler


Tech 2 card(s)
Get Paid + float - ($11)
rook - ($9)
entagling vines that steamtank - ($6)
grappling hook zane to lookout
grave kills zane, midband and heals
twins break tech 3, your base to 18
max grave, tap, sword rune drak, rook to lvl 3 - ($2)
sparring partner - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook, lvl 3, (2/4)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Entangling Vines: Steamtank
  • Grave, lvl 7, (4/5)
  • Rambasa Twin (3/2)
  • Rambasa Twin (3/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

look mr frodo, some luck at last…

i think i need to get both drak and zane out of here to reduce their swing next turn.

1 Like

actually grave needs to midb to get readiness, but since you can just midb him, attack zane, give him lvs with gold zane/death it changes nothing.

1 Like

Yikes!

Game 4 Player 1, Turn 7

P1 Red vs P2 White

Starting Hand

Bombaster
Gunpoint Taxman
Steam Tank

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Pirate Gunship x2
Kidnapping, Surprise Attack
Steam Tank, Marauder
Steam Tank, Surprise Attack
Lobber, Gunpoint Taxman


Main:

  • Steam Tank (7)
  • Gunpoint Taxman (5)
  • Jaina (3)
  • Tower (0)
Workers

Bloodrage Ogre, Careless Musketeer, Makeshift Rambaster, Pillage, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jaina (2/3 lvl 1)
  • :target: Lookout: Steam Tank (3/6)

In Play:

  • Steam Tank (vined)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Kidnapping
Pirate Gunship
Lobber

End of Turn Discard
My Thoughts

Ooof! That’s nasty! Well I probably lose the tech3 again so I guess I hope I draw some Sharks or Kidnapping or something!


[b]P2T7[/b]
StartingHand Workers

STARTING HAND
Aged Sensei (1/1)
Whitestar Grappler
Whitestar Grappler
Versatile Style


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Snapback


NextHand

Savior Monk
Grappling Hook
Earthquake
Earthquake


Discard

Aged Sensei (1/1)
Versatile Style


Tech 0 card(s)
Get Paid + float - ($11)
grave kills taxman, takes 4
tap spartner, rune twin
twin (4/3+A) safely kills jaina, takes 2, rook to level 5
ready spartner, tap, rune rook - ($9)
max rook, unstoppable by single patroller, breaks your tech 3, takes 1, your base to 16 - ($6)
x2 whitestar grappler - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Whitestar Grappler (3/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Whitestar Grappler (3/5)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Entangling Vines: Steamtank
  • Grave, lvl 7, (4/1)
  • Rook, lvl 8 (5/6)+
  • Rambasa Twin (4/1)+
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

even with x2 kidnapping, rook SHOULD be okay. hopefully no earthquake whiff.

This looks pretty grim!

Game 4 Player 1, Turn 8

P1 Red vs P2 White

Starting Hand

Kidnapping
Pirate Gunship
Lobber
Mad Man (techn)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Pirate Gunship x2
Kidnapping, Surprise Attack
Steam Tank, Marauder
Steam Tank, Surprise Attack
Lobber, Gunpoint Taxman


Main:

  • Drakk + midband (5)
  • Kidnap backline Rambasa (1)
  • Mad Man, it and Steam Tank kill SQL (0)
  • Rambasa trades with scav, you get 1g
Workers

Bloodrage Ogre, Careless Musketeer, Makeshift Rambaster, Pillage, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Drakk (2+1/3 lvl 4)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Steam Tank (vined)
  • Steam Tank (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Surprise Attack
Nautical Dog
Pirate Gunship
Charge

End of Turn Discard
My Thoughts

It’s getting desperate for me! I don’t like where this is going!


I got one!!!

[b]P2T8[/b]
StartingHand Workers

STARTING HAND
Grappling Hook
Earthquake
Savior Monk
Earthquake


WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Snapback


NextHand

Sensei’s Advice
Whitestar Grappler (3/5)
Entangling Vines
Versatile Style


Tech 0 card(s)
Get Paid - ($10)
twin to codex
scav gold - ($11)
earthquake - ($6)
…base to 12
…tech 1, 2, 3, tower take 1
earthquake! - ($1)
…base to 8
…break tech 1, 2, 3, tower, your base to zero!!

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Entangling Vines: Steamtank
  • Grave, lvl 7, (4/1)
  • Rook, lvl 8 (5/6)+
  • Rambasa Twin (3/2)
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
1 Like

GG WP! That was a shalacking XD I’ll start another after lunch