Building Inspector
Overeager Cadet
Overeager Cadet
Manufactured Truth
Arrest
Jail
My Thoughts
I want to keep his board down, and I don’t mind spending cards to stabilize here because either:
a) I’m going for Peace Engine, or
b) I’m going to tech Scribe / Boot Camp and play around maxing out Oni & using Lawful Search to play as optimally as possible
We’ll see what comes next turn from him!
EDIT Can’t MTruth two of his units, duh. Oh well, this leaves us both one card richer, not a big deal
Okay, no MTruth, Arrest BROgre instead (so he’ll end up in your hand end of your turn) and kill Musketeer where he stands, so draw 1 for you. Floating 1 and dc2 d4 now
STARTING HAND
Nautical Dog
Makeshift Rambaster
Scorch
Gunpoint Taxman
Lobber
WORKERS
Pillage
Bloodburn
Nautical Dog
NextHand
Mad Man
Bombaster
Careless Musketeer
Charge
Lobber
Bloodrage Ogre (bounced)
Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Gunpoint Taxman - ($4)
Tech 2 (Fire) - ($0)
Brogre bounces back to my hand after discard/draw
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (3/3A)
Elite:
Scavenger: Zane lvl 1 (2/1)
Technician:
Lookout:
In Play:
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Fire)
Economy Info: Cards:
Hand: 6
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Pity that I drew Lobber off the technician, I would’ve preferred to have it next hand. I certainly prefer to tech up, rather than trade into BK and leave Frozen with a card advantage.
I think I’ll try Fire tech 2 this time. Firehouse and Molting Firebird are fair counters to Peace engine, and I think I can get some use out of Hotter Fire. It’s worth a shot, anyway.
I should have some options next turn, whether or not Frozen breaks through my patrol. Even if I whiff my tech 2’s I could play Brogre + Bombaster + Jaina to stall for a turn.
Overeager Cadet
The Art of War
Manufactured Truth
Scribe
Jail
End of Turn Discard
Lawful Search
Reputable Newsman
Scribe
Traffic Director
My Thoughts
Fuck it, let’s go for Oni maxband! I’ll check his hand just to make sure there’s no Ember Sparks or Bamstamper or something, but provided nothing looks too threatening (or I don’t hit the 12% to draw AoW, I’m not teching 2 in case stuff is bad, I’ll tech another Scribe for cycle help), it’ll be all systems go.
…
Okay, didn’t beef the draw and he doesn’t have anything too scary, full-steam ahead! Probably AoW for the Tech 2 (even if I miss the 5/7 both scribes are in the deck so I’ll for sure have access to it), maybe tech the other one then too? Probably that and Boot Camp, yea!
Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Drakk - ($6)
Jaina - ($4)
Careless Musketeer - ($2)
Charge on Musketeer - ($0)
Exhaust Musketeer to kill Brave Knight for real, my base to 16
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Jaina lvl 1 (2/3A)
Elite:
Scavenger: Drakk lvl 1 (1/3)
Technician:
Lookout:
In Play:
Careless Musketeer (2/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Fire)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
The way Frozen structured his turn, I’m pretty sure he has an Art of War in his next hand. Which means I’m likely to lose my tech 2 next turn and be unable to play my teched cards, definitely a bummer.
At least I can kill BK, and use my tech advantage to get 2 heroes on board without giving up any free levels. There’s definitely no point in spending cards to kill the ducks at this point. If Drakk and the tech 2 both survive, I’ll probably maxband him for a hasted Firebird. But it’s more likely I’ll spend the turn just shooting stuff with Jaina.
I’m teching things that could conceivably help deal with a Swift Striking Oni.
Building Inspector
Traffic Director
Manufactured Truth
Scribe
End of Turn Discard
My Thoughts
Hey I can afford AoW, Scribe AND tech 2 if I skip worker. Happy to oblige that in the name of rushdown. Grabbing another AoW and a Garrison, hopefully I can draw another AoW next turn but at the least I have a lot of board presence to run train with!
Firehouse
Scorch
Molting Firebird
Burning Volley
Hotter Fire
Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 2
Worker - ($8)
Jaina to midband - ($5)
Exhaust Jaina and Musketeer to kill a Cadet, my base to 13
Firebat - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Drakk lvl 1 (1/3A)
Elite:
Scavenger: Firebat (3/3)
Technician:
Lookout:
In Play:
Jaina lvl 4 (3/3)
Careless Musketeer (2/1)
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Fire)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
If Frozen has another Art of War, I’ve probably already lost. If not, I might be able to get Oni and stay in the game, though dealing with the Peace Engine will be hard.
The Art of War
Reputable Newsman
The Art of War
Lawful Search
End of Turn Discard
Overeager Cadet
Boot Camp
Drill Sergeant
Overeager Cadet
Manufactured Truth
Traffic Director
Building Inspector
My Thoughts
Grabbing DS and Boot Camp, hoping to miss my 3 dead draws before I hit an AoW
…
Darn, dead on the first try. Oh well, if I clear his board the only haste I need to worry about is charge, Zane and bamstamper. I expect he didn’t go for bamstamper and did go for fire spells, so hopefully I’ll be safe with just the two scribes, and hopefully mirror BK survives to lay some beat down
Fingers crossed I split the AoWs!
…
Darn, no Garrison either. Maybe I can finish with just AoW and BKs though!
The Art of War
Reputable Newsman
The Art of War
Lawful Search
Flagstone Garrison (ls)
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Boot Camp, Spectral Flagbearer
Boot Camp, Drill Sergeant
Flagstone Garrison, The Art of War
Scribe, The Art of War
Overeager Cadet x2
Scribe, Brave Knight
Main:
Lawful Search, check your hand and draw 1 (7)
The Art of War, Oni smacks your base to 6 and loses 1 armor (4)
Woof… I need to check what’s in his hand and make sure I have Oni break the right thing, might need Newsman to block something too. Teching the other boot camp and Flagbearer, it’s all about cycling to draw another AoW
…
Woo, no major threats! Can attack the base freely. Scorch could hurt Oni but not kill him, Bombaster can only target units… And he doesn’t have enough good to haste firebird! I think it will just come down to whether I can draw Art of War next turn!
…
Well no luck yet, but hopefully I can dig it up
GG WP! I was a little concerned I wouldn’t be able to dig through my deck for another Art of War and then I’d run out of steam, but indeed that Oni lockdown went about as well as I could have hoped!
I guess you run something until the other person beats it, so we’ll hedge in the same direction. GL HF in the next one!
Spectral Aven
Building Inspector
Reputable Newsman
Jail
Lawful Search
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Onimaru (2)
Building Inspector (1)
Worker (0)
Workers
Spectral Aven
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Onimaru (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Building Inspector (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Traffic Director
Arrest
Porkhand Magistrate
Manufactured Truth
Bluecoat Musketeer
End of Turn Discard
Lawful Search
Jail
Reputable Newsman
My Thoughts
Bit of a good news / bad news situation here, I got a 1-drop but not the one I want, and nothing I really want to worker yet. Aven and illusions in general are pretty vulnerable to red, though, so I think that’s the way to go.
There really are only a handful of red cards that can break through AoW Oni, and most of them are at tech 2+. I think the best way to deal with him might be like the best way to deal with Pirate Gunships, don’t let him get there in the first place.
P2T1
StartingHand Workers
STARTING HAND
Bloodburn
Mad Man
Bombaster
Pillage
Bloodrage Ogre
WORKERS
Bloodburn
NextHand
Nautical Dog
Careless Musketeer
Scorch
Makeshift Rambaster
Main lesson from last game is that I need to open agressively, to keep up with Oni. Frozen could pull off the Arrest trick like he did last game, but this time I could punish it with Zane plus Rambaster/Charged Dog.
Traffic Director
Arrest
Porkhand Magistrate
Manufactured Truth
Bluecoat Musketeer
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Scribe x2
Main:
Arrest BrOgre (3)
Oni kills Bombaster, you get a card
Traffic Director (2)
Worker (1)
Tech1 (0)
Workers
Bluecoat Musketeer, Spectral Aven
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Traffic Director (1/1+1armor)
Elite:
Scavenger: Building Inspector (1/1)
Technician:
Lookout:
In Play:
Onimaru (2/1 lvl 1)
Economy Info:
Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Manufactured Truth
Jail
Scribe
Porkhand Magistrate
End of Turn Discard
My Thoughts
Think neutralizing BROgre with Arrest is worth, so do that take out Bombaster and stay patrolled enough to survive all but Zane + Mad Man + Rambaster (/Charge+Unit)? Seems a reasonably good position. Grabbing two scribes to help stall for tech 2 or max Oni like last time. Seems a decent strategy!