[MMM1] Warm-up: Red (Dreamfire) vs Blue (FrozenStorm)

De ja vu…

P2T2


Tech StartingHand Workers

TECH
Firebat
Ember Sparks


STARTING HAND
Makeshift Rambaster
Careless Musketeer
Nautical Dog
Scorch
Charge (technician draw)


WORKERS
Bloodburn
Scorch


NextHand

Firebat
Pillage
Makeshift Rambaster
Ember Sparks
Bloodrage Ogre (bounced)


Tech 2 card(s)
Get Paid - ($6)
Technician draw
Worker - ($5)
Nautical Dog - ($4)
Careless Musketeer - ($2)
Tech 1, paying for Inspector tax - ($0)
After discard/draw, Brogre bounces to my hand

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Careless Musketeer (2/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Damn, I should’ve patrolled Bombaster in elite…
The best I can do right now is try to make the most out of my card advantage, before Scribe and BK come in to let Frozen pull ahead.
I’ll pre-tech answers to maxband Oni this time.

So perhaps we mix it up a bit?

Game 4 Player 1, Turn 3

P2 Red vs P1 Blue

Starting Hand

Manufactured Truth
Jail
Scribe
Porkhand Magistrate
Arrest (scribe)

Events of Turn:


Upkeep:

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

Overeager Cadet x2
Scribe x2


Main:

  • Oni trades with Musketeer
  • Scribe, draw 1 (4)
  • Jail (1)
  • Worker (0)
Workers

Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :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: Scribe (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Traffic Director (1/1)
  • :exhaust: Technician: Building Inspector (1/1)
  • :target: Lookout:

In Play:

  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Lawful Search
Reputable Newsman
Scribe
Overeager Cadet

End of Turn Discard
My Thoughts

I like the jail here, feels like it will suit getting to peace engine quickly. Trading Oni also feels okay, as I can’t protect him easily and he’s gotten good value.


P2T3


Tech StartingHand Workers

TECH
Lobber
Surprise Attack


STARTING HAND
Firebat
Pillage
Makeshift Rambaster
Ember Sparks


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Ember Sparks
Bombaster
Charge
Mad Man


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Firebat to Jail - ($4)
Bloodrage Ogre to Jail, Firebat out - ($2)
Jaina - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Firebat (3/3)

In Play:

  • Jaina lvl 1 (2/3)
  • Bloodrage Ogre, in Jail

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I’ve a strong feeling that Frozen has an arrest in hand right now, so I want Firebat in lookout. That means I’m almost certainly losing Dog, but there’s an ok chance that Jaina will survive in the backline. But even if not, giving lvls to heroes other than Oni isn’t too bad.
I’m leaning towards Fire tech 2, but I don’t want to commit just yet to specific techs.

Okay, I’m going to continue to make this weird lol

Game 4 Player 1, Turn 4

P2 Red vs P1 Blue

Starting Hand

Lawful Search
Reputable Newsman
Scribe
Overeager Cadet

Events of Turn:


Upkeep:

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

Flagstone Garrison, Drill Sergeant
Overeager Cadet x2
Scribe x2


Main:

  • Scribe (we’ll call the new one Keats and the old one Shakespeare), draw 1 (5)
  • Scribe Shakespeare pings Dog’s armor off, Traffic Director trades with it
  • Quince (3)
  • Reputable Newsman, blocking 2 which I may regret but who knows (1)
  • Overeager Cadet
  • Overeager Cadet
  • Worker (0)
Workers

Lawful Search, Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Reputable Newsman (0/3 resist 1)

In Play:

  • Overeager Cadet (2/2)
  • Overeager Cadet (2/2)
  • Quince (1/3 lvl 1)
  • Mirror (0/1)
  • Building Inspector (1/1)
  • Scribe (1/2)
  • Jail (3hp), holding Bloodrage Ogre

Economy Info:

Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Manufactured Truth
Arrest

End of Turn Discard

Flagstone Garrison
Drill Sergeant
Traffic Director

My Thoughts

Well I think plan here is scribe + tech up, so Garrison + DS?

That wasn’t super well thought out, I drew cadet with the scribe and I want to lay both OCs, but in doing so I would be for sure unable to cycle with Garrison, even if I nab it with the rs (only 1/4 shot). I sorta feel like I should delay my cycle here. I could lay down Newsman and bring out a hero… Hmm yea, that actually might work pretty well.

Bigby would be more combat-effective alone, and with the jail lockdown (assuming he doesn’t have Sparks in hand) Community Service might be fun (he may be banking on beefer units with jail!), but more likely he’s thinking like Firehouse and Hotter Fire. So Injunction would probably be better.

Quince, though, would give me yet another attacker, and I know I’m drawing into Mtruth… So yeah, maybe let’s do Quince. Transitions better for DS anyway. Next turn MTruth + maybe make a mirror + worker + T2?


P2T4


Tech StartingHand Workers

TECH
Steam Tank
Pirate Gunship

STARTING HAND
Bombaster
Charge
Mad Man
Ember Sparks


WORKERS
Bloodburn
Scorch
Pillage
Bombaster


NextHand

Surprise Attack
Lobber
Careless Musketeer
Makeshift Rambaster


Discard

Nautical Dog
Charge
Ember Sparks
Steam Tank
Pirate Gunship


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Mad Man to Jail, Brogre out - ($6)
Tech 2 (Anarchy), paying Inspector tax - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Firebat (3/3)
  • :pschip: Technician: Jaina lvl 1 (2/3)
  • :target: Lookout:

In Play:

  • Mad Man, in Jail

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Trying to get through that patrol would be a waste of resources. I think my best bet is to rush for Gunships, despite the Inspector tax. Frozen can break through my patrol and break tech 2 with Quince shenanigans and either of MTruth or Arrest, but it’ll cost him.

Game 4 Player 1, Turn 5

P2 Red vs P1 Blue

Starting Hand

Manufactured Truth
Arrest

Events of Turn:


Upkeep:

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

Drill Sergeant, Boot Camp
Flagstone Garrison, Drill Sergeant
Overeager Cadet x2
Scribe x2


Main:

  • Manufactured Truth my mirror into a Firebat, it trades with your BrOgre (7)
  • Cadet Pyle and Scribe Shakespeare trade with Firebat, you get a gold
  • Quince pings Jaina, Cadet Joker trades with her, you rs draw a card Quince to lvl 3
  • Make another Mirror (5)
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Arrest, Lawful Search, Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :pspurpleshield: Patrol as below
  • Discard 0 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Scribe Keats (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Reputable Newsman (0/3 resist 1 blocking 2-cost spells)

In Play:

  • Quince (1/4 lvl 3)
  • Mirror (0/1)
  • Building Inspector (1/1)
  • Jail (3hp, holding Mad Man)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Manufactured Truth
Flagstone Garrison

End of Turn Discard
My Thoughts

Hmm, he’s caught me with my pants down a little here. Rushing Anarchy T3 will probably work if I can’t get enough on the board to break his patrol + a tech building. I better grab the other DS and Boot Camp, maximize what I can use to draw. Going to clear his patrol as well and keep mine light, I doubt very much he’s teched a lot of hasty Anarchy t2 units. I’ll grab a boot camp too, to help with Cycling as well as make his patrol more vulnerable.

I’ll hold onto BI and trade Scribe into the Firebat, should help even more with cycling if my rs draw breaks poorly.

I guess we’ll roll the dice and see what we draw, odds are decent to get a DS!

Garrison is awesome, MTruth not so much. But still helpful I suppose, if he really does rush the T3.


P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Steam Tank


STARTING HAND
Careless Musketeer
Surprise Attack
Makeshift Rambaster
Lobber
Charge


WORKERS
Bloodburn
Scorch
Pillage
Bombaster
Careless Musketeer


NextHand

Nautical Dog
Pirate Gunship
Steam Tank
Firebat
Ember Sparks


Discard

Surprise Attack
Makeshift Rambaster
Charge
Pirate Gunship
Steam Tank


Tech 2 card(s)
Get Paid + float - ($10)
Scav gold and technician draw - ($11)
Worker - ($10)
Tech 3, paying Inspector tax - ($4)
Lobber to Jail, Mad Man out - ($3)
Drakk - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk lvl 1 (1/3)
  • :target: Lookout:

In Play:

  • Lobber, in Jail

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Frozen might have a Garrison+unit in hand, which would let him replenish his cards and rebuild his board presence. But I kind of expect something like BK, actually. Say he plays and mirror-copies it, that’s still only 6 damage on board, not enough to break a tech building through a patrolling hero. In either case, I can safely bring out Gunship!

GG WP! I didn’t get a unit to copy in my 2 cards, and I don’t feel like you’re bluffing the Gunship.

I thought spending hard on cards was going to be good enough to break a tech building if you did rush up (especially since I have MTruth and Arrest), but all my units don’t have enough offensive firepower :frowning:

Want to switch sides or stay on P2?

GG WP!
I’m curious, you could’ve broken my tech 2 on your T5 (using MTruth on Newsman or w/e, plus Quince’s midband) Did you consider that too inefficient, gold-wise?

And I’d like another go at P2 before we switch back. I still need to figure out a better response to Oni.

1 Like

It would have left me with too little to block with and no tech 2 to go

  • Arrest BROgre (6)
  • MTruth Newsie to Firebat, kill Jaina, Quince to level 3 (5)
  • Make mirror a Firebat, trade with your firebat (3)
  • Quince and cadets kill your tech 2

I suppose that would have left me the scribes and BI still to block with, and only 1 hero possible for you… Hmm yea, even Sharks or Kidnapping wouldn’t beat that patrol, though Lobbers + Zane max might…

I’d have next-to nothing for the next turn, and I’d already teched the Garrison + DS. I suppose getting a HH and planning to max out Oni on the next turn, and teching two Art of Wars, might have done it? It’s an interesting thought.

Want to explore that line before we start a new game, to see if it might have changed the outcome?

1 Like

Yeah, let’s try it!
So if that’s your play, I just need to know how you patrol.

Game 4 REDUX, Player 1, Turn 5

P2 Red vs P1 Blue

Starting Hand

Manufactured Truth
Arrest

Events of Turn:


Upkeep:

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

The Art of War x2
Flagstone Garrison, Drill Sergeant
Overeager Cadet x2
Scribe x2


Main:

  • Arrest Brogre (6)
  • MTruth Newsie into a Firebat, trade with Jaina, Quince to lvl 3 you rs draw 1 (5)
  • Mirror becomes a copy of Firebat, trades with your Firebat, you get 1g (3)
  • Cadets and Quince break your tech 2, your base to 18
  • Building Inspector hits your base to 17
  • Hero’s Hall (1)
Workers

Arrest, Lawful Search, Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :pspurpleshield: Patrol as below
  • Discard 0 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Scribe Keats (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Scribe Shakespeare (1/2 resist 1)

In Play:

  • Quince (1/4 lvl 3)
  • Overeager Cadet Joker (2/2)
  • Overeager Cadet Pyle (2/2)
  • Building Inspector (1/1)
  • Reputable Newsman (0/1 blocking 2cost)
  • Jail (3hp, holding Mad Man)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Traffic Director
The Art of War

End of Turn Discard
My Thoughts

Trying the extra aggro strat instead!


Edit: @FrozenStorm Quince lives to fight another day, but with fewer friends around him.

P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Steam Tank


STARTING HAND
Careless Musketeer
Surprise Attack
Makeshift Rambaster
Lobber
Nautical Dog (technician draw)


WORKERS
Bloodburn
Scorch
Pillage
Bombaster


NextHand

Steam Tank
Charge
Ember Sparks
Bloodrage Ogre (bounced)


Discard

Firebat
Surprise Attack
Mad Man
Careless Musketeer
Pirate Gunship
Steam Tank
Lobber


Tech 2 card(s)
Get Paid + float - ($10)
Scav gold and technician draw - ($11)
Skip worker
Zane - ($9)
Surprise Attack - ($4)
Lobber to Jail, Mad Man out - ($3)
Shark 1 and Mad Man trade with SQL
Zane kills lookout
Shark 2 trades with a Cadet
Makeshift Rambaster to Jail, Lobber out - ($1)
Lobber trades with other Cadet
Nautical Dog to Jail, Rambaster out - ($0)
Rambaster kills Inspector
Rebuild tech 2, for free!
After discard/draw, Brogre bounces to my hand

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Zane lvl 1 (2/1)
  • Makeshift Rambaster (1/1)
  • Nautical Dog, in Jail

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I think I’m getting some pretty good trades here. Frozen can get free lvl off Zane for Oni, but I don’t think he can get my tech 2 without Quince’s mirror shenanigans. And the scribes are in discard, so his draw engine should be limited.

Didn’t draw Gunship, which means I could still get it out turn after next!

I have to kill Inspector in order to rebuild my tech 2 for free, which means Quince sticks around… in that case I’ll trade Lobber away. Frozen could still break my tech 2 by copying Rambaster twice, but that’s a lot of gold.

Rebuilding the tech 2 costs 1 with Inspector still around, what would you like to change to afford that?

Good point! Let me change some of my attacks and make sure I kill the Inspector.

Hmm, that’s kinda worse lol :wink:

Game 4 REDUX Player 1, Turn 6

P2 Red vs P1 Blue

Starting Hand

Traffic Director
The Art of War

Events of Turn:


Upkeep:

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

Boot Camp x2
The Art of War x2
Flagstone Garrison, Drill Sergeant
Overeager Cadet x2
Scribe x2


Main:

  • Onimaru + lvl 6 (2)
  • Quince takes the free kill on Zane, Oni maxbands
Workers

Arrest, Lawful Search, Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :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
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (4/5+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Quince (1/2 lvl 3)
  • Huey (1/1 sparkshot)
  • Dewey (1/1 sparkshot)
  • Louie (1/1 sparkshot)
  • Reputable Newsman (0/1 blocking 2cost)
  • Jail (3hp, holding Nautical Dog)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

The Art of War
Drill Sergeant
Flagstone Garrison
Arrest

End of Turn Discard

Scribe
Building Inspector
Overeager Cadet
Overeager Cadet
Scribe
Boot Camp
Boot Camp
The Art of War
Traffic Director

My Thoughts

I’m thinking I may want to trade Quince for Bigby next turn, in case I want to stash the Garrison. So better take the free levels and not invest them in healing Quince. Let’s hope I hit 80% for the other Art of War…


P2T6


Tech StartingHand Workers

TECH
Flame Arrow
Detonate


STARTING HAND
Steam Tank
Ember Sparks
Charge


WORKERS
Bloodburn
Scorch
Pillage
Bombaster
Charge


NextHand

Flame Arrow
Pirate Gunship
Surprise Attack


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Steam Tank to Jail, Nautical Dog out - ($5)
Bloodrage Ogre to Jail, Steam Tank out - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1)
  • Bloodrage Ogre, in Jail

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

AoW is incoming, and there’s little I can do about it…

Game 4 REDUX, Player 1, Turn 7

P2 Red vs P1 Blue

Starting Hand

The Art of War
Drill Sergeant
Flagstone Garrison
Arrest

Events of Turn:


Upkeep:

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

Spectral Hound, Spectral Flagbearer
Boot Camp x2
The Art of War x2
Flagstone Garrison, Drill Sergeant
Overeager Cadet x2
Scribe x2


Main:

  • The Art of War, Oni breaks your tech 2, loses an armor from tower, your base to 15 (7)
  • Quince suicides into Steam Tank, levels fizzle
  • Bigby (5)
  • Tech 2 Peace (1)
  • Worker (0)
Workers

Arrest, Lawful Search, Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :pspurpleshield: Patrol as below
  • Stash 1 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 PEACE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Onimaru (6/5+1armor swift strike resist 1)

In Play:

  • Bigby (2/3 lvl 1)
  • Huey (1/1 sparkshot)
  • Dewey (1/1 sparkshot)
  • Louie (1/1 sparkshot)
  • Reputable Newsman (0/1 blocking 2cost)
  • Jail (3hp, holding Bloodrage Ogre)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Manufactured Truth
The Art of War
Scribe
Flagstone Garrison

End of Turn Discard
My Thoughts

Well I could keep Quince around, not tech up, and just hope my draws are good, but teching up here and using Bigby to keep the Flagbearer is really going to increase those odds, especially if I tech 1-drops like Hound and Flagbearer. Worker Arrest, despite it being helpful for ending I think Boot Camps will be enough if it comes to that. I’d rather have DS in the deck as a backup win condition.

NICE DRAW on the RS, got AoW and a unit! Garrison + AoW + Scribe next turn, can use Bigby to stash anything I can’t play right away that’s helpful, should be good!


So was that AoW #2 that you stashed, or “just” a Garrison/DS?

P2T7


StartingHand Workers

STARTING HAND
Pirate Gunship
Flame Arrow
Surprise Attack


WORKERS
Bloodburn
Scorch
Pillage
Bombaster
Charge


NextHand

Firebat
Mad Man
Lobber
Pirate Gunship


Discard

Flame Arrow
Surprise Attack
Pirate Gunship


Tech 0 card(s)
Get Paid - ($10)
Rebuild tech 2
Jaina - ($8)
Flame Arrow Oni, leaving him with 2 HP - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6A)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina lvl 1 (2/3)
  • Makeshift Rambaster (1/1)
  • Bloodrage Ogre, in Jail

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 10

Why not both?

Game 4 REDUX, Player 1, Turn 8

P2 Red vs P1 Blue

Starting Hand

The Art of War
Drill Sergeant
Flagstone Garrison
Arrest
OC1 + Spectral Hound (Scribe)
TD (OC1)
OC (Hound)
DS (OC2)

Events of Turn:


Upkeep:

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

Spectral Flagbearer, Elite Training
Spectral Hound, Spectral Flagbearer
Boot Camp x2
The Art of War x2
Flagstone Garrison, Drill Sergeant
Overeager Cadet x2
Scribe x2


Main:

  • The Art of War, Oni kills Jaina, Bigby to lvl 3 (6)
  • Flagstone Garrison (3)
  • Scribe, draw 2 (1)
  • Overeager Cadet, draw 1
  • Spectral Hound, draw 1 (0)
  • Overeager Cadet, draw 1
Workers

Arrest, Lawful Search, Porkhand Magistrate, Bluecoat Musketeer, Spectral Aven

  • :pspurpleshield: Patrol as below
  • Stash 1 Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Onimaru (6/2+1armor swift strike resist 1)

In Play:

  • Bigby (2/4 lvl 1)
  • Overeager Cadet (2/2)
  • Overeager Cadet (2/2)
  • Spectral Hound (3/3)
  • Scribe (1/3)
  • Huey (1/1 sparkshot)
  • Dewey (1/1 sparkshot)
  • Louie (1/1 sparkshot)
  • Reputable Newsman (0/1 blocking 2cost)
  • Jail (3hp, holding Bloodrage Ogre)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Building Inspector
Boot Camp
The Art of War
Spectral Flagbearer
Drill Sergeant

End of Turn Discard

Elite Training
Spectral Flagbearer
The Art of War
Traffic Director
Manufactured Truth

My Thoughts

Pretty good draw string! I’m leaving t2 up but Jaina has to be killed or else she threatens Oni’s safety, at least until I get a flagbearer out.

It’s looking promising!