RACE #3: Marto (Mono Blue) vs. Hobusu (Mono Red)

@Marto will be going first against @Hobusu. Good luck and have fun!

Have fun @Hobusu !

T1:

Hand

Building Inspector, Traffic Director, Manufactured Truth, Arrest, Lawful Search (W)

Collect 4 gold (4)
Worker (3)
Summon Onimaru (1)
Building Inspector (0)

discard 3, draw 5

Patrol:
Leader: lvl 1 Onimaru 2/3+1
Elite:
Scavenger: Building Inspector 1/1
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

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

Redraw

Newsman, Magistrate, Aven, Musketeer, Jail

Good luck, @Marto!

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Bloodburn
Bloodrage Ogre
Pillage
Careless Musketeer
Mad Man


WORKERS

Pillage


[details=Next Hand]Scorch
Makeshift Rambaster
Bombaster
Nautical Dog
Charge


[/details]

Discard

Careless Musketeer
Mad Man
Bloodburn


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Bloodrage Ogre - ($2)
Summon Drakk - ($0)
Patrol as shown below

Float ($0)
Discard 3, 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]: Drakk Ramhorn Lv. 1 (1/3)
  • :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: 6
Thoughts

It’s a 50/50 chance that he can disable Bloodrage Ogre with Arrest, and I didn’t see much better of an option in that hand… Or he could instead use Manufactured Truth to turn the Building Inspector into a Bloodrage Ogre of his own and trade. Yeah, I’m not liking this opening much, but I don’t have much choice. The only other option I saw that I’d be willing to take is Bloodburn + Mad Man as a chump blocker, but that’s probably worse!

T2:

[details=Hand]Newsman, Magistrate, Aven, Musketeer (W), Jail
Tech 2x Overeager Cadet[/details]

Collect 5 gold (5)
Worker (4)
Tech I (3)
Porkhand Magistrate (0)

discard 3, rs, draw 5

Patrol:
Leader: Porkhand magistrate 2/3+1
Elite:
Scavenger:
Technician: lvl 1 Onimaru 2/3
Lookout:

Buildings: Tech I 5hp
Units/Heroes: Building Inspector 1/1
Base: 20
Other:

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0

Redraw

Arrest, Manufacured Truth, Cadet, Newsman, Cadet

Sorry my turn took so long. I was busy yesterday, and your turn gave me a lot to think about! :wink:

Player 2 Turn 2


Tech, Starting Hand, and Workers

TECH

Lobber
Crash Bomber


STARTING HAND

Makeshift Rambaster
Nautical Dog
Bombaster
Scorch
Charge


WORKERS

Pillage
Scorch


[details=Next Hand]Bloodrage Ogre
Mad Man
Makeshift Rambaster
Careless Musketeer


[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I & pay Building Inspector - ($3)
Play Bombaster - ($1)
Play Nautical Dog - ($0)
Bloodrage Ogre breaks Porkhand Magistrate’s armor and does 2 damage to him, then dies
Patrol as shown below

Float ($0)
Discard 2, reshuffle, 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]: Nautical Dog (1/1) [Frenzy 1]
  • :target: [I]Lookout[/I]: Bombaster (2/2)
    [B]In Play:[/B]
  • Drakk Ramhorn Lv. 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

That was a well crafted defense… Breaking through Porkhand Magistrate would have left me defenseless, but leaving it alone lets him dismantle my own defenses… This was the best setup I could find to stop him, but I’m not feeling confident about it. Still, got to do something!

T3:

[details=Hand]Arrest, Manufacured Truth, Cadet, Newsman (W), Cadet
Tech 2x Flagstone Garrison[/details]

Collect 6 gold (6)
Worker (5)
Overeager Cadet (5)
Overeager Cadet (5)
Porkhand Magistrate trades with Bombaster
Building Inspector trades with Nautical Dog
Onimaru kills Drakk and ups to lvl 3.
Midband and heal Onimaru (3)

discard 2, draw 3, rs, draw 1

Patrol:
Leader:
Elite:
Scavenger: Overeager Cadet 2/2
Technician: Overeager Cadet 2/2
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 5 Onimaru 3/4
Base: 20
Other:

Economy:
Workers: 7
Spare gold: 3
Hand: 4
Deck: 5
Discard: 0

Redraw

Traffic D, Spectral Aven, Jail, Manufactured Truth

Player 2 Turn 3


Tech, Starting Hand, and Workers

TECH

Bloodlust
Flame Arrow


STARTING HAND


Mad Man
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Bloodburn


WORKERS

Pillage
Scorch
Careless Musketeer


[details=Next Hand]Lobber
Charge
Crash Bomber
Nautical Dog


[/details]
Tech 2 card(s)
Get Paid - ($7)
Draw 1 from Technician
Worker - ($6)
Play Bloodrage Ogre - ($4)
Play Mad Man - ($3)
Build a Tower - ($0)
Patrol as shown below

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


[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]:
  • :pschip: [I]Technician[/I]: Mad Man (1/1) [Haste]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I didn’t see any good way of dealing with Overeager Cadets this turn… That card seems absurdly good. I’m actually kind of surprised he didn’t build a Tower himself since he had enough left over after not spending any on his defenses. I hate giving him the initiative, but what choice do I have? I’m not a good Red player, and I feel like I’m also getting unlucky draws.

T4:

[details=Hand]Traffic D, Spectral Aven, Jail (W), Manufactured Truth
Tech 2x Drill Sergent[/details]

Collect 7 gold + float (10)
Worker (9)
Manufacturing Truth a Cadet into an Ogre (8)
Bloodrage Cadet trades with his Ogre fellow
Overeager Cadet trades (due to tower) with Mad man
Onimaru destroys Tower, your base takes 2 damage
Maxband Onimaru, healing him (5)
Tech II Peace (1)

discard 2, draw 3, rs, draw 1

Patrol:
Leader: Soldier 1/1+1
Elite:
Scavenger: Soldier 1/1
Technician: Soldier 1/1
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 8 Onimaru 4/5
Base: 20
Other:

Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 1
Discard: 7

Redraw

Magistrate, Inspector, Garrison, Arrest

I was looking over my options for my turn, and I don’t see any way to prevent you from destroying a tech building next turn or just starting up the Peace engine, so I feel like it’s best to call it here. Good game! Do you have any advice on what I could have done better? This was my first time going against Blue, so any comments would be appreciated.

@EricF, should I go ahead and start the game with Mooseknuckles now?

Yep, now that one finished, you can start the MooseKnuckles game

1 Like

I’d say your first and main mistake was not to kill Porkhand Magistrate on T2. I played it because I saw no other option to deal with the Ogre; but still, you could kill it with Drakk after having suicided your Ogre. With Blue’s lack of haste or direct damage, having a 1/1 hero instead of a 1/3 is totally worth a kill ! With only Building Inspector and Onimaru, I had no way to kill Drakk, save for Arresting Nautical Dog, ie paying a card and two gold to do what I did for free.
I didn’t understand why you put Bombaster in Lookout either; as he has a decent sacrifice ability, I wouldn’t have Arrester him anyway ! Putting him into Scavenger seemed more logical to me.

Doing so, I’d have been (supposing I’d have played the same way) with 1 less card, 2 gold less, and you with one more gold. That means you could’ve built a Tech II on T3, and that I couldn’t break it and build mine, lacking 1 gold to do so. Or you could’ve build a Tower as you did, preparing for a defense/counterattack plan with Anarchy tech II ? That seems a balanced game to me :wink:

2 Likes

This is exactly the kind of feedback I’d love to see after every game! The Lookout thing was partly inexperience with this matchup, partly because I didn’t kill Porkhand Magistrate (I wanted him to attack me rather than use his ability, but that didn’t turn out so good either), and partly because the last couple of games I played were against Black, so I was still in the mindset of “need to prevent spell/ability based removal.”

If I’d played that way, I’m not sure whether I’d go with Tower + Anarchy or something else. The only time I’ve used Anarchy Tech II was against a relatively new player IRL, and I won because I was able to break their Tech II every turn after they built it by using max-level Jaina, a Lobber, and Careless Musketeer. I told him after that a Tower would have helped more than the Tech Lab he actually built (all the new players seem obsessed with it for some reason), but I could have just redirected my Tech II demolition team to it and used my Stealth to get Tech II, so the real problem was allowing a max-level hero to live so long. Which brings me to my point: Against an experienced player I wouldn’t be able to pull off that kind of nonsense, so the Stealth would be much less useful as soon as my opponent would build a Tower.

Unless I’m missing something about how to use Anarchy Tech II, I’d probably have gone with Fire instead if I could keep Drakk alive, but I’m still not sure what would be best against Blue. For one thing, if you hadn’t been able to steamroll me, would you have necessarily gone with Peace? Probably, but I had no way of knowing. I really need to convince someone at the card club I visit to get the Blue and Black expansion so I can play against them more.

1 Like