#Player 2, Turn 3 (Random Bonanza! Game 5)
P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy
Map: Burial Grounds: Ded Heroes stay ded
Starting Hand
Events of Turn:
[details=Starting Hand]
Arrest
Truth
BI
Search
Aven [/details]
##Events of Turn:
###Upkeep:
Get Gold (7+1 float)
###Main:
Worker (7)
Building Inspector (6)
Garth (4)
Skeleton (3)
[details=Workers]
AvenMuskJail[/details]
Patrol as below
Discard 3 Draw 3 RS Draw 2
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 4
Tower: 4
####In Patrol:
Squad Leader: BI (1/1+1a, untargetable)
Elite:
Scavenger: Newsie (0/2 from 1 dmg, naming 2)
Technician: Skeleton (1/1)
Lookout:
####In Play:
Garth (1/3 L1)
####Economy Info:
#####Cards:
Hand: 5
Deck: 4
Disc: 0
#####Gold:
Gold: 3
Workers: 8
[details=End of Turn Hand]
Tiny B
Tiny B
Arrest
Mtruth
Porkie [/details]
[details=My Thoughts]
Yeah Im in trouble, gunna try to turtle up but I dont know how much longer I can get by. I dont think he can get throu to Tech 1 here with only 2 attacking units (3 if he has Mtruth) Could lose Garth though, which would be a major blow but I dunno what else I should do here [/details]
[details=End of Turn Discard]
Sickness
Plague Spitter
Manufactured Truth
Arrest [/details]
[details=My Thoughts]
Yeah I have a choke hold on this board, I won’t need tech 2 but I’ll probably tech something of it for next turn, for right now let’s just grab some kill spell potential with Sickness, and another Spitter (who is so annoying). Injunction + card draw for next turn means I can tech into something to dig for it immediately, I have a ton of flexibility, I like where I sit XD [/details]
[details=End of Turn Discard]
Traffic Director
Plague Spitter [/details]
[details=My Thoughts]
He’s without tech buildings, I broke his tower, and I’ve still got tons of dudes on the ground. Fairly certain I’ve got this game, probably last tech 2x Death and Decay. I took the Tax Collector just to choke him on gold and have a cheap body of my own. [/details]
[details=All Teched Cards]
Death And Decay x 2
Community Service, Tax Collector
Sickness, Plague Spitter
Scribe, Injunction
Plague Spitter, Stewardess of the Undone [/details]
###Main:
Maxband Orpal (4)
Orpal kills TD, who now has died from -1/1 runes, so maxband triggers and elite + scavenger soldiers die, you get 1g, orpal takes 1 damage
Scribe kills technician, takes 1 damage, you draw a card
Plague Spitter suicides to neuter Onimaru to a 1/2
@FrozenStorm pointed out that I cant rebuild Tech 2 due to that stupid injucntion, so it appears im sunk
GG! Man, tought doing Mirror blue starts from player 2 position. Not sure what I could have done better except taking a hero out earlier, but seems so risky
Also didnt help that you had the perfect 1-2 combo of injucntion and Orpal to literally wipe out any patrol I had, and Plague spitters to take away any big units I could lay down. Maybe Hooded earlier? Even then, I dont know if that would have bought me much
#Player 1, Turn 1 (Random Bonanza! Game 6)
P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon
Map: Mystical Forrest: Instead of readying a hero or unit, can add +1/+1 instead
Starting Hand
Events of Turn:
[details=Starting Hand]
Viper
Sensei
Advice
Flag
Monk [/details]
##Events of Turn:
###Upkeep:
Get Gold (4)
###Main:
Worker (3)
Monk (1)
[details=Workers]
Flag[/details]
Patrol as below
Discard 3 Draw5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader: Monk (2/2+1a)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
####Economy Info:
#####Cards:
Hand: 5
Deck: 0
Disc: 3
#####Gold:
Gold: 1
Workers: 5
[details=End of Turn Hand]
Primus
Smoker
SB
Hook
SA [/details]
[details=My Thoughts]
Well this map isnt very exciting. Guess Ill try to use Lobbers and Sparring Partners for some early pressure to try to keep him off of an early metamorph, thats gotta be his strategy [/details]
[details=End of Turn Hand]
Charge
Pillage
Bloodburn
Mad Man
Careless Musketeer) [/details]
[details=End of Turn Discard]
Bombaster
Nautical Dog
Makeshift Rambaster [/details]
[details=My Thoughts]
I feel like I’ll want a hero’s hall early, other than that not sure where this is going to go! Probably tech Bird’s nest? [/details]
#Player 1, Turn 2 (Random Bonanza! Game 6)
P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon
Map: Mystical Forrest: Instead of readying a hero or unit, can add +1/+1 instead
Starting Hand
Events of Turn:
[details=Starting Hand]
Primus
Smoker
SA
Hook
SB [/details]
##Events of Turn:
###Upkeep:
Get Gold (5+1 float)
###Main:
Worker (5)
Smoker (4)
Quince (2)
Tech 1 (0)
[details=Workers]
PrimusFlag[/details]
Patrol as below
Discard 3 RS Draw5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 5
####In Patrol:
Squad Leader: Smoker (1/1+1a)
Elite:
Scavenger: Mirror (0/1)
Technician: S.Monk (2/2)
Lookout:
####In Play:
Quince (1/3 L1)
####Economy Info:
#####Cards:
Hand: 5
Deck: 3
Disc: 0
#####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Lobber
Lobber
Advice
SB [/details]
[details=My Thoughts]
Well this map isnt very exciting. Guess Ill try to use Lobbers and Sparring Partners for some early pressure to try to keep him off of an early metamorph, thats gotta be his strategy [/details]
[details=Starting Hand]
Charge
Pillage
Bloodburn
Mad Man
Careless Musketeer [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
Tech 2 cards in from codex
[details=All Teched Cards]
Bird’s Nest, Dark Pact [/details]
###Main:
Hero’s Hall, taxed for multicolor (3)
Bloodrage Ogre kills smoker, takes 1 damage
Vandy trucks Savior Monk, sparkshots down the Mirror, takes 2 damage, you get 1g and draw 1
Midband Vandy to heal (1)
Worker (0)
[details=Workers]
Bloodburn, Scorch [/details]
Patrol as below
Discard 4 rs Draw 5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Vandy Anadrose (3/4 lvl 3)
Bloodrage Ogre (3/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Bombaster
Dark Pact
Pillage
Bird’s Nest
Charge [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Have to skip tech 1, telegraphs me a little bit, but I’m not too concerned about it. I don’t think Blue starter will easily compete with a Metamorph threat complete with Birds XD I’ll probably take the buff on Vandy next turn over attacking [/details]
#Player 1, Turn 3 (Random Bonanza! Game 6)
P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon
Map: Mystical Forrest: Instead of readying a hero or unit, can add +1/+1 instead
Starting Hand
Events of Turn:
[details=Starting Hand]
Lobber
Lobber
Voper
Advie
SA
SB [/details]
##Events of Turn:
###Upkeep:
Get Gold (6+ 1 scvn)
###Main:
Worker (6)
Lobber x 2 (4)
Safe Attacking (3)
Sensei’s Advice to lobbers (1)
Lobbers take Vandy, survie on 1 hp, Quince midbands
[details=Workers]
ViperFlag[/details]
Patrol as below
Discard 1 Draw 2 RS Draw 1
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 5
####In Patrol:
Squad Leader: Quince (1/4+1a)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Lobber (2/1 from 1 dmg)
Lobber (2/1 from 1 dmg)
Safe Atk
####Economy Info:
#####Cards:
Hand: 3
Deck: 5
Disc: 0
#####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Hook
Sensei
Snapback [/details]
[details=My Thoughts]
Well this map isnt very exciting. Guess Ill try to use Lobbers and Sparring Partners for some early pressure to try to keep him off of an early metamorph, thats gotta be his strategy [/details]
[details=End of Turn Hand]
Nautical Dog
Mad Man
Careless Musketeer
Makeshift Rambaster [/details]
[details=End of Turn Discard]
Bloodrage Ogre
Pillage
Twilight Baron
Gunpoint Taxman
Charge
Dark Pact [/details]
[details=My Thoughts]
Jeez he goes all in on cards just to stop Vandy threat, Rook’s decently safe here but could get killed by Hook or Advice, still worth it to get the birds down though even if he dies, and to get the base damage with Pillage in case I want to set up an earthquake. I also want to delay the cycle, just to allow for some reactive techs next turn (Metamorphosis, Earthquake, Tech 2s, Sharks are all on the table right now, depends on what he wants to do). [/details]
[details=End of Turn Hand]
Advice
SP
Monk [/details]
[details=My Thoughts]
Well this map isnt very exciting. Guess Ill try to use Lobbers and Sparring Partners for some early pressure to try to keep him off of an early metamorph, thats gotta be his strategy [/details]
This matchup was lopsided, but the map doesn’t really add much to playing standard (I don’t think it would change the base game much to always play with this rule, you can “rest” to get stronger after attacks essentially, but it adds confusion for a new player)