Random Map/Deck Bonanza: YoungBuck and FrozenStorm

#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]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 RS Draw 2
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 4
  • :tower: Tower: 4
    ####In Patrol:
  • :psblueshield: Squad Leader: BI (1/1+1a, untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Newsie (0/2 from 1 dmg, naming 2)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: 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]

Player 1, Turn 4 (Random Bonanza! Game 6)

P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

[details=Starting Hand]
Building Inspector
Manufactured Truth
Lawful Search
Arrest
Stewardess of the Undone (stashed)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Sickness, Plague Spitter
Scribe, Injunction
Plague Spitter, Stewardess of the Undone
[/details]


###Main:

  • Stewardess of the Undone, bounces Skeleton to death, no technician bonus (4)
  • Midband Bigby (2)
  • Bigby kills Inspector, takes 2 damage
  • Plague Spitter kills newsman, takes 1 damage, you get 1 gold
  • Manufactured Truth, my Newsman is really a Plague Spitter in a very Men in Black-esque Newsman suit (1)
  • “Plague Spitter” kills Garth, Bigby maxbands, Newsman suit goes back on and he takes 2 damage
  • Worker (0)

[details=Workers]
Building Inspector, Porkhand Magistrate, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 1 Draw 3
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Reputable Newsman (0/1 from 2 damage, blocking 1-cost spells)
  • Plague Spitter (3/2 from 1 damage, anti-air)
  • Stewardess of the Undone (2/3)
  • Bigby Hayes (3/4 lvl 5)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Scribe
Spectral Aven
Injunction
Lawful Search (stashed)
[/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]

#Player 2, Turn 4 (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]
Tiny B x2
Porkie
Arrest
Mtruth
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7 + 3 float + 1 scvn)

###Main:

  • Worker (10)
  • Tiny B x 2 (6)
  • Tech 2 Balance (2)

[details=Workers]
PorkieMuskJail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 RS draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 4
    -:ps2gem: Tech 2 balance 5 hp
  • :tower: Tower: 4
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Tiny B (1/2)
  • :exhaust: Technician: Tiny B (1/2)
  • :target: Lookout:

####In Play:

####Economy Info:

#####Cards:
Hand: 4
Deck: 0
Disc: 5

#####Gold:
Gold: 2
Workers: 8


[details=End of Turn Hand]
Potent B
TD
HE
Search
[/details]


[details=My Thoughts]
Yeah this is liekly GG
[/details]

Player 1, Turn 5 (Random Bonanza! Game 6)

P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

[details=Starting Hand]
Scribe
Spectral Aven
Injunction
Lawful Search (stashed)
Plague Spitter (from Scribe)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Community Service, Tax Collector
Sickness, Plague Spitter
Scribe, Injunction
Plague Spitter, Stewardess of the Undone
[/details]


###Main:

  • Injunction your tech 1, tiny basilisks are disabled (5)
  • Scribe, rs draw 1 (3)
  • Bigby and Traffic Director kill your tower, your base to 18
  • Stewardess and Plague Spitter break your tech 2, your base to 16
  • Orpal Gloor (1)
  • Worker (0)

[details=Workers]
Spectral Aven, Building Inspector, Porkhand Magistrate, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 1 Draw 3
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

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

####In Play:

  • Reputable Newsman (0/1 from 2 damage, blocking 1-cost spells)
  • Scribe (1/3)
  • Plague Spitter (3/2 from 1 damage, anti-air)
  • Stewardess of the Undone (2/3)
  • Bigby Hayes (3/3 from 1 damage, lvl 5)
  • Orpal (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Injunction
Arrest
Sickness
Lawful Search (stashed again)
[/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]

#Player 2, Turn 5 (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][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+ 2 float)

###Main:

  • Skip Worker
  • Rebuild Tech 2
  • Oni + maxband (1)
  • Traffic Director (0)

[details=Workers]
MuskJail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 4

####In Patrol:

  • :psblueshield: Squad Leader: TD (1/1+1a, untargetable)
  • :psfist: Elite: Solider (1+1/1)
  • :pspig: Scavenger: Solider (1/1)
  • :exhaust: Technician: Solider (1/1)
  • :target: Lookout:

####In Play:
Oni (4/5 L8)
Tiny B x 2 (1/2)

####Economy Info:

#####Cards:
Hand: 5
Deck: 6
Disc: 0

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
AoW
Chamelon
BI
Mtruth
Search
[/details]


[details=My Thoughts]
Woof bad draw too. Looks like Im still looking to just turtle up. Went HE and Tiny B for techs.
[/details]

Player 1, Turn 6 (Random Bonanza! Game 6)

P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

[details=Starting Hand]
Injunction
Arrest
Sickness
Lawful Search (stashed again)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in from codex

[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
  • Stewardess finishes Onimaru, takes 1 damage, levels fizzle
  • *Bigby brings your base to 13hp
  • Injunction your tech 1 again, basilisks can continue chillin’ (1)
  • Worker (0)

[details=Workers]
Arrest, Spectral Aven, Building Inspector, Porkhand Magistrate, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 1 Draw 3
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

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

####In Play:

  • Reputable Newsman (0/1 from 2 damage, blocking 1-cost spells)
  • Scribe (1/2 from 1 damage)
  • Stewardess of the Undone (2/2 from 1 damage)
  • Bigby Hayes (3/3 from 1 damage, lvl 5)
  • Orpal (2/4 from 1 damage, lvl 6)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Tax Collector
Manufactured Truth
Community Service
Lawful Search (stashed)
[/details]

[details=End of Turn Discard]
Traffic Director
Plague Spitter
Injunction
Death and Decay
Death and Decay
Plague Spitter
Sickness
[/details]

[details=My Thoughts]
Another hero bites the dust, this is locked up.
[/details]

@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

Ill reroll here shortly!

@FrozenStorm you forgot about this poor mirror token who was saved from death by Macciatus and boosted to a 1/2 by his stint in the Army.

1 Like

#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]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Monk (2/2+1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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]

Player 2, Turn 1 (Random Bonanza! Game 7)

P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forest: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

[details=Starting Hand]
Makeshift Rambaster
Nautical Dog
Scorch
Bombaster
Bloodrage Ogre
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Bloodrage Ogre (3)
  • Vandy (1)
  • Worker (0)

[details=Workers]
Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Vandy Anadrose (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[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]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    ####In Patrol:
  • :psblueshield: Squad Leader: Smoker (1/1+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Mirror (0/1)
  • :exhaust: Technician: S.Monk (2/2)
  • :target: 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]

Player 2, Turn 2 (Random Bonanza! Game 7)

P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forest: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

[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]

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 RS Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5

####In Patrol:

  • :psblueshield: Squad Leader: Quince (1/4+1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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]

Player 2, Turn 3 (Random Bonanza! Game 7)

P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forest: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

[details=Starting Hand]
Bombaster
Dark Pact
Pillage
Bird’s Nest
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Twilight Baron, Gunpoint Taxman
Bird’s Nest, Dark Pact
[/details]


###Main:

  • Zane (5)
  • Rook (3)
  • Bird’s Nest (1)
  • Bloodrage Ogre smacks Quince and dies
  • Zane kills Quince and gains two levels
  • Pillage, I steal 1 gold and your base goes to 19hp
  • Worker (0)

[details=Workers]
Bombaster, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor)
  • :psfist: Elite: Tweetie Bird (1/1 flying)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Big Bird (1/1 flying)

####In Play:

  • Zane (2/1 from 1 damage, lvl 3)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 8

[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]

#Player 1, Turn 4 (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]
SB
Hook
Sensei
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)

###Main:

  • Worker (6)
  • Grave (4)
  • Snapback (1) Rook for Vandy
  • 1 Lobber takes Zane, Grave to L3
  • Lobber 2 takes +1/+1

[details=Workers]
SenseiViperFlag
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5

####In Patrol:

  • :psblueshield: Squad Leader: Grave (3/4+1a L4)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Lobber (3/2 from 1 dmg)
Safe Atk
####Economy Info:

#####Cards:
Hand: 3
Deck: 2
Disc: 5

#####Gold:
Gold: 1
Workers: 8


[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]

Player 2, Turn 4 (Random Bonanza! Game 7)

P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forest: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

[details=Starting Hand]
Nautical Dog
Mad Man
Careless Musketeer
Makeshift Rambaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Dark Pact, Metamorphosis
Twilight Baron, Gunpoint Taxman
Bird’s Nest, Dark Pact
[/details]


###Main:

  • Midband Vandy (6)
  • Makeshift Rambaster (4)
  • Nautical Dog (3)
  • Tech 1 (2)
  • Vandy and the two birds slay Grave, Vandy maxbands and buffs Rambaster and lobber
  • Rambaster takes your tech 1, your base to 18
  • Worker (1)

[details=Workers]
Careless Musketeer, Bombaster, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Float 1g, Discard 1 rs Draw 3
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • Tweetie Bird (1/1 flying)
  • Big Bird (1/1 flying)
  • Vandy (4/5 lvl 5)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Dark Pact
Charge
Gunpoint Taxman
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Going all-in to metamorph Zane next turn, if I get free speech’ed I guess I’ll go to tech 2 and win there XD
[/details]

Could try to put up a fight, but I can see the metamorph coming and I have no answers

GG man! This map was pretty boring haha

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)

Ok new matchup below, I think Rich Earth looks purettty strong on this map o_0

Player 1, Turn 1 (Random Bonanza! Game 8)

P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 1g more to hire

[details=Starting Hand]
Bombaster
Nautical Dog
Pillage
Mad Man
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Nautical Dog (3)
  • Worker (1)

[details=Workers]
Bombaster
[/details]

  • :pspurpleshield: Patrol as below
  • Float 1g, Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Makeshift Rambaster
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn
[/details]

[details=End of Turn Discard]
Charge
Mad Man
Pillage
[/details]

[details=My Thoughts]
I feel like I’m going to git wrecked by Rich Earth, but we’ll see what I can do.
[/details]

#Player 2, Turn 1 (Random Bonanza! Game 7)
P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 2g

Starting Hand
Events of Turn:

[details=Starting Hand]
RE
Panda
Tiger
Trent
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Rich Earth (2) Really seems like this should be banned…
  • Worker (1)

[details=Workers]
Tiger
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5

####In Patrol:

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

####In Play:
Rich Earth

####Economy Info:

#####Cards:
Hand: 5
Deck: 0
Disc: 3

#####Gold:
Gold: 0
Workers: 6


[details=End of Turn Hand]
Merfolk
Treebark
RG
VT
FF
[/details]


[details=My Thoughts]
So seems like Ill be bale to stay ahead of him on gold pretty easy. Probbly do lobbers and go for Growth
[/details]