Random Map/Deck Bonanza: YoungBuck and FrozenStorm

#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]

Workers cost 1 with Rich Earth and this map in play. Codex Card Database | Rich Earth

So definitely makes sense, though the “Workers are now free” printing on the card directly contradicts his rule. I don’t know about you, but “Free” definitely doesnt mean “discounted” where I come from

Editted my turn to reflect rule

I believe the official ruling/explanation is that map cards apply after all other effects. So Rich Earth lowers the cost to 0, then the map card increases it to 1.

I suppose it all fits together then, but still take exception to “free” when it isnt free. The card should read “reduces the cost of workers by 1 g”. I realize this is literally the only situation where that would happen, but If I have a coupon for a free big mac, and then maccas decides to increase the price of a big mac by 50 cents after I got the coupon, do I have to pony up two quarters for that delicious burger?

No, I believe in that situation you would get the big mac for free.

1 Like

Haha well burgers on me next time then friend!

My rant was purely grammatical, the rule makes perfect sense. I just like to argue :slight_smile:

1 Like

Well, on the one hand I take exception with the card wording like YoungBuck does. Free means free.

OTOH, this seems way less tilted as a matchup now, and I understand the “favor simplicity” philosophy to word the card as “workers are free” when in fact, it is really meaning “workers cost 1 less gold”. Otherwise, the normal people NOT playing map cards would ask “So it costs one less than one? Why didn’t you just say it’s free, then?”

Player 1, Turn 2 (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]
Makeshift Rambaster
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1)
  • Tech 2 cards turn 1

[details=All Teched Cards]
Overeager Cadet x2
[/details]


###Main:

  • Makeshift Rambaster (4)
  • Rambaster and Dog take your base to 15hp
  • Worker (2)
  • Tech 1 (0)

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

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

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

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

####In Patrol:

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

####In Play:

  • Nautical Dog (1/1)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Charge
Bloodburn
Pillage
Overeager Cadet
Careless Musketeer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Cheap sounds good here, so Cadets all the way. I don’t think Peace tech 2 is the right move to win here, I think probably a Drakk / Blood tech2 centric plan is best here? Perhaps Cala supports? Maybe General’s Hammer if it really looks like I can base race? No idea
[/details]