Random Map/Deck Bonanza: YoungBuck and FrozenStorm

I was rereading the wording on feral strike, and was wondering: it doesn’t say anything about tech requirements like Garth’s ability. Perhaps on that map, feral strike isn’t quite as awesome as it seems? The map doesn’t actually give you the tech buildings, just says you meet tech requirements without the buildings.

I wondered that as well (in addition to ability to cast ultimate spells) but figured the spirit of the map is that tech and hero requirements for any card wordings just don’t apply

Great discussion on rules. I tend to agree that erratta shouldnt be taken as tournament rules, but for our purposes (and because I win :slight_smile: ) I think its cool to use them for these wacky, wacky maps.

Anyway, on with the show!

#Player 1, Turn 1 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
TR
Tink
Mox
Plasm
Plex
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)

###Main:

  • Worker (3)
  • Mox (0)

[details=Workers]
Plasm
[/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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Mox (1/1)
####Economy Info:

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

#####Gold:
Gold: 0
Workers: 5


[details=End of Turn Hand]
Fargo
TS
FF
NC
BS
[/details]


[details=My Thoughts][spoiler]
Hmm this is going to be a more standard game, but I have some interesting tech options to go for. I have to be concerned with Basilisks though, all my upgrades like battle suits, MoLaC, Second chanes are all vulernable. Growth Peace and go for Blooming Elm/Ancient along with Sarge Garrisons? Past Peace with Garrisions to go for total unit overload with Seers, Cadets, and a slow time generator?

He has the strong heroes, with lots of nasty combos. He could counter any heroe strategies I have withe Free Speech too. Tough decisions!
[/spoiler][/details]

1 Like

Player 2, Turn 1 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Spectral Aven
Building Inspector
Reputable Newsman
Jail
Manufactured Truth
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Reputable Newsman, naming 2 as the uncastable spell or upgrade (3)
  • Tech 1 (1)
  • Worker up (0)

[details=Workers]
Jail
[/details]

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

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3 blocking 2)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Traffic Director
Lawful Search
Arrest
Porkhand Magistrate
Bluecoat Musketeer
[/details]

[details=End of Turn Discard]
Manufactured Truth
Building Inspector
Spectral Aven
[/details]

[details=My Thoughts]
Maybe I’ll try for a quick tech 1 next turn with Lawful Search? I think I’ll probably be comboing Tech 2 of Truth and Balance? Basilisk kills a lot of the buildings or upgrades he’ll likely want to use, Truth units are tough for his heroes to deal with in general.
[/details]

#Player 1, Turn 2 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
FF
BS
TS
Fargo
Nullcraft
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Fargo (2)
  • Tech 1 (0)

[details=Workers]
Plasm
[/details]

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

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5

####In Patrol:

  • :psblueshield: Squad Leader: Mox (1/1)
  • :psfist: Elite:
  • :pspig: Scavenger: F.argo (2/3 3 runes)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

####Economy Info:

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

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


[details=End of Turn Hand]
Plex
Cadet
TR
Tink
BS
[/details]


[details=My Thoughts][spoiler]
Hmm this is going to be a more standard game, but I have some interesting tech options to go for. I have to be concerned with Basilisks though, all my upgrades like battle suits, MoLaC, Second chanes are all vulernable. Growth Peace and go for Blooming Elm/Ancient along with Sarge Garrisons? Past Peace with Garrisions to go for total unit overload with Seers, Cadets, and a slow time generator?

He has the strong heroes, with lots of nasty combos. He could counter any heroe strategies I have withe Free Speech too. Tough decisions!
[/spoiler][/details]

Player 2, Turn 2 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Traffic Director
Lawful Search
Arrest
Porkhand Magistrate
Bluecoat Musketeer
Spectral Hound (from LS)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards from codex

[details=All Teched Cards]
Spectral Hound x2
[/details]


###Main:

  • Quince (4)
  • Lawful Search, check your hand, rs draw 1 (3)
  • Spectral Hound (2)
  • Worker up (1)

[details=Workers]
Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, Tech 2 cards after your turn

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mirror Illusion (0/1)
  • :target: Lookout:

####In Play:

  • Quince (1/3 lvl 1)
  • Reputable Newsman (0/3 blocking 2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Spectral Hound
Spectral Aven
Building Inspector
Manufactured Truth
Arrest
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Tech 2 hounds and take a 40% roll I get Hound, 60% I play both of them next turn. And I hit on 40%! Very good stuff, I’ll be incredibly well poised to get a Reteller Macciatus machine rolling and use a Potent B to counter his upgrade and building focused tech 2. This should be fun!
[/details]

#Player 1, Turn 3 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
FF
BS
TS
Fargo
Nullcraft
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)

###Main:

  • Worker (5)
  • Cadet (5)
  • Tower (2)
  • Arg (0) + wisp

[details=Workers]
Plasm
[/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: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: F.Argo (2/3+1a, 2 Time runes)
  • :psfist: Elite: Mox (1/1)
  • :pspig: Scavenger: Cadet (2/2)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:
Arg (1/3 L1)
####Economy Info:

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

#####Gold:
Gold: 0
Workers: 7


[details=End of Turn Hand]
BC
BC
Cadet
TS
NC
[/details]


[details=My Thoughts]
Im in toruble I think, he got the line on Tech 2 and a big board already, which is not, not good for Truth.
[/details]

Player 2, Turn 3 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Spectral Hound
Spectral Aven
Building Inspector
Manufactured Truth
Arrest
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards from codex

[details=All Teched Cards]
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Spectral Hound (7)
  • Midori (5)
  • Worker up (4)
  • Tech 2 - Truth AND Balance (0)

[details=Workers]
Building Inspector, Bluecoat Musketeer, Jail
[/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
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Reputable Newsman (0+1/3 blocking 2)
  • :pspig: Scavenger: Mirror Illusion (0/1)
  • :exhaust: Technician: Spectral Hound (3/3)
  • :target: Lookout: Spectral Hound (3/3 resist 1)

####In Play:

  • Quince (1/3 lvl 1)
  • Midori (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Lawful Search
Porkhand Magistrate
Traffic Director
Spectral Aven
Macciatus, the Whisperer
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Continuing forward, Arg is going to midband to pop one of my hounds I’m sure so I’m just going to make that as disadvantageous as possible for him. Midori can buff the hounds, which is awesome, next turn I’ll tech probably Mimic + Potent B, and I should be able to quickly build a scary board! Either I’ll go for Dreamscape or Liberty Gryphons to end things :slight_smile:
[/details]

#Player 1, Turn 4 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
BC
BC
OC
TS
NC
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)

###Main:

  • Worker (6)
  • Oni (4)
  • Midband Arg (2)
  • Arg taps thru resist (1) to take otu Lookout Dog
  • Boot camp (0) TechN dog, you get 1 card
  • Mox takes Mirror, you get 1 g
  • Fargo and Cadet take Newsie
  • Cadet 2 (0)

[details=Workers]
Plasm
[/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: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: Wisp (0/1+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet (2/2)
  • :exhaust: Technician: Onimaru (2/3 L1)
  • :target: Lookout:

####In Play:
Arg (1/4 L3)
F.Argo (2/2 from 1 dmg, 1 Time runes)
Cadet #1 (2/1 from 1 dmg)
Mox (1/1)

####Economy Info:

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

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


[details=End of Turn Hand]
BC
BS
Tink
TR
[/details]


[details=My Thoughts]
Hmm im behind on Tech now, but I couldnt leave him with so much board. Would have liked to kill a hero but doesnt look likely
[/details]

Player 2, Turn 4 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Lawful Search
Porkhand Magistrate
Traffic Director
Spectral Aven
Macciatus, the Whisperer
Manufactured Truth (technician)
Arrest (LS)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Draw 1 for Technician
  • Tech 2 cards from codex

[details=All Teched Cards]
Potent Basilisk, Free Speech
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Lawful Search your hand, draw 1 (8)
  • Macciatus (6)
  • Mirror x 2 (2)
  • Traffic Director (1)
  • Worker up (0)

[details=Workers]
Porkhand Magistrate, Building Inspector, Bluecoat Musketeer, Jail
[/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
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader: Mirror Illusion (1/2+1armor)
  • :psfist: Elite: Traffic Director (1+1/1)
  • :pspig: Scavenger: Mirror Illusion (1/2)
  • :exhaust: Technician: Macciatus (3/3)
  • :target: Lookout:

####In Play:

  • Quince (1/3 lvl 1)
  • Midori (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Reteller of Truths
Spectral Hound
Spectral Aven
Reputable Newsman
Potent Basilisk
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts][spoiler]
Woof, nasty blowout X-( Grabbing a Potent B as it is pretty clear the goal will be battle suits and peace machine, but also getting a Free Speech in case he pivots to Oni maxband rush or something (plus it’ll help defend the Arg midband toe-snipes…)

The struggle drawing cards is real! Why can’t I reach this damn reteller!?! Shell up best I can I guess, continue to try and apply card advantage, but ugh I’m going to lose Macciatus and continue to get Arg toe-sniped… Potent B will provide a good wall in front at least…
[/spoiler][/details]

#Player 1, Turn 5 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
BC
TINK
BS
TR
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)

###Main:

  • Worker (7)
  • Battle Suits (5)
  • Boot Camp Mirror Illusion (4)
  • Cadet #1 trades with Maccitus, you get 1 card
  • Arg taps to kill Scvn Mirror, you get 1 g
  • Mox Trades with Traffic Cop
  • Cadet and Oni take your Tech 2, Base to 18 hp
  • Tech 2 PAST and PEACE (0)

[details=Workers]
Plasm
[/details]

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

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    -:ps2gem: Tech 2 PAST and PEACE: 5 hp
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:
Arg (1/4 L3)
Cadet (3/2)
Mox (2/1)
Oni (2/3 L1)

####Economy Info:

#####Cards:
Hand: 3
Deck: 1
Disc: 5

#####Gold:
Gold: 0
Workers: 9


[details=End of Turn Hand]
FSG
Seer
NC
[/details]


[details=My Thoughts][spoiler]
Alright a good break for me. I could have tried to take both heroes here instead, but I feel like all that would buy me is a turn off of free speech if he teched it and a few freee levels for Arg or Oni, neither of which I am terribly attached to right now.

Thinking I go for peace machine + some Shimmer rays for air support, Can get 6 dmg off with them quickly and can keep them around with the extra draws I get from Garrison, could even Sarge them up for more dmg
[/spoiler][/details]

Player 2, Turn 5 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Reteller of Truths
Spectral Hound
Spectral Aven
Reputable Newsman
Potent Basilisk
Spectral Hound (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1scavenger)
  • Draw 1 for Technician
  • Tech 2 cards from codex

[details=All Teched Cards]
Potent Basilisk, Liberty Gryphon
Potent Basilisk, Free Speech
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Rebuild tech 2
  • Spectral Hound (9)
  • Spectral Hound (8)
  • Midbandori + 1 level (3)
  • Mirror Token (1)
  • Quince kills Wisp, takes 1, you draw 1
  • Midori kills Oni, maxbands and heals
  • Worker up (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Spectral Hound (4/4)
  • :exhaust: Technician: Spectral Hound (4/4)
  • :target: Lookout: Mirror Illusion (1/2 resist 1)

####In Play:

  • Quince (1/2 from 1 damage, lvl 1)
  • Midori (4/5 lvl 8)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Manufactured Truth
Lawful Search
Arrest
Free Speech
Macciatus, the Whisperer
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Okay I think I’m safe here to go tech 3 next turn, probably, so we’ll play for that. Kill Oni so there’s less target pops, we’ll still probably lose both hounds but at least he’ll have to give up his board to do it. As long as there’s no immediate garrison (could be, don’t know how he teched) then we proceed. If he does garrison, we’ll have to stay tech 2 for a cycle probably.
[/details]

#Player 1, Turn 6 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)

###Main:

  • Flagstone Garrison (6)
  • Mox Kills Lookout Mirror
  • Nullcraft (4) RS Draw 1
  • Shimmer Ray (3) Draw 1. Mox is trashed
  • Seer (2) Draw 1, Add 1 rune to Shimmer Ray
  • F.Argo (0) Draw 1
  • Cadet (0)
  • Arg taps to take TechN Hound, you get 1 card
  • Nullcraft sweeps Scvn Hound, Cadet trades with him. You get 1 g

[details=Workers]
Plasm
[/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: 5
    -:ps2gem: Tech 2: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: Seer (2/1+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet (3/2)
  • :exhaust: Technician: F.argo (3/3, 3 time tunes)
  • :target: Lookout: Shimmer Ray (3/4, resist 1, 3 Time Runes)

####In Play:
Arg (1/4 L3)
Nullcraft (1/1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 2
Disc: 0

#####Gold:
Gold: 0
Workers: 9


[details=End of Turn Hand]
Sarge
Cadet
FSG
Seer
Tink
[/details]


[details=My Thoughts]
Well going for my guns with Peace machine, lets see how he does
[/details]

Player 2, Turn 6 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Manufactured Truth
Lawful Search
Arrest
Free Speech
Macciatus, the Whisperer
Potent Basilisk (techn)
Traffic Director (LS)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1scavenger)
  • Draw 1 for Technician
  • Choose to Tech 2 cards from codex

[details=All Teched Cards]
Bird’s Nest, Moment’s Peace
Potent Basilisk, Liberty Gryphon
Potent Basilisk, Free Speech
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Lawful Search, check your hand draw 1 (10)
  • Potent Basilisk, destroys battle suits (6)
  • Arrest the Shimmer ray, paying extra for resist (3)
  • Macciatus, the Whisperer (1)
  • Midori destroys your Garrison, takes 1 damage

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, probably done teching cards

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5+1armor, untargetable deathtouch)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Macciatus, The Whisperer (3/3)
  • :target: Lookout:

####In Play:

  • Quince (1/2 from 1 damage, lvl 1)
  • Midori (4/4 from 1 damage lvl 8)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Reputable Newsman
Reteller of Truths
Liberty Gryphon
Potent Basilisk
Free Speech
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
I’m pretty well screwed here, his past peace machine is going to bowl me over. I didn’t get the reteller down when I needed to, so his card advantage has just wasted my ability to keep stuff down. Probably should have first gone with reteller + potent B, then macciatus. Oh well…
[/details]

#Player 1, Turn 7 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)

###Main:

  • Flagstone Garrison (6)
  • Sarge (3) Draw 1 card
  • Cadet (3) Draw 1 card, +1 Sarge
  • Seer (2) RS Draw 1, +2 Sarge, Shimmer Ray gets 1 rune
  • Tink (0) Draw 1, +3 Sarge
  • Arg Taps to give Nullcraft +1/+1
  • Sarge gives 2 runes to Nullcraft, for a total of 4/4
  • Nullcraft buzzes Potent B for 3 dmg thru 1 armor
  • Seer trades with Potent B
  • Sarge gives final rune to Fading Argo
  • Fargo kills Macc, survives on 1 hp, you get 1 card
  • Cadet kill Quince, takes 1 dmg, Arg to L5, Elemental arrives

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 RS Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    -:ps2gem: Tech 2: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: Elemental (3/3+1a Anti Air)
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet 2 (2/2)
  • :exhaust: Technician: Seer (2/1)
  • :target: Lookout:

####In Play:
Arg (1/5 L5)
Nullcraft (3/3 from 2 runes)
Fargo (3/1 from 3 dmg, +1/+1, 2 time runes)
Cadet 1 (2/1 from 1 dmg
Sarge (3/3)
Tinkerer (1/2)
Shimmer Ray (3/4 3 time runes)
FSG (4 hp)

####Economy Info:

#####Cards:
Hand: 5
Deck: 2
Disc: 0

#####Gold:
Gold: 0
Workers: 9


[details=End of Turn Hand]
Boot Camp
Boot Camp
Sarge
FSG
Shimmer Ray
[/details]


[details=My Thoughts]
Think I got myself a winner here
[/details]

Technician draw was not Bird’s Nest, and you likely can get access to stampede anyway, so I think this is game.

Nicely done! Bottom decking reteller on turn 4 absolutely sunk me, I needed that to keep you from killing tech 2 on turn 5 :_( this was fun though! Big fan of this map

GG bro!

Yeah I hit some good draws later on. Didnt have Stampede yet, but was planning on Teching it this next turn

Also big fan of this map! Opens up some interesting combos without feelin ridiculously OP right out of the gate. Really increases the complexity of the game, but feels kind of like when you finally get to the RTS map that allows you access to all of your buildings and units!

Really not a lot of downsides to this one! Can’t think of any ridiculously OP set ups on this one can you?

I think Past Peace is pretty strong on it, but that’s reasonably well established :wink:

Yes, but Past Peace is ptreey strong overall haha Adn the barrier to Past Peace on the noraml map is really just 2g more right?

The barrier is also foregoing tower, which can be killer in some matchups.