News Shop
Events Chat

[XCAFRR19 Round2] Leaky [Discipline]/Disease/Law vs frozenstorm [Discipline]/Peace/Past

GLHF!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Smoker
Savior Monk
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer


WORKERS
Grappling Hook


NextHand

Safe Attacking
Fox Viper
Fox Primus
Snapback
Aged Sensei


Discard

Savior Monk
Morningstar Flagbearer
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
hire smoker - ($2)
hire Orpal Gloor - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Smoker 1/1
  • L1 Orpal Gloor 1/3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like

GL HF @Leaky! Remember to tag your opponent in your opening post so they are notified :wink: I’m enough of a degenerate that I saw it anyway but others don’t troll these forums for funsies haha

XCAFRR Round2 Player 2, Turn 1

P2 [Discipline]/Peace/Past vs P1 [Discipline]/Disease/Law

Starting Hand

Fox Primus
Snapback
Aged Sensei
Smoker
Sensei’s Advice

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Grave (3)
  • Smoker (2)
  • Aged Sensei (1)
  • Worker (0)
Workers

Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Grappling Hook
Morningstar Flagbearer
Savior Monk
Safe Attacking

End of Turn Discard
My Thoughts

Good news: I’ve played this deck before so I have some experience!
Bad news: I didn’t have a great experience the first time :confused:

Maybe this time the Peace engine works a little better, otherwise I might just try Discipline T2 as there’s no building hate across from me, so Training Grounds could be super awesome (though snapback is over there…)


2 Likes

@frozenstorm your turn! Similar openings so far.

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Snapback
Safe Attacking
Fox Viper
Aged Sensei
Fox Primus


WORKERS
Grappling Hook
Fox Viper


NextHand

Sensei’s Advice
Savior Monk
Fox Primus
Snapback


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
buy safe attacking - ($3)
buy tech 1 - ($1)
buy aged sensei - ($0)
Smoker kills your sensei (you draw)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L1 Orpal Gloor 1/3 [2/3]
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei 1/1
  • :target: Lookout:

In Play:

  • Smoker 1/1
  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Same starter, bound to happen :wink:

XCAFRR Round2 Player 2, Turn 2

P2 [Discipline]/Peace/Past vs P1 [Discipline]/Disease/Law

Starting Hand

Grappling Hook
Morningstar Flagbearer
Savior Monk
Safe Attacking
Fox Viper (techn)

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Flagstone Garrison x2


Main:

  • Grappling Hook Orpal to Lookout
  • Midband Grave, kill Orpal and sparkshot down sensei, Grave gets -1/1 and goes to level 5, you draw 1 (4)
  • Safe Attacking, Smoker safely strikes down your smoker (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Grave (2/3 lvl 5)

In Play:

  • Smoker (1/1)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Snapback
Aged Sensei
Grappling Hook
Flagstone Garrison

End of Turn Discard
My Thoughts

Easy double up for me, nice. Going to rush Peace T2, maybe I’ll tech lab for Discipline also.


[b]P1T3[/b]
Tech StartingHand Workers

TECH
Tax Collector
Scribe


STARTING HAND
Savior Monk
Fox Primus
Sensei’s Advice
Snapback
Rambasa Twin


WORKERS
Grappling Hook
Fox Viper
Fox Primus


NextHand

Sensei’s Advice
Sparring Partner
Morningstar Flagbearer
Scribe
Savior Monk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
buy Rambasa twin - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin 3/2 + A
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin 3/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

XCAFRR Round2 Player 2, Turn 3

P2 [Discipline]/Peace/Past vs P1 [Discipline]/Disease/Law

Starting Hand

Snapback
Aged Sensei
Grappling Hook
Flagstone Garrison

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Overeager Cadet x2
Flagstone Garrison x2


Main:

  • Grave to maxband, kill SQL Mario (5)
  • Grave hucks his sword at scav, you get a gold, Luigi to your discard
  • Smoker hits your tech1 to 4hp
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Grappling Hook, Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

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

In Play:

  • Grave (3/1 lvl 7, no sword, -1/1, 3 damage)
  • Smoker (1/1)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Morningstar Flagbearer
Savior Monk
Sensei’s Advice
Flagstone Garrison
Flagstone Garrison

End of Turn Discard
My Thoughts

Another easy board clear and I get to tech up, very nice. I feel like Leaky should have patrolled Luigi in techn or lookout (maybe even Mario also?).

Grabbing 2x Cadet and I’ll start the peace engine rollin XD Injunction is the only real answer and even then, I feel like it punts more than it scores in this case. Let’s hope I’m right!


[b]P1T4[/b]
Tech StartingHand Workers

TECH
Cursed Crow
Abomination


STARTING HAND
Sparring Partner
Morningstar Flagbearer
Savior Monk
Scribe
Sensei’s Advice
Snapback


WORKERS
Grappling Hook
Fox Viper
Fox Primus
Morningstar Flagbearer


NextHand

Snapback
Aged Sensei 1/1
Smoker 1/1
Rambasa Twin 3/2
Tax Collector


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Scavenger gold - ($8)
Buy scribe - ($6)
Buy sparring partner - ($5)
Buy tech 2 disease - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Scribe 1/3
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner 2/2
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

XCAFRR Round2 Player 2, Turn 4

P2 [Discipline]/Peace/Past vs P1 [Discipline]/Disease/Law

Starting Hand

Morningstar Flagbearer
Savior Monk
Sensei’s Advice
Flagstone Garrison
Flagstone Garrison
Overeager Cadet + Snapback (Monk)
Overeager Cadet + Aged Sensei (OC 1)
Drill Sergeant x2 (OC 2)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Drill Sergeant x2
Overeager Cadet x2
Flagstone Garrison x2


Main:

  • Flagstone Garrison (5)
  • Flagstone Garrison (2)
  • Savior Monk, draw 2 (0)
  • Overeager Cadet, draw 2
  • Overeager Cadet, rs draw 2
  • Grave trades with Scribe, levels fizzle
  • Smoker pings your tech 2 to 4hp
Workers

Grappling Hook, Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 6 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Savior Monk (2/2)
  • Smoker (1/1)
  • Flagstone Garrison (4hp)
  • Flagstone Garrison (4hp)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Drill Sergeant
Sensei’s Advice
Morningstar Flagbearer
Drill Sergeant
Aged Sensei

End of Turn Discard
My Thoughts

Setting up infinite draws, going to let grave give the ghost here so I don’t give levels by accident/surprise. I can live without him for a turn and he’ll come back less gimpy than he was. Teching both DS’s to start rune building


[b]P1T5[/b]
Tech StartingHand Workers

TECH
Censorship Council
Abomination


STARTING HAND
Tax Collector
Smoker 1/1
Aged Sensei 1/1
Rambasa Twin 3/2
Snapback


WORKERS
Grappling Hook
Fox Viper
Fox Primus
Morningstar Flagbearer
Aged Sensei 1/1


NextHand

Savior Monk
Tax Collector
Cursed Crow
Sensei’s Advice
Abomination


Discard

Scribe 1/3
Smoker 1/1
Snapback
Censorship Council
Abomination


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Buy rambasa twin - ($4)
Buy bigby - ($2)
Spar twin and bigby - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin 3/2 + Armour
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Bigby 2/3 + 1/1 = 3/4
  • :pschip: Technician: Rambasa Twin 3/2 +1/1 = 4/3
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Sparring Partner 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

XCAFRR Round2 Player 2, Turn 5

P2 [Discipline]/Peace/Past vs P1 [Discipline]/Disease/Law

Starting Hand

Drill Sergeant
Sensei’s Advice
Morningstar Flagbearer
Drill Sergeant
Aged Sensei
Snapback + Smoker (DS1)
Sparring Partner + OC (DS2)
Sparring Partner + OC (OC1)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Sparring Partner x2
Drill Sergeant x2
Overeager Cadet x2
Flagstone Garrison x2


Main:

  • Overeager Cadet and Smoker trade with SQL
  • OC2 smacks into techn
  • Drill Sergeant, draw 1 rs draw 1 (5)
  • Drill Sergeant, +1 rune draw 2 (2)
  • Overeager Cadet, +2 runes draw 2
  • Overeager Cadet, +2 runes nothing left to draw
  • Sparring Partner, +2 runes nothing left to draw (1)
  • Sparring Partner, +2 runes nothing left to draw (0)
  • Give Savior Monk +2 runes, kill Bigby, take 2 damage after safe attacking armor, you get +1g
  • Move 6 of the remaining 7 runes around to patrollers as shown below
Workers

Grappling Hook, Fox Viper, Fox Primus

  • :pspurpleshield: Patrol as below
  • Discard 5 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Sparring Partner (4/4)
  • :exhaust: Technician: Overeager Cadet (4/4)
  • :target: Lookout:

In Play:

  • Sparring Partner (2/2)
  • Drill Sergeant (4/4)
  • Drill Sergeant (3/3)
  • Savior Monk (4/2, +2/2)
  • Flagstone Garrison (4hp)
  • Flagstone Garrison (4hp)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Sensei’s Advice
Morningstar Flagbearer
Aged Sensei
Snapback
Smoker

End of Turn Discard
My Thoughts

So many cards, so little gold, lol. Easy enough to take all the runes all the way to the bank, he can’t keep up with me anymore…


OK, you win. GG

1 Like

GG WP! You got off to a bit of a rough start there patrolling, allowed me to buy a lot space.

Curious, why’d you go with orpal to start instead of grave?

I went for Orpal, since it might combo with smoker. For example, turn 2 I could have done:
Midband Orpal
Buy safe attacking
Smoker kills smoker
Orpal sacrifices smoker to kill sensei
Smoker returns to hand
Replay smoker.

I’m not entirely that this chain-smoking Orpal is a correct interpretation of the rules (alternatively, the sensei might not get a -1/1 rune since the smoker didn’t actually die?). Anyways, if this is legit it would have been a better turn 2, to avoid losing on your turn 2. It’s still rough to skip a worker, tech 1, and miss out on a draw though.

2 Likes

It is not, I’m afraid. The sacrifice is not what targets, it’s the selection of what receives the -1/1. So if you select my smoker to receive the rune, my smoker will return to my hand. Yours will still go to discard as it died from being sacrificed (just as Sacrifice the Weak doesn’t target).

That kind of play would definitely not be worth skipping tech 1, much less skipping a worker that early. I think you would have been better off with Grave turn 1.

GG WP though, GL next round!

1 Like

Orpal can be useful as an opener if you expect Hardened Mox, or you think you’re against a deck that would struggle against an early maxband for Death and Decay, and the white starter would let Orpal hit hard enough. Neither’s the case here, unfortunately.

1 Like

Thanks for clarifying.