[XCAFRR19 Round4] CarpeGuitarrem [Fire]/Present/Growth vs codexnewb [Discipline]/Disease/Law

@codexnewb glhf!

P1T1


StartingHand Workers

STARTING HAND
Nautical Dog
Careless Musketeer
Scorch
Pillage
Bloodrage Ogre


WORKERS
Pillage


NextHand

Makeshift Rambaster
Bombaster
Bloodburn
Charge


Discard

Scorch
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Careless Musketeer - ($1)
Summon Nautical Dog - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Careless Musketeer 2/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (frenzy 1) 1/1
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Immediate gameplan is to build into Present T2 burst with early tempo gain

@codexnewb’s turn!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Aged Sensei
Safe Attacking
Savior Monk
Fox Primus
Morningstar Flagbearer


WORKERS
Fox Primus


NextHand

Sensei’s Advice
Fox Viper
Grappling Hook
Smoker
Snapback


Discard

Aged Sensei
Safe Attacking
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
savior monk - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Grave, lvl 1, (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmmm, so, i’ll try and learn from last game, and slow down to think about some strategy.

fire/present/growth
early game: agressive, scary for me to bring out a hero early. can go down on cards to swing through my patrol
tech 1: i see argo, lobber, and firebat as the best options, although, i think firebat would be super niche.
tech 2: with versatule style on my codex, i dont see molac as a big deal. tech 2 present would be a problem though. basically stadard Present strat but with red starter.
tech 3 - not that good. id be surprised if they went this route.
hero’s - not as good as mine. bwahahaha. actually, watch out for the green spells…

discipline/disease/law
early game: probably need to play defensively. savior monk, smoker,…might need a tower. remember, i can give him free levels from hero’s so long as i have snapback ready in the next hand.
tech 1: i like rambasa twins of course. goes well with anything. after that, honestly sparring parter is the only other one i prefer.
tech 2: lots of options. i honestly could go with all three. given his direct building damage, i dont think discipline with traiing grounds is good. im not as confident with Law. If i go insurance agents, it would HAVE to be to pair with hero’s (Grave and Orpal).
tech 3 - probably not happening.
heros - i LIKE the idea of a hero’s hall here.

IDEAL: tech 2 law, tech lab disease, insurance agent runes ramabasa twin, plague lab doulbles rune, suicide, get paid.

possible tech plan?
T1 - na
T2- RT / SP
T3 - (LAW - IA / IA), Disease (Abom, Sickness)
T4 - Judgement Day? DaD?


T1 Review

Dog and Musketeer. Next turn, im looking at gg 5, worker 4, tech 1 2, (possible brogre/mad man). they COULD drop jaina and charge to get at a backline hero’s. seems safe enough to drop a hero. and if he skips tech 1, ill just tech up and snapback on a future turn. that leaves me with a choice. does savior monk really net me anything here (other option is aged sensei and save a gold)? i supposed if they have mad man, it helps me to keep grave on the board however, dont want to get pillaged. ill just drop SM

SM -> SQL
Grave->SCAV


Next turn

grave lives - gg 6, worker 5, tech one 3, mid grave 1, smoker 0, possible grappling hook.
grave dies - gg 6, scav 7, worker 6, tech one 4, fix viper, 2, bigby 0

not sure yet. need more coffee.

P1T2


Tech StartingHand Workers

TECH
Spirit of the Panda
Lobber


STARTING HAND
Bombaster
Makeshift Rambaster
Charge
Bloodburn


WORKERS
Pillage
Bloodburn


NextHand

Lobber
Bloodrage Ogre
Mad Man
Spirit of the Panda
Charge


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Nautical dog deals 1 damage to monk after armor, dies
Careless Musketeer exhausts to kill monk, deals 1 to my base
Summon Argagarg, Wisp arrives - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Careless Musketeer 2/1
  • L1 Argagarg Garg 1/3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

CN has 3 gold to respond to this turn. safe attacking and sensei advice need monk to be in play, and miserable things happen if he doesn’t die. so definitely doing that. at that point, the biggest minion I face is 2 health for flagbearer or primus, and both cost 3. patrolling Grave in SQL requires 4 attack (5, if l3). if I summon Jaina instead of Arg, she only dies to max grave. which is not good. oh, or 50/50 on grappling hook, which nets L5 Grave and no Jaina. Arg is safer, then. panda Spirit gives me enough attack to kill Grave. hmm, I’m going to actually try skipping tech 1 for a turn and teching 2x panda. that gives me proactive presence on the board, although it’s easy to counter with Snapback. hmm.

Okay wow, that’s a dream draw.

@codexnewb’s turn!

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Sparring Partner
Sparring Partner


STARTING HAND
Grappling Hook
Sensei’s Advice
Snapback
Smoker
Fox Viper


WORKERS
Fox Primus
Fox Viper


NextHand

Aged Sensei
Safe Attacking
Sparring Partner
Grappling Hook
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
mid grave - ($1)
smoker - ($0)
grave kills wisp, you get a gold

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Smoker (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave, lvl 3, (3/4)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmmm, interesting choice. maybe expecting some SOTP or dinosize? if that’s the case, there really is no protecting grave. maybe they whiffed, who knows?

just going to mid grave and kill the wisp. takes another variable off the board.

teching double sparring partner. if worst case scenario happens (gg 7, worker 6, mid arg 4, tap arg, bounce smoker to hand, SOTP or DINOSIZE, musketeer kills grave)

i end up with 7 cards in hand, 3 in deck. [ptential double sparring partner and tech 2 - sounds good to me.

P1T3


Tech StartingHand Workers

TECH
Stampede
Argonaut


STARTING HAND
Mad Man
Charge
Lobber
Bloodrage Ogre
Spirit of the Panda


WORKERS
Pillage
Bloodburn
Bloodrage Ogre


NextHand

Nautical Dog (frenzy 1) 1/1
Scorch
Bombaster
Makeshift Rambaster


Discard

Charge
Mad Man
Stampede
Argonaut


Tech 2 card(s)
Get Paid + Scav - ($7)
Summon Lobber - ($6)
Level Argagarg to midband - ($4)
Cast Spirit of the Panda on Lobber - ($0)
Careless Musketeer exhausts, targeting Smoker and bouncing it back to your hand; my base takes 1
Argagarg exhausts to give +1 ATK and Armor to Lobber
Spirited Lobber kills Grave, takes 2 damage after armor, Argagarg maxbands and Water Elemental arrives, I get a gold from Panda Spirit - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (anti-air) 3/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Careless Musketeer 2/1+a
  • L5 Argagarg Garg 1/5
  • Lobber (haste, w/ Spirit of the Panda, healing 1) 4/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

And here…we…go. Going to tech in Argos to shore up the line while my Lobber, etc. go to work.

@codexnewb’s turn!

1 Like

uh oh…

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Sickness
Community Service


STARTING HAND
Grappling Hook
Sensei’s Advice
Safe Attacking
Aged Sensei
Sparring Partner
Sparring Partner


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice


NextHand

Savior Monk
Morningstar Flagbearer
Snapback
Grappling Hook
Smoker (1/1)


Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
tech 2 disease - ($2)
x2 sparring partner - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

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: 0
  • Workers: 8
Thoughts

hmmm, do i tech 2, knowing it will most likely get broken? or do i throw orpal out there? maybe a tower?

build tower
gg 7, worker 6, tech two present 2, brogre 0.
WE>AS
Arg>Lobber
Lobber>scav
CM>tech

umm, all his important stuff seems to survive regardless. so no on the tower…

what if i tech in some spells? community service and sickness? if he rushes tech 2 next turn, which seems like a smart move…i might be able to snipe a hyperion or tricycloid form his hand?

you know what? i think ill do that. ill just build tech 2 and let him break it, but ill bring out the hammer of bigby to serve some justice. lol.

lol, that redraw though…i think this is over…

P1T4


Tech StartingHand Workers

TECH
Lobber
Flame Arrow


STARTING HAND
Scorch
Makeshift Rambaster
Nautical Dog (frenzy 1) 1/1
Bombaster


WORKERS
Pillage
Bloodburn
Bloodrage Ogre
Bombaster


NextHand

Stampede
Charge


Tech 2 card(s)
Get Paid, Spirit of the Panda heals Lobber - ($7)
Argagarg casts Scorch on Scavenger, killing it - ($3)
Water Elemental kills Squad Lead, taking 2 damage
Arg and Lobber break your Tech 2, Spirit gives me a gold - ($4)
Summon Makeshift Rambaster - ($2)
Rambaster and Careless Musketeer attack and break your Tech 1 (your base takes 4 total damage this turn)
Summon Nautical Dog - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (frenzy 1) 1/1
  • :target: Lookout:

In Play:

  • Careless Musketeer 2/1
  • L5 Argagarg Garg 1/5
  • Lobber (haste, w/ Spirit of the Panda, healing 1) 4/3
  • Makeshift Rambaster (haste) 1/2
  • Water Elemental (anti-air) 3/1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

So far, so good. This turn we can break T2, mostly break T1, and clear the board while losing no units. I think I’ll just commit to the board here, there’s very little that can be done by cn’s specs other than a couple of -1/-1s from Orpal

@codexnewb’s turn!

1 Like

oh man…

image

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Judgment Day
Abomination


STARTING HAND
Morningstar Flagbearer
Snapback
Savior Monk
Grappling Hook
Smoker (1/1)


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook


NextHand

Community Service
Safe Attacking
Aged Sensei (1/1+A)


Discard

Sparring Partner (2/2+A)
Sparring Partner (2/2)
Snapback
Morningstar Flagbearer
Judgment Day
Abomination


Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
Rebuild tech 1, base to 16
Worker - ($8)
grave - ($6)
snapback, arg for geiger - ($3)
Savior monk - ($1)
smoker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker (1/1)
  • :pschip: Technician: Grave lvl 1 (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

lol, need some luck here. come on!!

3 Likes

P1T5


Tech StartingHand Workers

TECH
Ember Sparks
Ember Sparks


STARTING HAND
Charge
Stampede


WORKERS
Pillage
Bloodburn
Bloodrage Ogre
Bombaster


NextHand

Lobber
Scorch
Mad Man
Argonaut


Discard

Nautical Dog (frenzy 1) 1/1
Charge
Stampede
Ember Sparks
Ember Sparks


Tech 2 card(s)
Get Paid, elemental and Lobber heal 1 - ($8)
Water Elemental trades with Monk - ($7)
Geiger kills Smoker, Sparkshot 1 damage onto Grave
Dog trades with Grave, Geiger midbands
Lobber, Musketeer, Rambaster attack your base for 9 total damage, down to 7 - ($8)
Maxband Geiger and flicker Rambaster - ($6)
Rambaster hits your base for 3, down to 4
Build Tech 2 – Present - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Careless Musketeer 2/1
  • L5 MAX Max Geiger 3/4
  • Lobber (haste, w/ Spirit of the Panda, healing 1) 4/4
  • Makeshift Rambaster (haste) 1/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I don’t have many clean trades, so I’ll trade the ele and have Lobber kill Grave, musketeer rebounces Smoker, giving me 3+2 damage plus an additional 6 from Geiger plus flicker. I can point it all at face or break T1. what worries me about t1? cm has 9 gold, 4 cards. rambasa Spitter Tax Collector is 4 minions wth 2,2,3,4 health. Lobber kills the 4, Dog and Musketeer kill the 2s, Geiger kills the 3, 3 to face. I’m 3 off of lethal and have traded everything but Rambaster and Geiger. Flame Arrow is a lethal topdeck. I think I just go in and tech burn spells then.

@codexnewb’s turn!

1 Like

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Community Service
Aged Sensei (1/1+A)
Safe Attacking
sickness


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook


NextHand

sickness
savior monk
Judgment Day
Sparring Partner (2/2+A)
Abomination


Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
tech draw
rebiuld tech 2, my base at 4
max orpal - ($3)
sickness, rambaster and musketeer - ($1)
musketeer dies, orpal max spreads to lobber and rambaster (dies)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: orpal, lvl 6, (2/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 4
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

bummer on the draws, but what a fun game to be a part of. very well payed on their part. fingers crossed they bottom decked anything good and i draw DaD…

skip worker to try and draw DaD…hoping he whiffs and walls up.


bummer no DaD. that would have been fun.

1 Like

P1T6


StartingHand Workers

STARTING HAND
Lobber
Mad Man
Argonaut
Scorch


WORKERS
Pillage
Bloodburn
Bloodrage Ogre
Bombaster


NextHand

Scorch
Nautical Dog (frenzy 1) 1/1
Makeshift Rambaster (haste) 1/2
Flame Arrow


Tech 0 card(s)
Get Paid - ($8)
Summon Lobber, it exhausts to deal 1 to your base - ($7)
Geiger casts Scorch on your base for 2 damage - ($3)
Spirited Yet Sickly Lobber hurls a Panda Cocktail at your base for lethal, gg!

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


Board Info:
In Patrol:

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

In Play:

  • Lobber (haste) 2/2
  • L5 MAX Max Geiger 3/4
  • Lobber (-, haste, w/ Spirit of the Panda, healing 1) 3/3

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroes’ Hall HP: 4

@FrozenStorm

2 Likes

alas! what a game! very well played!

1 Like

im more than happy to run it back just for fun. i find this codex interesting and want to see what it can do.

1 Like

Sounds fun to me! I’m finally getting the hang of this one.

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Snapback
Grappling Hook
Smoker
Savior Monk
Morningstar Flagbearer


WORKERS
Morningstar Flagbearer


NextHand

Fox Viper
Fox Primus
Sensei’s Advice
Aged Sensei
Safe Attacking


Discard

Savior Monk
Snapback
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
grave - ($1)
smoker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Smoker (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

hmm, worker flagbearer unwillingly.

1 Like

Glhf!

P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Scorch
Careless Musketeer
Mad Man
Bloodburn


WORKERS
Bloodburn


NextHand

Bombaster
Pillage
Charge
Nautical Dog
Bloodrage Ogre


Discard

Scorch
Makeshift Rambaster
Mad Man


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Careless Musketeer - ($2)
Summon Argagarg, Wisp arrives - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+a
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Argagarg 1/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Careful Musketeer 2/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

So long as I can take tempo with fire dart, I can build into t2 Growth, I think.

@codexnewb’s turn!

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Safe Attacking
Fox Primus
Fox Viper
Aged Sensei
Sensei’s Advice


WORKERS
Morningstar Flagbearer
Fox Primus


NextHand

Fox Viper
Grappling Hook
Smoker (1/1)
Rambasa Twin


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
aged sensei - ($1)
safe attacking - ($0)
smoker stealth trades with musketeer
grave kills wisp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Grave, lvl 1, (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmmm, just drop SA and keep going. nice split for me so far.

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Charge
Nautical Dog
Bombaster
Pillage
Bloodrage Ogre


WORKERS
Bloodburn
Pillage


NextHand

Mad Man
Argonaut
Careful Musketeer 2/1
Scorch


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Argagarg kills Aged Sensei
Summon Bloodrage Ogre - ($3)
Summon Nautical Dog - ($2)
Build Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Argagarg 1/2
  • Nautical Dog (frenzy 1) 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I uh actually forgot about the Stealth here. Gonna move into Argonauts to protect my squishies, and I also gotta make sure I keep board presence so that Safe Attacking doesn’t get value. I’m thinking Tech 1, BRO, and Naughty Dog to keep building up.

@codexnewb’s turn!

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Abomination
Abomination


STARTING HAND
Smoker (1/1)
Fox Viper
Grappling Hook
Rambasa Twin
Snapback


WORKERS
Morningstar Flagbearer
Fox Primus
Fox Viper


NextHand

Aged Sensei
Sensei’s Advice
Savior Monk
Abomination
Sparring Partner


Tech 2 card(s)
Get Paid - ($6)
tech draw
Worker - ($5)
rambasa twins - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Grave, lvl 1, (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

i think i can rush tech 2 here. teching double abomination. sensei’s advice next turn is helpful in case he doesnt trade into me.