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[XCAFS20] Round3: James MonoBlue vs CarpeGuitarrem [Bashing]/Discipline/Fire

Hello! Sorry for the delay. Sorry also I am likely to be a little slow due to work this week, but I will try to keep up an acceptable pace. Here are the changes.

@CarpeGuitarrem

Blue Starter

Porkhand Magistrate: ability costs 0 (instead of 1) to use.
Lawful Search: Changes to an upgrade, with “sacrifice this:” as the trigger for the ability it currently has as a spell (Look at opponent’s hand or discard, then draw 1).
Building Inspector: ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more).
Bluecoat Musketeer: can now be long range while 2 attack or less (instead of exactly 1).

Law

Jurisdiction: gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of its effect.
Tax Collector: is a 3/3 (instead of 2/3).
Guardian of the Gates: is a 2/6 (instead of 1/6) and affects Units and Heroes (instead of just Units).
Arresting Constable: Gains “Haste” and can target any unit or hero with it’s ability.

Peace

General’s Hammer: costs 2 (instead of 3).
Drill Sergeant: gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the DS each turn, same as Ancient).
Debilitator Alpha: costs 4 (instead of 5) and has “As Patroller: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha).

Truth

Spectral Tiger: gains Resist 1.
Spectral Roc: gains Resist 1.
Hallucination: Changes to: Spell - Summon :target: Target up to 2 units or heroes. Summon a 0/X hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
Dreamscape: Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains “Tap: Create a Mirror Illusion (max 2)”. Still channeling, still cost 3.
Quince: Midband ability now costs 1 (instead of 2).
Mind Control: Cost reduced to 4 and can attach to any unit, including tech IIIs.

Neutral Starter:

Spark costs 0 (instead of 1)
Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1

Bashing:

Troq midband becomes topband and can deal 1 damage to any building (not just a base)
Troq midband becomes readiness, level range is 4-7 instead of 5-7
Troq maxband becomes Overpower
The Boot becomes “Trash an opposing Tech 0 or Tech I unit. Trash this card”
Intimidate changes from “Give a unit or hero -4atk until end of turn” to “Give a unit or hero -3atk/1hp until your next upkeep”
Final Smash cost reduced to 3

Discipline:

Versatile Style has these 4 abilities (improved, still costs 2):

  • Destroy an Upgrade
  • Disable a Hero, or a Unit with Flying
  • Repair 4 damage from a building
  • Your Discipline hero is a Detector until your next turn

Focus Master - Changes to 2 cost, ability becomes “All your patrollers gain +1armor”
Hero’s Monument - Daigo Stormborn has Haste in addition to his other abilities

Fire:

Jaina Midband loses the “patrolling” designation
Fire Dart costs 1 (instead of 2)
Flame Arrow costs 3 (instead of 4)
Doubleshot Archer costs 2 (instead of 3)

1 Like

P1T1


StartingHand Workers

STARTING HAND
Traffic Director
Porkhand Magistrate
Arrest
Reputable Newsman
Bluecoat Musketeer


WORKERS
Traffic Director


NextHand

Building Inspector
Manufactured Truth
Spectral Aven
Jail
Lawful Search


Discard

Arrest
Bluecoat Musketeer
Reputable Newsman


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit the Porkhand, who now doesn’t even need a bribe to do stuff - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

I think I’m going to try out the Magistrate, maybe even into a Jail. His buffs are mostly on spells and at fire t2, so I think the plan is to make units hard to play to push him that way, and then chain Free Speech.

1 Like

P2T1


StartingHand Workers

STARTING HAND
Older Brother
Spark
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle


WORKERS
Helpful Turtle


NextHand

Wither
Timely Messenger
Bloom
Brick Thief
Fruit Ninja


Discard

Tenderfoot
Granfalloon Flagbearer
Spark
Older Brother


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Grave - ($2)
Build Tech 1 - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 Grave Stormborne (sparkshot) 2/3

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Man I wanted Spark to be up against Aven. Wither isn’t nearly as good. Still, I can build up a board here. Contemplating an early Tech 1; with buffed Inspector I think it’s worth it so I don’t bleed gold over to James. Obnoxious that a proc on the Inspector messes up my reshuffle but at least it’ll let me drop lots of stats onto the board next turn with that many cards.

@James’s turn!

glhf to you too!

1 Like

P1T2


Tech StartingHand Workers

TECH
Overeager Cadet
Scribe


STARTING HAND
Lawful Search
Manufactured Truth
Spectral Aven
Building Inspector
Jail


WORKERS
Traffic Director
Spectral Aven


NextHand

Arrest
Bluecoat Musketeer
Lawful Search
Building Inspector
Reputable Newsman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jail - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Jail 3HP - your units must go here before arriving.

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

No units, huh. Options: Aven is terrible against Spark. Hero + BI + Tech. BI is less useful since he went for the early tech. Porkhand Grave and do something. The resist 1 makes it probably not worth it to mess up his reshuffle. Jail might even be the best play - Force him to play two units to get one on the board. He can’t even kill Porky easily without levelling Grave and spending a card. Following that, flood the board into Peace engine before he can zap things, depending on how he techs? Vulnerable to Wrecking Balls perhaps.

P2T2


Tech StartingHand Workers

TECH
Lobber
Rambasa Twin


STARTING HAND
Wither
Brick Thief
Timely Messenger
Fruit Ninja
Bloom


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Rambasa Twin
Bloom
Granfalloon Flagbearer
Timely Messenger
Spark


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Level Grave twice, to midband - ($3)
Cast Bloom on Grave - ($1)
Grave kills Porkhand, takes 2 damage

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L3 Grave Stormborne (sparkshot, readiness, +) 4/3

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Cool, very slow board presence start. I can safely level up Grave and get a clear here. Could drop a Timely Messenger down but it seems unnecessary when I might need to spend that gold on ping spells next turn, or to pop a unit out of Jail. It’s vulnerable to Tax Collector, though. Hm. How much of a risk do I consider that?

@James’s turn!

P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Tax Collector


STARTING HAND
Building Inspector
Bluecoat Musketeer
Lawful Search
Arrest
Reputable Newsman
Overeager Cadet


WORKERS
Traffic Director
Spectral Aven
Bluecoat Musketeer


NextHand

Overeager Cadet
Scribe
Porkhand Magistrate
Manufactured Truth


Tech 2 card(s)
Get Paid - ($6)
Lawful Search, use immediately, look at your hand, draw 1 - ($5)
Overeager Cadet
Quince, mirror arrives - ($3)
Reputable Newsman, choose cost 0 - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Overeager Cadet 3/2
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror 0/1
  • :target: Lookout:

In Play:

  • Jail 3HP - your units must go here before arriving.
  • Reputable Newsman (0/3) blocking 0
  • Quince L1 1/3

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

Twin, bloom, spark, flag, Hasty Boy. He could use hasty boy to get the Twins out next turn. That leaves him with 3 gold, so he wouldn’t tech up. He might well end up floating, so I’ll put in a Tax Collector. I can probably get the tech drop on him. I seem to be prepped for Peace Engine, so we’ll go there in the end, but if I play Scribe next turn I will cycle quickly so no need to risk the dead draw now (and I might change my mind).

1 Like

P2T3


Tech StartingHand Workers

TECH
Ember Sparks
Fire Dart


STARTING HAND
Timely Messenger
Bloom
Spark
Granfalloon Flagbearer
Rambasa Twin


WORKERS
Helpful Turtle
Fruit Ninja
Bloom


NextHand

Lobber
Older Brother
Wither
Brick Thief
Tenderfoot


Discard

Spark
Granfalloon Flagbearer
Rambasa Twin
Ember Sparks
Fire Dart


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Maxband and heal Grave, he gains a SWORD - ($3)
Grave kills Overeager Cadet without exhausting, takes 3 damage
Exhaust Grave, remove sword rune to kill Quince, levels fizzle
Build Heroes’ Hall - ($1)
Play Timely Messenger from hand, it goes directly to jail - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L7 MAX Grave Stormborne (sparkshot, readiness, +) 5/3
  • [Jail] Timely Messenger (haste) 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

First option: Rambasa into Timely, puts Rambasa out on the field, both Rambasas get eaten by Cadet + Mirror, Newsman also gets to Manufactured Truth into something like a bird, and Mirror Illusion gets to turn into a bird, I have 2 gold leftover. Heroes’ Hall?

Second option: Bloom Grave, kill Cadet, max Grave, leaves me at 1 floating gold with a fully operational maxband Grave. I can sword Quince to stop mirror shenanigans, which sorta wastes the power of sword but also catches James offguard. Waitasec Grave already has a rune oops. So let’s revise that.

I think the second option shuts down mirror shenanigans more.

Okay revised second option, maxband Grave (4), kill OEC, sword Quince, that shuts down mirror and also stops Aven + MT. 3 gold remains, HH + Timely in jail. Ironically, Jail is a great place to protect Timely right now.

@James’s turn!

1 Like

P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Jurisdiction


STARTING HAND
Scribe
Manufactured Truth
Porkhand Magistrate
Overeager Cadet
Building Inspector


WORKERS
Traffic Director
Spectral Aven
Bluecoat Musketeer
Manufactured Truth


NextHand

Lawful Search
Arrest
Tax Collector
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($7)
Scribe, I draw - ($5)
Overeager Cadet
Worker - ($4)
Tech II (Peace) - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mirror 0/1A
  • :psfist: Elite: Overeager Cadet 3/2
  • :ps_: Scavenger:
  • :pschip: Technician: Scribe 1/3
  • :target: Lookout:

In Play:

  • Jail 3HP - your units must go here before arriving.
  • Reputable Newsman (0/3) blocking 0

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Crunch time - I have to tech before I draw. I am going to go for a buffed Jurisdiction so that I can Free Speech or do something else as I am mostly sure he is going to go for some fire spells but I might want to Injunction or Hallucinate, and commit to Peace engine.

P2T4


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Brick Thief
Older Brother
Lobber
Tenderfoot
Wither


WORKERS
Helpful Turtle
Fruit Ninja
Bloom
Older Brother


NextHand

Molting Firebird
Timely Messenger
Granfalloon Flagbearer
Fire Dart
Tenderfoot


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grave kills Mirror Illusion without exhausting, sparkshots to Overeager Cadet
Play Lobber from hand, it goes to Jail and Timely Messenger springs free! - ($6)
Timely Messenger trades with Overeager Cadet
Summon Jaina Stormborne - ($4)
Build Tech 2 – Fire - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 MAX Grave Stormborne (sparkshot, readiness, +) 5/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Jaina Stormborne (sparkshot) 2/3
  • :target: Lookout:

In Play:

  • [Jail] Lobber (haste) 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

It’s now or never for Tech 2 huh. 3 gold to play with. Lobber in play plus a hero to hold the gates. Grave and Timely kill most of the Patrol Zone. I guess we go Jaina here because she’s not likely to die to MT. Tech 2 Fire because Firebirds can obliterate a swarm of units.

@James’s turn!

Sorry again for being slow!

P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Lawful Search
Tax Collector
Arrest
Flagstone Garrison
Porkhand Magistrate
Jurisdiction


WORKERS
Traffic Director
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Porkhand Magistrate


NextHand

Overeager Cadet 3/2
Drill Sergeant
Building Inspector
Overeager Cadet 3/2


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Tax Collector, draw - ($3)
Lawful search, use immediately - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector
  • :psfist: Elite:
  • :ps_: Scavenger: Reputable Newsman (0/3) blocking 0
  • :pschip: Technician: Scribe 1/3
  • :target: Lookout:

In Play:

  • Jail 3HP - your units must go here before arriving.
  • Flagstone Garrison

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Let’s go! Hoping to draw the Overeager on the first play here… Yuck, Porky. Draw again, or hero? Draw and cycle, I think. I am going to be wading in Firebirds soon, so need to tech Air Hammers next and get to them. And by soon, it turns out I mean STRAIGHT AWAY. Aaaand I drew jurisdiction, so I can’t even use that next turn - worst timeline for me.

1 Like

P2T5


Tech StartingHand Workers

TECH
Hotter Fire
The Boot


STARTING HAND
Timely Messenger
Molting Firebird
Tenderfoot
Fire Dart
Granfalloon Flagbearer


WORKERS
Helpful Turtle
Fruit Ninja
Bloom
Older Brother
Tenderfoot


NextHand

Ember Sparks
Rambasa Twin
Spark
Brick Thief


Discard

Fire Dart
Granfalloon Flagbearer
Timely Messenger
Hotter Fire
The Boot


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Molting Firebird from hand, it replaces Lobber in jail - ($4)
Play Fire Dart from hand, dealing 2 to your Jail - ($3)
Lobber breaks your Jail, freeing Molting Firebird
Summon Troq - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 MAX Grave Stormborne (sparkshot, readiness, +) 5/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Troq Bashar 2/3
  • :target: Lookout:

In Play:

  • Lobber (haste) 2/2
  • Molting Firebird (flying) 4/3
  • L1 Jaina Stormborne (sparkshot) 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

I think my most pressing priorities here are getting Firebird in play and destroying Garrison. To that end: Fire Dart, Firebird, Timely. Worker a card, draw 3. 6 Gold. 2 left for stuff. Oh, I can bring out Troq, yay. Ah blast Garrison costs too much health.

@James’s turn!

That’s not how that works. If a Jail (or graveyard) is destroyed, anything inside it goes to the discard.

Source: The card itself (not often I get to say that!)
image

4 Likes

heck, time to make a minor redo.

Turn revised, mostly the same but now I played a Timely Messenger at the end.
P2T5


Tech StartingHand Workers

TECH
The Boot
Hotter Fire


STARTING HAND
Timely Messenger
Molting Firebird
Tenderfoot
Fire Dart
Granfalloon Flagbearer


WORKERS
Helpful Turtle
Fruit Ninja
Bloom
Older Brother
Tenderfoot


NextHand

Wither
Molting Firebird
Brick Thief


Discard

Fire Dart
Timely Messenger
Granfalloon Flagbearer
The Boot
Hotter Fire


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Molting Firebird from hand, it replaces Lobber in jail - ($4)
Play Fire Dart from hand, dealing 2 to your Jail - ($3)
Play Timely Messenger, it frees Molting Firebird - ($2)
Lobber breaks your Jail, Timely Messenger to discard
Summon Troq - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 MAX Grave Stormborne (sparkshot, readiness, +) 5/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Troq Bashar 2/3
  • :target: Lookout: Molting Firebird (flying) 4/3

In Play:

  • Lobber (haste) 2/2
  • L1 Jaina Stormborne (sparkshot) 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I think my most pressing priorities here are getting Firebird in play and destroying Garrison. To that end: Fire Dart, Firebird, Timely. Worker a card, draw 3. 6 Gold. 2 left for stuff. Oh, I can bring out Troq, yay. Ah blast Garrison costs too much health.

@James’s turn!

Peace engine time

P1T6


Tech StartingHand Workers

TECH
Air Hammer
Flagstone Garrison


STARTING HAND
Overeager Cadet 3/2
Building Inspector
Overeager Cadet 3/2
Drill Sergeant
Jurisdiction
Lawful Search
Drill Sergeant
Arrest


WORKERS
Traffic Director
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Porkhand Magistrate


NextHand

Air Hammer
Jurisdiction
Jail 3HP - your units must go here before arriving.
Tax Collector


Tech 2 card(s)
Get Paid + float - ($10)
Drill Sergeant, Draw - ($7)
Overeager, Sergeant +1 rune, draw
Overeager, Sergeant +1 rune (now on 2), draw
Building Inspector, +1 rune (now on 3), draw - ($6)
Bigby - ($4)
Bigby Arrests Firebird (paying for resist) - ($1)
one rune from Sarge to Tax Collector (now on 2)
Taxer trades with Grave, Bigby to L3
Lay down Lawful Search for next turn… that’s as good as a worker, right? - ($0)
One rune from Sarge to an Overeager
Stash a card

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 3/3A [+1 rune]
  • :psfist: Elite: Building Inspector
  • :ps_: Scavenger: Reputable Newsman (0/3) blocking 0
  • :pschip: Technician: Scribe 1/3
  • :target: Lookout: Overeager Cadet 2/2

In Play:

  • Flagstone Garrison 4HP
  • Drill Sergeant + (4/4)
  • Lawful Search (Search Warrant ready)
  • Bigby L3 2/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

He patrolled the firebird - an error, I’m gonna Arrest that shiz. I think I am actually going to hold the Jurisdiction rather than the Sarge as there aren’t that many units left in my deck, and I get the feeling an Injunction may be clutch next turn. I also think I actually a) want more more round of techs and b) value looking at his hand next turn to decide on whterh to Injucntion or Free Speech more next turn than an extra gold, so I am going to prep my LS rather than worker! Now, how to patrol… his biggest attackers health wise is a midband Troq at 4. I have no way of having a 4 attack SQL, but can make him spend two attacks with a +1 Overeager in SQL, so let’s go for that I guess. The rest… pretty whatever. Plan next turn is to use 4 or 5 gold on either a Free Speech or Injunction, play an Air Hammer, and trade in a load of stuff with some buffs to set up for another Engine turn the turn after.

1 Like

Putting Firebird in patrol vs Blue is something I’m not proud of, honestly.

P2T6


StartingHand Workers

STARTING HAND
Brick Thief
Wither
Molting Firebird


WORKERS
Helpful Turtle
Fruit Ninja
Bloom
Older Brother
Tenderfoot


NextHand

Rambasa Twin
Spark
Wither
Ember Sparks


Tech 0 card(s)
Get Paid - ($10)
Maxband Jaina - ($4)
Jaina trades with squad leader, 2 levels to Bigby, sparkshot 1 damage to Building Inspector
Play Molting Firebird from hand - ($0)
Lobber trades with Lookout Cadet

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Troq Bashar 2/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Molting Firebird (flying) 4/3
  • Molting Firebird (flying) 4/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well, I’m probably dead here but a pair of Molting Firebirds are one thing that the current Blue lineup will actually struggle to deal with. I might lose uh a lot of buildings here, but I can wreak havoc. Sadly this probably means no Tech II for Hotter Fire, but if I get lucky I’ll have it back up in time.

@James’s turn!

Happens to the best of us.

P1T7


Tech StartingHand Workers

TECH
Air Hammer
Spectral Hound


STARTING HANDJurisdiction
Air Hammer
Tax Collector
Jail 3HP - your units must go here before arriving.
Drill Sergeant


WORKERS
Traffic Director
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Porkhand Magistrate
Jail 3HP - your units must go here before arriving.


NextHand

Air Hammer
Overeager Cadet 3/3A [+1 rune]
Drill Sergeant
Flagstone Garrison
Arrest


Tech 2 card(s)
Get Paid - ($9)
Activate and sac Lawful Search, draw and look at your hand
Jurisdiction, pay two to play… - ($7)
Injunction, Injunct your Tech II, firebirds disabled. Trash neither. - ($4)
Quince, mirror arrives - ($2)
Sarge kills Troq, Quince to L3
Bigby, BI and Scribe kill your Tech I
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3A) blocking 0
  • :psfist: Elite:
  • :ps_: Scavenger: Quince L3 1/4
  • :pschip: Technician:
  • :target: Lookout: Mirror 0/1

In Play:

  • Flagstone Garrison 4HP
  • Drill Sergeant + (4/2)
  • Bigby L5 3/4
  • Building Inspector
  • Scribe 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Well, he has a hand full of spells, but they’re weedy ones, especially with no Jaina. I am going to have to Injunct those Firebirds. I can’t afford the Hammer, and can’t worker if I play the Sarge, so I guess I hold the Sarge for a garrison, sarge, cadets turn next.He could kill my Sarge with a wither + spark, but whatever, I’ll have another.

Your building inspector was dead from sparkshot.

Cool. Move one rune from Sarge to Scribe for the extra damage to break T1, I’ll put BI in my discard and redraw before doing my next turn.