[XCAPS19] charnel_mouse vs Bomber678

I choose Peace+Neutral starter
@charnel_mouse

1 Like

Quelle surprise, I guess I’ll go Anarchy/Finesse/Red

1 Like

I choose Blood and Truth!

Strength, for [Anarchy]/Finesse/Strength!

P1T1


StartingHand Workers

STARTING HAND
Careless Musketeer
Charge
Mad Man
Bloodburn
Bloodrage Ogre


WORKERS
Careless Musketeer


NextHand

Bombaster
Pillage
Scorch
Nautical Dog


Discard

Bloodburn
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Bloodrage Ogre - ($0)
Mad Man hits your base to 19

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mad Man 1/1 (haste)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Oh look, Bomber’s playing Peace. I think I need to go hard at Tech I here, Crashbarrows are a pain and I don’t have efficient mass illusion poppers outside of Thunderclap. Red starter cards have a few targeted abilities if I have a Hound or two to deal with, so I think I start with units and plan for Fencers and Two Step.

Turn 1

Hand: Spark, Helpful Turtle, Older Brother, Fruit Ninja, Tenderfoot
Worker: Fruit Ninja


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Older Brother ($2)
  4. Summon Tenderfoot ($1)
  5. Discard 2, draw 4

  • Patrol:
    :psblueshield:Leader:
    :psfist:Elite:
    :ps_:Scavenger: Older Brother (2/2)
    :pschip:Technician: Tenderfoot (1/2)
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 4
  • Deck: 1
  • Discard: 2

Hand

Timely Messenger, Brick Thief, Bloom, Wither

Discard

Helpful Turtle, Spark

Think

I wonder if I should’ve opened with Neutral+Finesse. It would give away my intentions less, and leaves me with more options. Or maybe I should’ve gone strength. I think perhaps Peace+Neutral is stronger player 1.
Well, let’s see what happens, anyway!

P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Bird’s Nest


STARTING HAND
Nautical Dog
Bombaster
Scorch
Pillage


WORKERS
Careless Musketeer
Nautical Dog


NextHand

Nimble Fencer
Bird’s Nest
Makeshift Rambaster
Bombaster


Tech 2 card(s)
Get Paid - ($5)
Captain Zane - ($3)
Pillage, I take your float, base to 18
Zane trades with Older Brother, you get a gold, levels fizzle
Bloodrage Ogre kills Tenderfoot, you draw, takes 1 damage
Mad Man hits your base to 17
Worker - ($2)
Tech I - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodrage Ogre 3/1
  • Mad Man 1/1 (haste)

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

Pillage gives some nice options here, do I want to play the Bombaster too for more base damage? Bomber’s got the float for it, so why not? It puts me down on cards more, but that’s fine. Let’s check:

  • Zane (3), Bombaster (1), Ogre trades with Older Brother, Pillage for 2 gold/damage (2), 1 gold left after worker. I could also kill the Tenderfoot with Zane, and hit the base down to 16 with Mad Man. I draw 3 cards and float 1.
  • Zane (3), midband Zane (0), Zane kills Older Brother (1), Pillage (1) for 1, worker (0). I can also kill the Tenderfoot with Ogre, and hit the base with Mad Man. I draw 4 cards with no float, Bomber has 1 more gold and 1 more base health, but I keep the Ogre.
  • Zane (3), Pillage (3), Zane trades with Older Brother, Ogre kills Tenderfoot, Mad Man hits base, worker and tech up (0). As above, without Zane but I might be able to bring Fencers in next turn. However, it leaves my board small enough that the Ogre getting Withered to death would be a legitimate recovery.

In the first two options, Zane can get withered and killed. That would take Bomber’s entire turn, though, if he wants to tech up. In the third option, the Ogre would get withered instead, leaving me with just a Mad Man, which would be a decent recovery. Going to need those Fencers to keep the pressure on, let’s do it.

If I were Bomber, I’d be teching in Spectral Hounds, Brave Knights, or Overeager Cadets to block. How would I deal with those? Thunderclap’s good for the Hounds, but I’d be losing some momentum. So maybe the best option is to tech in a Nimble Fencer and Two Step. I’d have to skip a worker if I play both of them and River. On the other hand, if I go with the Bombaster line, Two Stepping the Bombaster would let it kill a Hound or Knight without dying. I’d only be drawing two cards after reshuffle, though, out of 8 cards. Two copies Two Step gives a 13/28 chance of drawing one, one copy gives 7/28. I don’t fancy my chances, I’m just going to tech up. Not enough of a board to Two Step if the Ogre gets Withered, I’m putting in a Bird’s Nest instead to keep myself more card-efficient. Entangling Vines next turn if a Brave Knight comes out?

Workering the Dog, I want to keep my targeting options open.

Turn 2

Hand: Timely Messenger, Brick Thief, Bloom, Wither, Granfalloon Flagbearer
Tech: Overeager Cadet, Overeager Cadet
Workers: Fruit Ninja, Granfalloon Flagbearer


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Build Tech 1 ($4)
  5. Summon Timely Messenger ($3)
  6. Summon Brick Thief, deal 1 damage to your Tech 1 and heal 1 damage from my base ($1)
  7. Timely Messenger trades with Bloodrage Ogre
  8. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Brick Thief (2/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 7
  • Gold: 1
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Wither, Timely Messenger, Overeager Cadet, Overeager Cadet

Discard
Thenk

This is not the best situation for me, but I think we’ll be ok. Hopefully I can tower up and tech up next turn.

P1T3


Tech StartingHand Workers

TECH
Thunderclap
Nimble Fencer


STARTING HAND
Makeshift Rambaster
Bombaster
Bird’s Nest
Nimble Fencer


WORKERS
Careless Musketeer
Nautical Dog
Bombaster


NextHand

Charge
Pillage
Scorch


Discard

Bloodrage Ogre
Bird’s Nest
Thunderclap
Nimble Fencer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nimble Fencer - ($3)
Nimble Fencer kills Brick Thief, takes 2 damage
Makeshift Rambaster - ($1)
Mad Man and Rambaster hit your Tech I to 1

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Mad Man 1/1 (haste)
  • Nimble Fencer 2/1 (haste, 2 damage)
  • Makeshift Rambaster 1/2 (haste, +2 damage to buildings)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Killing the Brick Thief with the Nimble Fencer seems like a no-brainer. I’m tempted to play the Rambaster too, since I can’t afford the Birds without skipping a Worker.

Kinda wishing I teched Fire now, Lobbers would have been great here.

Turn 3

Hand: Wither, Timely Messenger, Overeager Cadet, Overeager Cadet
Tech: Flagstone Garrison, Crash Bomber
Workers: Fruit Ninja, Granfalloon Flagbearer, Wither


  1. Tech 2 cards
  2. Get paid (+$7, $8)
  3. Hire a worker ($7)
  4. Build Tech 2 Peace ($3)
  5. Summon Overeager Cadet ($3)
  6. Summon Overeager Cadet ($3)
  7. Summon Timely Messenger ($2)
  8. Summon Sirus Quince ($0)
  9. Timely Messenger trades with Nimble Fencer
  10. Discard 0, draw 2

  • Patrol
    :psblueshield:Squad Leader: Overeager Cadet (2/2+A)
    :psfist:Elite: Mirror Illusion (1/1)
    :ps_:Scavenger: Overeager Cadet (2/2)
    :pschip:Technician: Sirus Quince (1/3) lvl 1
    :target:Lookout:

  • Buildings:
    Tech 1: 1
    Tech 2: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 2
  • Deck: 3
  • Discard: 4

Hand

Spark, Older Brother

Discard

Brick Thief, Flagstone Garrison, Crash Bomber, Timely Messenger

Thonk

Hmm, things are progressing as expected. I should be ok here. Tower or maxband Oni next turn.

P1T4


Tech StartingHand Workers

TECH
Detonate
Detonate


STARTING HAND
Charge
Scorch
Pillage
Bloodburn


WORKERS
Careless Musketeer
Nautical Dog
Bombaster


NextHand

Scorch
Charge
Pillage
Detonate
Bloodburn


Tech 2 card(s)
Get Paid + float - ($8)
Skip worker!
Captain Zane - ($6)
Scorch, SQL Overeager Cadet takes 1+1A damage - ($3)
Mad Man trades with SQL Overeager Cadet
Midband Zane - ($0)
Zane kills Quince, we both draw, hits level 6 (maxband), shoves scavenger Overeager Cadet to Lookout and hits it for 1 damage
Makeshift Rambaster trades with Overeager Cadet

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


Board Info:
In Patrol:

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

In Play:

  • Zane L6 4/4 (haste, shares bonus when killing patrollers)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

This may horribly backfire, but with Bomber drawing 2 cards from 5, I think it’s a safe bet that he has a Garrison in hand. So I’m going to skip a worker, kill Quince in technician instead of the Cadet in scavenger, assume he plays both Garrisons, and tech both Detonates. I can leave him with just the Mirror, and no Quince to use it or cast Free Speech, so I think Zane would be safe to cast Detonates next turn. Let’s see, at worst he could play a single Garrison (5), play two Hounds (3) and a Tenderfoot (2), to reshuffle and draw… a Timely Messenger? I don’t think he has any way to deal 3 damage this turn, so I’m safe. Problem will be if he blocks up with Onimaru, but I think I’ve got a decent chance to draw into something that can accompany Zane to trade with him if he does, or kill whatever’s behind him. Maybe not if it’s a Knight. I was thinking about teching a copy of Maximum Anarchy in case he does block up. I’m drawing 5 cards of 13, so chance of drawing Detonate is 25/39 with two copies, 15/39 with one copy in exchange for 15/39 chance of drawing MA. Not worth the risk. OK, let’s see what happens!

… Oof, drew a Detonate but no units. Looks like I’ll have to tech up. Or, if he only plays one Garrison, I can Detonate it and Scorch his Tech I down.

Turn 4

[spoiler]Hand: Spark, Older Brother, Bloom
Tech: Flagstone Garrison, Crash Bomber
Workers: Fruit Ninja, Granfalloon Flagbearer, Wither, Spark


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $8)
  4. Hire a worker ($7)
  5. Build a Tower ($4)
  6. Summon Older Brother ($2)
  7. Summon Drakk Ramhorn ($0)
  8. Discard 1, draw 2, reshuffle, draw 1

  • Patrol
    :psblueshield:Squad Leader: Older Brother (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Mirror Illusion (0/1)
    :pschip:Technician: Drakk Ramhorn (1/3) lvl 1
    :target:Lookout:

  • Buildings:
    Tech 1: 1
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 3
  • Deck: 8
  • Discard: 0

Hand

Tenderfoot, Helpful Turtle, Overeager Cadet

Discard
thinkin

Knife edge right here, but I can definitely max Oni if I need it next turn. I don’t think he can kill my Tech 2, but those are famous last words…

Zane is 4/4, not 4/3

1 Like

P1T5


Tech StartingHand Workers

TECH
Disguised Monkey
Disguised Monkey


STARTING HAND
Scorch
Detonate
Bloodburn
Charge
Pillage


WORKERS
Careless Musketeer
Nautical Dog
Bombaster
Pillage


NextHand

Thunderclap
Makeshift Rambaster
Nimble Fencer
Mad Man
Nimble Fencer


Discard

Bloodburn
Detonate
Charge
Scorch
Disguised Monkey
Disguised Monkey


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Anarchy - ($2)

Float ($2)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zane L6 4/4+1A (haste, shares bonus when killing patrollers)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Wow, he drew none yet? This next turn might really suck. Going Anarchy, Strength leaves big stuff for Drakk to Kidnap. Workering Pillage, I don’t expect Bomber to be floating once his Garrisons are up. Leaving Zane on defence, if Bomber’s going to kill him I want it to leave him with little gold if he’s playing a Garrison too.

Hey just to note, my Brick Thief damaged your Tech 1, not your base.


Turn 5

Hand: Tenderfoot, Helpful Turtle, Overeager Cadet
Tech: Drill Sergeant, Drill Sergeant
Workers: Fruit Ninja, Granfalloon Flagbearer, Wither, Spark, Helpful Turtle


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Hire a worker ($8)
  4. Maxband Drakk ($3)
  5. Summon Sirus Quince ($1)
  6. Summon Overeager Cadet, it gains haste ($1)
  7. Overeager Cadet and Older Brother trade with Zane, Quince midbands
  8. Drakk and a Mirror Illusion destroy your Tech 2, your base takes 2 damage
  9. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Mirror Illusion (0/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Sirus Quince (1/4) lvl 3
    :target:Lookout:

  • Buildings:
    Tech 1: 1
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
    Drakk Ramhorn (3/4) lvl 6
    Mirror Illusion (0/1)
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 3
  • Deck: 5
  • Discard: 5

Hand

Flagstone Garrison, Timely Messenger, Brick Thief

Discard

Drill Sergeant, Drill Sergeant, Overeager Cadet, Older Brother, Tenderfoot

hmmm

Well this is curious. I could be in real trouble here, I have no idea what’s brewing.

1 Like

Drakk is 3 damage, Mirror is 1 with frenzy, where’s the damage I’m missing for the Tech II kill?

Wait you’re right, I messed up. I’ll destroy your Tech 1 instead.

Good choice :frowning:

P1T6


Tech StartingHand Workers

TECH
Two Step
Two Step


STARTING HAND
Nimble Fencer
Nimble Fencer
Mad Man
Thunderclap
Makeshift Rambaster


WORKERS
Careless Musketeer
Nautical Dog
Bombaster
Pillage
Makeshift Rambaster


NextHand

Bird’s Nest
Disguised Monkey
Detonate
Thunderclap
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Garus Rook - ($7)
Thunderclap, your Mirrors pop - ($5)
Rebuild Tech I
River Montoya - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: River L1 2/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Hmm, the Tech I going down is a problem, I’ll have to block up again… in serious danger of a Garrison win now. Bringing in Two Step to try to keep my hasted units up to par.

Wait, was it ruled that you were allowed to target backline units with Thunderclap? I thought the answer was no.

Official rulings I’ve seen were yes, e.g. codexcarddb. It targets units, not patrollers.