[XCAPS19] charnel_mouse vs Bomber678

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.

Well, how frustrating.


Turn 6

Hand: Flagstone Garrison, Timely Messenger, Brick Thief
Tech: Spectral Hound, Spectral Hound
Workers: Fruit Ninja, Granfalloon Flagbearer, Wither, Spark, Helpful Turtle
Draw: Flagstone Garrison, Crash Bomber, Bloom, Overeager Cadet, Crash Bomber, Spectral Hound, Spectral Hound, Overeager Cadet, Tenderfoot, Timely Messenger, Drill Sergeant


  1. Tech 2 cards
  2. Get paid (+$10, $11)
  3. Build Flagstone Garrison ($8)
  4. Summon Brick Thief, he gains haste, he deals 1 damage to your Tech 2 and I heal 1 from my Tech 1, draw ($6)
  5. Build Flagstone Garrison ($3)
  6. Summon Timely Messenger, draw 2 ($2)
  7. Summon Crash Bomber, draw 2 ($1)
  8. Brick Thief and Timely Messenger trade with Rook, Quince Maxbands, deal 1 damage to your Tech 2 and heal 1 from my Tech 1
  9. Summon Overeager Cadet, reshuffle, draw 2 ($1)
  10. Summon Spectral Hound, draw 2 ($0)
  11. Summon Overeager Cadet, draw 2 ($0)
  12. Discard 6, draw 3, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Overeager Cadet (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Crash Bomber (2/2)
    :pschip:Technician: Overeager Cadet (2/2)
    :target:Lookout: Spectral Hound (3/3)

  • Buildings:
    Tech 1: 3
    Tech 2: 5
    Tower: 4
    Flagstone Garrison: 4
    Flagstone Garrison: 4
  • Units/Heroes:
    Sirus Quince (1/5) lvl 5
    Drakk Ramhorn (3/4) lvl 6
  • Base: 18
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Drill Sergeant, Older Brother, Brick Thief, Crash Bomber, Drill Sergeant

Discard
big think

I may have won this right here. Let’s see his response. Surprise sharks, perhaps???

P1T7


Tech StartingHand Workers

TECH
Steam Tank
Steam Tank


STARTING HAND
Bird’s Nest
Bloodrage Ogre
Detonate
Thunderclap
Disguised Monkey


WORKERS
Careless Musketeer
Nautical Dog
Bombaster
Pillage
Makeshift Rambaster
Bird’s Nest


NextHand

Charge
Two Step
Detonate
Scorch


Discard

Bloodrage Ogre
Thunderclap
Steam Tank
Steam Tank


Tech 2 card(s)
Get Paid - ($9)
Captain Zane - ($7)
Detonate, it gets trashed, one of your Garrisons is trashed - ($4)
Disguised Monkey - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Disguised Monkey 3/3+1A (haste)
  • :psfist: Elite:
  • :ps_: Scavenger: Zane L1 2/2 (haste)
  • :pschip: Technician: River L1 2/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Hmm. I want Zane and Detonate (5), but what else to do? I could midband River to get that SQL Cadet out of the way and get to the important stuff. And then the Money trades with the Hound, I guess? Or it trades with the SQL Cadet, and I midband Zane to get gold from killing the Bomber, leaving River L1 to defend. I’d really like to shove that Hound to death, but I don’t think I can afford it. Maybe I just need to defend with the Ogre. Workering the Bird’s Nest, they’ll arrive too late now to be worth it. Teching in Steam Tanks to block and have more units in my deck, see if I can weather the storm long enough to get rid of the other Garrison…

Turn 7

Hand: Drill Sergeant, Older Brother, Brick Thief, Crash Bomber, Drill Sergeant
Tech: War Drums
Workers: Fruit Ninja, Granfalloon Flagbearer, Wither, Spark, Helpful Turtle
Draw: Bloom, Spectral Hound, Tenderfoot, Timely Messenger, Spectral Hound, Overeager Cadet, War Drums


  1. Tech 1 card
  2. Get paid (+$10, $10)
  3. Summon Drill Sergeant, gains haste, draw ($7)
  4. Summon Crash Bomber, rune, draw ($6)
  5. Summon Spectral Hound, rune, draw ($5)
  6. Summon Tenderfoot, rune, draw ($4)
  7. Spectral Hound trades with Disguised Monkey
  8. Overeager Cadets kill Zane and River
  9. Summon Timely Messenger, rune, reshuffle, draw ($3)
  10. Summon Spectral Hound, rune, draw ($2)
  11. Summon Overeager Cadet, rune, draw ($2)
  12. Cast War Drums, my units gain +8 attack ($0)
  13. Drill Sergeant hits your base for 17 damage
  14. Drill Sergeant moves all his runes to Timely Messenger
  15. Timely Messenger hits your base for 15 damage

Gg dude.
Check my working though, make sure I’m not a cheater.

@FrozenStorm

1 Like

IDK it looks good to me, GG to you both!

2 Likes

Maybe there is a history I am not aware but why does anybody need to make sure if somebody is a cheater and how do you even check to see if somebody cheated?

Hah, it’s a throwback to a game last year where I got the rules wrong and technically cheated to win. After re-examining my turn, I found an alternate line that still won.
So now I just say it any time I win, especially after a complicated turn like that one (which I’m doing with notepad and random.org, since I don’t have access to my usual tabletop simulator).

4 Likes

GG! Well played, man. Got myself stuck with a few hands full of spells and completely lost control.

3 Likes