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[XCAPS20] Bomber678 [Discipline/Strength]/Peace vs FrozenStorm [Anarchy]/Strength/Growth

Turn 1

Hand: Grappling Hook, Sensei’s Advice, Snapback, Safe Attacking, Morningstar Flagbearer
Workers: Sensei’s Advice


  1. Get paid (+$4, $4)
  2. Hire a worker ($2)
  3. Summon Grave Stormborne ($0)
  4. Discard 4, draw 5

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

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

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

Hand

Aged Sensei, Saviour Monk, Smoker, Fox Viper, Fox Primus

Discard

Grappling Hook, Safe Attacking, Snapback, Morningstar Flagbearer

Think

Looks like I need cheap stuff. Overeager Cadets and Sparring Partners will be big value here.

Can you believe I forgot to @FrozenStorm

1 Like

No sweat :wink: I wasn’t up yet anyway. GL HF @Bomber678!

XCAPS20 Round2: Player 2, Turn 1

P2 Miracle Grow vs P1 [Discipline/Strength]/Peace

Map: Hard Times Mill

Starting Hand

Scorch
Mad Man
Bombaster
Careless Musketeer
Charge

Events of Turn:


Upkeep:

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

Main:

  • Rook (3)
  • Mad Man (2)
  • Worker (0)
Workers

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Nautical Dog
Bloodburn
Makeshift Rambaster
Pillage
Bloodrage Ogre

End of Turn Discard
My Thoughts

I have no idea if I’m advantaged or disadvantaged on this map, but I’m confident Rook is a good pressure reliever here.


Turn 2

Hand: Aged Sensei, Saviour Monk, Smoker, Fox Viper, Fox Primus
Tech: Overeager Cadet, Sparring Partner
Workers: Sensei’s Advice, Fox Primus


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($3)
  4. Build Tech 1 ($1)
  5. Summon Aged Sensei ($0)
  6. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Aged Sensei (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger: Grave Stormborne (2/3)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Overeager Cadet, Sparring Partner, Fox Viper, Smoker, Saviour Monk

Discard

Thenk

Ok start here, I reckon I can pull an early advantage, since p2 gold is a little less relevant here I think. Or maybe more relevant? I’m not really sure. Maybe it’s more relevant.

XCAPS20 Round2: Player 2, Turn 2

P2 Miracle Grow vs P1 [Discipline/Strength]/Peace

Map: Hard Times Mill

Starting Hand

Nautical Dog
Bloodburn
Makeshift Rambaster
Pillage
Bloodrage Ogre

Events of Turn:


Upkeep:

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

Bird’s Nest, Gunpoint Taxman


Main:

  • Rook kills Sensei, takes 1
  • Bloodrage Ogre (4)
  • Tech1 (2)
  • Worker (0)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bloodrage Ogre (3+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (2/3 lvl 1)
  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Nautical Dog
Pillage
Careless Musketeer
Makeshift Rambaster
Charge

End of Turn Discard
My Thoughts

Going to not worry about Reversal too much and have Rook take down AS. Would rather avoid Mad Man + Brogre getting doubled up with Grappling Hook. Birds + GPT still seem like the right tech choices so sticking with that
…
Oof, whiffed the draw. Might be going aggro w/ Rook lol


Turn 3

Hand: Overeager Cadet, Sparring Partner, Fox Viper, Smoker, Saviour Monk
Tech: Brave Knight, Overeager Cadet
Workers: Sensei’s Advice, Fox Primus, Fox Viper


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($4)
  4. Summon Overeager Cadet ($4)
  5. Summon Sparring Partner ($3)
  6. Midband Grave ($1)
  7. Discard 2, draw 4

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

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Grave Stormborne lvl 3 (3/4)
  • Base: 20
  • Other:

Economy:

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

Hand

Morningstar Flagbearer, Safe Attacking, Grappling Hook, Snapback

Discard

Brave Knight, Overeager Cadet, Smoker, Saviour Monk

Thinking

Weird draws this game. Clusters of units then one. Not sure how I’ll respond.

XCAPS20 Round2: Player 2, Turn 3

P2 Miracle Grow vs P1 [Discipline/Strength]/Peace

Map: Hard Times Mill

Starting Hand

Nautical Dog
Pillage
Careless Musketeer
Makeshift Rambaster
Charge

Events of Turn:


Upkeep:

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

Blooming Ancient, Surprise Attack
Bird’s Nest, Gunpoint Taxman


Main:

  • Brogre trades with OC
  • Rook kills SP, takes 2, you draw 1
  • Nautical Dog (6)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Pillage, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Rook (2/1 lvl 1)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Gunpoint Taxman
Bird’s Nest
Bombaster
Surprise Attack
Careless Musketeer

End of Turn Discard
My Thoughts

well not much else to do here besides burn Bomber’s board and tech up, I’m tempted to tech 2x BA but I think I want a SA floating JIC Bomber tries to save a sword rune


No rush, I’m off to bed

1 Like

Okay edited in above @Bomber678, have at it XD

Turn 4

Hand: Morningstar Flagbearer, Safe Attacking, Grappling Hook, Snapback, Overeager Cadet
Tech: Flagstone Garrison, Flagstone Garrison
Workers: Sensei’s Advice, Fox Primus, Fox Viper, Morningstar Flagbearer


  1. Reshuffle, technician draw
  2. Tech 2 cards
  3. Get paid (+$7, $7)
  4. Hire a worker ($5)
  5. Summon Overeager Cadet ($5)
  6. Cast Snapback on Rook, bring in Zane ($2)
  7. Grave kills Mad Man, you draw
  8. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Overeager Cadet (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Grave Stormborne lvl 3 (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 2
  • Hand: 4
  • Deck: 2
  • Discard: 5

Hand

Saviour Monk, Aged Sensei, Smoker, Overeager Cadet

Discard

Grappling Hook, Flagstone Garrison, Flagstone Garrison, Snapback, Safe Attacking

Thunk

I hope I don’t just lose to Ancients this turn. I guess we’ll see.

XCAPS20 Round2: Player 2, Turn 4

P2 Miracle Grow vs P1 [Discipline/Strength]/Peace

Map: Hard Times Mill

Starting Hand

Gunpoint Taxman
Bird’s Nest
Bombaster
Surprise Attack
Careless Musketeer
Blooming Ancient (techn)

Events of Turn:


Upkeep:

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

Might of Leaf and Claw, Surprise Attack
Blooming Ancient, Surprise Attack
Bird’s Nest, Gunpoint Taxman


Main:

  • Surprise Attack, Kill OC and Grave, Zane to level 3, you draw 1 (3)
  • Midband Zane, he and Dog break tech 1, your base to 18 (2)
  • Worker (0)
Workers

Careless Musketeer, Pillage, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Zane (3/3 lvl 4)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Makeshift Rambaster
Bloodrage Ogre
Charge
Bird’s Nest
Surprise Attack

End of Turn Discard
My Thoughts

Glad I got that SA, bummed I drew BA on the techn… maybe I shoulda gone Scav? Not sure, but this is an easy choice to wreck the tech 1. Bomber will almost certainly max Rook, and I can deal w/ that. Gonna go w/ MoLaC b/c I’m confident I can charge it in a single turn


Argh, of course you had the sharks.


Turn 5

Hand: Saviour Monk, Aged Sensei, Smoker, Overeager Cadet, Brave Knight
Tech: Versatile Style, Drill Sergeant
Workers: Sensei’s Advice, Fox Primus, Fox Viper, Morningstar Flagbearer, Smoker


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $10)
  4. Rebuild Tech 1 ($10)
  5. Hire a worker ($8)
  6. Build a Tower ($5)
  7. Summon Saviour Monk ($3)
  8. Summon Aged Sensei ($2)
  9. Summon Garus Rook ($0)
  10. Discard 2, draw 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Saviour Monk (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Aged Sensei (1/1)
    :pschip:Technician: Garus Rook (2/4)
    :target:Lookout:

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

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 7
  • Discard: 0

Hand

[spoiler]Sparring Partner, Flagstone Garrison, Drill Sergeant, Overeager Cadet/spoiler]

Discard

Thank

Ugh. UGH. Welllll I lose there. And what an awful redraw to boot!

Barrels and barrels full of 'em mate :wink:

XCAPS20 Round2: Player 2, Turn 5

P2 Miracle Grow vs P1 [Discipline/Strength]/Peace

Map: Hard Times Mill

Starting Hand

Makeshift Rambaster
Bloodrage Ogre
Charge
Bird’s Nest
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Blooming Elm
Might of Leaf and Claw, Surprise Attack
Blooming Ancient, Surprise Attack
Bird’s Nest, Gunpoint Taxman


Main:

  • Surprise Attack, Kill Monk and smack Rook (4)
  • Zane kills Sensei, we both get 1g (5)
  • Rook (3)
  • Maxband Zane and shove Rook to scav, we both get 1g again, Rook to level 3 (2)
  • Bird’s Nest (0)
  • skip worker
Workers

Careless Musketeer, Pillage, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Zane (4/4 lvl 6)
  • Rook (2/4 lvl 3)
  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Bird’s Nest
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Mad Man
Surprise Attack
Might of Leaf and Claw
Bombaster
Blooming Ancient

End of Turn Discard
My Thoughts

I think it’s about all over, I have such a huge advantage


Stooooooooooop


Turn 6

Hand: Sparring Partner, Flagstone Garrison, Drill Sergeant, Overeager Cadet
Tech: Elite Training, Drill Sergeant
Workers: Sensei’s Advice, Fox Primus, Fox Viper, Morningstar Flagbearer, Smoker


  1. Tech 2 cards
  2. Get paid (+$9, $11)
  3. Build Tech 2 Peace ($7)
  4. Summon Sparring Partner ($6)
  5. Summon Overeager Cadet ($6)
  6. Summon General Onimaru ($4)
  7. Midband Onimaru ($0)
  8. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Overeager Cadet (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Sparring Partner (2/2)
    :pschip:Technician: General Onimaru lvl 5 (3/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 6

Hand

Versatile Style, Brave Knight, Overeager Cadet, Flagstone Garrison

Discard

Flagstone Garrison, Drill Sergeant, Drill Sergeant, Saviour Monk, Aged Sensei, Elite Training

Thonk

Come onnnnnn. More sharks? Unless I can keep my tech 2 up for a turn (unlikely) this is over.

No, I don’t think I will XD

XCAPS20 Round2: Player 2, Turn 6

P2 Miracle Grow vs P1 [Discipline/Strength]/Peace

Map: Hard Times Mill

Starting Hand

Mad Man
Surprise Attack
Might of Leaf and Claw
Bombaster
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Thunderclap x2
Blooming Ancient, Blooming Elm
Might of Leaf and Claw, Surprise Attack
Blooming Ancient, Surprise Attack
Bird’s Nest, Gunpoint Taxman


Main:

  • Surprise Attack (4)
  • Might of Leaf and Claw (1)
  • Mad Man (0)
  • Shark kills SQL, MoLaC to 1
  • Shark + Mad Man kill Oni, Rook to level 3, MoLaC to 3
  • Rook kills Scav, MoLaC to 4
  • Zane hits your base to 16, MoLaC activated
  • Birds and Dog finish your base, GG WP!

@zhavier looks like Miracle Grow emerges victorious in the Hard Times Mill!

I miswrote my base at 20 when it was actually at 18. However, please stop

1 Like

SHARKS, SHARKS, SHARKS SHARKS SHARKS SHARKS

EVERYBODY!

Sorry @Bomber678, GG WP

1 Like