Map: Vortoss Ruins: Automatically get HH and Tech Lab (declare two tech 2 specs when you build it)
Starting Hand
Bloodburn
Bloodrage Ogre
Scorch
Nautical Dog
Pillage
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Nautical Dog (3)
Rook (1)
Worker (0)
Workers
Bloodburn
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Nautical Dog (1/1+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (2/4 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Mad Man
Charge
Makeshift Rambaster
Careless Musketeer
Bombaster
End of Turn Discard
My Thoughts
Not sure who this map favors, the HH thing I think is a plus for me, and I suppose the tech lab is helpful for anarchy stuff also. Hopefully I can leverage it well!
Pretty sure this map favours you a lot more than me, and I might be content with assimilate if that wasn’t one of three really strong strats that codex offers! GL HF!
P2T1
StartingHand Workers
STARTING HAND
Nullcraft
Forgotten Fighter
Hardened Mox
Tinkerer
Battle Suits
WORKERS
Tinkerer
NextHand
Time Spiral
Plasmodium
Neo Plexus
Fading Argonaut
Temporal Research
Discard
Forgotten Fighter
Nullcraft
Battle Suits
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Mox - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (1 + 1/1, Indestructable)
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
Well, this is a slow opening hand. And double heros our of the spec combo is going to be brutal. I see a zane and rook bashing my tech buildings very soon
Squad Leader: Hardened Mox (1/1 + A, Indestructable)
Elite:
Scavenger: Fading Argonaut (2/3, Fading 3)
Technician: Neo Plexus (2/2)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Tech and patrol up! hope to hit tech 2 next turn as always. Going for argo/steward as Im not so sure I can keep my tech 2 up, and need the extra firepower. Stewardess is always good for poping arg tokens (which seem morelikely with free heros hall)
Surprise Attack, Blooming Ancient
Gunpoint Taxman, Bird’s Nest
Main:
Gunpoint Taxman (4)
Bird’s Nest (2)
Worker (1)
Workers
Bloodrage Ogre, Careless Musketeer, Bloodburn
Patrol as below
Discard 2 Draw 3 Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Gunpoint Taxman (3/3+1armor)
Elite:
Scavenger: Big Bird (1/1)
Technician: Bombaster (2/2)
Lookout: Tweetie Bird (1/1)
In Play:
Bird’s Nest
Rook (2/4 lvl 1)
Nautical Dog (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Mad Man
Scorch
Pillage
Charge
End of Turn Discard
My Thoughts
Mox is counter-party to fast teching, so that plays a little in my favor here. Going Sharks + Ancient and hoping to tech up next turn, probably will be Anarchy + Growth so the option to break a stall w/ Gunships stays open.
Not sure if I should be trading here. just puting more dude on the board, or teching up.
Trading + teching gaurntees tech 2 death next turn.
Trading + dudes is not a winning fight for me long term. His units are better and cheaper at this stage, and his heros are just better.
Dudes and tech gives me a chance for a tech 2. or at least a good chance for it to live the turn after. SHould lead to me getting tech 2 units first.
I’d like to keep the game moving @Shadow_Night_Black but also would like to know the Tech Lab spec (though it probably doesn’t affect my turn too much). So reserving the right to change via spoiler EDIT good to go now
Blooming Ancient
Surprise Attack
Makeshift Rambaster
Disguised Monkey
End of Turn Discard
My Thoughts
Unlikely he can break patrol with this setup to get to my tech2, so I’m going in heavy on that. I’m not sure tech lab past or future really matters here, I suppose next turn it might inform how I distribute runes a little, but not likely.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Mox kills Mad man
Geiger - ($5)
Tric - ($0)
Tric pings Rook, Gunpoint and Tweetie to death, Geiger to mid
Neo trades with Bombaster, you draw
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Tricycloid (3/3 + A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Geiger (2/4, lvl 3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
okay, they are floating a lot of gold, so max zane is a problem. Tric really nicely clears a lot of units and rook after that exchange though, should just leave big bird, so geiger should be safe for a hyperion overload next turn. No battlesuits yet though is a pain, means it cant just know out tech buildings. Even if they suicide in a zane to stop the flicker, should be a good turn for me next go.
Getting Ancient on the techn is unfortunate, no great way to use two of them right now.
Surprise Attack is a little rich for this situation, and doesn’t even get me the tech 2 down. I can get good balance of damage and board off by just maxing out Arg instead. Tech 2 isn’t too much trouble with Geiger out of the way, worst case is actually two Stewardess eat my WE and Bird. Either way, I have command. Can tech 3 next turn if I whiff the rs draw 1, so teching a gunship and another monkey.
…
Surprise Attack huh? Well probably I’m just closing the game out next turn with that then. Spose we’ll see though
Thats a gg from me. I cant stop a double tech break next turn with your current board. Wasnt sure how I was going to get through that, good early game with good heros, and some great choices made from you sealed that deal. @zhavier
GG WP @Shadow_Night_Black, this was not a matchup or map that favored you for sure.
I entered this deck w/ Zhav with the caveat that if anyone else entered it, I wanted to play a mono. I just wanted to have a strong deck represented by “someone”. With my games going how they’ve gone thusfar, I feel a little dirty and try-hard-y. Apologies if it felt overly tilted Looking back on your hands, seems like you teched and played about as well as you could have. Maybe 2x Stewardess would have been better than Argo + Stewardess, or not patrolling Fargo in Scav as that was an easy gold steal for me, but that’s a little nitpicky.
says: “Fight with everything you have; don’t hold back. Anyone who refuses to use ‘taboo tactics’ because they’re ‘cheap’ is a scrub. Don’t be ashamed of winning!”
I dont mind you playing a strong deck I choose mono purple because it is the deck I do best with (and enjoy the most)
Double stewardess may have been the right call. I was in the mindset that I wouldnt be able to stop an early tech 2 break, and argo does a much better job of stabilising the board. If it werent for the map, I would probably have done so, but I thought I needed to be a little lucky to win, and to play to those outs, more than playing to optimise my odds of having the hand I needed.
My starting hand was rough, I dont think I could have crafted a worse T1/T2 split, but hey, you play the hand hand you’re dealt
You still made some great plays, and tech choices. It may be a strong deck, but I know from experiance that it requires a strong knowedge of your options and what you should go for in any particular match. I would not have done nearly as well with it!
I enjoyed the match, just have to hope that if there is a rematch, a map that slightly favours me pops up, rather than one where I have to constatly think about the threat of Zane on top of everything else