@FrozenStorm
GLHF!
DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
P1T1
StartingHand Workers
STARTING HAND
Snapback
Morningstar Flagbearer
Fox Primus
Aged Sensei
Savior Monk
WORKERS
x
NextHand
Fox Viper
Sensei’s Advice
Smoker
Safe Attacking
Grappling Hook
Discard
Fox Primus
Snapback
Morningstar Flagbearer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Aged Sensei - ($2)
Savior Monk - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Savior Monk 2/2+A
-
Elite:
-
Scavenger: Aged Sensei 1/1
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
GL HF @zhavier! Man, that’s a nasty P1T1 start without the card disadvantage!
XCAPS20 Round6: Player 2, Turn 1
P2 Miracle Grow vs P1 White
Map: Daggerfall Prison Camp: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
Starting Hand
Careless Musketeer
Nautical Dog
Pillage
Bombaster
Bloodburn
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodburn (2)
- Nautical Dog (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite: Nautical Dog (1+1/1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Charge
Scorch
End of Turn Discard
My Thoughts
No free MoLaCs against Grave and even considering going Bloodburn here feels like asking for it, but I think it’s a good way for me to generate counter-pressure in this matchup and deck thinning / cyckubg will be a problem for me, so better to just play it I think. I don’t have super great alternatives
P1T2
Tech StartingHand Workers
TECH
Versatile Style
Martial Mastery
STARTING HAND
Grappling Hook
Fox Viper
Safe Attacking
Smoker
Sensei’s Advice
WORKERS
x
x
NextHand
Fox Primus
Fox Viper
Snapback
Morningstar Flagbearer
Versatile Style
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Safe Attacking - ($3)
Grave - ($1)
Tech 1 - ($0)
Grappling Hook, dog to lookout
Sensei kills dog safely
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Savior Monk 2/2+A
-
Elite:
-
Scavenger:
-
Technician: Grave 2/3
-
Lookout:
In Play:
- Safe Attacking
- Aged Sensei 1/1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Versatile Style is an even trade with bloodburn, unless i can kill it before he uses it, then its a good trade. Martial mastery on this map i think is going to be important, because i am going to have to dig for cards, with no deck thinning.
This is gonna be rough for awhile isn’t it?
XCAPS20 Round6: Player 2, Turn 2
P2 Miracle Grow vs P1 White
Map: Daggerfall Prison Camp: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
Starting Hand
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Charge
Scorch
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Bird’s Nest
Main:
- Bloodrage Ogre (4)
-
Mad Man plinks Savior Monk, BB to 2 runes (3)
- Bloodburn kills Sensei, goes to 1 rune
- Tech 1 (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Bloodrage Ogre (3/2)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Careless Musketeer
Scorch
Charge
Bombaster
End of Turn Discard
My Thoughts
This is going to be rough with free-er Grappling Hooks. I think it’s worth saccing Mad Man to take out Sensei, I just need to pick his offense off as much as possible and slow things down. I can win on Tech 3 and keep the board as neutral as possible, and I think that should be the play. Teching Bird’s Nest and Sharks to aid in that effort, I don’t think GPT will get it done and there’s a non-zero chance I lose my tech1 anyway.
P1T3
Tech StartingHand Workers
TECH
Rambasa Twin
Bird’s Nest
STARTING HAND
Morningstar Flagbearer
Snapback
Fox Primus
Fox Viper
Versatile Style
WORKERS
x
x
x
NextHand
Smoker
Fox Viper
Sensei’s Advice
Martial Mastery
Grappling Hook
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Morningstar Flagbearer - ($2)
Versatile Style, blows up Bloodburn - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Savior Monk 2/2+A
-
Elite:
-
Scavenger: Morningstar Flagbearer 2/2
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I don’t like this situation, I want to play out as many cards as I can, but really I should be focused on dealing with the tech 3 rush that seems entirely likely
Oh early Versatile! interesting
XCAPS20 Round6: Player 2, Turn 3
P2 Miracle Grow vs P1 White
Map: Daggerfall Prison Camp: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
Starting Hand
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Charge
Scorch
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Steam Tank, Disguised Monkey
Surprise Attack, Bird’s Nest
Main:
- Bombaster (5)
- Brogre trades with Monk
- Worker (4)
- Tech 2 Anarchy (0)
Workers
-
-
Patrol as below
- Discard 4 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader:
-
Elite: Bombaster (2+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Surprise Attack
Bird’s Nest
Pillage
Mad Man
End of Turn Discard
Bloodrage Ogre
Bloodburn
Steam Tank
Disguised Monkey
Charge
Scorch
Careless Musketeer
Makeshift Rambaster
My Thoughts
Huh, Zhav did want to get rid of Bloodburn asap… I think that’s fine for me though. Laying Bombaster and teching up, this is keeping things fairly neutral, and next hand I’ll have options to either get birds out or start smashing with Sharks. Zhav’s indexing hard towards Growth and I think I can win on Anarchy, so probably will tech a gunship before the RS and just do my best to keep offense for zhav minimal
Playing Martial mastery, I see your hand shows a bombaster, which is also in play… so maybe you didnt update?
1 Like
You are correct sir! Neglected to put my actual new hand in there. Apologies for that, edited in my actual hand update
P1T4
Tech StartingHand Workers
TECH
Mind-Parry Monk
Young Lightning Dragon
STARTING HAND
Sensei’s Advice
Smoker
Grappling Hook
Martial Mastery
Fox Viper
Snapback
Aged Sensei
WORKERS
x
x
x
x
NextHand
Rambasa Twin
Versatile Style
Fox Primus
Savior Monk
Bird’s Nest
Tech 2 card(s)
Get Paid - ($7)
Martial Mastery, discard 1, look at hand, draw 2 - ($6)
Aged Sensei - ($5)
Grappling Hook, moves Bombaster to Lookout
Flagbearer kills Bombaster safely
Worker - ($4)
Tech 2 Discipline - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Grave 2/3+A
-
Elite:
-
Scavenger: Aged Sensei 1/1
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Morningstar Flagbearer 2/1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
XCAPS20 Round6: Player 2, Turn 4
P2 Miracle Grow vs P1 White
Map: Daggerfall Prison Camp: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
Starting Hand
Nautical Dog
Surprise Attack
Bird’s Nest
Pillage
Mad Man
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship, Bird’s Nest
Steam Tank, Disguised Monkey
Surprise Attack, Bird’s Nest
Main:
- Zane + lvl 2 (5)
-
Surprise Attack, sharks kill Grave, Zane to level 4 (0)
-
Zane kills Sensei, takes 1, we each get 1g (1)
-
Mad man, trades with Flagbearer (0)
- skip worker
Workers
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bird’s Nest
Bloodrage Ogre
Makeshift Rambaster
Bombaster
Pillage
End of Turn Discard
My Thoughts
Okay, YLD’s the counterplay, and MM probably set up drawing at least one if not both. OTOH, I’m well poised to clear the board, albiet to skip worker. That seems worth, I’ll take that. Tech one Gunship, and one Bird’s Nest, hope to draw a BN on the rs, and setup the tech 3
P1T5
Tech StartingHand Workers
TECH
Training Grounds
Young Lightning Dragon
STARTING HAND
Rambasa Twin
Versatile Style
Bird’s Nest
Fox Primus
Savior Monk
WORKERS
x
x
x
x
x
NextHand
Snapback
Fox Viper
Martial Mastery
Mind-Parry Monk
Grappling Hook
Discard
Morningstar Flagbearer 2/1
Aged Sensei
Savior Monk
Fox Primus
Versatile Style
Training Grounds
Young Lightning Dragon
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rook - ($6)
Bird’s Nest - ($4)
Rambasa Twin - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Rambasa Twin 3/2+A
-
Elite: Rambasa Twin 4/2
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Bird’s Nest
- Rook 2/4
- Bird 1/1
- Bird 1/1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Oof, that’s a potent combo
XCAPS20 Round6: Player 2, Turn 5
P2 Miracle Grow vs P1 White
Map: Daggerfall Prison Camp: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
Starting Hand
Bird’s Nest
Bloodrage Ogre
Makeshift Rambaster
Bombaster
Pillage
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship, Steam Tank
Pirate Gunship, Bird’s Nest
Steam Tank, Disguised Monkey
Surprise Attack, Bird’s Nest
Main:
-
Maxband Zane, shove Mario to Scav (6)
-
Zane kills Mario, we both get 1g (7)
- Rook (5)
- Bird’s Nest (3)
- Bloodrage Ogre (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader: Tweetie Bird (1/1+1armor)
-
Elite: Bloodrage Ogre (3+1/2)
-
Scavenger: Big Bird (1/1)
-
Technician:
-
Lookout:
In Play:
- Zane (4/1 lvl 4)
- Rook (2/4 lvl 1)
- Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Pirate Gunship
Careless Musketeer
Scorch
Surprise Attack
Nautical Dog
End of Turn Discard
My Thoughts
Rambasa? Yikes! I wasn’t counting on that! It would be cool to take them both out, but I’d be leaving Zane levels for Rook right there, not a good move. Better to kill one and get birds + a blocker down.
Let’s hope I don’t draw the Gunship so I can tech up!
…
Dammit. If I do lose Zane to a maxband Rook angle, that’s gonna be rough…
Feel the sting
P1T6
Tech StartingHand Workers
TECH
Vigor Adept
Focus Master
STARTING HAND
Snapback
Martial Mastery
Mind-Parry Monk
Fox Viper
Grappling Hook
Sensei’s Advice
Young Lightning Dragon
WORKERS
x
x
x
x
x
NextHand
Smoker
Vigor Adept
Sensei’s Advice
Tech 2 card(s)
Get Paid + Scav - ($10)
Grave - ($8)
Martial Mastery, discard one, oh, theres one gunship… draw 2 - ($7)
Young Lightning Dragon - ($4)
Sensei’s Advice on Bird and Twin - ($3)
Grappling Hook, moves SQL to Lookout
Bird buff kills Brogre
Unbuffed kills lookout bird, safely
Snapback on Zane, pulls out Arg - ($0)
Rook hits Tech 2 for 2
Rambasa kills your Rook safely, Grave to lvl 3
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Young Lightning Dragon 3/3+A
-
Elite:
-
Scavenger:
-
Technician: Grave 3/4, lvl 3
-
Lookout:
In Play:
- Safe Attacking
- Bird’s Nest
- Rook 2/4
- Bird 1/1
- Bird 1/1
- Rambasa Twin 3/2
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Thoughts
He CAN kill my YLD, but it would mean spending 4g on scorch and 2 on arg, so definitely no T3 to worry about that turn, and likely being able to break his tech 2 next turn anyway, so this seems good. I could use rook to kill what is likely to be an annoying wisp, but i think the damage on t2 is more important for the race.
OWWWWWW
XCAPS20 Round6: Player 2, Turn 6
P2 Miracle Grow vs P1 White
Map: Daggerfall Prison Camp: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
Starting Hand
Pirate Gunship
Careless Musketeer
Scorch
Surprise Attack
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Gunpoint Taxman
Pirate Gunship, Steam Tank
Pirate Gunship, Bird’s Nest
Steam Tank, Disguised Monkey
Surprise Attack, Bird’s Nest
Main:
- Midband Arg (7)
- Nautical Dog (6)
- Worker (5)
- Tech 3 (0)
Workers
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 3 ANARCHY
- Tech3 HP: 5
In Patrol:
-
Squad Leader: Big Bird (1/1+1armor)
-
Elite:
-
Scavenger: Nautical Dog (1/1)
-
Technician: Arg (1/4 lvl 3)
-
Lookout: Wisp (0/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Mad Man
Charge
Disguised Monkey
Bird’s Nest
Steam Tank
End of Turn Discard
Pirate Gunship
Steam Tank
Pillage
Bombaster
Makeshift Rambaster
Bloodrage Ogre
Bird’s Nest
Surprise Attack
Scorch
Careless Musketeer
Pirate Gunship
Surprise Attack
Gunpoint Taxman
My Thoughts
I’m almost certainly losing the tech 3 (if I build it) and tech 2 here, and there’s very little to be done… Not having Disguised Monkey or Steam Tank + Charge makes this pretty tough. I think best thing to do is build the tech3 anyway though, Zhav has to respect it unless he keeps peeking at my hand ARGGG
P1T7
Tech StartingHand Workers
TECH
Martial Mastery
Hidden Ninja
STARTING HAND
Smoker
Vigor Adept
Sensei’s Advice
WORKERS
x
x
x
x
x
NextHand
Fox Viper
Grappling Hook
Fox Primus
Young Lightning Dragon
Discard
Vigor Adept
Smoker
Martial Mastery
Hidden Ninja
Tech 2 card(s)
Get Paid - ($9)
Sensei’s Advice on Bird and YLD - ($8)
Max Grave, kills Argagargy, levels to Rook, sparkshot wisp - ($4)
Bird kills SQL
Bird kills Nautical Dog
Charge YLD - ($3)
YLD breaks Tech 3
Mid Rook, breaks Tech 2 - ($1)
Rambasa hits base to 13
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Grave 4/4+A, lvl 7
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Bird’s Nest
- Rook 3/5, lvl 5
- Bird 1/1
- Bird 1/1
- Rambasa Twin 3/2
- Young Lightning Dragon 3/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Thoughts
So, he responds with either zane or rook, max damage he can do… 3+3+2 sharks for 7g, leaves 3g for… 2 more damage in some form. Based on that, he can break a tech or kill Rook, but YLD has him locked down unless he does birds defense and hopes I dont have GH again
I think I’ll scoop on that note, I can Bird’s nest and Max Rook but that’s stalling at best.
I would not have expected white to be so strong on this map but between MM and combat spells, that was oppressive
Martial Mastery was definitely a star on this map, but I think what i realized was it came down to the relative power if the starter deck. The starter never goes away in this map, so you are constantly being presented with hands that have a bunch of those cards, and if they are good/cheap, they work especially well on this map. Grappling hook is always good, and as 1 of only 2 0-cost starter cards, definitely holds a special place on this map, and the only defense is to spam the patrol with defenders, which is something red struggles with. As good as the red starter can be, it has cards you want to not see again, which is why I focused on putting bloodburn back into the shuffle right away, not to mention it was a good trade, 3 cost upgrade plus the 2 units that died to fuel it vs my 1 lost unit and 2g spell. If I had chosen to ignore it, I suspect my board woulda been pretty smashed up with all the damage it could do long term.
GG, WP!
2 Likes
Yeah my thought in playing Bloodburn was that
a) You wouldn’t waste an early tech on VS
b) Long-term it would provide value and space for me to safely hit back
c) You had a super aggro start that wasn’t safe to lay a hero, and
d) I needed to thin it from my deck
I thought when you did tech the VS early I’d have enough space to swing momentum w/ my haste (since you weren’t laying Birds or Rambasa), but MM really cycled you to exactly the cards you needed to hold it (and Safe Attacking was also doing a lot of work here as a thinner and combat enhancer). That was a galaxy-brain tech right there.
Martial Mastery I think has really proven its strength on the forums here; I feel like we all underestimated it when the game came out, but information and cycling are super strong effects. It’s like a worse Dark Pact that also lets you see the opponent’s hand.
Totally right that Red as a starter doesn’t block great (so problem for P2) and really needs to thin some cards out.
If I’d drawn some of my tech 2’s on Turn 6, I might have been able to swing things back, but really your turn 6 was just devastating. Hook, Advice AND Snapback (w/ YLD to followup) meant I had no good outs. Very well played @zhavier, I expect we’ll see each other again in round 8 or 9
I’m taking notes from this one
1 Like
My teching of VS was calculated based on martial mastery being awesome on this map, and the repair function if you decided to go for burn, and to more thoroughly discourage you from going molac than just its existence in the codex might have.
Oh, and for 4g it could disable a gunship, but yea, that was pretty low on the list.
1 Like