Neither of us has upgrade removal, and he has more things to exploit Mythmaking than I do (it’s the point of his codex after all), so I’ll need to take advantage of haste to get MoLaC up and running faster than him. Surprise Attack will be required since it can potentially let me get 3 growth runes from an empty board, but we’ll see what else to do based on how the early turns go.
True, though that’s kind of a given. Who even uses Vandy with a starter other than Black or maybe Neutral, anyway?
P1T2
Tech StartingHand Workers
TECH
Bird’s Nest
Calypso Vystari
STARTING HAND
Pillage
Makeshift Rambaster
Scorch
Nautical Dog
Bloodrage Ogre
WORKERS
Bloodburn
Scorch
NextHand
Calypso Vystari
Charge
Mad Man
Makeshift Rambaster
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Recruit Bloodrage Ogre - ($3)
Build Tech I - ($1)
Recruit the Nautical Dog! - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre (3/2+a)
Elite:
Scavenger: Bombaster (2/2)
Technician: Nautical Dog (1/1) (Frenzy 1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Jandra, huh? I think just piling on the pressure works well here. Nautical Dog is nice to make sure that Sac the Weak doesn’t get anything good unless he uses Deterorate on it first, and if he does use both he’ll be trading 2 gold and 2 cards for 2 gold and 1 card after the patrol bonuses. I’m more worried about Thieving Imp here, but that wouldn’t leave him with much defense… Let’s see what happens.
STARTING HAND
Mad Man
Makeshift Rambaster
Calypso Vystari
Charge
WORKERS
Bloodburn
Scorch
Calypso Vystari
NextHand
Pillage
Careless Musketeer
Bird’s Nest
Discard
Mad Man
Bombaster
Nautical Dog
Bloodrage Ogre
Charge
Might of Leaf and Claw
Surprise Attack
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Mad Man - ($4)
Summon Rook - ($2) Bombaster and the Nautical Dog trade with Jandra Ogre and Mad Man trade with imposter Rook, the real Rook gains 2 free levels
Deploy Makeshift Rambaster - ($0) Rambaster smashes your Graveyard to rubble
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Garus Rook Lv. 3 (2/4)
Lookout:
In Play:
Makeshift Rambaster (1/2) (Haste, +2 ATK vs buildings)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 7
Thoughts
Until I saw that it was possible to get at the Graveyard I wasn’t happy with my options for this turn. I knew I needed to prevent him from just replaying the same Legendary units without spending cards or I’d be in a world of hurt, so that took priority. Even so, it still does leave me lower on cards than I’m comfortable with… I’ll be surprised if Imp doesn’t come out to play.
STARTING HAND
Bird’s Nest
Pillage
Careless Musketeer
WORKERS
Bloodburn
Scorch
Calypso Vystari
Pillage
NextHand
Surprise Attack
Careless Musketeer
Charge
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Growth Tech II - ($2)
Level Rook to Lv. 5 - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Garus Rook Lv. 5 (3/5)
Lookout:
In Play:
Makeshift Rambaster (1/2) (Haste, +2 ATK vs buildings, can’t patrol)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Not much to do this turn, especially since my Bird’s Nest got stolen by Thieving Imp. Boulder confirms what I already knew, which is that Mythmaking is going to be a prominent part of his strategy. I expect Galina Glimmer to also make an appearance at some point, and I wouldn’t be surprised to see Strength Tech II for even more Legendary units. I’m teching to go all in on MoLaC at this point, since if I can activate even one I’ll probably win and I need to activate it as soon as possible to make up for spending 3 gold on something that can’t attack or patrol.
Makeshift Rambaster (1/2) (Haste, +2 ATK vs buildings, can’t patrol)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 4
Gold:
Gold: 1
Workers: 9
Thoughts
Still not much to do, since I can’t break through Boulder without the trade being completely horrible. Instead, I’ll just turtle up with maxed Rook and a Tower, which guarantees that Jandra can’t attack without dying and taking the Boulder with her (unless he finds a way to either sneak her past Rook, which shouldn’t be possible, or get through both of his lives without her attacking, and I don’t see how that could happen either). Almost guaranteed to get MoLaC next turn, so the dream would probably be to get it and Surprise Attack. I’m surprised to not see a Tech II from him yet, though… Is he going to try to win without it? Or is he just building enough board to threaten mine and protect his?
Bird’s Nest
Nautical Dog
Might of Leaf and Claw
Surprise Attack
Discard
Charge
Surprise Attack
Giant Panda
Calypso Vystari
Bombaster
Mad Man
Blooming Ancient
Blooming Elm
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Research Might of Leaf and Claw - ($6)
Summon Argagarg at Lv. 5 who summons a Wisp and a Water Elemental - ($0)
Makeshift Rambaster (1/2) (Haste, +2 ATK vs buildings, can’t patrol)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
Got MoLaC on the board, just need to stall until I can activate it. I’m guaranteed to have both Bird’s Nest and Surprise Attack in my next hand, so whether or not he kills Rook I’m in a good place. If Rook lives then most of the other stuff on my board should be untouched as well, so I’ll have up to four attackers on the board and Birds to capitalize on that next turn. If he dies then I’ll be able to summon Zane and two Sharks, so three hasty attacks plus whatever’s left on my board (doubt he’ll be able to kill enough to prevent the activation). I’m curious whether he’ll find something that I’m missing and stop me from winning…
Sorry to keep you waiting so long, but forgetting about DeGrey was a lethal mistake for me. The only patrollers I can play this turn are Bombaster, Nautical Dog, and Zane. If I attack with Zane and two Sharks from Surprise Attack to maximize growth runes, you have lethal with just what’s on your board and Deteriorate, and even if I patrol Zane or you don’t have Deteriorate in hand this turn I won’t be able to get to 5 runes on MoLaC next turn (and that probably wouldn’t be enough to save me with only 1 or 2 HP left anyway). GG!
GG. You had me sweating there for a while, and it was quite the stroke of luck that I happened to have DeGrey in hand at that moment. I’m happy to see how an alternate turn 6 plays out.
I’m just annoyed with myself because I knew you’d be going for Strength Tech II if/when you built one and I knew that a large part of the reason to do so would be to get DeGrey in on the fun, but I forgot about him at the worst possible time… Not that I had much better in my hand, to be honest. All the same, it’s time to rewind.
P1T6
Tech StartingHand Workers
TECH
Blooming Ancient
Blooming Elm
STARTING HAND
Bloodrage Ogre
Mad Man
Bombaster
Might of Leaf and Claw
Charge
Surprise Attack
Giant Panda
Calypso Vystari
Mad Man
Blooming Ancient
Blooming Elm
Tech 2 card(s)
Get Paid + float - ($10) Skip worker this time
Research Might of Leaf and Claw - ($7)
Recruit Bloodrage Ogre - ($5)
Recruit Bombaster - ($3)
Well, you made it impossible for me to break your base this turn (even if I’d had both Dark Pacts in hand for a final push), but without your Tech buildings, I think a comeback will be difficult to pull off.
P2T7
Tech StartingHand Workers
TECH
Oathkeeper of Kor Mountain
Zarramonde, the Obliterator
Morningstar Pass
Pestering Haunt
Sacrifice the Weak
Discard
Bird’s Nest
Shadow Blade
Soul Stone
Deteriorate
Dark Pact
Oathkeeper of Kor Mountain
Zarramonde, the Obliterator
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech III - ($4)
Jefferson DeGrey, Ghostly Diplomat kills Argagarg, Vandy maxbands, doom Jandra and Rambaster
Vandy kills Wisp, sparkshots Nautical Dog
Jandra, the Negator kills Zane, destroys Tech II, base to 18 HP
Galina Glimmer trades with Makeshift Rambaster
Galina Glimmer from Graveyard - ($3)
Rook and Ardra’s Boulder destroy Tech I, base to 16 HP
Jefferson DeGrey, Ghostly Diplomat (6/3) [2 damage]
Ardra’s Boulder (2/3) [5 damage]
Jandra, the Negator (7/3) Overpower, doomed [4 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 7
Gold:
Gold: 3
Workers: 10
Thoughts
With Zane, Tech I, and Tech II unavailable, I think Galina Glimmer is probably sufficient to protect Jandra from dying to combat damage before she can die from doom. I could Dark Pact to recover hand size, but 2 of the 4 cards in my deck I’d rather have available next turn than this turn, so I’ll pass on that opportunity.