CAWS 2016: petE ([Anarchy]/Strength/Growth) vs. Castanietzsche ([Bashing]/Balance/Growth)

@Castanietzsche GLHF!

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Mad Man
Bombaster
Pillage
Makeshift Rambaster
Scorch


WORKERS
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Bloodburn
Charge
Bloodrage Ogre
Careless Musketeer
Nautical Dog


[/spoiler][/details]

[details=Discard][spoiler]
Scorch
Makeshift Rambaster
Mad Man


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

[details=Thoughts][spoiler]


Balance is a spec I find really tough to face with my deck, for the answers it has to so many of my options. Nature Reclaims takes care of MoLaC, Tiny Basilisks are great hero killers (no value from maxing Rook), Potent Basilisk destroys Bird’s Nest, Mimics can copy haste from my red units, stealth/haste from Anarchy, overpower from Barbarians, etc…

Add to that I’m P1 multicolour vs P2 neutral-monocolour, so can fall badly behind on economy if I don’t make value trades. My opening split is bad for building a quick board, with both my better attacking units (Ogre, Nautical Dog) in my T2 hand, and he’ll be buffing his starter unit stats with Midori midband with a few turns. Think my best option is to open with Bombaster, then bring in Ogre and Dog next turn delaying a hero until T3. Most likely Rook for Birds, but possibility to surprise with Zane.

[/spoiler][/details]

1 Like

P2T1


StartingHand Workers

STARTING HAND
Tenderfoot
Granfalloon Flagbearer
Wither
Brick Thief
Older Brother


WORKERS
Brick Thief


NextHand

Timely Messenger
Bloom
Fruit Ninja
Helpful Turtle
Spark


Discard

Tenderfoot (1/2)
Wither
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother

  • ($2)
    Midori - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2)
  • :psfist: [I]Elite[/I]: lvl 1 Midori (2/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I plan to delay my Tech I and 2 to have access to maxband Midori early and to adapt my gameplan to his one !

YP1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Gunpoint Taxman
Entangling Vines


STARTING HAND
Careless Musketeer
Nautical Dog
Bloodburn
Bloodrage Ogre
Charge


WORKERS
Pillage
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Mad Man
Charge
Scorch
Entangling Vines


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Rook - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre (4/2)
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 1 (2/4)
  • Bombaster (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]


This is already looking a bit ominous. I’ve no active trade I can make this turn. With his options including midbanding Midori to make Older Bro 3/3 or possibly buffing Midori with Bloom, could easily get no P1 advantage at all and be down 4 or 5 gold in value down by the time we hit Tech II.

Flying max Midori is also a problem brewing. The only fliers in my deck are Birds, but if I’m dropping behind on board it will be very difficult to find the $2 to play them without leaving Rook easy prey to a ground kill (eg from a Tiny Basilisk or a 4/5 buffed Iron Man). I could try instead a combination of Taxmen and Water Elementals for anti-air. But an Argagarg plan seems too passive, think he just rides his economic advantage.

So might as well really gamble this one. I’ll throw out Nautical Dog, Ogre and Rook. I’m down a card and delaying Tech I so will probably backfire horribly, but at least I’m putting up a fight rather than being slowly outmuscled. Teching in a Taxman and Entangling Vines, and will leave Birds to the following cycle if Rook looks to be surviving. Entangling Vines is a bit expensive to play early, but could give me a surprise Midori kill if he isn’t expecting it. Also can take a Tiny Basilisk out of the game (worth the extra $1 to stop a Rook kill), or a big Tech 2 unit later (pity that Potent Basilisk is untargetable).

After the draw: got a good split for this cycle, Entangling Vines and Mad Man in the T3 hand and Taxman in T4, so some chances.


[/spoiler][/details]

"P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Bloom
Spark
Timely Messenger
Helpful Turtle
Fruit Ninja


WORKERS
Brick Thief
Fruit Ninja


NextHand

Tenderfoot (1/2)
Tiny Basilisk
Tiny Basilisk
Spark


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Older Brother trades with Bloodrage Ogre
Timely Messenger - ($3)
Timely Messenger trades with NDog, you get 1 gold
Midori kills Bombmaster
Helpful Turtle - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Helpful Turtle (1/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Midori (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

I really don’t want to be weak on board, so let’s sacrifice my card advantage !

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Chaos Mirror
Bird’s Nest


STARTING HAND
Mad Man
Scorch
Charge
Entangling Vines


WORKERS
Pillage
Careless Musketeer
Charge


[/spoiler][/details]

[details=NextHand][spoiler]
Gunpoint Taxman
Bloodrage Ogre
Makeshift Rambaster
Bird’s Nest
Bloodburn


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Rook to midband - ($2)
Rook bypasses patrol to kill Midori, Rook to lvl 7
Tech I - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 7 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Interesting situation. After 2 turns I’m already behind by $4 (he has an extra $2 cost unit and I still have to pay $2 for my Tech I). I’ve various ways of getting some value back this turn by killing Midori – but these are only “value” if I can use the extra Rook levels in some way, and if Rook survives long without being killed (eg by a Tiny Basilisk), and if I’m not hampered by needing to delay Tech I further and/or skip a worker.

Ways I can kill Midori:

  1. Rook midbands, walks past patrol to kill Midori, $3 left to make a worker and build Tech I
  2. Rook midbands to kill Helpful Turtle, Mad Man kills Midori, $2 left so can worker or build Tech I but not both
  3. Entangling Vines on Turtle, Rook kills Midori, make a worker and build Tech I and float $1

(1) is by far the best for me – unless he teched in a Growth spell to cast on Turtle in which case I’m toast! eg Argagarg to midband, SotP on Turtle to kill Midori and maxband Argagarg, GG! Would be a very ballsy play on his part, as a Growth spell is pretty useless for him if I don’t take this line (he really needs Tiny Basilisks), and he only has a 4/9 chance of drawing if he teched in just one.

(2) doesn’t lose straight away, but can’t see myself winning the long game if I’ve skipped a worker or haven’t build Tech I by T3.

(3) is OK but expensive, I end up with lvl 3 Rook plus a floated $1 against whatever he brings out for $7. Think I’ll struggle to protect Rook against Basilisks, and will pretty soon give away 2 levels without having benefited from the 2 levels I just gained.

So looks like I’m best risking option 1. If he teched and drew a Growth spell, he deserves the quick win !

If Rook survives, will likely need to maxband next turn and bring out Taxman, leaving $3 (after worker) which is enough to build a Heroes Hall but not Tech II. So will need to go with Heroes + Spells for a few turns. That’s not bad, this deck can be quite resiliant at Tech I with Chaos Mirror, Birds, Vines, Dinosize etc. Good to have Entangling Vines already in the deck to take a Tiny B or Tech II unit out of the game. Teching in Birds Nest and Chaos Mirror this turn. Birds Nest + Earthquake tempting, but decided against – could be a big winner, but too reliant on drawing them in the right order in the next couple turns.


[/spoiler][/details]

Edit: added Tech I to buildings listed

1 Like

"P2T3


Tech StartingHand Workers

TECH
Potent Basilisk
Wandering Mimic


STARTING HAND
Tenderfoot (1/2)
Tiny Basilisk
Spark
Tiny Basilisk


WORKERS
Brick Thief
Fruit Ninja
Spark


NextHand

Wither
Older Brother (2/2)
Granfalloon Flagbearer


Discard

Tenderfoot (1/2)
Potent Basilisk
Wandering Mimic


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Tiny Basilisk - ($3)
Argargarg - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Helpful Turtle (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Arg (1/3)
  • Tiny Basilisk A (1/2)
  • Tiny Basilisk B (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Mmmm, let’s rush to Tech II Balance, Bird Nest and Growth upgrades scare me a lot.

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Dinosize
Pirate Gunship


STARTING HAND
Gunpoint Taxman
Makeshift Rambaster
Bloodburn
Bloodrage Ogre
Bird’s Nest


WORKERS
Pillage
Careless Musketeer
Charge
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Scorch
Nautical Dog
Chaos Mirror
Bombaster


[/spoiler][/details]

[details=Discard][spoiler]
Makeshift Rambaster
Bloodrage Ogre
Dinosize
Pirate Gunship


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rook kills Helpful Turtle, you draw
Rook to maxband - ($5)
Bird’s Nest, summon Birds - ($3)
Gunpoint Taxman - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Gunpoint Taxman (3/3)
  • :pschip: [I]Technician[/I]: Bird #1 (1/1)
  • :target: [I]Lookout[/I]: Bird #2 (1/1)
    [B]In Play:[/B]
  • Bird’s Nest
  • Rook lvl 8 (4/6) [two lives]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


He had a good draw, getting both Tiny Bs. So I’ll lose a Rook life this turn, and likely the second life next turn. I’ll still have got OK value, having paid $7 and killed Midori, Turtle and 2xBasilisks, maybe an additional kill next turn. I’m delaying Tech II build so I can block with a Taxman and get the Birds in the air.

Think he’ll go Balance Tech II, could well end in a Tech III race as he looks to T Rexes for the win. So plan to build Tech II Anarchy next turn, Tech III the following, and include 2xGunships in my techs for this turn and next. Patrolling Taxman in scavenger rather than technician to store up the $$ for Tech III.

Killing Turtle rather than Wisp with Rook. Though a shame to give him the draw when he’s down to 3 cards, he’ll be growing the hand next turn anyway by building Tech 2 and maxing Arg. And don’t want him to have too much gold, for a Tower against my Birds, more 4 cost Balance units, levels on his next hero, etc.


[/spoiler][/details]

"P2T4


Tech StartingHand Workers

TECH
Potent Basilisk
Dinosize


STARTING HAND
Older Brother (2/2)
Wither
Granfalloon Flagbearer
Bloom


WORKERS
Brick Thief
Fruit Ninja
Spark
Bloom


NextHand

Potent Basilisk
Tiny Basilisk B (1/2)
Tiny Basilisk A (1/2)
Wandering Mimic

Timely Messenger


Tech 2 card(s)
Get Paid + float + techn - ($9)
Worker - ($8)
Tiny Basilisk A trades with Taxman, you get 1 gold
Tiny Basilisk B attacks Rook
Tech II Balance - ($4)
Arg maxbands - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Water Elemental (3/3)
  • :pschip: [I]Technician[/I]: lvl 5 Arg (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I fear Earthquake, but yeah I can’t do many things about it.
I could have Bloomed and midband buffed a Tiny Basilisk so he would have survived, but I think the water elemental and card advantage is better

[details=Question for petE about his previous turn (not important and no rush)][spoiler]
So, if I were in your shoes, I would have played the Taxman and the Birds as you did, but instead of having Rook kill Turtle, I would have played Rambaster to kill Wisp and had Rook walk past Turtle to kill Arg (getting the heal from killing Arg instead of paying for it). Still would have had 1 for worker, but no float, and would have been down to a 3-card hand next turn instead of 4.

I’m not saying my way way is better. In fact, that’s the crux of my whole question. I have a tendency to favor board-state over econ/hand, to my detriment.
Is my line one you considered? Is it one you rejected out of hand because going down to a 3-card hand is really bad?
Depriving him of his most easily leveled hero (and the elemental he could bring) seems really good, and having an additional unit (even a 1/2 rambaster) on the board for the following turn seems also useful. But at what point is it worth the low hand size?

I figure if I have trouble answering this question (or rather, my default answer: “ALL THe TIME!!! AAAAARRGH!!” gets me into trouble), then other newer players might appreciate how you make that kind of decision as well.

Best of luck in the continuing game! Thanks for the detailed thoughts in all the posts!
[/spoiler][/details]

4 Likes

[details=reply to ARMed_PIrate][spoiler]
I did consider the line you mention, which has a lot going for it. On top of other reasons for not wanting Argagarg on the board, there’s also Elemental’s anti-air (which I hadn’t thought of at the time but is quite annoying – any Birds I lose this turn won’t be resummoned if he plays a Potent Basilisk next turn removing Bird’s Nest). Arg can also be a problem later if patrolled in SQL to shield Midori from my heroes while he plays Moment’s Peace on back-to-back turns.

Reason I ended up choosing the other line is that I’ve been behind all game (difficult matchup + meh opening split) and need to pull something off in the next couple turns as I think I’m losing the long game. Earthquake on T6 or T7 is one possibility, and Gunships on T7 or T8 is another. For Earthquakes, I need the hand size to improve the odds of drawing before Rook gets killed. For Gunships I’ll need to spend a lot on buildings in the next two turns ($10 for Tech 2 + Tech 3 + Tech Lab). So the extra floated $ with the line I took could make a difference for me, and the $1 I don’t give him in scavenger bonus makes it harder for him to build Tech 3 while doing something else threatening.

Not sure which of the two lines is better tbh. Luck of the draw will count for a lot in either case !

[/spoiler][/details]

2 Likes

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Earthquake
Earthquake


STARTING HAND
Nautical Dog
Scorch
Bombaster
Chaos Mirror


WORKERS
Pillage
Careless Musketeer
Charge
Bloodburn
Nautical Dog


[/spoiler][/details]

[details=NextHand][spoiler]
Gunpoint Taxman
Makeshift Rambaster
Entangling Vines
Mad Man


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bombaster - ($6)
Tech II Anarchy - ($2)
Rook kills Wisp
Bird #1 pings your Tech II, dies to anti-air

Float ($2)
Discard 2, draw 2, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Rook lvl 8 (4/6)
  • Bird (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Thoughts][spoiler]


Teching 2xEarthquakes, going into the next cycle with these plus 1xGunship. I’ve 42% chance of drawing an Earthquake next turn with Rook guaranteed to be still alive (I think). If I don’t draw one, can choose between trying to keep Rook alive for an Earthquake the following turn, or trying to build and defend Tech 3 for the Gunship. Hope to avoid 22% chance I draw the Gunship next turn making it a dead draw for the cycle.

Difficult question is whether to ping his Tech buildings with 0, 1 or 2 Birds this turn. Any Birds attacking die to Elemental’s anti-air, and won’t resummon at all if he plays Potent Basilisk or Nature Reclaims. So tempting to play it cute and wait until next turn to attack when I know whether I drew an Earthquake. Decent chance this would work, since I’ve Entangling Vines in my next hand to take out a blocking Mimic or Fairie Dragon. And I’ll REALLY need the Birds if I don’t get to Earthquake, ideally both of them given how fragile they are to Spark/Wither. They’re my only defence against his fliers (Fairie Dragon or Mimic are 5atk when buffed by Arg midband), and also great for attack (Dinosize, Chaos Mirror to kill a Mimic, Chaos Mimic off Rook’s 4atk to make 5atk total with the other Bird).

Things that could mess me up if I do draw an Earthquake but didn’t ping this turn: he plays both Mimic and Potent Basilisk so Mimic becomes untargetable; he plays Moment’s Peace so I can’t attack with any units; he removes Birds with Spark (if patrolling) or Wither (whether patrolling or not). Of these, Moment’s Peace is probably the most likely, as it only needs 1 card in hand, and would be a sensible T4 tech to have made (along with Potent B, Mimic, Faerie Dragon, Nature Reclaims or T Rex).

Quite torn on this, but decided to ping his Tech II with 1 Bird and keep the other held back behind patrol (to avoid Spark). Hope for the 42% Earthquake chance, and if not that he doesn’t have upgrade removal in hand.

After the draw: unfortunately drew neither Earthquake :frowning: , but at least avoided drawing the Gunship.


[/spoiler][/details]

Ahah I fear Rook’s ultimate so much :slight_smile:

P2T5


Tech StartingHand Workers

TECH
T-Rex
Dinosize


STARTING HAND
Timely Messenger
Wandering Mimic

Tiny Basilisk A (1/2)
Potent Basilisk
Tiny Basilisk B (1/2)


WORKERS
Brick Thief
Fruit Ninja
Spark
Bloom
Tiny Basilisk B (1/2)


NextHand

Potent Basilisk
Dinosize
Older Brother (2/2)
Tenderfoot (1/2)


Discard

Timely Messenger
Tiny Basilisk A (1/2)
Potent Basilisk
T-Rex
Dinosize


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Timely Messenger - ($7)
Wandering Mimic

  • ($3)
    Water Elemental kills Bombmaster, you draw 1
    Midori - ($1)
    Arg taps to buff Wandering Mimic
    Mimic hits Rook for 5
    Timely Messenger trades with Rook, Midori levels up twice

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: lvl 3 Midori (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 5 Arg (1/5)
  • Wandering Mimic (4/4)
  • Water Elemental (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

For the moment, all sounds good ! I’d have to finish the game before it goes to Tech III thought

P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Chamelion Lizzo


STARTING HAND
Mad Man
Entangling Vines
Gunpoint Taxman
Makeshift Rambaster
Earthquake


WORKERS
Pillage
Careless Musketeer
Charge
Bloodburn
Nautical Dog
Earthquake


[/spoiler][/details]

[details=NextHand][spoiler]
Scorch
Bloodrage Ogre
Dinosize
Pirate Gunship
Chaos Mirror


[/spoiler][/details]

[details=Discard][spoiler]
Bombaster
Mad Man
Bird’s Nest
Gunpoint Taxman
Makeshift Rambaster
Entangling Vines
Pirate Gunship
Chamelion Lizzo


[/spoiler][/details]
Discard Bird’s Nest
Technician draw
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Zane - ($8)
Argagarg, summon Wisp - ($6)
Mad Man - ($5)
Zane and Mad Man trade with Midori, my Argagarg to lvl 3, you draw
Bird trades with Elemental
Tech III - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg lvl 3 (1/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Hadn’t seen Mimic/Messenger coming – hasted Mimic stealing my flying, pretty nifty ! Earthquake is off, but I can build Tech 3 for Gunship if I draw it next turn. Two options to defend:

  1. Summon Arg, Zane and Mad Man – Zane and Mad Man kill Midori, Bird suicides into Elemental. Leaves him with Arg + grounded Mimic vs my Arg + Wisp. My Tech 3 safe unless he has Fairie Dragon to float Mimic.

  2. Summon Zane, Mad Man and Rambaster – Zane and Mad Man kill Midori, Rambaster kills Elemental. Leaves him with Arg + flying Mimic vs my Bird. My Tech 3 safe unless he Sparks or Withers Bird (or has Dinosize, unlikely). Less good, there are two different cards that would work for him. I’d also have a 4/6 rather than 5/6 chance of drawing Gunship. So going for option 1.

Teching a second Gunship plus Chamelion Lizzo (haste/stealth, and doesn’t stick around for Mimic to copy).


[/spoiler][/details]

dude, mimic has fly cuz ur bird that is why is 4/4. ur bird cannot kill it

2 Likes

this is also wrong. Rook lost his first life cuz basilisk. Then he got 5 dmg from flying mimic and 1 from messenger. so he is dead and nest has fallen.

2 Likes

Oops…good points. Turn now redone.

"P2T6


Tech StartingHand Workers

TECH
T-Rex


STARTING HAND
Dinosize
Older Brother (2/2)
Tenderfoot (1/2)
Potent Basilisk
Wither


WORKERS
Brick Thief
Fruit Ninja
Spark
Bloom
Tiny Basilisk B (1/2)


NextHand

Helpful Turtle (1/2)
Granfalloon Flagbearer
Timely Messenger
Dinosize
Dinosize


Tech 1 card(s)
Get Paid + float + techn - ($11)
skip worker
Wither Wisp - ($9)
Tech III - ($4)
Dinosize Arg - ($0)
Wandering Mimic kills your Arg
My Arg destroys your Tech III, 2 damages to your Base

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 5 Arg (1/5)
  • Wandering Mimic (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Going to Tech III might be a weird choice because he already built his one and trashing worker is mostly to delay this. What is more T-Rex isn’t that great against ephemeral units !
But yeah I don’t think that Potent Basilisk would have been that awesome there, and I want Tech III as a in case solution if he breaks my tech buildings. And I really love having 3 heroes on field, especially against Obliterate rampage <3

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Dinosize
Scorch
Chaos Mirror
Bloodrage Ogre
Pirate Gunship
Earthquake


WORKERS
Pillage
Careless Musketeer
Charge
Bloodburn
Nautical Dog
Earthquake
Bloodrage Ogre


[/spoiler][/details]

[details=NextHand][spoiler]
Pirate Gunship
Gunpoint Taxman
Bombaster
Pirate Gunship
Earthquake


[/spoiler][/details]
Tech III rebuilds
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Rook to maxband - ($0)

Float ($0)
Discard 5, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 8 (4/6) [two lives]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]


Think my window for this game is probably over, he’s had the cards he needed the last two turns. We both go into this cycle with large 13 cards decks, so a lot a variance what comes up. But he’s in good shape this turn drawing a T Rex, if not he shuts out any Gunship attack if he draws a Moment’s Peace, or can take out my Tech III with Fairie Dragon floating the Mimic. (Best guess for his 5 teched cards not yet played are 2xMoment’s Peace, 2xT Rex, 1xPotent B). So I’ll need some crazy luck here.

After the draw: drew both Gunships – would have much preferred them in separate hands. Bird’s Nest would have been good too (set up Chaos Mirror off a T Rex) but didn’t draw.

[/spoiler][/details]

"P2T7


StartingHand Workers

STARTING HAND
Helpful Turtle (1/2)
Granfalloon Flagbearer
Dinosize
Timely Messenger
Dinosize


WORKERS
Brick Thief
Fruit Ninja
Spark
Bloom
Tiny Basilisk B (1/2)
Helpful Turtle (1/2)


NextHand

Potent Basilisk
Potent Basilisk
Wither
Older Brother (2/2)
T-Rex


Discard

Dinosize
Wandering Mimic (4/3)
Dinosize
Timely Messenger
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($10)
Midori - ($8)
Troq - ($6)
Dinosize Arg - ($2)
Arg removes Rook’s first live
Worker - ($1)
Wandering Mimic deals 4 damages to Rook and dies

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: lvl 1 Midori (2/3)
  • :pschip: [I]Technician[/I]: lvl 1 Troq (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 5 Arg (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

Ouch I could reduce his Tech III to 1hp but nothing more… Let’s keep card advantage.
I don’t think I can win a Tech III battle, Pirate Gunship is way too amazing. Let’s hope he doesn’t have one this turn.

P1 Turn8


[details=StartingHand Workers][spoiler]
STARTING HAND
Bombaster
Pirate Gunship
Gunpoint Taxman
Pirate Gunship
Earthquake


WORKERS
Pillage
Careless Musketeer
Charge
Bloodburn
Nautical Dog
Earthquake
Bloodrage Ogre
Bombaster


[/spoiler][/details]

[details=NextHand][spoiler]
Chamelion Lizzo
Chaos Mirror
Dinosize
Scorch
Entangling Vines


[/spoiler][/details]

[details=Discard][spoiler]
Earthquake
Pirate Gunship
Gunpoint Taxman


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($11)
Pirate Gunship - ($5)
Zane to lvl 4 - ($0)
Zane kills Midori, we both gain $1, Zane to maxband, shoves Troq to lookout and deal 1 dmg - ($1)
Gunship breaks Tech III, your Base to 18HP
Rook bypasses patrol to break Tech II, your Base to 16HP
Worker - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 8 (4/2) [crumbling rune]
  • Zane lvl 7 (4/4)
  • Pirate Gunship (7/6, flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 12

[details=Thoughts][spoiler]


Whoa, looks like he landed a horrible draw – no Moment’s Peace, no T Rex. I get to play a Gunship, take out 2 tech buildings, and kill Midori, way better than I’d expected.

[/spoiler][/details]