RACE #3: Marto([Strength]/Discipline/Finesse) vs. petE ([Anarchy]/Strength/Growth)

@Marto will be going first against @petE. Good luck and have fun!

GL & HF @petE !
First time we play together if I’m correct :slight_smile:

T1:

Hand

Smoker, Fox Viper, Fox primus (W), Flagbearer, Sensei’s Advice

Collect 4 gold (4)
Worker (3)
Summon Grave (1)
Smoker (0)

discard 3, draw 5

Patrol:
Leader: lvl 1 Grave 2/3+1
Elite:
Scavenger: Smoker 1/1
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 5
Spare gold: 0
Hand: 5
Deck: 0
Discard: 3

Redraw

Aged Sensei, Savior Monk, Safe Attacking, Grappling Hook, Snapback

First time playing, yes. GLHF !

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Pillage
Bloodrage Ogre
Careless Musketeer
Charge
Makeshift Rambaster


WORKERS
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Bombaster
Scorch
Nautical Dog
Mad Man
Bloodburn


[/spoiler][/details]

[details=Discard][spoiler]
Charge
Makeshift Rambaster
Careless Musketeer


[/spoiler][/details]

[details=Thoughts][spoiler]


So far I’ve always opened with Rook with this deck, aiming to launch birds on T3/4. But as P2 against White starter + added haste from Finesse Tech1, not confident that Rook will survive long enough. Also Discord cleans up the birds pretty efficiently once Rook goes. So will try Argagarg opening instead this time. Maybe look to play Spirit of the Panda on a Taxman?

[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg, summon Wisp - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 3, draw 5


[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]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg lvl 1 (1/3)
    [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

T2:

[details=Hand]Aged Sensei, Savior Monk, Safe Attacking (W), Grappling Hook, Snapback
Tech Sparring Partner, Nimble Fencer [/details]

Collect 5 gold (5)
Worker (4)
Tech I (3)
Aged Senseil (2)
Savior Monk (0)
Grave kills Scavenger Wisp and sparkshots Ogre
Smoker trades with Ogre

discard 2, rs, draw 4

Patrol:
Leader: Savior Monk 2/2+1
Elite:
Scavenger:
Technician: Aged Sensei 1/1
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 1 Grave 2/3
Base: 20
Other:

Economy:
Workers: 6
Spare gold: 0
Hand: 4
Deck: 4
Discard: 0

Redraw

Smoker, Flagbearer, Nimble Fencer, Sparring Partner

Forgetting sparkshot, rookie mistake right from the start !

I guess as when facing Vandy as P2, I should have opened with Rook.

P2 Turn2


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


STARTING HAND
Bloodburn
Mad Man
Scorch
Nautical Dog
Bombaster


WORKERS
Pillage
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Makeshift Rambaster
Charge
Scorch
Gunpoint Taxman


[/spoiler][/details]

Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Tower - ($3)
Bombaster - ($1)
Nautical Dog - ($0)

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


[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]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg lvl 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 3

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

T3:

[details=Hand]Smoker (W), Flagbearer, Nimble Fencer, Sparring Partner
Tech Mind-Parry Monk, Vigor Adept [/details]

Collect 6 gold (6)
Worker (5)
Nimble Fencer (3)
Sparring Partner (2)
Aged Sensei buffs Grave
3/3+1 Grave kills Bombaster and takes 2 damage after armor
Midband Grave (0)

discard 1, draw 3

Patrol:
Leader: Nimble Fencer 2/3+1
Elite:
Scavenger: Sparring Partner 2/2
Technician: Savior Monk 2/2
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 3 Grave 3/4, Aged Sensei 1/1
Base: 20
Other:

Economy:
Workers: 7
Spare gold: 0
Hand: 3
Deck: 1
Discard: 3

Redraw

Sensei’s advice, Grappling Hook, Snapback

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Ardra’s Boulder


STARTING HAND
Charge
Scorch
Gunpoint Taxman
Makeshift Rambaster


WORKERS
Pillage
Bloodburn
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Mad Man
Charge
Careless Musketeer
Gunpoint Taxman
Gunpoint Taxman


[/spoiler][/details]

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Maxband Argagarg, summon Water Elemental - ($2)
Build Tech 1 - ($0)

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


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

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

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 3

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

T4:

[details=Hand]Sensei’s advice, Grappling Hook (W), Snapback
Tech Mind-Parry Monk, Focus Master

My best way to keep Grave alive is to kill Arg and get the direly needed free levels. The question is: how to do it best ?

With no card: buff Grave with Sparrer and kill Elemental, buff Savior Monk with Sensei, Monk and Fencer kill Arg, pay 2 to maxband Garth. So noone dies !

With Grappling Hook: Move Elemental to Elite, buff Grave with both Sensei and Sparrer, Grave kills Arg and sparks Elemental, pay 2 to maxband Grave, throw sword onto Elemental, kill Dog with Fencer, patrol with Savior Monk. Hmmm, that looks pretty worse.

With Grappling Hook, second option: kill Arg with Grave and Fencer, maxband Grave, throw sword onto Elemental, Sensei trades with Dog, Partner and Monk destroy Tower.
Breaking the Tower is quite cool (and trading Dog vs Sensei is OK) but having no patrol means Zane + mad man get good trades onto Sparrer and Monk, and I’ll have used Grave’s sword.

First option looks better. All of these are pretty weak to Bloodlust (note that Sparring Partner can’t die from Bloodlust with this option) but with Tech II up and Grave having his sword, I should be able to kill Drakk easily and give some levels to either River or Rook. Also, I don’t want to worker either Advice or Snapback. Plus 5/6 Grave is quite formidable and drawing 3 after rs greatly highens the chances to draw a Mind-Parry Monk and so to get rid of the Bloodlust/Kidnapping threats.[/details]

Collect 7 gold (7)
Worker (6)
Tech II - Discipline (2)
Sparring Partner buffs Grave
4/5 Grave readily kills Elemental and takes 4 damage back
Aged Sensei buffs Savior Monk
3/2+1 Savior Monk and 2/3 Fencer kill Arg, each surviving with 1 hp. Grave ups to lvl 5
Maxband Grave (0)

discard 2, draw 1, rs, draw 3

Patrol:
Leader: lvl 7 Grave 5/6+1 (+1/+1 rune, Sword Rune)
Elite:
Scavenger:
Technician:
Lookout:

Buildings: Tech I 5hp, Tech II Discipline 5hp
Units/Heroes: Aged Sensei 1/1, Nimble Fencer 2/1, Savior Monk 2/1, Sparring Partner 2/2
Base: 20
Other:

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 4
Discard: 0

Redraw

Fox Viper, Flagbearer, Focus Master, Sensei’s Advice

I’ll concede at this point
@EricF

That was a dumb T1 turn and patrolling mistake on my part, and haven’t been able to do anything to stop the disadvantage from snowballing. Hope to give you a better game next time around.

When playing multicolor, the first tech building or add-on you build costs an additional gold. So you would have needed one more gold to build a tower this turn.

Reading through your game comments now, see I had a small chance as you were teching against possible Drakk spells, though my Red hero is Zane.

Doh. All the game I played as if I was facing Zane/Drakk/Arg instead of Zane/Rook/Arg. ><

Those Mind-Parry Monks would’ve had no use at all :smiley:

GG. Grave’s agression isn’t easy to deal with, especially as I had a Grappling Hook for T2 - one of the reasons why I chose to summon Grave instead of Rook.