CAFS 2016: CarpeGuitarrem (Mono Red) vs. FrozenStorm ([Past]/Peace/Anarchy)

Good luck, have fun! @FrozenStorm

Monored vs. [Past]/Peace/Anarchy

Guess it’s time to see what the famed PPA deck is all about!

[details=Opening Thoughts]The biggest overall threat is going to be Battle Suits into Overeager Cadet and Brave Knight, along with Flagstone Garrison card draw. Early on, Fading Argonaut is a card I need an answer for, and Stewardess of the Undone is going to be a big pain, unless I can get something with Haste going. And once Onimaru comes out, I’ll be dealing with a 3/3 attacker.

Calypso Vystari will likely be important as a cheap blocker and also as a means to give me shots on important targets, since PPA will have even cheaper blockers available.

My start here lets me build up a patrol zone, and I have the luxury of leveling Drakk to midband for a frenzy attack boost that will kill Fading Argonaut via Nautical Dog. Patrolling Naughty Dog in SQL as insurance against Nullcraft.
[/details]

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Charge
Nautical Dog
Makeshift Rambaster
Bloodburn
Scorch


WORKERS
Makeshift Rambaster


NextHand

Bloodrage Ogre
Pillage
Careless Musketeer
Bombaster
Mad Man


Discard

Scorch
Bloodburn
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Nautical Dog! - ($2)
Summon Drakk Ramhorn - ($0)

Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog 1/1 frenzy 1 +a
  • :psfist: Elite:
  • :ps_: Scavenger: Drakk Ramhorn 1/3
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5

I’m much less experienced with it as P2, we’ll see how I fare against some Red aggro! GL HF @CarpeGuitarrem

Player 2, Turn 1

P1 Mono Red vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Hardened Mox
Forgotten Fighter
Neo Plexus
Battle Suits
Time Spiral
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Neo Plexus (3)
  • Battle Suits (1)
  • Worker Up (0)

[details=Workers]
Time Spiral
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Neo Plexus (3/2)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Nullcraft
Fading Argonaut
Plasmodium
Temporal Research
[/details]

[details=End of Turn Discard]
Forgotten Fighter
Hardened Mox
[/details]

[details=My Thoughts]
I think I want to stay pretty vanilla Peace tech 2 and win on card advantage here? Mox was a consideration but I don’t really want to float gold against Drakk, and I don’t want to bring Oni out just yet either. Giving Drakk early levels is a business I want to stay out of. Next turn Fargo will help with playing defense, and we’ll tech up to OC or BK I think. If I can max out Oni with some gold float that’d be awesome, Art of War wall would be killer for him to try and penetrate. It’d be tough to pull off floating gold as P2 vs Red though!
[/details]

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Gunpoint Taxman
Crash Bomber


STARTING HAND
Bloodrage Ogre
Pillage
Careless Musketeer
Bombaster
Mad Man


WORKERS
Makeshift Rambaster
Pillage


NextHand

Crash Bomber
Mad Man
Bloodburn
Scorch
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Mad Man - ($3)
Level Drakk to 4 - ($0)
Trade Mad Man with Neo Plexus - ($0)
Nautical Dog deals 3 damage to your base (17 HP) - ($0)

Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Drakk Ramhorn L4 2/3 +a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nautical Dog 1/1 frenzy 2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts]Unfortunately for me, I took a gamble by teching two Tech I units and not having Tech I built by the end of this turn. That’s going to bite me severely since I drew both of them. I should still be able to stay aggressive, though. I expect a Nullcraft to kill my Nautical Dog, unfortunately. On the flipside, I think I’m ahead on gold.

I might want to tech in a Rickety Mine to press that gold advantage and drop a lot of quick value on the board.

EDIT: I really hosed myself by workering Rambaster, though. I’m gonna start feeling that once Garrison gets out. I didn’t figure that I would have the luxury to use it for face damage, but never even thought about killing Garrison with it.
[/details]

Drakk calling to TURN IT UP (Bring the noise!)

Player 2, Turn 2

P1 Mono Red vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Nullcraft
Fading Argonaut
Plasmodium
Temporal Research
Tinkerer (from techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 for Technician
  • Tech 2 cards from codex

[details=All Teched Cards]
Origin Story, Overeager Cadet
[/details]


###Main:

  • Fading Argonaut (4)
  • Tech 1 (2)
  • Worker Up (1)

[details=Workers]
Plasmodium, Time Spiral
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Origin Story
Neo Plexus
Tinkerer
Temporal Research
Hardened Mox
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Yea we’ll tentatively plan for something like
OC + OS → Garrison + OC → Sarge + Vystari or something?

I definitely need an early Origin Story in case this Drakk gets handsy, he skipped tech 1 so I guess I should be expecting Kidnapping but not much to do about that right now, I could go Nullcraft instead but that has a higher chance of ending in my base in ruins, patrolling empty, so I think I just take this one on the chin and get rid of Drakk next…
[/spoiler][/details]

BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Crash Bomber
Mad Man
Bloodburn
Scorch
Gunpoint Taxman


WORKERS
Makeshift Rambaster
Pillage
Bloodburn


NextHand

Scorch
Charge
Mad Man
Bloodrage Ogre


Discard

Gunpoint Taxman
Crash Bomber
Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Mad Man 2/1 and crash it into Fading Argonaut - ($4)
Cast Scorch on Fading Argonaut to finish it off - ($1)
Build Tech I - ($0)
Crash Drakk 2/3 and Nautical Dog 3/1 into your Tech I, destroying it and dealing 2 damage to your base => 15 HP - ($0)

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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nautical Dog 1/1 frenzy 2
  • Drakk Ramhorn L4 2/3
    [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: 0
  • Workers: 7

[details=Thoughts]Depending on how I draw, I think I can more or less lock Frozen out of Tech I, which is a VERY good place to be as far as this strategy goes. He has 3 options at this point.

1: hope that I get a bad draw that can’t deal with his Patrol Zone (which means I can’t deal 5 damage per turn to his Tech I)
2: find a spell
3: build a Tower…which I’m honestly surprised he hasn’t done yet. He will probably do it next turn, with 8 gold. (5 after Tower, 4 after Worker, that gives 4 gold to do something else…more than enough.)

I can’t do anything about #3 other than building up a better board, which is what I’m doing by building Tech I this turn. Another thing I can do is to tech in Kidnapping, which lets me bypass a patroller, effectively, and potentially get a free shot in on his Tower, thanks to Drakk’s Frenzy. I can potentially use maxbanded Drakk + Bloodrage to wipe out a Tower, if I can clear the rest of his board with other cards.

Option 2 probably looks like Origin Story. I should remember not to leave patrollers around due to Forgotten Fighter, too. Undo isn’t a big problem for me, so long as Drakk has midband and I have sufficient haste in my deck. Peace has some options too–Boot Camp can put a damper on my early Nautical Dog game, for one. I just need to make sure I have bigger units coming out with haste. This turn, if Origin Story comes out, I just resummon Drakk, play Bloodrage Ogre with Charge, and wipe out Prynn for 2 free levels.

I think my endgame is going to be Anarchy, because of all the haste present there. I can also deliver hasted Steam Tank power, and the finisher is Sanatorium + Land Octopus/Crashbarrow cheese. Captured Bugblatter would be nice too. Are there any Fire units I want to pull out with Sanatorium? Hmm, Molting Firebird is pretty scary, since it will probably be able to devastate a tech building instantly and then nova the enemy field. Nullcraft, Gunpoint Taxman, and Elite Training are the counters to that. I can do something about two of those. Actually, Gunpoint Taxman can do something about Nullcraft, too.
[/details]

Player 2, Turn 3

P1 Mono Red vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Origin Story
Neo Plexus
Tinkerer
Temporal Research
Hardened Mox
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards from codex

[details=All Teched Cards]
Flagstone Garrison, Drill Sergeant
Origin Story, Overeager Cadet
[/details]


###Main:

  • Summon + Midband Zane (3)
  • Zane aces Drakk, maxbands and heals, my base takes 1
  • Neo Plexus (1)
  • Rebuild tech 1
  • Worker Up (0)

[details=Workers]
Hardened Mox, Plasmodium, Time Spiral
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Zane (4/4 lvl 6)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Forgotten Fighter
Nullcraft
Overeager Cadet
Tinkerer
Flagstone Garrison
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Going for Drill Sergeant a little early, this is strictly better than Origin Story so I’m taking it, next turn build the tech 2 and hopefully not draw either of the tech 2s.

Well not the one I wanted to draw if I’m drawing one of them, but oh well.
[/spoiler][/details]

…hold on, I have to make a quick addendum to my “things Frozen could have possibly done to deal with my setup” notes. I’m a bit alarmed that I missed the most obvious one.

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Steam Tank
Steam Tank


STARTING HAND
Scorch
Charge
Mad Man
Bloodrage Ogre


WORKERS
Makeshift Rambaster
Pillage
Bloodburn


NextHand

Bombaster
Careless Musketeer
Mad Man


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Mad Man - ($5)
Trade Mad Man and Nautical Dog into Neo Plexus - ($5)
Summon Bloodrage Ogre - ($3)
Build Tower add-on - ($0)

Discard 1, draw 2, reshuffle, draw 1


[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]: Bloodrage Ogre
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Yeah, I don’t see what I’m going to be able to do from this point. I feel like things are about to explode on the part of PPA, mostly because I workered away my best aggro cards and forgot about the Zane reversal option.

Apologies, my deck had 4 in it last turn, not 3. I will edit to correct.

Player 2, Turn 4

P1 Mono Red vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Forgotten Fighter
Nullcraft
Overeager Cadet
Tinkerer
Flagstone Garrison
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards from codex

[details=All Teched Cards]
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Drill Sergeant
Origin Story, Overeager Cadet
[/details]


###Main:

  • Overeager Cadet (8)
  • Tech 2 - Peace (4)
  • Zane trades with Bloodrage Ogre
  • Onimaru (2)
  • Worker Up (1)

[details=Workers]
Forgotten Fighter, Hardened Mox, Plasmodium, Time Spiral
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: - Onimaru (2/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Drill Sergeant
Temporal Research
Origin Story
Fading Argonaut
Drill Sergeant
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
He is going awfully low on cards, I am going to take out that Bro as it’s a positive card trade for me and I am already even on gold for what I invested in Zane. I don’t want to give levels away to Drakk, too dangerous. It’s not saying much to him that I suicide Zane when I’m going Peace tech 2, he knows I’m not likely to tech Zane spells just yet. Teching in the other Sarge and OC to get the Flagstone machine rolling. Nullcraft will be my rune delivery system to wreck everything. Shelling up my Patrol to ensure I don’t lose the tech 2.
[/details]

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Chameleon Lizzo
Flame Arrow


STARTING HAND
Bombaster
Careless Musketeer
Mad Man


WORKERS
Makeshift Rambaster
Pillage
Bloodburn
Charge


NextHand

Scorch
Steam Tank
Steam Tank


Discard

Bloodrage Ogre
Mad Man
Chameleon Lizzo
Flame Arrow


Tech 2 card(s)
Get Paid - ($8)
Play Careless Musketeer - ($6)
Play Bombaster - ($4)
Build Tech II (Anarchy) - ($0)

Discard 1, draw 3


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

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

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 5
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

That wasn’t as scary as I was expecting, but this looks really bad. Incoming Flagstone Garrison, and that’s likely game, or close to it.

Player 2, Turn 5

P1 Mono Red vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Drill Sergeant
Temporal Research
Origin Story
Fading Argonaut
Drill Sergeant
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards from codex

[details=All Teched Cards]
Calypso Vystari x2
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Drill Sergeant
Origin Story, Overeager Cadet
[/details]


###Main:

  • Drill Sergeant Bilco (7)
  • Drill Sergeant Hartman, Bilco +1 Rune (4)
  • Tower (1)
  • Cadet trades with Musketeer
  • Onimaru trades with Bombaster
  • Worker Up (0)

[details=Workers]
Temporal Research, Forgotten Fighter, Hardened Mox, Plasmodium, Time Spiral
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Maybe but probably tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Drill Sergeant Bilco (5/4+1armor, 1 rune)
  • :psfist: Elite:
  • :pspig: Scavenger: Drill Sergeant Hartman (4/3)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Overeager Cadet
Tinkerer
Neo Plexus
Flagstone Garrison
[/details]

[details=End of Turn Discard]
Overeager Cadet
Calypso Vystari
Calypso Vystari
Fading Argonaut
Origin Story
[/details]

[details=My Thoughts]
With my econ advantage I don’t see me losing this. A Kidnapping RIGHT NOW will certainly slow me down but with how few cards he has and only 8 gold to work with, that’s his only hope of going even next turn. And that’s just going even. I feel good about getting Nullcraft buffed and wrecking his base tech 2 with it next turn.
[/details]

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Sanatorium
Land Octopus


STARTING HAND
Scorch
Steam Tank
Steam Tank


WORKERS
Makeshift Rambaster
Pillage
Bloodburn
Charge


NextHand

Kidnapping
Nautical Dog
Kidnapping


Discard

Bloodrage Ogre
Mad Man
Chameleon Lizzo
Flame Arrow
Careless Musketeer
Bombaster
Scorch
Sanatorium
Land Octopus


Tech 2 card(s)
Get Paid - ($8)
Summon Steam Tank Alpha and Steam Tank Beta - ($2)

Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Steam Tank Alpha 3/6 +a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Steam Tank Beta 3/6
  • :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: Tower HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

[details=Thoughts]Okay, things aren’t totally as bad as I thought. Though they’re about to get pretty bad. My Steam Tanks can hold off the enemy somewhat, and Kidnapping is going to do fun stuff next turn. If I can double-Kidnapping (and I have exactly enough gold) and clear out their Patrol Zone, and they don’t kill the Steam Tanks, that’s game.
[/details]

Player 2, Turn 6

P1 Mono Red vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Overeager Cadet
Tinkerer
Neo Plexus
Flagstone Garrison
Nullcraft (from cadet1)
Vystari (from nullcraft)
Overeager Cadet (from vystari1)
Vystari (from cadet2)
Seer (from Vystari2)
Origin Story (from Seer)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Choose to tech 2 cards from codex

[details=All Teched Cards]
Seer x2
Calypso Vystari x2
Drill Sergeant, Overeager Cadet
Flagstone Garrison, Drill Sergeant
Origin Story, Overeager Cadet
[/details]


###Main:

  • Flagstone Garrison (7)
  • Overeager Cadet, draw 1, +1 rune each Sarge, 3 total (7)
  • Nullcraft, rs draw 1, +1 rune each Sarge, 5 total (5)
  • Calypso Vystari, draw 1, +1 rune each Sarge, 7 total (4)
  • Overeager Cadet, draw 1, +1 rune each Sarge, 9 total (4)
  • Calypso Vystari, draw 1, +1 rune each Sarge, 11 total (3)
  • Seer, draw 1, +1 rune each Sarge, 13 total (2)
  • Neo Plexus, draw 1, +1 rune each Sarge, 15 total (0)
  • Move all 15 runes to nullcraft
  • Nullcraft hits your base to 4hp

[details=Workers]
Temporal Research, Forgotten Fighter, Hardened Mox, Plasmodium, Time Spiral
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Maybe but probably tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2+1armor)
  • :psfist: Elite: Seer (3+1/1)
  • :pspig: Scavenger: Overeager Cadet (3/2)
  • :exhaust: Technician: Calypso Vystari (3/2)
  • :target: Lookout: Calypso Vystari (3/2)

####In Play:

  • Neo Plexus (3/2)
  • Drill Sergeant Bilco (4/3)
  • Drill Sergeant Hartman (4/3)
  • Nullcraft (16/15 from 1 damage, +15/15 from runes)
  • Flagstone Garrison (4hp)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Seer
Fading Argonaut
Tinkerer
Origin Story
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yep this should be game, a fire dart or flame arrow are his only outs to kill the nullcraft, and I’ll be able to overpower him on the ground if he does spend gold on that (or just re-draw it and get 3 runes on it XD)
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You, ah, forgot to list your 16/15 nullcraft among your assets? (I assume you checked that Kidnapping was, indeed, a Debuff spell before making that play)

Indeed I did, fixed, ty @EricF :slight_smile:

Man. I got so close, but that’s literally one too many patrollers for me to deal with. If I only had 2 spare gold laying around. Looks like that’s game. gg!

@FrozenStorm with your permission, I’ll use your turn 6 as a “What’s the Play” example.

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GG WP! I’m curious, how would you have stopped me on your next turn with 2 more gold? The Nullcraft is immune to Kidnapping, so even breaking my patrol the Steam Tanks would only deal 12 to my base no?

You are certainly welcome to @EricF! I’m not sure how one might have done that turn differently though, I felt like I didn’t make many choices to be honest, just did garrison things!

He would steal 2 patrollers, then kill your remaining 3 patrollers with the stolen ones + Zane. Then Steam Tanks hit your base for 14/14.

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OH I remembered steam tank wrong, I thought they were +3 attack to buildings! Dang, on second thought I should DEFINITELY have killed one of them with my sarges! I also didn’t notice he floated 2 gold o_0

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