CAMS 2017: Zhavier (Discipline/Present/Anarchy) vs FrozenStorm (Past/Peace/Anarchy)

@FrozenStorm Good luck and have fun!

"P1T1


StartingHand Workers

STARTING HAND
Safe Attacking
Aged Sensei
Smoker
Snapback
Morningstar Flagbearer


WORKERS
Smoker


NextHand

Fox Viper
Fox Primus
Savior Monk
Sensei’s Advice
Grappling Hook


Discard

Morningstar Flagbearer
Safe Attacking
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Aged Sensei - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei
  • :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: 5
Thoughts

50/50 he won’t have Nullcraft in his first hand. But at least I have Primus next hand…

"

GL HF @zhavier

Player 2, Turn 1

P1 [Discipline]/Present/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Nullcraft
Plasmodium
Neo Plexus
Time Spiral
Hardened Mox
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Hardened Mox (2)
  • Worker (1)

[details=Workers]
Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hardened Mox (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Battle Suits
Tinkerer
Fading Argonaut
Forgotten Fighter
Temporal Research
[/details]

[details=End of Turn Discard]
Time Spiral
Neo Plexus
Nullcraft
[/details]

[details=My Thoughts][spoiler]
Decision here is to go Mox (then inevitably Boot Camp), or Nullcraft (and if so, do we pair it with Plexus). I have to be careful about using a hero in the first couple turns here with Grave in the fray, so boot camp mox is a little scary… Chaos Mirror + Mox on the field can really help me diffuse tempo though, especially with Nullcraft from hand rather than already down. Ok, let’s go with Mox → Fargo, and decide between Boot Camp or Chaos Mirror + Cadet next turn.

I think I can either use Chaos Mirror to completely swing early tempo, or if he’s being passive I can just rush tech 2.
[/spoiler][/details]

"P1T2


Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Savior Monk
Grappling Hook
Fox Viper
Sensei’s Advice
Fox Primus


WORKERS
Smoker
Fox Viper


NextHand

Safe Attacking
Rambasa Twin
Sparring Partner
Fox Primus
Grappling Hook


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei 1/1
  • :pschip: [I]Technician[/I]: Savior Monk 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

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

mox in elite doesn’t really leave me anywhere to go for the moment. he could now trade Zane for my grave, but it requires either Nullcraft or battle suits, and spending 4g of 6. might be worth it for him, but I still have Zane, and I suspect this game is going to be a lot about Zane reprisal, or the threat thereof. I think I’ve learned a few things from my game with ericf, might be applicable here, but now I am player 1.

2 Likes

You are usually a bit more active… :smiley:

1 Like

Sorry it’s been a busy Friday and weekend. I’ll try to catch up tonight

1 Like

Okay hopefully we’ll get back on track now

Player 2, Turn 2

P1 [Discipline]/Present/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Battle Suits
Tinkerer
Fading Argonaut
Forgotten Fighter
Temporal Research
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Overeager Cadet, Chaos Mirror
[/details]


###Main:

  • Fading Argonaut (5)
  • Battle Suits (3)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Forgotten Fighter, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (3/3 fade 3)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Overeager Cadet
Time Spiral
Neo Plexus
Tinkerer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Going with Chaos Mirror, and opting to get suits down right away. I want to force his units into losing trades or force him to go Hook + Cookie + level Grave to get my tech 1, which I don’t think he’ll opt for (too easy to kill Grave back with nullcraft). More likely it’ll be hook into Sensei yelling at Grave to double off my patrol, Monk pokes my tech 1, and Grave heals off the Fargo damage.

Well Cadet can come down and I can tech up, and then (pending my technician draw) I’ll be drawing into Nullcraft + Chaos Mirror, that’s a solid combo.
[/details]

P1T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Surprise Attack


STARTING HAND
Safe Attacking
Grappling Hook
Fox Primus
Sparring Partner
Rambasa Twin


WORKERS
Smoker
Fox Viper
Safe Attacking


NextHand

Surprise Attack
Morningstar Flagbearer
Sensei’s Advice
Snapback


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sparring Partner - ($4)
Rambasa Twin - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin 3/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei 1/1
  • :pschip: [I]Technician[/I]: Rambasa Twin 3/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave 2/3, lvl 1
  • Savior Monk 2/2
  • Sparring Partner 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

I can grappling mox out of the way, or bring fargo to elite. Or I can stick with the existing plan, and just get out Rambasa and Sparring Partner. I am torn on being more aggressive or not, for a card and a unit, i can remove Fargo and still do rambasa or sparring or both, but that can take me way down on cards. The fact he hasn’t gotten out any heroes seems clear he wants to make sure zane is a threat and avoid free levels for grave, so chaos mirror and surprise attack are clear options. If he has both Chaos and nullcraft, he could kill grave and my whole patrol, but I get to retailate with my own zane play and 2 units survive, so I doubt he does that. If he has surprise, he skips a worker, and leaves me with 1 unit at least, but that is a very unlikely tech for first tech. Maxband Zane is also an option, but that skips a worker unless he kills sensei with zane and uses maxband to move something else. Also plausible is he just grabs overeager cadets and tries to make sure I cant just break through. Past spells are highly unlikley at this stage, and Boot Camp gets him a bigger mox that isnt patrolling, which seems terrible for him. Just like last game, I will definintely want to get flagbearer to slow peace down, but unlike last game, chaos mirror and nullcraft are much better at removing it. I am still not sure which spec to go with. I am not liking how easy it is for him to turn up the aggression. and technically he can win the race to tech 3 as player 2… Still, I think its my best bet to go anarchy.

Woof!

Player 2, Turn 3

P1 [Discipline]/Present/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Overeager Cadet
Time Spiral
Neo Plexus
Tinkerer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Overeager Cadet, Flagstone Garrison
Overeager Cadet, Chaos Mirror
[/details]


###Main:

  • Fading Argo trades w/ SQL
  • Mox kills Techn twin, he goes to your discard
  • Overeager Cadet
  • Neo Plexus (5)
  • Worker (4)
  • Tech 2 Peace (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

####In Patrol:

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

####In Play:

  • Hardened Mox (2/1)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Nullcraft
Chaos Mirror
Temporal Research
[/details]

[details=End of Turn Discard]
Flagstone Garrison
Overeager Cadet
Fading Argonaut
Tinkerer
[/details]

[details=My Thoughts]
By removing the Twins, I maximize the chances of my tech 2 surviving, which isn’t a big deal (I’m likely to just make a nullcraft + Chaos Mirror play) but would be nice. Cadet goes in front so I can re-draw him next cycle, see what he goes for with some of his offense diminished.
[/details]

P1T4


Tech StartingHand Workers

TECH
Chameleon Lizzo
Disguised Monkey


STARTING HAND
Snapback
Morningstar Flagbearer
Sensei’s Advice
Surprise Attack
Grappling Hook


WORKERS
Smoker
Fox Viper
Safe Attacking
Surprise Attack


NextHand

Fox Primus
Morningstar Flagbearer
Sensei’s Advice
Disguised Monkey
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Anarchy) - ($2)
Spar with Grave
Grappling Hook Neo to Elite
Grave kills Cadet, Sparks Neo
Sensei trades with Neo
Midband Grave heal - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner 2/2
  • Grave 4/5, lvl 3, +1 Rune
    [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: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Bah, ok, so I can trade sensei, savior or sparring in some potential combinations to clear his patrol. I can build my tech 2 and just throw up a haphazard defense. Grappling means I could just ignore the cadet, kill neo, and buff up Grave. Or I can not give him a card and again trade things away. Grapple to elite, Spar with Grave, grave kils Cadet, sparks elite, sensei trades with elite, midband Grave and build tech 2, stick savior in front, come what may. That feels the best, because it keeps me on Tech 2 pace. I am also hoping he spends the gold on tower instead of developing his board. I assume either he teched 2 cadets, or a cadet and a spell. Neither a drill sergeant or garrison will be in this hand. and as stated before, sharks is highly unlikely, but I guess kudos if he did? Worker choice is hard here. Using advice on monkey/Lizzo seems really awesome, Flagbearer is hard to keep alive as stated before, but surprise attack will be too expensive if I want to get to tech 3

This is a bad situation…

Player 2, Turn 4

P1 [Discipline]/Present/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Nullcraft
Chaos Mirror
Temporal Research
Garrison + OS (TR draw, eh)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Calypso Vystari, Origin Story
Overeager Cadet, Flagstone Garrison
Overeager Cadet, Chaos Mirror
[/details]


###Main:

  • Prynn (6)
  • Temporal Research, rs draw 2 (4)
  • Origin Story Grave, get his punk butt out of here (1)
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

####In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Prynn (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Neo Plexus
Tinkerer
Calypso Vystari
Overeager Cadet
[/details]

[details=End of Turn Discard]
Temporal Research
Origin Story
Chaos Mirror
Nullcraft
[/details]

[details=My Thoughts][spoiler]
Grabbing Vystari and Origin Story, if I get Garrison + one of the 3 units I can combo it with awesome! If not, I want something I can worker (Plexus, Tinkerer) or Origin Story (get this nasty Grave off my back).

I draw the Garrison and the Origin Story… Sucks I’ll spend the rest of the cycle with just tech 1 weanies, but at least the tech 2 is bait now… Workering the Garrison as I can tech another one and it’s much less likely to be useful now that I drew it without units to pair it with.

Drawing into all units, probably tech up to tech 3? Almost certainly Zane will be coming for Prynn, but what can we do…
[/spoiler][/details]

P1T5


Tech StartingHand Workers

TECH
Detonate
Pirate Gunship


STARTING HAND
Gunpoint Taxmna
Fox Primus
Morningstar Flagbearer
Sensei’s Advice
Disguised Monkey


WORKERS
Smoker
Fox Viper
Safe Attacking
Surprise Attack
Fox Primus


NextHand

Chameleon Lizzo
Grappling Hook
Aged Sensei
Rambasa Twin


Discard

Sensei’s Advice
Gunpoint Taxman
Morningstar Flagbearer
Detonate
Pirate Gunship


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Disguised Monkey - ($5)
Grave comes back from his flashback - ($3)
Sensei’s Advice on Sparring Partner and Savior Monk - ($2)
Savior moves Mox
Sparring kills Prynn, Grave to lvl 3
Zane and Monkey break Tech 1, no gas for that peaceful fire - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 3/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner 2/2
  • Savior Monk 2/1
  • Disguised Monkey 3/3
  • Zane 2/2
    [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: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

One of the things i learned from my last game? You can’t have fire without fuel, and peace engine requires Tech 1 more than Tech 2. Of course, that probably pushes him into building tech 3. Also nice thing about origin story? I only spent a little on Grave, and I can resummon him, unlike snapback. I can break a tech because I still have my handy sparring partner. I think I can Geiger, monkey, kill Prynn, Max geiger to blink monkey 6g, and hmm, skip worker because advice costs extra… Or leave Prynn alone and at least still break his tech 1. Can I break both techs? grave 2g, monkey 2g, advice 1g, zane 2g. attack with 3 3 3 2, that still leaves it at only breaking 1 tech building, but it is a pretty decent board. The best news for my gunship race, his peace choice makes it so that I can either destroy his tech lab or he has to put up a tower and not be able to do gunships. I suppose the gryphon might be a concern, but gunships are still strictly better.

2 Likes

The yikes continue…

Player 2, Turn 5

P1 [Discipline]/Present/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Neo Plexus
Tinkerer
Calypso Vystari
Overeager Cadet
Overeager Cadet (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Flagstone Garrison, Surprise Attack
Calypso Vystari, Origin Story
Overeager Cadet, Flagstone Garrison
Overeager Cadet, Chaos Mirror
[/details]


###Main:

  • Rebuild tech 1
  • Zane + max, shove Grave to Scavenger (2)
  • Onimaru (0)
  • Zane kills Grave, we each get 1g Oni to lvl 3 (1)
  • Mox kills Zane, Oni Midbands
  • Worker (0)

[details=Workers]
Tinkerer, Flagstone Garrison, Time Spiral, Forgotten Fighter, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Onimaru (3/4 lvl 5)
  • :target: Lookout:

####In Play:

  • Zane (4/1 from 3 damage lvl 6)
  • Hardened Mox (2/1)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Fading Argonaut
Origin Story
Flagstone Garrison
Overeager Cadet
Nullcraft
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
No tech 2 bait, but I have 2 hero kills to make… He’ll probably take a kill on Oni himself for Geiger, and probably flicker a hasty unit too… This is really tough. I’ll grab another Garrison and Sharks for now, won’t be able to spare the gold for Tech 3 so I have to cede the inside track to him on that. I think I’m pretty well sunk, maybe should have gone for Past or Anarchy tech 2? I dunno, his turn 3 draw was just really tough to deal with
[/details]

P1T6


Tech StartingHand Workers

TECH
Pirate Gunship
Versatile Style


STARTING HAND
Rambasa Twin
Chameleon Lizzo
Grappling Hook
Aged Sensei


WORKERS
Smoker
Fox Viper
Safe Attacking
Surprise Attack
Fox Primus
Rambasa Twin


NextHand

Savior Monk
Sensei’s Advice
Snapback
Gunpoint Taxman
Versatile Style


Tech 2 card(s)
Get Paid + healing + Scav - ($10)
Worker - ($9)
Geiger - ($7)
Spar with Disguised Monkey
Monkey kills Oni, Geiger to midband
Savior trades with Zane, Geiger to Maxband, flicker Monkey, but he doesnt feel like attacking
Tech 3 - ($2)

Float ($2)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Disguised Monkey 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Geiger 3/4, lvl 5
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner 2/2
    [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: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

Ok, so, monkey and Chameleon. I don’t have anything in hand that I am desperate for, but can I break both tech 1 and 2? Chameleon plus spar, breaks 1, 4g. Geiger, Monkey and Spar again, 4g kill Oni. Last 2g flickers monkey and breaks other tech with savior. Leaves me facing zane and mox, but it gives me the room to probably build tech 3 next turn. I suppose I am betting against surprise attack with this plan too. Alternate plan is kill oni and zane, build tech 3, and deal some damage or block with the flickered monkey. Means I could be facing down a very large board with my gunships, but I only have to worry about damage from mox and nullcraft. If he can get the drill sergeant, there is a small chance he can get enough runes, 6g + 2 cadets and 3g for 2 more things to make a runed nullcraft to break my tech 3. The answer to that is varsatile style to hopefully give enough space to rebuild and then use my tech 3. Also the origin story lets him get through geiger more easily, but not and also get down garrison and sergeant. I think I am well enough off to just build my tech 3 and hope for the best here. Added Bonus 12g for double gunships if that somehow happens.

Yea, bad news bears…

Player 2, Turn 6

P1 [Discipline]/Present/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Fading Argonaut
Origin Story
Flagstone Garrison
Overeager Cadet
Nullcraft
Overeager Cadet
Chaos Mirror (OC)
Calypso Vystari (OC)
Temporal Research (Vystari)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Pirate Gunship x2
Flagstone Garrison, Surprise Attack
Calypso Vystari, Origin Story
Overeager Cadet, Flagstone Garrison
Overeager Cadet, Chaos Mirror
[/details]


###Main:

  • Flagstone Garrison (7)
  • Overeager Cadet, draw 1
  • Overeager Cadet, draw 1
  • Calypso Vystari, draw 1 (6)
  • Tech 3 (1)
  • Tech Lab Anarchy (0)

[details=Workers]
Tinkerer, Flagstone Garrison, Time Spiral, Forgotten Fighter, Plasmodium
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tech3 HP: 5
  • Tech Lab HP: 4 ANARCHY

####In Patrol:

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

####In Play:

  • Flagstone Garrison (4hp)
  • Battle Suits

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Surprise Attack
Neo Plexus
Nullcraft
Temporal Research
Fading Argonaut
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Only real hope here is to load the board and hope to out-draw him on Gunships, got lucky with Cadets and Vystari. If he draws 2x Gunship he may just end though…

Woof, I didn’t even get the 70% to draw one… Though with technician I suppose I’m still 50/50, and TR gives me good odds also… let’s hope he whiffed the 61% of his 4 drawing of 11 (with an assumed 2 gunships in there) if he only gets one gunship, there’s a possibility I can still salvage with Chaos Mirror + Nullcraft, if I can get to the Chaos Mirror XD
[/details]

"P1T7


Tech StartingHand Workers

TECH
Surprise Attack
Ready or Not


STARTING HAND
Snapback
Gunpoint Taxman
Savior Monk
Versatile Style
Sensei’s Advice
Pirate Gunship


WORKERS
Smoker
Fox Viper
Safe Attacking
Surprise Attack
Fox Primus
Rambasa Twin


NextHand

Detonate
Aged Sensei
Grappling Hook
Chameleon Lizzo


Discard

Snapback
Versatile Style
Savior Monk
Sensei’s Advice
Surprise Attack
Ready or Not


Tech 2 card(s)
Get Paid + float - ($12)
Geiger discards, taps to draw
Grave - ($10)
Versatile Style, remove battle suits - ($8)
Sparring moves mox
Disguised Monkey kills Scav
Gunpoint Taxman - ($6)
Pirate Gunship, destroys tech lab, obliterates elite and tech - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Gunpoint Taxman 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner 2/1
  • Geiger 3/4, lvl 5
  • Disguised Monkey 3/1
  • Pirate Gunship 7/6
    [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: 4
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

so, I have to draw, because what I have is entirely inadequate. I can at a minimum remove battle suits, and one of his 3 units. I can bring out Zane, but not enough to to break through. I might get chameleon for the tech lab or detonate for that Garrison though that would be pretty terrible if he has gunships.

Well that is convenient. I’ll leave Zane for the detonate next turn and hopefully keep my gunship.

"

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Well I think even though I drew nullcraft + chaos Mirror and could thus kill the gunship, I think it would be disrespectful to think you wouldnt break the lab again. So I will concede, GG WP! @ericf

I’ll elaborate with post game thoughts later, I’m going to need to figure out what went wrong though as this is unlikely to be my last run in with grave P1!

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GG!
Well played, it was really close I think.
I will say this codex does seem better as player 1 overall.

Funny thing is I missed gunship in my next hand, was going to have to take a 50/50 on Geiger on the last 2 cards. But even if I didn’t have it, I could break the tech lab with chameleon Lizzo.

Frozen, I wonder what are your thoughts on teching only the tech 3 of your tech lab. Seems risky because tech labs are easier to break and more costly to rebuild. I know that in the game against me you ended up teching the growth tech 3 unit and whiffed on some draws but with anarchy it seems obvious you’re going for pirate ship especially if you build that tech 3 right when you also build a tech lab.

An anarchy race should be in p2 favor, but he went down so far on cards he was clearly betting on Garrison to fix it. What is more surprising is he never teched sergeants. I will also say that detonate could have been a real downer given you appear to have workered the other Garrison at some point

In your shoes, I probably would have grabbed a Gryphon and gunship instead of double gunships. Both monkeys and Lizzo are way too good at breaking tech labs in this codex. The Gryphon with a few cadets and Garrison might be enough to at least slow down the gunships enough to maybe get sergeants rolling. I still think it was really close there.

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