Shame on the random!
I randomize the cards as listed in ānext handā so itās very slightly more difficult to cheat. My opinion is that ānext handā is the definitive hand for the purpose of discarding, because spectators can verify which card is supposed to be discarded before the next turn is posted. But overall itās probably a little silly to worry about. Without the randomizer, someone could try to target the card you drew after a reshuffle, for example, but thatās pretty minor on the list of ways to cheat at pbf.
Yeah if you just always said #5 of 5 or āthe last card in handā, youād be targeting fresh cycle cards more often. In person, I imagine some people would try to do this as well, track cards in the opponents hand and pick them out as best they can.
For tournaments I think an admin doing the randomization is about as fair as you could make it, but I also donāt think people really cheat in these tournaments much / at all. As a spectator I certainly havenāt seen anything highly suspect from anyone.
Thanks guys. I think in the past Iāve just looked in my sheet and tossed the card with the correlating #, but this time I ended up seeing both next hand and starting hand and dun got confounded.
"P1T6
Tech StartingHand Workers
TECH
Kidnapping
Ready or not
STARTING HAND
Eager Cadet
Eager Cadet
Neo Plexus
Kidnapping
Art of War
WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3
NextHand
Bootcamp
Bootcamp
Temporal Research
Forgotten Fighter
Discard
Kidnapping
Kidnapping
Ready or Not
Eager Cadet
Neo Plexus
Art of War
Tech 2 card(s)
Get Paid - ($8)
tech draw
discard #1 rip kidnapping
summon and maxband drakkula - ($1)
frenzy mox kills imp
Eager Cadet, haste and frenzy
cadet kills garth, you draw
nullcraft hits your t2 for 2
Eager cadet #2
no Worker
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Eager Cadet (3/2A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L6 Drakk (3/4)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Nullcraft (1/1), flying, no debuff
- Hardened Mox (3/2), indestructible
- Battle Suits (upgrade)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 6
[B]Gold:[/B] - Gold: 1
- Workers: 8
"
*note this turn has messed up next hand/discard draw, fixed in next turn per @ericfās instructions
I think your discard draw is still off here, playing 2 cadets from a 3 card hand with no worker is dc 1 draw 3, just confirming thatās good before I proceed?
Looks like he got confused looking at his previous turn, and thought he had a technician draw coming.
Probably because he had Drakk in his technician spot at the end of the turn he reverted. Iād guess the program heās using interpreted that as that unit dying and therefore gave him a technician draw.
Also please note, I built a Heroās hall on turn 4 but neglected to put it in my board summary!
Player 2, Turn 6
P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse
[details=Starting Hand]
Nether Drain
Summon Skeletons
Metamorphosis
Nether Drain
Blackhand Dozer (techn)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (10)
- No techs right now
[details=All Teched Cards]
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]
###Main:
- Summon + Max Vandy, doom Nullcraft and Fencer (4)
- Fencer kills your cadet
- Blackhand Dozer (0)
[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]
- Patrol as below
- Discard 4 Draw 5
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 3 SPEC DEMONOLOGY
- Heroās Hall HP: 4
####In Patrol:
- Squad Leader: Blackhand Dozer (7/6+1armor)
- Elite:
- Scavenger:
- Technician: Vandy (4/5 lvl 5)
- Lookout:
####In Play:
- Nimble Fencer (4/2 doomed)
###Economy Info:
####Cards:
- Hand: 5
- Deck: 1
- Disc: 5
####Gold:
- Gold: 0
- Workers: 10
[details=End of Turn Hand]
Sacrifice the Weak
Nimble Fencer
Dark Pact
Deteriorate
Voidblocker
[/details]
[details=End of Turn Discard]
Thieving Imp
Summon Skeletons
Nether Drain
Metamorphosis
Nether Drain
[/details]
[details=My Thoughts][spoiler]
Ugh Drakk and cheap minionsā¦ Heās hanging on by a thread but that mox is getting so much value! I think I need to just keep weathering the storm and maybe close out with Tech 3ā¦ I want to threaten meta and itās tough for him to get a maxband Vandy kill if I buff the nullcraft, heād have to have another kidnappingā¦
What has he teched? Heās got 8 teched cards in that reshuffle and 3 starters (or 4/7 if he workered a tech), I know 5 of them are Cadet x2, Boot Camp, Art of War and Kidnapping, and Iām pretty confident another is Art of War, so that leaves 2 unknownā¦ I guess itās not impossible that he grabbed another Kidnapping but seems more likely itās like Crash Bomber and Bloodlust or Elite Training or Garrison or something. War Drums is also possible, though thatās bold if you also grabbed Art of Warā¦ But yea, in a 3 card hand only Kidnapping and War Drums would really cost me here. I canāt kill Drakk so thereās really nothing I can do about those either, and Dozer is as good a blocker as I can throw down.
Iām letting the Nullcraft kill my tech 2 with this arrangement but thatās okay, all I really want to do is Metamorph Vandy and get that nullcraft off the board. Ugh though this double nether drain draw is such a drag! StW, Deteriorate, another Fencer, Voidblocker especially, all would have been much better draws!
ā¦
Draw all but the Archery, definitely could be worse.
[/spoiler][/details]
@Penatronic before you take your turn, donāt forget to fix your draw as follows:
Summary
Put one copy of Art of War from your discard pile, and your 4 cards in hand into your deck, then reshuffle and draw 3 cards.
If by program you mean my stupid face then yes you are correct
just checking, but doom doesnt count as a buff?
"P1T7
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Temporal Research
Bootcamp
Bootcamp
Forgotten Fighter
WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3
NextHand
Bootcamp
Art of War
Forgotten Fighter
Temporal Research
Discard
Kidnapping
Kidnapping
Ready or Not
Eager Cadet
Neo Plexus
Eager Cadet (3/2A)
Argonaut
Nullcraft (3/3), flying, no debuff
Bootcamp
Art of War
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid + float - ($9)
t2 - ($5)
argonaut, it gets haste from Drakk - ($2)
Nullcraft and hardened mox kill dozer, fencer dies
Champion Argonaut slays Vandy, you draw a card. ugh was delicious card economy youāve had!
Drakk breaks your T2, your base takes 2 dmg
As it doesnt matter for my draw, Iām preempting the nullcraftās doom. RIP Red Baron #1 Fighter Ace
no worker
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Battle Suits (upgrade)
- Hardened Mox (3/2), indestructible
- L6 Drakk (3/4)
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 12
[B]Gold:[/B] - Gold: 2
- Workers: 8
Thoughts
Well iāve been super terrified of the Terras Q and discord combo this whole time, didnāt expect the Dozer. It would have been nice to have had a heroes hall up or something to get the Onimaru machine back up and running, but canāt fit it in.
"
It doesnāt, because ābuffā and ādebuffā refer to text by the name of a spell. Forestās Favor says āMinor Spell ā Buff,ā Deteriorate says āSpell ā Debuff,ā but nothing on Vandyās card says anything about buffs or debuffs.
thats what I assumed, keywords are key
yes, is a buff. but nullcraft cannot be buffed by spell. Abilities can. that is why sargent and BA can put runes on him.
Oh man, this is a slog its starting to feel like Iām going to loseā¦
Player 2, Turn 7
P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse
[details=Starting Hand]
Nether Drain
Summon Skeletons
Metamorphosis
Nether Drain
Blackhand Dozer (techn)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (10)
- Elect to tech 2 cards in
[details=All Teched Cards]
Doom Grasp, Voidblocker
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]
###Main:
- Nimble Fencer (8)
- Summon + Maxband Garth, fetch the recently deceased other Fencer from hand (0)
- Fencers suicide into Drakk, my base to 13
- Rebuild Tech 2
[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]
- Patrol as below
- Discard 5 rs Draw 5
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 13
- Tech1 HP: 5
- Tech2 HP: 5 SPEC DEMONOLOGY
- Heroās Hall HP: 4
####In Patrol:
- Squad Leader: Garth (3/4+1armor lvl 7)
- Elite:
- Scavenger:
- Technician:
- Lookout:
####In Play:
- nothing
###Economy Info:
####Cards:
- Hand: 5
- Deck: 10
- Disc: 0
####Gold:
- Gold: 0
- Workers: 10
[details=End of Turn Hand]
Nether Drain
Blackhand Dozer
Metamorphosis
Skeletal Archery
Doom Grasp
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Dying to have Orpal right now to shut down this damn mox! Having no answer to both upgrades AND indestructibles is making what should otherwise be a massive econ advantage decidedly thin. Lucky for me, heās going Peace and not Blood, which would I think just be game over for me. Honestly I think going straight base would have been better for him than breaking my tech 2 twice, although he did get the building kills RIGHT as I grab voidblocker TWICE nowā¦
I think Drakk is too much of a source of value to let live another turn, even though Iād really like to play more cards from hand and worker up. Iām teching in Doom Grasp to have more hero answers in the deck than just Nether Drain and Fencers, and Voidblocker to help deal with a Peace horde. It bloats my deck to make this play overall, but honestly maybe that isnāt so bad? I need to have my draws line up better, so a fatter cycle increases my chances to have Meta on a turn I can actually play it!
ā¦
AAAAAAUGGGGGHHHHH how do I draw Meta TWICE off playable! Without it I donāt have much in the way of win conditions, so I guess Iām just REALLY GOING TO HOPE that I can mess him up with Dozer and not get it Kidnappedā¦
[/spoiler][/details]
Ever since you nixed my onimaru Iāve been waiting for the other foot to dropā¦
"P1T8
Tech StartingHand Workers
TECH
War drums
War drums
STARTING HAND
Temporal Research
Bootcamp
Art of War
Forgotten Fighter
Eager Cadet
WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3
Forgotten Fighter
NextHand
Kidnapping
Eager Cadet (3/2A)
Kidnapping
War drums
Discard
Bootcamp
Art of War
Temporal Research
Tech 2 card(s)
Get Paid + float - ($10)
worker - ($9)
summon onimaru - ($7)
mox hits Garth for 2 damage after armor
onimaru bootcamps mox - ($6)
Eager Cadet
summon max - ($4)
build tower - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Eager Cadet (3/2A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L1 Geiger (2/3), sparkshot
-
[I]Lookout[/I]:
[B]In Play:[/B] - Battle Suits (upgrade)
- Hardened Mox (4/3), indestructible
- L1 Onimaru (2/3), frenzy
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Peace)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 9
Thoughts
considered maxbanding onimaru but seemed like a bad idea with Garth on the table.
"
Yea I donāt like the look of things hereā¦
Player 2, Turn 8
P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse
[details=Starting Hand]
Nether Drain
Blackhand Dozer
Metamorphosis
Skeletal Archery
Doom Grasp
Dark Pact (skeleton)
Nimble Fencer
Summon Skeletons
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (10)
- No techs
[details=All Teched Cards]
Doom Grasp, Voidblocker
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]
###Main:
- Skeleton, sacrifice it to draw (9)
- Vandy (7)
- Dark pact, draw 2 base to 11 (gulp, these draws thoughā¦)
- Blackhand Dozer (3)
- Nimble Fencer (1)
- Nether Drain Garth down to level 5 and Vandy up to lvl 3 (0)
[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]
- Patrol as below
- Discard 4 Draw 5
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 11
- Tech1 HP: 5
- Tech2 HP: 5 SPEC DEMONOLOGY
- Heroās Hall HP: 4
####In Patrol:
- Squad Leader: Nimble Fencer (2/3+1armor)
- Elite:
- Scavenger: Blackhand Dozer (7/6)
- Technician:
- Lookout:
####In Play:
- Garth (2/2 from 2 damage lvl 5)
- Vandy (3/4 lvl 3)
###Economy Info:
####Cards:
- Hand: 5
- Deck: 2
- Disc: 6
####Gold:
- Gold: 0
- Workers: 10
[details=End of Turn Hand]
Sacrifice the Weak
Nether Drain
Nimble Fencer
Voidblocker
Thieving Imp
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
I CANT DRAW TO SAVE MY LIFE, WHERE ARE MY FUCKING VOIDBLOCKERS AGGHHH
This is comically bad at this point, but I think I made the best of the situation. Big kudos for him making the tempo plays that lined up my draws. Iāll have to choose between Tech 3 or Meta as a final endgame plan next turn, itās probably too late for both but hey all I can do is the best with the cards I draw right?
Do really wish Iād have the Doom Grasp around for next turn thoughā¦
ā¦
AAAAAAUGGGGGHHHHH I STILL CANT DRAW BOTH VOIDBLOCKERS AWGHGHHH
ā¦
(Editing for more thoughts, as I wait to see what he does)
I just realized that Dark Pact-ing myself and having Dozer as only one of 2 patrollers means Kidnapping for him just ends the game, heād just have to suicide one of his heroes into Dozer then bring drakk out to snatch itā¦ I really needed those Voidblockers to line up a little differently. I donāt know what else I should have done, I think I made pretty good choices, I just didnāt have much to answer Mox + Suits + Cadets. Well, itās not over yet, letās hope that giant cycle he drew into buried his kidnappings!