GLHF, @Dreamfire!
Starting hand: 5
Bluecoat Musketeer
Jail
Lawful Search
Manufactured Truth
Arrest
Thoughts
That’s an awkward first hand. If I want to tech up and play Spectral Aven next turn, then, I’d only have whatever I play this turn on defence. That’s either the Musketeer or a hero. Or the Jail, I suppose; Dreamfire could play a hero, but his heroes aren’t cheap combat heroes, so maybe that would go OK. Nature Reclaims can trash it later, but that uses up a tech choice. Do I want to be workering Musketeer if I’m going for cheap unit spam? Eh, I’ll have better stuff to play.
Nature Reclaims also hits Might of Leaf and Claw, so I’ll be shooting for Blooming Ancients. I’m not sure what to do about Dreamfire’s air options yet.
Get paid - (4)
Worker - (3)
Jail - (0)
Jail HP: 3 (you play a unit from hand: it goes here, previous occupant arrives)
Base HP: 20
Hand: 5
Building Inspector
Traffic Director
Reputable Newsman
Spectral Aven
Porkhand Magistrate
Deck: 0
Discard: 3
Lawful Search
Manufactured Truth
Arrest
Card-count details (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Gold: 0
Workers: 5
4 x start
T1: Bluecoat Musketeer
@charnel_mouse GL HF! Interested to see what you have in store for me.
P2T1
StartingHand Workers
STARTING HAND
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Snapback
WORKERS
Fox Viper
NextHand
Savior Monk
Grappling Hook
Aged Sensei
Safe Attacking
Morningstar Flagbearer
Discard
Snapback
Fox Primus
Sensei’s Advice
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Make a skeleton - ($1)
Smoker, to Jail - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Garth lvl 1 (1/3)
In Play:
- Skeleton (1/1)
- Smoker, in Jail
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Jail is annoying, but Garth is an ok answer. Might as well play Smoker anyway though, 1g to thin the deck by a card is an ok deal.
Against that deck, possibly not very much!
P1T2
Starting hand: 5
Building Inspector
Traffic Director
Reputable Newsman
Spectral Aven
Porkhand Magistrate
Thoughts
OK, non-patrolling Aven should be pretty good against those specs, at least until Tech II unlocks Dreamfire’s own air options. The problem with playing Aven is that Dreamfire has exactly enough gold for worker + Tech I + midband Garth to destroy the Jail for free if I play the Aven. That lets me kill Garth if I draw at least one Lobber, however, so he might not want to take the risk. I think I still go for Aven, in that case.
My mid-game problem will be the efficient blockers, namely Inverse-Power Ninja and the Necromancy I units, especially since I’m delaying playing Bigby here. Skeletons could also snowball if I’m not careful, as my main crowd control options are Fire spells, with late alternatives in Molting Firebird, Firehouse, and Blooming Elm to a lesser extent. Or Judgement Day, of course, which is nice given Insurance Agents and bad given Blooming Ancients as my main win condition. I suppose Hotter Fire sort-of works as a counter to Skeleton Lords’ boost to Skeleton stats? Hopefully I don’t have to deal with that.
Porkhand Magistrate as the worker, since I want cheap units for the Growth engine.
Teched cards: 2
Get paid - (5)
Worker - (4)
Tech I - (2)
Spectral Aven - (0)
Discard 3, reshuffle 8, draw 5
Spectral Aven 2/2 (illusion; flying)
Jail HP: 3 (contains Smoker; you play a unit from hand: it goes here, previous occupant arrives)
Base HP: 20
Tech I HP: 5
Hand: 5
Lawful Search
Manufactured Truth
Lobber
Traffic Director
Reputable Newsman
Deck: 3
Arrest
Lobber
Building Inspector
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Gold: 0
Workers: 6
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
Sorry for the delay, I thought I’d already posted this turn
P2T2
Tech StartingHand Workers
TECH
Hooded Executioner
Hooded Executioner
STARTING HAND
Morningstar Flagbearer
Grappling Hook
Savior Monk
Safe Attacking
Aged Sensei
WORKERS
Fox Viper
Safe Attacking
NextHand
Fox Primus
Snapback
Hooded Executioner
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Garth pings Jail
Savior Monk to Jail, Smoker arrives - ($1)
Aged Sensei to Jail, Savior Monk arrives - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Savior Monk (2/2A)
-
Elite:
-
Scavenger: Smoker (1/1)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth lvl 1 (1/3)
- Aged Sensei, in Jail
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Breaking Jail would leave Garth open to a kill by Aven+Lobber, so I’ll live with it for now. I guess Hoodies are my best (only?) answer to Aven, so I’ll tech both.
I don’t want to worker Flagbearer against Fire/Growth. And even though Safe Attacking could be fun with skeletons, I think I’m more likely to actually want Hook at some point.
No worries, easily done.
P1T3
Starting hand: 5
Lawful Search
Manufactured Truth
Lobber
Traffic Director
Reputable Newsman
Thoughts
OK, I don’t think there’s anything threatening in the way of spells coming my way next turn, so I can pass on Reputable Newsman in favour of fishing for the second Lobber with Lawful Search.
Teched cards: 2
T2: 2 x Lobber
T3: 2 x Insurance Agent
Get paid - (6)
Bigby Hayes - (4)
Lawful Search, I look at your hand… - (3)
... and draw
Worker - (2)
Lobber - (1)
Building Inspector - (0)
Spectral Aven hits Saviour Monk for 1+1A damage
Lobber trades with Saviour Monk
Discard 2, draw 2, reshuffle 6, draw 2
Bigby L1 2/3+1A (stash)
Building Inspector 1/1 (your first building each turn costs 1 more gold)
Spectral Aven 2/2 (illusion; flying)
Jail HP: 2 (contains Aged Sensei; you play a unit from hand: it goes here, previous occupant arrives)
Base HP: 20
Tech I HP: 5
Hand: 4
Arrest
Lobber
Insurance Agent
Reputable Newsman
Deck: 4
Insurance Agent
Lawful Search
Lobber
Manufactured Truth
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 4 teched = 14
3 on board
4 in hand
4 in deck
0 in discard
3 in workers
Gold: 0
Workers: 7
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
P2T3
Tech StartingHand Workers
TECH
Fox’s Den School
Porcupine
STARTING HAND
Morningstar Flagbearer
Fox Primus
Hooded Executioner
Snapback
WORKERS
Fox Viper
Safe Attacking
Fox Primus
NextHand
Porcupine
Sensei’s Advice
Grappling Hook
Hooded Executioner
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Smoker stealthily trades with Inspector, you draw
Hooded Executioner, boosted to kill your Aven (as I understand it, this bypasses Jail because there’s no Arrives condition) - ($1)
Hoodie goes to Jail, Sensei arrives
Garth makes another skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Skeleton (1/1A)
-
Elite:
-
Scavenger: Aged Sensei (1/1)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth lvl 1 (1/3)
- Hooded Executioner, in Jail
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Definitely want to tech up next turn, so I’ll tech some Ninja stuff before the reshuffle. No need to tech Glorious Ninja since I can just fetch it with Garth whenever.
I’ll probably want a Nature Reclaims at some point, with MoLaC, Hotter Fire and Censorship all available to charnel_nouse.
P1T4
Starting hand: 4
Arrest
Lobber
Insurance Agent
Reputable Newsman
Technician draw: 1
Thoughts
Ooh, that’s a nice Technician draw. I can just tech up, attack with Lobbers, and stash the Insurance Agent. I think I worker Reputable Newsman over Arrest: I’m more worried about beefy units than I am about hero spells here, unless Dreamfire realises how weak I am against Lich’s Bargain in the short term.
If I attack with everyone, Garth can midband to kill Bigby, but Dreamfire then only has 1 gold for backing him up after building a Tech II. Or he maxbands for a heal, but then he’s wasted Garth’s maxband ability on a low-tech unit.
Teched cards: 2
T2: 2 x Lobber
T3: 2 x Insurance Agent
T4: 2 x Blooming Ancient
Get paid - (7)
Worker - (6)
Tech II: Law - (2)
Lobber - (1)
Lobber #2 - (0)
Bigby kills Squad Leader Skeleton, takes 1
Lobber #1 kills Aged Sensei, you get a gold, takes 1
Lobber #2 kills Technician Skeleton, you draw, takes 1
Stash 1
Discard 1, draw 3
Bigby L1 2/2 (stash; 1 damage)
Lobber #1 2/1 (haste; exhaust: deal 1 damage to a building; 1 damage)
Lobber #2 2/1 (haste; exhaust: deal 1 damage to a building; 1 damage)
Jail HP: 2 (contains Hooded Executioner; you play a unit from hand: it goes here, previous occupant arrives)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Hand: 4
Insurance Agent
Insurance Agent
Lawful Search
Manufactured Truth
Deck: 0
Discard: 5
Building Inspector
Spectral Aven
Blooming Ancient
Blooming Ancient
Arrest
Card-count details (opponent-viewable)
Expected: 10 + 6 teched = 16
3 on board
4 in hand
0 in deck
5 in discard
4 in workers
Gold: 0
Workers: 8
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
T4: Reputable Newsman
P2T4
Tech StartingHand Workers
TECH
Inverse Power Ninja
Nature Reclaims
STARTING HAND
Sensei’s Advice
Grappling Hook
Hooded Executioner
Porcupine
Snapback
WORKERS
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook
NextHand
Porcupine
Morningstar Flagbearer
Smoker
Fox’s Den School
Savior Monk
Tech 2 card(s)
Get Paid + scav + tech draw - ($9)
Worker - ($8)
Garth to midband - ($5)
Garth kills Bigby, to lvl 6
Garth to maxband, fetch Inverse Power Ninja from discard - ($4)
Tech 2 (Ninjutsu) - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Inverse Power Ninja (5/5)
In Play:
- Garth lvl 7 (3/4)
- Hooded Executioner, in Jail
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
Economy Info:
Cards:
Gold:
Thoughts
Yikes.
1 Like
Nice, I didn’t consider IPN being the fetch.
P1T5
Starting hand: 4
Insurance Agent
Insurance Agent
Lawful Search
Manufactured Truth
Thoughts
Inverse-Power Ninja is an annoying unit to get past, but it’s still worth making it the insurance target over my Lobbers, even with the Lookout penalty. Putting in spells now, then next turn I’ll see what other units I might need. I don’t want to risk buildings or upgrades with Midori in the wings.
Teched cards: 2
T2: 2 x Lobber
T3: 2 x Insurance Agent
T4: 2 x Blooming Ancient
T5: Injunction, Stampede
Get paid - (8)
Insurance Agent, expensively insuring Inverse-Power Ninja - (6)
Insurance Agent #2, expensively insuring Inverse-Power Ninja - (4)
Argagarg Garg, Wisp arrives - (2)
Expensive Manufactured Truth, Wisp becomes a Lobber - (0)
All three Lobbers trade with Inverse-Power Ninja, Wisp copy last
2 x Insurance after reshuffling 10 - (6)
Building Inspector
Lobber
Tech Lab: Growth - (5)
Expensive Lawful Search, I look at your hand… - (3)
... and draw 1
Thoughts
That’s an unfortunate draw, looks like I’ll be hoping for a good Injunction opportunity this cycle.
Worker - (2)
Lobber - (1)
Lobber hits your Tech II to 3 HP
Discard 1, draw 3
Insurance Agent #1 2/2
Insurance Agent #2 2/2
Argagarg L1 1/3
Lobber 2/2 (haste; exhaust: deals 1 damage to a building)
Jail HP: 2 (contains Hooded Executioner; you play a unit from hand: it goes here, previous occupant arrives)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Tech Lab HP: 4 (Growth)
Hand: 3
Spectral Aven
Injunction
Lobber
Deck: 4
Blooming Ancient
Blooming Ancient
Arrest
Manufactured Truth
Discard: 2
Card-count details (opponent-viewable)
Expected: 10 + 8 teched = 18
4 on board
3 in hand
4 in deck
2 in discard
5 in workers
Gold: 1
Workers: 9
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
T4: Reputable Newsman
T5: Building Inspector
And yet you handled it quite well
P2T5
Tech StartingHand Workers
TECH
Glorious Ninja
Death Rites
STARTING HAND
Savior Monk
Fox’s Den School
Morningstar Flagbearer
Smoker
Porcupine
WORKERS
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook
Savior Monk
NextHand
Sensei’s Advice
Hooded Executioner
Nature Reclaims
Discard
Inverse Power Ninja
Fox’s Den School
Glorious Ninja
Death Rites
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Porcupine to Jail, Hoodie arrives - ($5)
Morningstar Flagbearer to Jail, Porcupine arrives - ($2)
Smoker to Jail, Flagbearer arrives - ($1)
Garth makes a skeleton - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Porcupine (2/6A)
-
Elite:
-
Scavenger: Hooded Executioner (3/3)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth lvl 7 (3/4)
- Morningstar Flagbearer (2/2)
- Smoker, in Jail
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Ninjutsu)
Economy Info:
Cards:
Gold:
Thoughts
Do I want FDSchool or Flagbearer? The Growth lab tips it towards Flagbearer.
Thanks, although you’re still holding together a pretty good board so far.
P1T6
Starting hand: 3
Spectral Aven
Injunction
Lobber
Thoughts
That’s a nice board, but I think I’m fine to disable Tech II here. I can’t quite destroy the Tech I, but I can kill Garth, and set up to start drawing with Bigby. I’m fine for an all-out attack here, no risk of Glorious Ninja wrecking me with the Tech II disabled.
I’m not sure what to tech, but my low hand and Dreamfire not floating suggests I go for Scribe over Tax Collector. Do I want to try going for a Lawbringer Gryphon? Nah, the game will be over before I get two Insurance Agent cycles in. I’ll try a Community Service, see if I can get lucky with Lawful Search. Those Ninjintsu II units are pretty good.
NOTE: I think I might have been better off having the Lobbers take the Tech II down to 1 instead of killing Garth, here: I’d have a better board, and be closer to a double Tech break. Plus, Garth is arguably the least dangerous hero here, outside of Lich’s Bargain. Time will tell how bad a mistake I just made.
Teched cards: 2
T2: 2 x Lobber
T3: 2 x Insurance Agent
T4: 2 x Blooming Ancient
T5: Injunction, Stampede
T6: Community Service, Scribe
Get paid + float - (9)
Bigby Hayes - (7)
Injunction, Tech II and Porcupine are disabled - (4)
Insurance Agents trade with Hooded Executioner, you get a gold
Argagarg kills Skeleton, you draw, takes 1
Lobber #2 - (3)
Lobbers trade with Garth, Argagarg hits level 3 (midband)
Midband Bigby - (1)
Worker - (0)
Discard 0, draw 2
Bigby L3 2/4+1A (stash; exhaust: sideline target Tech 0/I patroller)
Argagarg L3 1/4 (exhaust: target unit gets +1/+1A this turn)
Jail HP: 2 (contains Smoker; you play a unit from hand: it goes here, previous occupant arrives)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Tech Lab HP: 4 (Growth)
Hand: 2
Blooming Ancient
Manufactured Truth
Deck: 2
Discard: 9
Lawful Search
Stampede
Community Service
Scribe
Injunction
Insurance Agent
Insurance Agent
Lobber
Lobber
Card-count details (opponent-viewable)
Expected: 10 + 10 teched = 20
1 on board
2 in hand
2 in deck
9 in discard
6 in workers
Gold: 0
Workers: 10
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
T4: Reputable Newsman
T5: Building Inspector
T6: Spectral Aven
P2T6
Tech StartingHand Workers
TECH
Speed of the Fox
Nature Reclaims
STARTING HAND
Hooded Executioner
Nature Reclaims
Sensei’s Advice
Aged Sensei
WORKERS
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook
Savior Monk
NextHand
Snapback
Inverse Power Ninja
Death Rites
Sensei’s Advice
Tech 2 card(s)
Get Paid + scav + tech draw - ($11)
Midori - ($9)
Nature Reclaims trashes Jail and itself, Smoker to discard - ($7)
Hooded Executioner - ($5)
Heroes’ Hall - ($3)
Float ($3)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Hooded Executioner (3/3A)
-
Elite:
-
Scavenger: Midori lvl 1 (2/3)
-
Technician:
-
Lookout:
In Play:
- Porcupine (2/6)
- Morningstar Flagbearer (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Ninjutsu)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I can afford a Surplus, but I’m afraid another Injunction would hit me and I’ll have a hand full of dead cards. I think a HH and a bit of float would leave me with more options.
Teching a 2nd Nature Reclaims because I’m still scared of Censorship/MoLaC.
Oh, I just realised I didn’t add on my float last turn. Adding it now.
P1T7
Starting hand: 2
Blooming Ancient
Manufactured Truth
Thoughts
I’d forgotten Flagbearer would stop me getting best use of Blooming Ancients, so this could go badly.
Teched cards: 0
T2: 2 x Lobber
T3: 2 x Insurance Agent
T4: 2 x Blooming Ancient
T5: Injunction, Stampede
T6: Community Service, Scribe
Get paid + float - (11)
Blooming Ancient - (7)
Maxband Bigby - (5)
Bigby exhausts, I draw
Arrest, Hooded Executioner is disabled - (3)
Maxband Argagarg, Water Elemental arrives, Blooming Ancient gains a + rune - (1)
Discard 1, draw 1, reshuffle 11, draw 2
Water Elemental 3/3+1A (anti-air)
Blooming Ancient 3/5 (+; ally arrives: gain a + rune; can pass a + rune to target unit)
Argagarg L5 1/5 (exhaust: target unit gets +1/+1A this turn)
Bigby L5 3/4 (stash; exhaust: sideline target Tech 0/I patroller, or draw a card)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Tech Lab HP: 4 (Growth)
Hand: 3
Blooming Ancient
Scribe
Arrest
Deck: 9
Lawful Search
Stampede
Community Service
Injunction
Insurance Agent
Insurance Agent
Lobber
Lobber
Manufactured Truth
Discard: 0
Trash: 1
Card-count details (opponent-viewable)
Expected: 10 + 10 teched = 20
1 on board
3 in hand
9 in deck
0 in discard
1 in trash
6 in workers
Gold: 1
Workers: 10
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
T4: Reputable Newsman
T5: Building Inspector
T6: Spectral Aven
P2T7
Tech StartingHand Workers
TECH
Glorious Ninja
STARTING HAND
Snapback
Inverse Power Ninja
Sensei’s Advice
Death Rites
WORKERS
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook
Savior Monk
NextHand
Glorious Ninja
Fox’s Den School
Aged Sensei
Nature Reclaims
Smoker
Discard
Morningstar Flagbearer
Sensei’s Advice
Death Rites
Inverse Power Ninja
Snapback
Tech 1 card(s)
Get Paid + float - ($13)
Porcupine kills Water Elemental
Midori to maxband - ($6)
Garth - ($4)
Midori flies over Ancient and kills Bigby, Garth to lvl 3
Garth to maxband, fetch Glorious Ninja from discard - ($0)
Flagbearer runs into Ancient
Glorious Ninja swiftly finishes Ancient, you draw
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: Garth lvl 7 (3/4A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Midori lvl 8 (4/5)
- Glorious Ninja (4/3)
- Porcupine (2/3)
- Hooded Executioner (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Ninjutsu)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I’m not happy to sacrifice Flagbearer, but I think the kills I’m getting are worth it.
P1T8
Starting hand: 3
Blooming Ancient
Scribe
Arrest
Thoughts
Yuck, that’s probably game. I have to pass the Lobber all three runes here, which will let Midori kill the Ancient, but I need Argagarg on patrol too to have a chance of my Tech buildings staying standing.
Teched cards: 0
T2: 2 x Lobber
T3: 2 x Insurance Agent
T4: 2 x Blooming Ancient
T5: Injunction, Stampede
T6: Community Service, Scribe
Get paid + float - (11)
Blooming Ancient - (7)
Scribe, I draw, Blooming Ancient gets a + rune - (5)
Lobber, Blooming Ancient gets a + rune - (4)
Jaina Stormborne, Blooming Ancient gets a + rune - (2)
Blooming Ancient passes 3 + runes to Lobber
Lobber kills Garth, takes 3, Jaina hits level 3
Midband Jaina - (1)
Discard 1, draw 3
Scribe 1/3+1A
Jaina L4 1+3/3 (sparkshot; exhaust: deal 1 damage to target patroller)
Argagarg L5 1/5 (exhaust: target unit gets +1/+1A this turn)
Blooming Ancient 2/4 (ally arrives: gets a + rune; can pass + rune to target unit)
Lobber 5/2 (+++; haste; exhausts: deal 1 damage to target building)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Tech Lab HP: 4 (Growth)
Hand: 3
Stampede
Community Service
Lobber
Deck: 5
Lawful Search
Injunction
Insurance Agent
Insurance Agent
Manufactured Truth
Discard: 2
Trash: 1
Card-count details (opponent-viewable)
Expected: 10 + 10 teched = 20
3 on board
3 in hand
5 in deck
2 in discard
1 in trash
6 in workers
Gold: 1
Workers: 10
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
T4: Reputable Newsman
T5: Building Inspector
T6: Spectral Aven
P2T8
Tech StartingHand Workers
TECH
Fox’s Den Students
Fox’s Den Students
STARTING HAND
Aged Sensei
Nature Reclaims
Glorious Ninja
Fox’s Den School
Smoker
WORKERS
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook
Savior Monk
Smoker
NextHand
Speed of the Fox
Hooded Executioner
Inverse Power Ninja
Nature Reclaims
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Fox’s Den School - ($5)
Setsuki - ($3)
Porcupine invisibly kills Arg, you get 1 gold, Setsuki to lvl 3
Glorious Ninja invisibly and swiftly kills Jaina, Setsuki to lvl 5
Setsuki to maxband - ($2)
Midori kills Ancient from the air, you draw
Aged Sensei - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Aged Sensei (1/1A)
-
Elite:
-
Scavenger: Hooded Executioner (3/3)
-
Technician:
-
Lookout:
In Play:
- Midori lvl 8 (4/5)
- Setsuki lvl 6 (3/4)
- Glorious Ninja (4/3), invisible
- Porcupine (2/2), invisible
- Fox’s Den School, invisible
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Ninjutsu)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I’ll take maxband Sets over the second Glorius Ninja, even though it means leaving the Growth lab standing.
P1T9
Starting hand: 3
Stampede
Community Service
Lobber
Technician draw: 1
Thoughts
I’m not sure how to deal with Midori here, but unless I switch to Fire II my best best is Flame Arrow. In addition to that, I think I have to take Judgement Day here, to try to partially recover the board. Oh, but I can kill Midori or Setsuki right now! Which one am I more worried about?
- Disable Tech I, Lobber #2 kills Aged Sensei, Lobber #1 trades with Midori or Setsuki. Setsuki is probably more dangerous, but is more vulnerable to Fire Arrow later if I kill Midori now. Community Service becomes more of a gamble, I probably want to hit Dreamfire’s Hand. I’m still getting hit by Ninja, Porcupine, and Setsuki, however. Oh, Setsuki’s invisible anyway, right? And charges 1 gold to attack, so I’ve got to go for Midori.
- Disable Tech II, Lobber #2 kills Aged Sensei, Lobber #1 trades with Hooded Executioner, and then I’m guaranteed at last a Hooded Executioner from Community Service. I only get attacked by Midori and Setsuki. Dreamfire’s probability teched Fox’s Den Students, and Setsuki’s invisible, so that’s still a lot of building damage coming my way.
- Disable Tech I, Lobber #2 kills Aged Sensei, Lobber #1 destroys Tech II. This would be nice if Dreamfire’s board wasn’t so strong already.
It’s a toss-up between 1 and 2, really. I’ll go with killing Midori, he’s worth a lot of gold.
Teched cards: 2
T2: 2 x Lobber
T3: 2 x Insurance Agent
T4: 2 x Blooming Ancient
T5: Injunction, Stampede
T6: Community Service, Scribe
T9: Fire Arrow, Judgement Day
Get paid + float + Scavenger - (12)
Bigby Hayes - (10)
Injunction, Tech I and Hooded Executioner are disabled - (7)
Lobber #2 - (6)
Lobber #2 kills Aged Sensei, takes 1
Lobber #1 trades with Midori, Bigby hits level 3 (midband)
Community Service, targeting your hand… - (1)
… and taking Inverse Power Ninja
Discard 1, draw 3
Bigby L3 2/4+1A (stash; exhaust: sideline target Tech 0/I patroller)
Scribe 1/3
Inverse Power Ninja 3/3 (owned by Dreamfire; -1/-1 per ally)
Lobber #2 2/1 (haste; exhausts: deal 1 damage to target building; 1 damage)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Tech Lab HP: 4 (Growth)
Hand: 3
Lawful Search
Insurance Agent
Insurance Agent
Deck: 1
Discard: 9
Blooming Ancient
Arrest
Blooming Ancient
Fire Arrow
Judgement Day
Injunction
Lobber
Community Service
Stampede
Trash: 1
Card-count details (opponent-viewable)
Expected: 10 + 12 teched = 22
2 on board
3 in hand
1 in deck
9 in discard
1 in trash
6 in workers
Gold: 1
Workers: 10
4 x start
T1: Bluecoat Musketeer
T2: Porkhand Magistrate
T3: Traffic Director
T4: Reputable Newsman
T5: Building Inspector
T6: Spectral Aven
I’m feeling very lucky that I didn’t have a better card in hand for you to steal.
P2T9
Tech StartingHand Workers
TECH
Porcupine
STARTING HAND
Speed of the Fox
Hooded Executioner
Nature Reclaims
Inverse Power Ninja
Fox’s Den Students (Setsuki maxband)
Morningstar Flagbearer (Setsuki maxband)
WORKERS
Fox Viper
Safe Attacking
Fox Primus
Grappling Hook
Savior Monk
Smoker
NextHand
Snapback
Sensei’s Advice
Glorious Ninja
Fox’s Den Students
Death Rites
Discard
Aged Sensei
Fox’s Den Students
Speed of the Fox
Nature Reclaims
Hooded Executioner
Morningstar Flagbearer
Tech 1 card(s)
Get Paid + float + draw 2 from Setsuki maxband - ($12)
Garth - ($10)
Speed of the Fox, Setsuki is now 4/4 with armor-piercing - ($8)
Setsuki swiftly kills Bigby, Garth to lvl 3
Garth to maxbnad, fetch another Porcupine - ($4)
Fox’s Den Students, four teenage Ninjas arrive - ($0)
Glorious Ninja and 1 Ninja invisibly break tech 2, your base to 18
Porcupine and 3 remaining Ninjas invisibly break tech 1, your base to 16
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Porcupine (2/6A), invisible
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Garth lvl 7 (3/4)
In Play:
- Setsuki lvl 6 (3/4)
- Glorious Ninja (4/3), invisible
- Porcupine (2/2), invisible
- Fox’s Den School, invisible
- Hooded Executioner (3/3)
- Ninja Leo (1/1), invisible
- Ninja Donny (1/1), invisible
- Ninja Mikey (1/1), invisible
- Ninja Raph (1/1), invisible
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Ninjutsu)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Time to start breaking things.
1 Like
Whoof, I’ll call it there, well played! It hadn’t really occurred to me the Flagbearer would stop me winning off of Ancients.
1 Like
GG and WP!
Yeah, I recently caught on to Flagbearer as an answer to Growth and Peace and I’ve been getting a kick out of it (worked nicely in my CAMS game against zhav, not so nicely in my game against Frozen).
Did you want to run it back? I feel like I leaned really heavily on Garth, so I might switch him out for Oni.