[Casual] charnel_mouse [Law]/Fire/Growth vs Dreamfire [Ninjitsu]/Balance/Necromancy [Ninjitsu]/Balance/Peace [Ninjitsu]/Peace/Present

Yeah, go for it. Garth did seem like the less threatening hero there for me, at least given you didn’t go for Lich’s Bargain. Manufactured Truth can make that a bit dicey, but it would’ve still hurt.

1 Like

Ok, switching to [Ninja]/Balance/Peace for the next game.

BTW, having read your thoughts - you should know that FDSchool doesn’t make Setsuki invisible, since she’s a Ninjutsu hero but not a Ninja herself (that’s why the card Hidden Ninja is worded the way it is).

P1T1


StartingHand Workers

STARTING HAND
Savior Monk
Grappling Hook
Fox Primus
Safe Attacking
Snapback


WORKERS
Grappling Hook


NextHand

Fox Viper
Smoker
Aged Sensei
Morningstar Flagbearer
Sensei’s Advice


Discard

Snapback
Savior Monk
Safe Attacking


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fox Primus - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Fox Primus (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

No proper 1-drop. I think I go with Primus over Oni+Safe Attacking, to discourage Aven and maybe make use of Sensei’s Advice.

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@charnel_mouse Are we still up for another game?

We are, I’ve just been a bit tied up with work this week, sorry.

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Right, off we go! I did indeed misremember re: Setsuki, maybe I’d have killed her instead if I hadn’t. Midori would still have been enough to give me a good hiding, though.

P2T1

Starting hand: 5

Traffic Director
Bluecoat Musketeer
Reputable Newsman
Porkhand Magistrate
Lawful Search

Thoughts

Onimaru and Peace engine is pretty dangerous for me, I don’t have much crowd control outside of Peace Engine and Firehouse. Nature Reclaims is still an issue, but I’ve got other upgrades / buildings, and at some point Dreamfire just runs out of them. The real issue is managing those trashes without falling behind his own buildings. I’d probably want Hotter Fire or Censorship Council as my other option, since those aren’t countered so easily by Morningstar Flagbearer, and the Council deals with the Peace Engine nicely.

If I tech up now, I can afford worker + Tech I + Bigby + Aven + Manufactured Truth next turn, and possibly make Dreamfire think I’m going for Lawful Search to fish for an early Lobber.


Get paid - (5)
Traffic Director - (4)
Tech I - (2)
Bigby Hayes - (0)
Discard 3, draw 5


:psfist: Traffic Director 1+1/1 (untargetable; unstoppable when attacking a building)

Bigby L1 2/3 (stash)

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


Hand: 5

Building Inspector
Spectral Aven
Jail
Manufactured Truth
Arrest

Deck: 0
Discard: 3

Bluecoat Musketeer
Reputable Newsman
Lawful Search

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 6

5 x start
T1: Porkhand Magistrate

P1T2


Tech StartingHand Workers

TECH
Hidden Ninja
Overeager Cadet


STARTING HAND
Sensei’s Advice
Smoker
Morningstar Flagbearer
Fox Viper
Aged Sensei


WORKERS
Grappling Hook
Fox Viper


NextHand

Hidden Ninja
Snapback
Sensei’s Advice
Safe Attacking


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Smoker - ($1)
Aged Sensei - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician: Smoker (1/1)
  • :target: Lookout:

In Play:

  • Fox Primus (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I’ll try to setup a stealthy kill on Bigby, and throw in a Cadet since it does ok on defense against Lobbers, and leaves me money for a hero+HH if I need it.

P2T2

Starting hand: 5

Building Inspector
Spectral Aven
Jail
Manufactured Truth
Arrest

Thoughts

This seems fine for copying Aven. My default would be to tech Lobbers here, but Cadets stand up against them reasonably well. Bigby can help out a bit by sidelining one in Squad Leader, so the Lobbers can trade, but that’s still a bad trade for me. I’ll try taking Firebats, they should be good against Flagstone Garrisons too.

Teched cards: 2

T2: 2 x Firebat


Get paid - (6)
Worker - (5)
Spectral Aven - (3)
Manufactured Truth, Traffic Director becomes a Spectral Aven - (2)
Spectral Aven (Traffic Director) trades with Fox Primus
Midband Bigby - (0)
Bigby sidelines Smoker, it returns to your hand
Discard 2, reshuffle 9, draw 4


Bigby L3 2/4 (stash; can sideline a Tech 0/I patroller)
Spectral Aven 2/2 (illusion; flying)

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


Hand: 4

Reputable Newsman
Firebat
Manufactured Truth
Arrest

Deck: 5

Bluecoat Musketeer
Lawful Search
Firebat
Traffic Director
Jail

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
4 in hand
5 in deck
0 in discard
2 in workers


Gold: 0
Workers: 7

5 x start
T1: Porkhand Magistrate
T2: Building Inspector

P1T3


Tech StartingHand Workers

TECH
Boot Camp
Overeager Cadet


STARTING HAND
Snapback
Sensei’s Advice
Hidden Ninja
Safe Attacking
Smoker (bounced)


WORKERS
Grappling Hook
Fox Viper
Safe Attacking


NextHand

Morningstar Flagbearer
Savior Monk
Sensei’s Advice
Hidden Ninja
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Smoker - ($4)
Tower - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker (1/1)
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Oof, forgot about MTruth and now I have a dead hand. Double Lobber would be bad for me here.

P2T3

Starting hand: 4

Reputable Newsman
Firebat
Manufactured Truth
Arrest

Thoughts

Ooh, did Dreamfire whiff? Double Lobbers would have allowed a Tech I break here, but I wasn’t to know.

Not sure which spec I want to tech into here. Censorship Council would be fantastic, but Midori would quickly trash it. My other good crowd control option is Molting Firebird, although Midori would also trash the Hotter Fire it wants to have to kill Cadets. The other option is Judgement Day, of course, but that’s not as good with Firebats as with the hasty Lobbers.

Alternatively, I might want to think about Flame Arrow for when enemy heroes start showing up. Spectral Aven will probably get hit with Elite Training or Boot Camp at some point.

Making Manufactured Truth a worker: I don’t think Firebats are as nice with it, and if Dreamfire is going Peace then copying Cadets isn’t particularly exciting.

Teched cards: 2

T2: 2 x Firebat
T3: Flame Arrow, Molting Firebird


Get paid - (7)
Worker - (6)
Firebat - (4)
Bigby sidelines Smoker, it returns to your hand
Spectral Aven hits your Tech I to 3, takes 1 damage from tower
Tech II: Fire - (0)
Discard 2, draw 4


:psblueshield: Firebat 3/3+1A (exhaust + 1g: deal 2 to patroller or building)

Bigby L3 2/4 (stash; can sideline a Tech 0/I patroller)
Spectral Aven 2/1 (illusion; flying; 1 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Fire)


Hand: 4

Bluecoat Musketeer
Firebat
Traffic Director
Jail

Deck: 1

Lawful Search

Discard: 4

Flame Arrow
Molting Firebird
Reputable Newsman
Arrest

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
1 in deck
4 in discard
3 in workers


Gold: 0
Workers: 8

5 x start
T1: Porkhand Magistrate
T2: Building Inspector
T3: Manufactured Truth

P1T4


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Morningstar Flagbearer
Overeager Cadet
Savior Monk
Sensei’s Advice
Hidden Ninja
Smoker (bounced)


WORKERS
Grappling Hook
Fox Viper
Safe Attacking
Morningstar Flagbearer


NextHand

Savior Monk
Snapback
Overeager Cadet
Fox Primus
Boot Camp


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Balance) - ($3)
Overeager Cadet
Smoker - ($2)
Setsuki - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout: Smoker (1/1)

In Play:

  • Setsuki lvl 1 (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Do I want Balance or Ninjutsu against Fire? FDSchool is good against things that target, but I don’t like having Flying Fox as my only air blocker. I’d rather have Potent B who’s both untargetable and can remove Hotter Fire, and Mimic with potential for flying, stealth, and untargetable.

Hope you didn’t forget your best friend, Jail.

P2T4

Starting hand: 4

Bluecoat Musketeer
Firebat
Traffic Director
Jail

Thoughts

Mimic and Basilisk will be pretty annoying here. I can’t target them with Fire spells etc. But I can target any Faerie Dragons, and I can target the Tech II with Injunction, or kill off expensive Balance II units with Judgement Day. Got to watch out for Snapback, though. Bamstomper Lizzo and Doubleshot Archer are my options for not giving the Mimics abilities to play with, and Firehouse is nice if I can keep the Tech II units out of the way. Maybe Ember Sparks too. I still want Firebird too, since Faerie Dragon lets them fly anyway.

Teched cards: 2

T2: 2 x Firebat
T3: Flame Arrow, Molting Firebird
T4: Bamstomper Lizzo, Injunction


Get paid - (8)
Worker - (7)
Firebat #2 - (5)
Jail - (2)
Firebat #1 hits Tech II to 3 - (1)
Spectral Aven hits Tech II to 1, dies to Tower
Discard 1, draw 1, reshuffle 8, draw 2


:psblueshield: Firebat #2 3/3+1A (exhaust + 1g: deal 2 to patroller or building)
:exhaust: Bigby L3 2/4 (stash; can sideline a Tech 0/I patroller)

Firebat #1 3/3 (exhaust + 1g: deal 2 to patroller or building)

:heart: Jail HP: 3 (you play a unit from hand: it comes here, previous occupant arrives)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Fire)


Hand: 3

Lawful Search
Flame Arrow
Reputable Newsman

Deck: 6

Molting Firebird
Arrest
Bamstomper Lizzo
Injunction
Spectral Aven
Traffic Director

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
6 in hand
3 in deck
0 in discard
4 in workers


Gold: 0
Workers: 9

5 x start
T1: Porkhand Magistrate
T2: Building Inspector
T3: Manufactured Truth
T4: Bluecoat Musketeer

The Jail I can handle, but now I’m bracing for a turn with no tech buildings :grimacing:

P1T5


Tech StartingHand Workers

TECH
Nature Reclaims
Wandering Mimic


STARTING HAND
Overeager Cadet
Snapback
Fox Primus
Boot Camp
Savior Monk
Sensei’s Advice


WORKERS
Grappling Hook
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus


NextHand

Savior Monk
Hidden Ninja
Potent Basilisk
Wandering Mimic


Tech 2 card(s)
Get Paid - ($8)
Oni - ($6)
Boot Camp sidelines SQL Firebat, I draw - ($5)
Worker - ($4)
Setsuki to midband - ($1)
Sensei’s Advice on Cadet and Sensei - ($0)
Cadet and Setsuki kill Bigby, you draw, Setsuki to maxband
Sensei and Smoker break Jail
Overeager Cadet #2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Oni lvl 1 (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Setsuki lvl 6 (3/4)
  • Overeager Cadet (2/1)
  • Aged Sensei (1/1)
  • Smoker (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 1 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I am definitely losing my tech 2 next turn, and if Bigby sticks around I could be hit with an Injunction on my tech 1 as well. So I for sure want to play Oni while I can, and dig for my tech 2’s with Boot Camp. If I whiff them both but get Sensei’s Advice, I can still get both Bigby and the Jail.

No tech 2, but at least I got the Advice. Only now I realize I’ll end the turn with maxband Sets, so I should’ve teched at least one copy of FDStudents instead of another tech 2. Oops.

I probably won’t be able to put a turn up before going away for a week, this turn is melting my brain a bit :grinning_face_with_smiling_eyes:

1 Like

Aye, although we might see some mutual destruction here.

P2T5

Starting hand: 3

Lawful Search
Flame Arrow
Reputable Newsman

Technician draw: 1

Molting Firebird

Thoughts

That’s an unfortunate technician draw, I can’t afford both Flame Arrow and Firebird this turn.

Do I want to take out Setsuki? The extra card draw would actually help me this turn, because Dreamfire gets to draw more Tech II units he can’t play, but if he’s teched Fox’s Den Students then he can snowball pretty quickly. I could block it with Reputable Newsman, but the swift strike will make it difficult to protect it.

Given all that, I might be better off playing the Firebird instead of the Flame Arrow, and possibly patrolling with the Firebats instead of destroying the Tech II just yet, with Reputable Newsman behind to block Fox’s Den Students. I probably have Injunction next turn, after all.

Faerie Dragon feathering a Cadet to hit a backline Jaina or trade with a Firebird is a real possibility here, so my good options involve either destroying the Tech II, or assuming the one I play will die. That’s maybe an option for Jaina, not so much for Firebird, since it won’t kill anything on arrival. Snapback is also something to consider.

Flame Arrow options:

  1. Worker, Jaina, Flame Arrow to kill Setsuki, 2 gold to block or attack with Firebats. With Setsuki dead, I’m facing at least 9 attack.
  • If I patrol with both Firebats, and play Reputable Newsman or Argagarg, that’s 11 health in patrol, 14 to kill Jaina, but Faerie Dragon feathering a Cadet just kills her. If I attack with one Firebat, I can’t bring in another patroller, so I have 5 health in pre-Jaina patrol, 8 to kill her, so guaranteed kill. I have to assume Jaina dies here.
  • Attacking with one Firebat, to destroy the Tech II, leaves me 8 patrol health, including Jaina, and I could spend the last gold on midbanding her. That leaves 3/3 Jaina and 4/4 Firebat on patrol against 9 attack. They’d die, but, except for Aged Sensei buffing Onimaru, everything attacking the patrollers would die. I spend 4g + 1c to gain 9g (5g - 1c) , then on Dreamfire’s turn I gain 1g + 3c to lose 9g + 1c (-8g + 2c), which I doubt Dreamfire would pass on. That’s -3g + 1c in total.
  1. Worker, Jaina, Flame Arrow destroys Tech I, Firebat destroys Tech II. Midband Jaina, patrol with 4/4 Firebat and 3/3 Jaina. This isn’t so good, since Setsuki can swiftly kill Jaina.
  2. Worker, Jaina, Flame Arrow kills Setsuki, Firebats kill Cadet and Oni, 2 gold to patrol with Argagarg + pet or Reputable Newsman. That’s 5 health on patrol, if taking Argagarg, and I face at least 5 attack, but Dreamfire can turn 2 of that into a feathered Jaina kill. The Smoker or a Dragon can kill off my surviving Firebat, too, so I can easily be left with only Argagarg + Wisp and lose all of my attacking potential.

Molting Firebird options:

  1. Worker, Molting Firebird, Argagarg + Wisp, Reputable Newsman blocking 6. Firebats patrol. This is banking a lot on the Firebird staying alive. However, if it does stay alive, a lot of Dreamfire’s current board immediately disappears. 12 attack, 11 on patrol, 14 if I also patrol with Reputable Newsman. Dreamfire needs either Elite Training or Faerie Dragon for the kill, or Elite Training / double Faerie Dragon / Dragon + Hook, if I put the Firebird in Squad Leader instead. Do I expect Elite Training or double Faerie Dragon? He’s probably teching in Balance II stuff first, and will want a Basilisk or a Mimic before a second Dragon, I think. So it’s whether he has Dragon + Hook in hand.
  2. Worker, Molting Firebird, Argagarg + Wisp. Firebats shoot Onimaru. Compared to above, I risk facing Fox’s Den Students, and easily lose a tech building if Dreamfire ignores the Firebats. However, outside of double Faerie Dragon / Dragon + Hook, Squad Leader Firebird can’t die.
  3. Worker, Molting Firebird, Argagarg + Wisp, Firebat shoots Tech II. 7 health on patrol, still against 12 attack. Back to Elite Training being the only way to kill Firebird. 12 attack, 8 on patrol, or 11 if I bring in Newsman. Newsman could block either Elite Training or Fox’s Den Students.

This is melting my brain a little…

OK, back after a week’s break. I think I have to either take an option where Setsuki dies, to stop her getting out of control, or get a Firebird established on the board. That leaves FA1 and FA3 for killing Setsuki, and MF1-3 for playing a Firebird. I’m leaning towards killing Setsuki so I don’t have to deal with Swift Strike. Neither FA1 or FA3 leaves me much if my board is wiped out, but I think FA1 punishes Dreamfire more for it.

Teching another Firebird, and Judgement Day to kill all those expensive Balance II units if they arrive.

Teched cards: 2

T2: 2 x Firebat
T3: Flame Arrow, Molting Firebird
T4: Bamstomper Lizzo, Injunction
T5: Molting Firebird, Judgement Day


Get paid - (9)
Worker - (8)
Jaina Stormborne - (6)
Flame Arrow, Setsuki dies, Jaina hits level 3 - (2)
Midband Jaina - (1)
Firebat #2 destroys your Tech II, your base to 18 - (0)
Discard 2, draw 4


:psblueshield: Firebat #1 4/4+1A (+; exhaust + 1g: deal 2 to patroller or building)
:exhaust: Jaina L4 3/3 (sparkshot; exhaust: deal 1 to patrolling unit or building)

Firebat #2 3/3 (exhaust + 1g; deal 2 to patroller or building)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Fire)


Hand: 4

Arrest
Bamstomper Lizzo
Injunction
Traffic Director

Deck: 1

Spectral Aven

Discard: 6

Jail
Molting Firebird
Judgement Day
Flame Arrow
Reputable Newsman
Molting Firebird

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
4 in hand
1 in deck
6 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Porkhand Magistrate
T2: Building Inspector
T3: Manufactured Truth
T4: Bluecoat Musketeer
T5: Lawful Search

P1T6


Tech StartingHand Workers

TECH
T-Rex
Art of War


STARTING HAND
Wandering Mimic
Hidden Ninja
Potent Basilisk
Savior Monk


WORKERS
Grappling Hook
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Savior Monk


NextHand

Nature Reclaims
Boot Camp
Wandering Mimic
Snapback
Sensei’s Advice


Discard

Overeager Cadet
Smoker
Wandering Mimic
Potent Basilisk
Hidden Ninja
T-Rex
Art of War


Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 2
Worker - ($8)
Oni to midband - ($4)
Sensei buffs Oni
Oni readily kills SQL
Wounded Cadet and Smoker trade with Jaina, you draw, Oni to lvl 7
Oni to maxband, soldiers arrive - ($3)
Remaining Cadet hits your base to 18
Heroes’ Hall, my base to 16 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni lvl 8 (4/5A)
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier (1/1)
  • :pschip: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Overeager Cadet (2/2)
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

If I float 3, I’ll have exactly enough for tech 3 + Mimic + Nature Reclaims next turn. But I’m worried about Hotter Fire + Lobber re-breaking my tech 2 and locking me out of all of that (and Injunction could do the same on its own). So I’ll go for the HH to make sure I have something to pour gold into next turn.

P2T6

Starting hand: 4

Arrest
Bamstomper Lizzo
Injunction
Traffic Director

Technician draw: 1

Spectral Aven

Thoughts

Really not comfortable with Fire II. Anyway, Injunction + Lizzo seems the obvious way to go, but there aren’t any outstanding targets for the Lizzo. Ideally, I don’t want Dreamfire to be able to kill it without Onimaru, which would take 4 damage if it’s sitting in front of Bigby. Alternatively, I skip the Injunction, since there’s nothing for Mimics to copy, and keep Bigby in reserve to cast Judgement Day. Or I just disable the Tech I instead of the Tech II, and kill the Aged Sensei. Or I put Traffic Director in front, but then Onimaru can kill that, and the Soldiers kill the Lizzo. Same thing if only Firebat is in front. Let’s go with disabling Tech I. Hitting the base with my Firebat, since I don’t know how long I can keep this up.

Teching in Firehouse and Hotter Fire to try and deal with weenies / buildings more easily, hopefully they don’t both get trashed.

Do I want to stash Arrest? I think I’d rather cycle back to my units / Jail more quickly.

Teched cards: 2

T2: 2 x Firebat
T3: Flame Arrow, Molting Firebird
T4: Bamstomper Lizzo, Injunction
T5: Molting Firebird, Judgement Day
T6: Firehouse, Hotter Fire


Get paid - (10)
Bigby Hayes - (8)
Injunction, your Tech I and Overeager Cadet are disabled - (5)
Bamstomper Lizzo, Aged Sensei dies - (1)
Firebat hits your base to 14 - (0)
Discard 3, reshuffle 13, draw 5


:psblueshield: Bamstomper Lizzo 5/3+1A
:ps_: Bigby L1 2/3 (stash)

Firebat 3/3 (exhaust + 1g; deal 2 to patroller or building)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Fire)


Hand: 5

Jail
Judgement Day
Hotter Fire
Traffic Director
Spectral Aven

Deck: 8

Molting Firebird
Flame Arrow
Reputable Newsman
Molting Firebird
Firebat
Firehouse
Injunction
Arrest

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
5 in hand
8 in deck
0 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Porkhand Magistrate
T2: Building Inspector
T3: Manufactured Truth
T4: Bluecoat Musketeer
T5: Lawful Search

P1T7


Tech StartingHand Workers

TECH
T-Rex
Art of War


STARTING HAND
Boot Camp
Snapback
Sensei’s Advice
Nature Reclaims
Wandering Mimic
Hidden Ninja


WORKERS
Grappling Hook
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Savior Monk
Hidden Ninja


NextHand

Smoker
Aged Sensei
Art of War
Potent Basilisk
T-Rex


Discard

Boot Camp
Sensei’s Advice
Wandering Mimic
Nature Reclaims
Snapback


Tech 2 card(s)
Get Paid + float - ($11)
Boot Camp sidelines Bigby, I reshuffle and draw - ($10)
Setsuki - ($8)
Sensei’s Advice on two soldiers - ($7)
Adviced soldiers trade with Lizzo
Oni readily breaks tech 2, your base to 18
Tech 3 - ($2)
Worker - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Oni lvl 8 (4/5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Setsuki lvl 1 (1/3)
  • Overeager Cadet (2/2)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

Boot Camp + Sensei’s Advice clears a path to break charnel’s tech 2, which is too tempting to pass up, even at the cost of playing Mimic.

Boot Camp drew me Hidden Ninja, which would’ve been great if I hadn’t already sidelined Bigby. Well, it also makes for a fine worker.

P2T7

Starting hand: 5

Jail
Judgement Day
Hotter Fire
Traffic Director
Spectral Aven

Thoughts

I’m not sure whether to stash Hotter Fire or Judgement Day here. I definitely want to play the Jail, however. Going with Hotter Fire: it’s marginally more useful if Dreamfire’s going for Tech III units and hopefully Jail can slow down his board build-up.

Teched cards: 0

T2: 2 x Firebat
T3: Flame Arrow, Molting Firebird
T4: Bamstomper Lizzo, Injunction
T5: Molting Firebird, Judgement Day
T6: Firehouse, Hotter Fire


Get paid - (10)
Rebuild Tech II
Jail - (7)
Traffic Director - (6)
Spectral Aven - (4)
Midband Bigby - (2)
Firebat hits your base to 12 - (1)

Stash 1

Hotter Fire

Discard 1, pick up stash, draw 3


:psblueshield: Bigby L3 3/5+1A (+; stash; exhaust: sideline a Tech 0/I patroller)
:exhaust: Traffic Director 1/1 (untargetable; unstoppable when attacking a building)

Firebat 3/3 (exhaust + 1g; deal 2 to patroller or building)
Spectral Aven 2/2 (illusion; flying)

:heart: Jail HP: 3 (you play a card from hand: it comes here, previous occupant arrives)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Fire)


Hand: 4

Hotter Fire
Firebat
Firehouse
Injunction

Deck: 5

Molting Firebird
Flame Arrow
Reputable Newsman
Molting Firebird
Arrest

Discard: 2

Bamstomper Lizzo
Judgement Day

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
4 on board
4 in hand
5 in deck
2 in discard
5 in workers


Gold: 1
Workers: 10

5 x start
T1: Porkhand Magistrate
T2: Building Inspector
T3: Manufactured Truth
T4: Bluecoat Musketeer
T5: Lawful Search

P1T8


StartingHand Workers

STARTING HAND
Potent Basilisk
Aged Sensei
Smoker
Art of War
T-Rex


WORKERS
Grappling Hook
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Savior Monk
Hidden Ninja
Smoker


NextHand

Art of War
T-Rex
Overeager Cadet
Wandering Mimic


Discard

Boot Camp
Sensei’s Advice
Wandering Mimic
Nature Reclaims
Snapback
Art of War
Potent Basilisk
Aged Sensei


Tech 0 card(s)
Get Paid + float - ($12)
Worker - ($11)
The Art of War - ($8)
Oni swiftly kills Bigby, Setsuki to lvl 3
Setsuki kills Traffic Director, you draw
Soldier and Cadet break Jail
T-Rex, kills Firebat and Aven on arrival - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: T-Rex (10/10A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Oni lvl 8 (6/5AA)

In Play:

  • Setsuki lvl 3 (1/2)
  • Overeager Cadet (2/2)
  • Soldier (1/1)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 12
1 Like

Gross, I’ll call it there. GG! Not really comfortable with using Fire II. Up for another?