@FrozenStorm
GLHF!
"P1T1
StartingHand Workers
STARTING HAND
Porkhand Magistrate
Jail
Bluecoat Musketeer
Arrest
Manufactured Truth
WORKERS
Jail
NextHand
Spectral Aven
Lawful Search
Building Inspector
Reputable Newsman
Traffic Director
Discard
Bluecoat Musketeer
Arrest
Manufactured Truth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
porkhand magistrate - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Porkhand Magistrate (2/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
fire/peace/past. i think peace engine works, but i need to cycle free speech in there at some point.
not a great opening split. next turn probably drop BI and TD just in case he also doesnt get a good split.
worker the jail since lobbers/jaina/Oni just break it.
"
GL HF @codexnewb!
Game 1, Player 2, Turn 1
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Bloodburn
Pillage
Careless Musketeer
Charge
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Onimaru (3)
- Bloodrage Ogre (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Onimaru (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Bloodrage Ogre (3/2)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Mad Man
Bombaster
Makeshift Rambaster
Scorch
End of Turn Discard
My Thoughts
So this is a bit of a weird deck lol… But I mean Peace Machine still is interesting, running upgrades with Hotter Fire + Bloodburn or something might be interesting, … There are options, anyway. I do need to be a little careful of Spectral Hounds as I don’t have great targeting in the starter, but we’ll see how all this goes.
"P1T2
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Traffic Director
Lawful Search
Building Inspector
Reputable Newsman
Spectral Aven
WORKERS
Jail
Lawful Search
NextHand
Overeager Cadet
Overeager Cadet
Reputable Newsman
Bluecoat Musketeer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
building inspector - ($2)
traffic director - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Porkhand Magistrate (2/3+A)
-
Elite:
-
Scavenger:
-
Technician: traffic director (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
well there it is. aggressive start. just need to play teh efficiency game and try to win out the trades.
he can skip tech 1 to mid oni, which allows him to clear PHM, TD. i can bring in OEC’s and rush tech 2.
"
Game 1, Player 2, Turn 2
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Nautical Dog
Mad Man
Bombaster
Makeshift Rambaster
Scorch
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
-
Mad Man, pings Porky’s armor off (5)
- Oni kills porky
- Brogre kills TD, you get a card
- Nautical Dog (4)
- Tech 1 w/ permit from the corrupt public works officer (1)
- Worker (0)
Workers
Scorch, Careless Musketeer
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Nautical Dog (1/1+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Bloodrage Ogre (3/1)
- Onimaru (2/1 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodburn
Bombaster
Boot Camp
Lobber
End of Turn Discard
My Thoughts
Nice double up on 1 drops from him, I’d have to skip tech 1 to wipe the board so instead I’ll just pay the tax on tech 1. Teching Lobber (I like the Hotter Fire plan, really deals with Peace and Truth plans well) and Boot Camp (for more immediate Hound avoidance, plus I can beef Lobbers in backline with it lategame, which is kinda fun)
…
Hey a nice double draw, appreciate that! Feels like I’ve had a lot of whiffs in my draft games w/ charnel lately
i think you tech 1 costs 3 instead of 2 (1, + multicolor, + building inspector)
1 Like
You’re right, for some reason I thought I was on mono and you weren’t (my last game w/ charnel was that way lol, brain stuck.)
Fixed it, back to you
"P1T3
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Overeager Cadet
Reputable Newsman
Bluecoat Musketeer
Overeager Cadet
Manufactured Truth
WORKERS
Jail
Lawful Search
Bluecoat Musketeer
NextHand
Manufactured Truth
Arrest
Spectral Aven
Tech 2 card(s)
Get Paid + float - ($7)
tech draw
Worker - ($6)
Overeager Cadet
Overeager Cadet
Reputable Newsman, no 1 cost spells - ($4)
tower - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Building Inspector (1/1+A)
-
Elite:
-
Scavenger: Overeager Cadet (2/2)
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
hmmm, didnt expect the mad man, but that’s alright. given my opening hand, i think Porky was necessary.
cadets for now. i think newsman as well. will he tech elite training or bootcamp though? ill guess bootcamp since that can counter n illusions long game. fingers crossed.
tower since i’m playing on my backfoot this game. next turn hopefully tech 2, get cadets and hounds going.
"
Game 1, Player 2, Turn 3
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Bloodburn
Bombaster
Boot Camp
Lobber
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Hotter Fire, Lobber
Lobber, Boot Camp
Main:
- Bloodburn (4)
- Oni trades with SQL, BB @ 1 rune
- Brogre trades with Scav, you get 1g, BB @ 3 runes
- Jaina (2)
-
Lobber, huck a firebomb at the tower, now at 3hp (1)
- Worker (0)
Workers
Bombaster, Scorch, Careless Musketeer
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
- Jaina (2/3 lvl 1)
- Lobber (2/2)
- Bloodburn (3runes)
Economy Info:
Cards:
Gold:
End of Turn Hand
Pillage
Charge
Makeshift Rambaster
End of Turn Discard
Bloodrage Ogre
Hotter Fire
Lobber
Boot Camp
My Thoughts
Hmm, I feel like he should have brought out a hero… I don’t want to give him any cards, seems likely he’ll be going for a peace plan. Hotter Fire still feels like a good move, I’ll sac Oni and bring out Jaina to start raining fire.
"P1T4
Tech StartingHand Workers
TECH
Spectral Flagbearer
Spectral Flagbearer
STARTING HAND
Arrest
Spectral Aven
Manufactured Truth
WORKERS
Jail
Lawful Search
Bluecoat Musketeer
Arrest
NextHand
Flagstone Garrison
Porkhand Magistrate
traffic director
Flagstone Garrison
Discard
Building Inspector
Overeager Cadet (2/2)
Spectral Aven
Manufactured Truth
Spectral Flagbearer
Spectral Flagbearer
Tech 2 card(s)
Get Paid + float - ($8)
scav gold - ($9)
Worker - ($8)
tech 2 peace - ($4)
quince, mirror - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Overeager Cadet (2/2+A)
-
Elite: Quince, lvl 1 (2/3)
-
Scavenger: Mirror (0/1)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 3
Economy Info:
Cards:
Gold:
Thoughts
hmmm, fire huh? not much i can do about hotter fire. just need to steamroll garrisons and flush the board next turn. just need to get at his stuff before he gets double hotter fires
might need to pivot to hero’s later, but that’s okay. garrisons really help to do that. also, teching flagearers to attract those bloodburns.
"
Game 1, Player 2, Turn 4
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Pillage
Charge
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Hotter Fire, Bamstamper Lizzo
Hotter Fire, Lobber
Lobber, Boot Camp
Main:
- Tech 2 Fire (4)
- Bloodburn pings sql armor off
- Dog trades with SQL
- Jaina smacks Mirror and sparkshots Quince, you get 1g
- Lobber trades with Quince, Jaina to level 3
- Midband Jaina (3)
Workers
Bombaster, Scorch, Careless Musketeer
-
-
Patrol as below
- Discard 3 Draw 1 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Jaina (3/3 lvl 4)
- Bloodburn (4 runes)
Economy Info:
Cards:
Gold:
End of Turn Hand
Mad Man
Bloodrage Ogre
Hotter Fire
Charge
Bamstamper Lizzo
End of Turn Discard
My Thoughts
I don’t think I even need to worker here. Clearing up his board (minus the newsie) and teching up feels like a pretty solid plan. Bring on the hottest fire, he’s blocking the wrong number for it with Newsie
"P1T5
Tech StartingHand Workers
TECH
Spectral Hound
Spectral Hound
STARTING HAND
Porkhand Magistrate
Flagstone Garrison
Flagstone Garrison
traffic director
Spectral Hound
Spectral Hound
Manufactured Truth
Building Inspector
Spectral Aven
Overeager Cadet (2/2)
Spectral Flagbearer
Overeager Cadet
Spectral Flagbearer
WORKERS
Jail
Lawful Search
Bluecoat Musketeer
Arrest
NextHand
Spectral Aven
Manufactured Truth
Porkhand Magistrate
Building Inspector
Tech 2 card(s)
Get Paid + float - ($10)
scav gold - ($11)
flagstone garrison - ($8)
flagstone garrison - ($5)
traffic director, reshuffle, draw 2 - ($4)
Spectral Hound, draw 2 - ($3)
Spectral Hound, draw 2 - ($2)
Overeager Cadet, draw 2
Overeager Cadet, draw 1, deck empty
Spectral Flagbearer - ($1)
Spectral Flagbearer - ($0)
Float ($0)
Discard 4, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Traffic Director (1/1+A)
-
Elite: Overeager Cadet (3/2)
-
Scavenger: Spectral Flagbearer (2/2)
-
Technician: Spectral Flagbearer (2/2)
-
Lookout: Overeager Cadet (2/2)
In Play:
- Flagstone Garrison (4HP)
- Flagstone Garrison (4HP)
- Reputable Newsman (0/3)
- Spectral Hound (3/3)
- Spectral Hound (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 3
Economy Info:
Cards:
Gold:
Thoughts
choosing to go with second flagbearer instead of worker. free speech is next to counter potential rewind (which he cant afford this turn thankfull)
"
Woof lol
Game 1, Player 2, Turn 5
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Mad Man
Bloodrage Ogre
Hotter Fire
Charge
Bamstamper Lizzo
Events of Turn:
Upkeep:
- Get Gold (8+3float)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Ember Sparks, Boot Camp
Hotter Fire, Bamstamper Lizzo
Hotter Fire, Lobber
Lobber, Boot Camp
Main:
- Hotter Fire (8)
- Bloodburn kills techn Flagbearer, rs and draw it
- Jaina fires off an arrow at scav Flagbearer, you get 1g
-
Bamstamper Lizzo, kills hound (4)
- Mad Man (3)
- Bloodrage Ogre (1)
Workers
Bombaster, Scorch, Careless Musketeer
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
-
Squad Leader: Bamstamper Lizzo (5/3+1armor)
-
Elite:
-
Scavenger: Mad Man (1/1)
-
Technician: Bloodrage Ogre (3/2)
-
Lookout:
In Play:
- Jaina (3/3 lvl 4)
- Bloodburn (4 runes)
- Hotter Fire
Economy Info:
Cards:
Gold:
End of Turn Hand
Makeshift Rambaster
Hotter Fire
Pillage
End of Turn Discard
My Thoughts
Wow yikes… I want to keep Jaina alive at all costs so I can just start blowing up buildings, however unlikely that will be… Hoping I can keep up enough cheap targeting to keep him on the back foot, we’ll see though…
"P1T6
Tech StartingHand Workers
TECH
Elite Training
Elite Training
STARTING HAND
Building Inspector
Spectral Aven
Manufactured Truth
Porkhand Magistrate
Spectral Flagbearer (2/2)
Elite Training
Spectral Flagbearer (2/2)
Spectral Hound (3/3)
Elite Training
WORKERS
Jail
Lawful Search
Bluecoat Musketeer
Arrest
W5, T6 - Porkhand Magistrate
NextHand
Elite Training
Manufactured Truth
Spectral Hound (3/3)
Overeager Cadet
Spectral Aven
Tech 2 card(s)
Get Paid - ($8)
tech draw (reshuffle/draw)
scav gold - ($9)
tech 2 cards
worker - ($8)
spectral flagbearer, reshufle, draw 2 - ($7)
spectral flagbearer, reshufle, draw 2 - ($6)
Oni - ($4)
elite training, Cadet and Cadet - ($2)
elite training, Cadet and Cadet - ($0)
Cadet 1 trades with Lizzo
Cadet 2 kills mad man, sparkshot 2 Ogre, armor absorbs damage
Hound trades with Jaina, Oni levels to lvl 3
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Traffic Director (1/1+A)
-
Elite:
-
Scavenger: Spectral Flagbearer (2/2)
-
Technician: Spectral Flagbearer (2/2)
-
Lookout:
In Play:
- Flagstone Garrison (4HP)
- Flagstone Garrison (4HP)
- Oni, lvl 3, (2/3)
- Reputable Newsman (0/3)
- Overeager Cadet (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 3
Economy Info:
Cards:
Gold:
I don’t think that’s how sparkshot works… Doesn’t really change a lot I spose, he just has to attack Brogre and have one damage on him
Ah you’re right, good call
Probably smoked here but we’ll play on
Game 1, Player 2, Turn 6
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Makeshift Rambaster
Hotter Fire
Pillage
Lobber (techn)
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Ember Sparks, Rewind
Ember Sparks, Boot Camp
Hotter Fire, Bamstamper Lizzo
Hotter Fire, Lobber
Lobber, Boot Camp
Main:
- Hotter Fire (6)
-
Lobber, pings down your tech 1 (5)
- Bloodburn kills techn bearer, you get a card
- Prynn (3)
Workers
Bombaster, Scorch, Careless Musketeer
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Prynn (1/3 lvl 1)
-
Lookout:
In Play:
- Bloodburn (3 runes)
- Hotter Fire
- Hotter Fire
- Lobber (2/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Lobber
Boot Camp
Ember Sparks
End of Turn Discard
My Thoughts
Wow yikes… I want to keep Jaina alive at all costs so I can just start blowing up buildings, however unlikely that will be… Hoping I can keep up enough cheap targeting to keep him on the back foot, we’ll see though…
i got some great splits mid game.
"P1T7
Tech StartingHand Workers
TECH
Free Speech
Free Speech
STARTING HAND
Overeager Cadet
Manufactured Truth
Spectral Hound (3/3)
Elite Training
Spectral Aven
Building Inspector
Spectral Hound (3/3)
Elite Training
Manufactured Truth
Spectral Flagbearer (2/2)
Elite Training
Free Speech
Free Speech
WORKERS
Jail
Lawful Search
Bluecoat Musketeer
Arrest
W5, T6 - Porkhand Magistrate
NextHand
Elite Training
Free Speech
Free Speech
Manufactured Truth
Elite Training
Tech 2 card(s)
Get Paid - ($9)
elite training Oni and Cadet - ($7)
Cadet kills Prynn, armor absorbs damage, Oni midbands
Oni readily frenzy breaks tech 2, your base to 18
manufactured truth newsman to cadet - ($6)
Illusion Cadet, Flagbearer, Traffic Director break tech 1, your base to 16
overeager cadet, draw 2
Spectral Hound, Draw 1, reshuffle, draw 1 - ($5)
Spectral Hound, Draw 2 - ($4)
building inspector, draw 2 - ($3)
spectral aven, deck empty - ($1)
spectral flagbearer - ($0)
Float ($0)
Discard 5, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Oni, lvl 5, (4/4+AA)
-
Elite: Overeager Cadet (3/2)
-
Scavenger: Building Inspector (1/1)
-
Technician: Spectral Flagbearer (2/2)
-
Lookout:
In Play:
- Flagstone Garrison (4HP)
- Flagstone Garrison (4HP)
- Traffic Director (1/1)
- Reputable Newsman (0/3)
- Spectral Aven (2/2)
- Spectral Flagbearer (2/2)
- Overeager Cadet (2/2) (+1/0)
- Spectral Hound (3/3)
- Spectral Hound (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Peace)
-
Tower HP: 3
Economy Info:
Cards:
Gold:
Game 1, Player 2, Turn 7
P1 Blue vs P2 [Fire]/Past/Peace
Starting Hand
Nautical Dog
Lobber
Boot Camp
Ember Sparks
Ember Sparks (techn)
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Fire Dart x2
Ember Sparks, Rewind
Ember Sparks, Boot Camp
Hotter Fire, Bamstamper Lizzo
Hotter Fire, Lobber
Lobber, Boot Camp
Main:
- Jaina (9)
- Bloodburn kills techn flagbearer, go ahead and re-draw him
-
Ember Sparks kills Inspector then demolishes a Garrison (6)
-
Ember Sparks, kill Cadet, deal 1 to the other Garrison, and 2 to your tech 2 (3)
- Lobber breaks the other Garrison
- Worker (2)
Workers
Bombaster, Scorch, Careless Musketeer
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: DOWN FIRE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Jaina (2/3 lvl 1)
-
Technician:
-
Lookout:
In Play:
- Bloodburn (3 runes)
- Hotter Fire
- Hotter Fire
- Lobber (2/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Pillage
Makeshift Rambaster
Rewind
Bloodrage Ogre
End of Turn Discard
My Thoughts
Great techn draw, let’s hope I get Rewind next turn…
GG!
"P1T8
StartingHand Workers
STARTING HAND
Elite Training
Free Speech
Manufactured Truth
Elite Training
Free Speech
Spectral Flagbearer (2/2)
WORKERS
Jail
Lawful Search
Bluecoat Musketeer
Arrest
W5, T6 - Porkhand Magistrate
NextHand
Free Speech
Building Inspector (1/1)
Manufactured Truth
Free Speech
Elite Training
Tech 0 card(s)
Get Paid - ($9)
tech draw, scav gold - ($10)
elite training Oni/Cadet - ($8)
elite training Oni/Newsman - ($6)
hound kills Jaina, Oni to lvl 7
max Oni - ($5)
Hound (3), Cadet (2), Flagbearer (2), Aven (2), Newsman (1), Traffic Director, (1), and Onihits your base for 19 and game!
Float ($5)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: soldier
-
Scavenger: soldier
-
Technician: soldier
-
Lookout:
In Play:
- Spectral Hound (3/1)
- Oni, lvl 5, (4/5) (+2+AA)
- Traffic Director (1/1)
- Reputable Newsman (0/3) (+1+A)
- Spectral Aven (2/2)
- Spectral Flagbearer (2/2)
- Overeager Cadet (2/2) (+1/+A)
- Spectral Hound (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 3 (Peace)
-
Tower HP: 3
Economy Info:
Cards:
Gold:
haha GG WP I suppose I should have suspected you had the Garrisons pre-teched, and tried to break the tech 2 on turn 4