I forgot to mark my tech 2 choice, it’s finesse, obviously… I suppose that was expected and doesn’t change your turn, right?
Yea, no change.
game5 P2T5
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)
STARTING HAND
Wither
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Maestro (3/5)
WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
NextHand
Leaping Lizard (3/5)
Helpful Turtle (1/2)
Discard
Wither
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)
Tech 2 card(s)
Get Paid - ($9)
Garth+skel - ($6)
Maestro - ($3)
2x Fencer for free
exhaust fencers, to deal 4 damage to tech 2
wither AS - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Maestro (3/5)
Elite:
Scavenger: skel (1/1)
Technician: Garth (1/3, lvl1)
Lookout:
In Play:
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 2
- Deck: 6
- Disc: 3
Gold:
- Gold: 1
- Workers: 9
Thoughts
I’m putting him on the following tech choices:
fencer+birds
fencer+ SPartner/twins
Maestro+MM
Guide + MM/Maestro/(two-step)
He also has three cards from his starter deck left besides AS and safe attacking. Snapback will be included for sure. I deem it highly unlikely that the other two are SA & hook. At least one of them is going to have been workered.
best patrol for no combat trick (~7% probability for him to have this hand, not considering MM): Garth scav, skel techn so that rook can’t walk past patrol after birds kill skel
for SA/two-step/Guide (37%-82% depending on how many of these are left in his deck plus MM): skel scav, garth technician
for fencer/snapback (~64% plus MM): skel technician, fencer instead of Garth scavenger
uargs…
P1T6
Tech StartingHand Workers
TECH
Earthquake
Martial Mastery
STARTING HAND
Rambasa Twin
Morningstar Flagbearer
Maestro
WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
NextHand
Grappling Hook
Snapback
Discard
Aged Sensei
Nimble Fencer
Earthquake
Martial Mastery
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rook, Fencer and Birds kill Maestro.
Grave - ($7)
Maestro - ($4)
Rambasa Twin, other Twin arrives - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Rambasa Twin (3/2A)
Elite:
Scavenger: Maestro (3/5)
Technician: Rambasa Twin (3/2)
Lookout:
In Play:
- Rook lvl 3 (2/1)
- Grave lvl 1 (2/3)
- Bird (1/1)
- Bird (1/1)
- Safe Attacking
- Birds’ Nest
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Finesse)
Economy Info:
Cards:
- Hand: 2
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
Thoughts
That’s a well-timed Wither.
@Zango’s turn!
Sorry life is busy, will come back to you soon!
game5 P2T6
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Blademaster (7/5)
Star-Crossed Starlet (3/2)
STARTING HAND
Helpful Turtle (1/2)
Leaping Lizard (3/5)
Leaping Lizard (3/5)
WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
Helpful Turtle (1/2)
NextHand
Older Brother (2/2)
Brick Thief (2/1)
Discard
Wither
Star-Crossed Starlet (3/2)
Maestro (3/5)
Blademaster (7/5)
Star-Crossed Starlet (3/2)
Tech 2 card(s)
Get Paid + float - ($10)
midband Garth - ($7)
make & sac skel - boo, no haste, so grave survives - ($6)
maxband Garth fetch guide - ($3)
Garth kills SL
skel trades other twin
2x lizzo - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (4/5)
Elite: Leaping Lizard (4/5)
Scavenger: Nimble Fencer (4/4)
Technician: Nimble Fencer (4/4)
Lookout:
In Play:
- Garth (3/1, lvl7)
- Grounded Guide (4/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 2
- Deck: 3
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
so I wasn’t lucky… really would have loved to draw one of my two hasters from that skeleton in order to kill grave. now my fetched guide is going to get killed for sure, at least sworded, more likely killed by pumped birds. So it’s no attack with fencers for me as I don’t want to make it too easy for him to get rid of my haste. Garth has done his most relevant duty, but maybe he even survives.
P1T7
StartingHand Workers
STARTING HAND
Grappling Hook
Snapback
Grounded Guide
WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
NextHand
Two Step
Nimble Fencer
Martial Mastery
Discard
Aged Sensei
Nimble Fencer
Earthquake
Martial Mastery
Rambasa Twin
Grappling Hook
Snapback
Tech 0 card(s)
Get Paid + technician draw - ($10)
Bird trades with Garth, Grave to midband
Grappling Hook SQL to lookout.
Grave to maxband, readily kills technician and sparkshots scavenger, you draw - ($6)
Exhaust Grave and spend sword to kill Grounded Guide
Grounded Guide - ($1)
Remaining Bird kills scavenger, you get 1 gold.
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader: Maestro (4/5A)
Elite:
Scavenger:
Technician: Grounded Guide (4/4)
Lookout:
In Play:
- Rook lvl 3 (2/1)
- Grave lvl 7 (4/1)
- Bird (2/1)
- Safe Attacking
- Birds’ Nest
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Finesse)
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 7
Gold:
- Gold: 1
- Workers: 10
Thoughts
Shouldn’t see another Wither for a minute.
@Zango’s turn!
game5 P2T7
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Blademaster (7/5)
Zarramonde, the Obliterator (11/11)
STARTING HAND
Brick Thief (2/1)
Older Brother (2/2)
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
Helpful Turtle (1/2)
NextHand
Maestro (3/5)
Nimble Fencer (4/4)
Timely Messenger (1/1)
Tech 2 card(s)
Get Paid+scavenger - ($11)
tenderfoot - ($10)
Thief breaks your tech 2 - ($8)
river - ($6)
Tech 3 - ($1)
Tech lab - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Brick Thief (2/1)
Elite: river 2/3
Scavenger: Tenderfoot (1/2)
Technician: Leaping Lizard (3/5)
Lookout: Leaping Lizard (3/5)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Demonology)
Economy Info:
Cards:
- Hand: 3
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
looks like game over unless I’m extremely lucky with my draws and he has besides the expected fencer & MM his second guide in hand (which I deem highly unlikely for him to even have teched it) and has dead draws from MM.
P1T8
Tech StartingHand Workers
TECH
Thunderclap
Thunderclap
STARTING HAND
Nimble Fencer
Martial Mastery
Two Step
Martial Mastery
Nimble Fencer
Aged Sensei
Rambasa Twin
WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
Two Step
NextHand
Thunderclap
Grappling Hook
Snapback
Discard
Martial Mastery
Martial Mastery
Aged Sensei
Tech 2 card(s)
Get Paid + float + Bird - ($11)
Rebuild tech 2.
Worker - ($10)
Nimble Fencer, for free.
Martial Mastery, nothing to discard, I reshuffle and draw 2, then look at your hand - ($9)
Nimble Fencer #2, for free.
Martial Mastery, nothing to discard, I draw 2 - ($8)
Grounded Guide kills Brick Thief.
Maestro kills River, Rook to midband.
Exhaust Fencers to deal 4 damage to tech 2.
Bird trades with tech 2, your base to 18.
Rambasa Twin, other Twin arrives - ($4)
Rook to maxband - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader: Rambasa Twin (4/2A)
Elite:
Scavenger:
Technician: Rambasa Twin (4/2)
Lookout: Rook lvl 8 (4/6)
In Play:
- Grave lvl 7 (4/1)
- Maestro (4/2)
- Grounded Guide (4/2)
- Nimble Fencer (4/4)
- Nimble Fencer (4/4)
- Bird (2/1)
- Safe Attacking
- Birds’ Nest
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 3
Gold:
- Gold: 1
- Workers: 11
Thoughts
Thunderclap for the win?
…
Not if I can’t draw it.
@Zango’s turn!
Yeah well, that’s GG. You being able to kill my heroes (with my help or with the right cards) in T2, T4 AND T5 was neck breaking. I wasn’t able to get my superior draw engine live at any time in the game.
Very well played!
If I drew one of my remaining two hasters T6 in order to kill grave it might have changed everything. Really a fun game!
Are you up for another one? Do you want to swap P1/P2 again or do we stick to this more interesting game where you’re P1? But in case we swap please please do redraw until you have monk in your opening 5 (or whatever you prefer as a starting hand)
GG WP! I’m a little bummed that I didn’t get to play Thunderclap against your Lizards
Yeah, I could go for a game as P2 with a “fixed” opening split. Might also be good practice for the upcoming tourny.
Yeah, that card is absolutely awesome against those cheap biggies. Sorry for neglecting you that possibility but you had me already completely wrecked, even without that awesome card…
Now another time: GL & HF
game6 P1T1
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Older Brother (2/2)
Brick Thief (2/1)
Timely Messenger (1/1)
WORKERS
Fruit Ninja (2/2)
NextHand
Granfalloon Flagbearer (2/2)
Bloom
Spark
Wither
Tenderfoot (1/2)
Discard
Brick Thief (2/1)
Helpful Turtle (1/2)
Older Brother (2/2)
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
messenger pings your base - ($2)
vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Timely Messenger (1/1)
- vandy (2/3, lvl1)
Buildings:
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Sorry for the slow answer. GL HF!
P2T1
StartingHand Workers
STARTING HAND
Snapback
Savior Monk
Smoker
Morningstar Flagbearer
Fox Primus
WORKERS
Fox Primus
NextHand
Grappling Hook
Aged Sensei
Fox Viper
Sensei’s Advice
Discard
Morningstar Flagbearer
Snapback
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Smoker - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite: Savior Monk (3/2)
Scavenger:
Technician: Smoker (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 1
- Workers: 6
Thoughts
There’s still no way for me to safely play a hero, is there? Maybe midGrave + Sensei next turn?
@Zango’s turn!
don’t you worry
game6 P1T2
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)
STARTING HAND
Spark
Bloom
Granfalloon Flagbearer (2/2)
Wither
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
NextHand
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Spark
Brick Thief (2/1)
Bloom
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
vandy kills smoker
tenderfoot - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger:
Technician:
Lookout: Timely Messenger (1/1)
In Play:
- vandy (2/2, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 2
- Workers: 6
P2T2
Tech StartingHand Workers
TECH
Sparring Partner
Sparring Partner
STARTING HAND
Aged Sensei
Snapback
Smoker
Grappling Hook
Morningstar Flagbearer
WORKERS
Fox Primus
Safe Attacking
NextHand
Sparring Partner
Smoker
Sparring Partner
Aged Sensei
Snapback
Tech 1 card(s)
Get Paid + float + technician - ($7)
Worker - ($6)
Tech 1 - ($5)
Fox Viper - ($3)
Tower - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Fox Viper (2/1A)
Elite:
Scavenger:
Technician: Savior Monk (2/2)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
There’s still no way for me to safely play a hero, is there? Maybe midGrave + Sensei next turn?
@Zango’s turn!
game6 P1T3
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Maestro (3/5)
Leaping Lizard (3/5)
STARTING HAND
Spark
Brick Thief (2/1)
Bloom
Nimble Fencer (2/3)
Nimble Fencer (2/3)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
NextHand
Helpful Turtle (1/2)
Wither
Older Brother (2/2)
Maestro (3/5)
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
midband vandy kills SL - ($5)
2x fencer - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger:
Technician: Timely Messenger (1/1)
Lookout:
In Play:
- vandy (3/1, lvl3)
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
I hate birds with safe attacking. Otherwise a starlet with reshuffle 4 draw 1 would have been awesome
post draw:
in this setup: EVERY.SINGLE.TIME - reshuffle, draw 1: Maestro
P2T3
Tech StartingHand Workers
TECH
Doubling Barbarbarian
Whitestar Grappler
STARTING HAND
Sparring Partner
Smoker
Sparring Partner
Aged Sensei
Snapback
WORKERS
Fox Primus
Safe Attacking
Smoker
NextHand
Sensei’s Advice
Snapback
Grappling Hook
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sparring Partner X2 - ($4)
Tech 2 (Strength) - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Savior Monk (2/2A)
Elite:
Scavenger: Sparring Partner (2/2)
Technician: Sparring Partner (2/2)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
@Zango’s turn!
game6 P1T4
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Maestro (3/5)
STARTING HAND
Helpful Turtle (1/2)
Wither
Older Brother (2/2)
Maestro (3/5)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)
NextHand
Leaping Lizard (3/5)
Star-Crossed Starlet (3/2)
Maestro (3/5)
Brick Thief (2/1)
Spark
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
maxband vandy dooms messenger and technician SPartner - ($5)
vandy kills SL
messenger trades scavenger
tech 2 - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
- vandy (4/2, lvl5)
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
P2T4
Tech StartingHand Workers
TECH
Rambasa Twin
Martial Mastery
STARTING HAND
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer
Snapback
WORKERS
Fox Primus
Safe Attacking
Smoker
Grappling Hook
NextHand
Fox Viper
Savior Monk
Doubling Barbarbarian
Whitestar Grappler
Aged Sensei
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Rook - ($6)
Grave - ($4)
Spartner kills Tenderfoot, you draw.
Spartner trains Rook and Grave - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Rook lvl 1 (3/5A), +
Elite:
Scavenger:
Technician: Grave lvl 1 (3/4), +
Lookout:
In Play:
- Sparring Partner (4/3), doomed
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Killing Tenderfoot won’t save my tech 2, but it’ll force zango to use another card.
@Zango’s turn!
game6 P1T5
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Grounded Guide (4/4)
STARTING HAND
Spark
Leaping Lizard (3/5)
Brick Thief (2/1)
Star-Crossed Starlet (3/2)
Maestro (3/5)
Helpful Turtle (1/2)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Older Brother (2/2)
Spark
NextHand
Maestro (3/5)
Wither
Tenderfoot (1/2)
Timely Messenger (1/1)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Maestro - ($5)
starlet
lizzo - ($4)
Garth - ($2)
skel - ($1)
virtuosos break tech 2
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (3/5)
Elite:
Scavenger: skel 1/1
Technician: Maestro (3/5)
Lookout:
In Play:
- vandy (4/2, lvl5)
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
- Star-Crossed Starlet (3/2)
- Garth (1/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
if he teched two spells like reversal, Garth kill is possible (28,6% to draw one of the two, assuming he teched two Barbarbara in turn 3), but then he has little to none defense left and will be overrun. I like!