Casual: Eijolend vs. ARMed_PIrate

P2T3


Tech StartingHand Workers

TECH
Brave Knight
Disease


STARTING HAND
Nimble Fencer
Wither
Helpful Turtle
Brick Thief
Nimble Fencer


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Helpful Turtle


NextHand

Tenderfoot
Bloom
Spark
Timely Messenger


Discard

Older Brother
Wither
Brick Thief
Nimble Fencer
Brave Knight
Disease


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Orpal - ($4)
Orpal casts Wither on Water Elemental - ($2)
Nimble Fencer - ($0)
Nimble Fencer kills Water Elemental taking 2 damage in return. You get 1 gold.

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Orpal Lvl.1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/1) x
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I feel like Iā€™m way behind. Water Elemental makes the Nimble Fencer kinda awkward so I have to go down a card for Wither.

[details=Thoughts][spoiler]
I would Pillage if he floated any money. Iā€™ve trained him well. With the scav bonus I could play Mad Man, too, but I think I need the card draw more. Iā€™ve decided to replace the Blooming Ancient with a second MoLaC, to make sure it goes off, and because BA is expensive by Pirate standards. Itā€™s looking like I might have to summon Drakk soon, so that extra money might matter.

Also: maybe I should have patrolled the Elemental in SQL last turn, but Iā€™m glad i didnā€™t put him in Technician.
[/spoiler][/details]

P1T4


Tech StartingHand Workers

TECH

Shoddy Glider
Might of Leaf and Claw


STARTING HAND
Bombaster
Mad Man
Crash Bomber
Pillage

WORKERS

Scorch
Bloodburn
Careless Musketeer
Pillage

NextHand

Bloodrage Ogre
Charge
Might of Leaf and Claw
Bombaster

Tech 2 card(s)
Get Paid - ($7)
Scavenger bonus - ($8)
Worker - ($7)
Recruit Crash Bomber - ($6)
Build Tech II (Growth) - ($2)
Build Tech Lab (Blood) - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Crash Bomber (2/2+a, Hits your base for 1 when he dies)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Argagarg Garg, Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Afterthoughts]
So, no Glider in this hand (boo); maybe heā€™ll kill Arg and Iā€™ll draw one?
But MoLaC, Charge, and BRO arenā€™t bad. If Argā€™s still alive, I have just enough to play all three and worker Bombaster. Could even pump the BRO with Arg if it helps.

[/details]

P2T4


Tech StartingHand Workers

TECH
Grounded Guide
Leaping Lizard


STARTING HAND
Tenderfoot
Timely Messenger
Bloom
Spark


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Helpful Turtle
Spark


NextHand

Sickness
Bloom
Leaping Lizard
Wither


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tenderfoot - ($6)
Orpal 1->3 - ($4)
Tech II (Finesse) - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer (2/1+A) x [Haste]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tenderfoot (1/2) [Haste]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Orpal Lvl.3 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I feel like I have a lot of more catch-up to do, but this time, no magical great cards in hand. I hope my meager blockers are enough to survive for a bit.

[details=Thoughts][spoiler]
Unfortunately, Arg isnā€™t big enough to kill either Virtuoso on his own, so Charging BRO canā€™t take out Orpal. Definitely canā€™t take out a tech building with BRO+Arg. So, Iā€™m seeing two options:

  1. I play a charging BRO. I get three attacks and three runes on MoLaC. Arg and BRO survive. No defense. Decent option that Iā€™ll get at least one attack next turn? But if he puts runes on Arg, no more combat damage from him. And only 1 damage will kill BRO.

  2. I Bombast the Tenderfoot. BRO goes on defense instead of charging. Only two attacks. BRO, Crash Bomber, and Arg survive. Decent chance of getting 2 or 3 attacks next turn. Arg shouldnā€™t have any runes. Seems stronger, even though it means maybe workering Charge.

Either way Iā€™m going down to a 2- or 3-card hand next turn, depending on whether I worker.

I think Iā€™m skipping worker for cards, so letā€™s plan on staying at Tech III. Game shouldnā€™t go on this long, but Iā€™m teching a Crashbarrow and another Crash Bomber in case Tech Lab gets destroyed. Maybe Stampede and Oversized Ramhorn next turn.
[/spoiler][/details]

P1T5


Tech StartingHand Workers

TECH

Crashbarrow
Kidnapping


STARTING HAND
Bombaster
Might of Leaf and Claw
Charge
Bloodrage Ogre

WORKERS

Scorch
Bloodburn
Careless Musketeer
Pillage

NextHand

Shoddy Glider
Nautical Dog
Bloodlust

Discard

Bombaster
Charge
Crashbarrow
Kidnapping

Tech 2 card(s)
Get Paid + float - ($9)
Skip worker
Upgrade to Might of Leaf and Claw - ($6)
Recruit Bombaster - ($4)
Bombaster pops to kill Fencer - ($3)
Crash Bomber kills Tenderfoot, taking 1 damage; you draw; MoLaC @1 rune
Arg attacks your base for 1 damage; MolaC @2 runes
Recruit Bloodrage Ogre - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw @2 runes
  • Crash Bomber (2/1, Hits your base for 1 when he dies)
  • Argagarg Garg, Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Afterthoughts][spoiler]
Couldnā€™t ask for a better 3-card hand. Drakk+Bloodlust+Dog+Glider = $6 out of my $9 total. Spend $3 more to midband Drakk? Thatā€™s a guaranteed 3 attacks, for 3, 4, and 4 damage each (respectively). If I can get any attacks from my leftover units/heroes, I can probably trigger MoLaC with drakk, making for Dog and Glider each hitting for 9 (and Dog surviving Bloodlust).

If he hits me with a Carrion Curse, I can still do max Drakk+Dog+Glider for the same amount. 4 less damage, and one less attack, but should still be a big Glider. Having big Drakk on defense might be worth it anyway.
[/spoiler]

[/details]

P2T5


Tech StartingHand Workers

TECH
Blademaster
Blademaster


STARTING HAND
Leaping Lizard
Disease
Bloom
Wither
Older Brother


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Helpful Turtle
Spark
Older Brother


NextHand

Brave Knight
Timely Messenger
Brick Thief
Grounded Guide


Discard

Nimble Fencer
Tenderfoot
Sickness
Bloom
Wither
Blademaster
Blademaster


Tech 2 card(s)
Draw a card from Technician
Get Paid - ($9)
Worker - ($8)
Orpal 3->6 - ($5)
Orpal casts Sickness on Bloodrage Ogre and Crash Bomber, which kills the Crash Bomber. My base takes 1 damage. Orpalā€™s maxband triggers to put another -1/-1 rune on Bloodrage Ogre, which kills him as well. - ($3)
Orpal attacks Argagarg to put 2 - runes on him while taking 1 damage in return.
Leaping Lizard - ($2)
Onimaru - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Leaping Lizard (3/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Onimaru Lvl.1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Orpal Lvl.6 (2/4) x
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Getting rid of the two units is certainly great, but he has enough ways to give haste so I donā€™t really know if I can stop the MoLaC at all. The - runes on Arg make it impossible to get MoLaC counters from attacking with him, which might be important.

My plan is Tech III since that is where Finesse really gets out of hand.

P1T6


Tech StartingHand Workers

TECH

Crashbarrow
Over-sized Rhinoceros


STARTING HAND
Nautical Dog
Bloodlust
Shoddy Glider

WORKERS

Scorch
Bloodburn
Careless Musketeer
Pillage

NextHand

Mad Man
Shoddy Glider

Discard

Bombaster
Charge
Crashbarrow
Kidnapping
Crash Bomber
Bloodrage Ogre
Shoddy Glider
Bloodlust
Nautical Dog
Crashbarrow
Over-sized Rhinoceros

Tech 2 card(s)
Get Paid + float - ($9)
Summon Drakk Ramhorn, to midband - ($4)
Recruit Shoddy Glider - ($3)
Shoddy Glider kills Orpal in a frenzy, dying to your Lizard; Drakk to max; MoLaC @3
Recruit Nautical Dog - ($2)
Drakk casts Bloodlust on himself and NDog - ($0)
NDog (2/1, Frenzy 1, Frenzy 1, Haste) suicides into Lizard to knock off armor and deal 3; MoLaC @4
Drakk (4/4, Haste) kills Lizard, taking 3 and surviving at 3/1; MoLaC @5 runes
MoLaC activates; Drakk becomes 8/6; Arg becomes 1+5-2/5+5-2 = 4/8
Arg kills Oni, taking 2; you draw

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw @6 runes
  • Argagarg Garg, Lv. 5 (4/6, from -2/-2 in runes, 2 damage, MoLaC)
  • Drakk Ramhorn, Lv. 6 (8/6, from 3 damage and MoLaC)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 2
  • Disc: 11
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Afterthoughts]
Next hand: 6/6 haste and 8/6 haste, ephemeral. Even with no defense and a 2-card hand, this should be game.

[/details]

GG, I concede! That turn was just brutal. I think I really need to step up my game against aggro.

Thanks, and thanks for the games!

I felt like that was my best game so far in terms of actually making the smart play instead of letting my instincts run amok. Drawing some of the best possible hands at crucial times didnā€™t hurt at all, either. With my last hand, there was nothing you could have done to prevent MoLaC. And my next was Glider + Mad Man, so it wasnā€™t going to be pretty.

I learned that Arg+Nautical Dog is probably as good as Drakk+Dog. I was regretting it at the time, because it made my spells more expensive. But the main threat of Drakk+Dog is midband for a 3/1 1-cost. Arg does that cheaper and makes him 3/2; he doesnā€™t bring his own 2-damage like Drakk does, but that just keeps me from being too aggressive. And the wisp adds defense that Drakk lacks.

I think my tendency is to get favorable board states at the cost of my hand and econ (which, admittedly, Red does quite well). But I think you might be on the other end: just a little too unwilling to go down on cards?

On T1, if youā€™d played Oni+TM+Tenderfoot instead of Oni+Turtle, I would have had a much harder time breaking through the defense two turns later. If youā€™d have skipped Oni and played Flagbearer (say, Scav) + Tenderfoot (SQL), I would have had to trade the NDog into Tenderfoot and hit it with Arg to take it out, because Argā€™s midband would have been attracted to the Flagbearer.

Of course, thereā€™s no way you could have known I had no Mad Man in my second hand (and I did have Rambaster, and BRO+Charge). The problem is, even if I had Mad Man, playing him and midbanding Arg (to take out SQL Tenderfoot) would have prevented me from playing Tech I that turn. And thatā€™s a trap I might well have fallen into.

I donā€™t have a lot of experience beating aggro, but I do have a lot of experience losing as aggro, and generally it happens when Iā€™m forced to overextend to get the board state I want. And if I donā€™t overextend, and weā€™re both just building up behind walls, that tends to favor my opponents, who can usually put down beefier non-hasted units that I either canā€™t break through or that can wipe my board and survive to some extent.

On T4, once you saw Blood/Growth, if youā€™d have guessed MoLaC was coming out you might have played more aggressively to kill my units before they could attack. (Iā€™m not sure it would have helped; again, my draws were pretty great.) But you could have traded both Virtuosos into the Crashbomber, or gone down further on cards to trade TM and Fencer with Crashbomber. It would have slowed down MoLaC, maybe by a whole turn.

I thought the T5 sickness to take out all my units and debilitate ARG was pretty awesome. I had been hoping to get some runes with some of them, and if I hadnā€™t drawn the hand I had, I might not have gotten MoLaC going that turn.

The more I think about it, the more I think you should be trying out Rook, Grave, or Vandy for your third hero (though Iā€™m not sure if theyā€™d be as effective in other match-ups). Your struggles have really been early-game, and Rook and Grave offer more efficient defense at the Tech I/Hero level; Graveā€™s cheap midband, Rambasa, and Sparring Partner to put more runes on Orpal seem especially tempting. Vandyā€™s cheap levels mean sheā€™s also good defense, and you get the Meta threat and the mono-Black econ bonus.

I donā€™t know if Iā€™m being at all helpful! And it could just be that my deck is somewhat strong against yours? I donā€™t feel experienced enough to really know, so Iā€™d seek outside advice. But River and Orpal are two of my favorites, so I really want to see your deck do its thing, whatever that ends up being!

1 Like

Thanks for your well thought-out post!
Iā€™m quite busy at the moment and I will formulate a better response once I had time to read through the last game again.

-It might very well be a playstyle issue. Iā€™m probably most used to monogreen where I just play for value all the time and it works decently.

-Yeah Onimaru was a big let-down so far - I think he is not quite as oppressive of an early game hero without the threat of Arrest. I tried Grave before and I quite liked it, I might go back to that.

-I think what Iā€™m missing is a concrete game plan that my deck can follow and Iā€™m not really much further than ā€œI like Disease but not the black starter, also I probably should get an early game hero.ā€