Casual : Fenrir (Flagstone Dominion) vs Feathers [Anarchy]/Growth/Truth

@feathers

Sorry for the delay. I ended up working late.

Fenrir, Turn 1


Upkeep

Hand at start of turn

Bluecoat Musketeer, Jail, Spectral Aven, Arrest, Lawful Search

Get Paid ($4)


Main Phase

Worker a card ($3)

Worker

Lawful Search

Build a Jail ($3)

Discard 3; Draw 5


**Board Info : **

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

In Play
Jail 3 :heart:

Buildings :
:heart: Base HP: 20

**Economy Info : **
Cards :
Hand: 5
Deck 0
Discard 3


Hand at end of turn

Manufactured Truth, Building Inspector, Traffic Director, Reputable Newsman, Porkhand Magistrate

Thoughts

Jail Turn 1. I happy. Actually going first against red is the one super rare circumstance in which Bluecoat Musketeer is actually sort of playable, which is why he wasn’t an auto worker.

If I had Makeshift Rambaster in my opening hand…

P2T1


StartingHand Workers

STARTING HAND
Nautical Dog
Charge
Scorch
Bloodburn
Pillage

WORKERS

Bloodburn

NextHand

Makeshift Rambaster
Bombaster
Careless Musketeer
Mad Man
Bloodrage Ogre

Discard

Pillage
Nautical Dog
Charge
Scorch

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg, summon a wisp - ($2)
Tech I - ($0)

Float ($0)
Discard 4, draw 5


[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]
  • L1 Arg (1/3)
  • wisp (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts]
Get that Tech I built before Inspector is dropped. Doing a early maxband Arg to migitate Jail, which means that I can only afford one 1-drop across this or next turn. Mad man has haste compared to Dog.

[/details]

Fenrir, Turn 2


Upkeep

Tech

Overeager Cadet, Scribe

Hand at start of turn

Jail Turn 1. I happy. Actually going first against red is the one super rare circumstance in which Bluecoat Musketeer is actually sort of playable, which is why he wasn’t an auto worker.

Get Paid ($5)


Main Phase

Worker a card ($4)

Worker

Porkhand Magistrate

Build Tech I ($3)

Summon Onimaru ($1)

Summon Traffic Director ($0)

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Traffic Director (1/1 + :psblueshield: - Untargetable)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play
Onimaru (2 :psfist: /3 :heart:)
Jail 3 :heart:

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

**Economy Info : **
Cards :
Hand: 5
Deck 5
Discard 0


Hand at end of turn

Scribe, Spectral Aven, Arrest, Bluecoat, Reputable Newsman

[details=Thoughts]Just Arg on the board means I don’t really have to be scared of much next turn, he wont be doing anything sudden with the red spells at +1 cost… probably. And jail more or less protects me from hasted units.

With that in mind I could’ve played a less aggressive hero but since I’ve made it tough for Feathers to play aggressively with the red starter I think I should take the opportunity to capitalise on Red’s weak defence. Next turn I’ll try to swing with Oni for value.

Then I’ll try using cheap blue tech 1 units and elite training to trade up on economy and take over the board.

I kind of expect to see a tower from Feathers in the next two turns.[/details]

P2T2


Tech StartingHand Workers

TECH

Calypso Vystari
Giant Panda


STARTING HAND
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Bombaster
Careless Musketeer

WORKERS

Bloodburn
Careless Musketeer

NextHand

Bloodrage Ogre
Scorch
Calypso Vystari
Pillage
Makeshift Rambaster

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Maxband Arg - ($1)
Mad Man, goes to Jail - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Max Arg (1/5)

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts]
Hopefully just weather the storm until I can bring out MoLC, tech Panda for flooding the board and Calypso for cheap unit to bust Jail with, and it synergizes with Surprise Attack later. Next turn build Tech II, block with elite Arg and tech Mad Man should be enough.

[/details]

Fenrir, Turn 3


Upkeep

Tech

Overeager Cadet, Elite Training

Hand at start of turn

Scribe, Spectral Aven, Arrest, Bluecoat, Reputable Newsman

Get Paid ($6)


Main Phase

Worker a card ($5)

Worker

Bluecoat Musketeer

Play Scribe ($3)

Draw a card

Manufactured Truth

Arrest Water Elemental - Sideline, Exhaust, Doesn’t ready next turn.

Traffic Director kills wisp, you gain a gold.

Onimaru hits Arg for three and takes one damage in return

Float ($1)

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Scribe (1 :psfist: / 3 :heart: + 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play

Onimaru (2/2)
Traffic Director (1/1)
Jail (3) - With Madman safely locked up for his own protection.

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

**Economy Info : **
Cards :
Hand: 5
Deck 4
Discard 0


Hand at end of turn

Overeager Cadet, Overeager Cadet, Reputable Newsman, Building Inspector, Spectral Aven

[details=Thoughts]Well, this seems pretty much fine. By the time the Elemental comes back online I’ll have the units to deal with it, in the meantime I’m looking at Arg being unlikely to do much that’s scary and probably mad man arriving on the board next turn to also not be that scary.

Meanwhile I’ve still got jail to slow down his units and I’ve got Oni on the board with two other units. I’ve got options on my turns. Right now my deck is flexible enough that I could go any way I want with techs. If Feathers goes to tech 2 this turn I’ll tech reactively to that, if not I’ll just go Peace and tech in a debilitator and a garrison first and a couple of air hammers second.[/details]

1 Like

P2T3


Tech StartingHand Workers

TECH

Surprise Attack
MoLC


STARTING HAND
Bloodrage Ogre
Scorch
Pillage
Makeshift Rambaster
Calypso Vystari

WORKERS

Bloodburn
Careless Musketeer
Pillage

NextHand

Nautical Dog
Giant Panda
Bombaster
Charge

Discard

Makeshift Rambaster
Scorch
Surprise Attack
MoLC

Tech 2 card(s)
Get Paid + sca - ($8)
Worker - ($7)
Tech II Growth - ($3)
Bloodrage Ogre, bails Mad Man out - ($1)
Calypso Vystari, bails Ogre out - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre (3+1/2)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Max Arg (1/2)
  • Water Elemental (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II - Growth HP: 5

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

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

[details=Thoughts]
I’m realizing the Red starter’s limitations now, would’ve been much better off using the Green starter for early game strength, token summoning, and card draw. For now chump block and don’t give him particularly good trades, blocking with a selection of Giant Panda’s wisp/Calypso/Quince+mirror/Water Elemental next turn should be enough if I don’t draw MoLC, and Zane+Surprise Attack should take back some of the board the turn after that and leave the last two runes for hasty Red units.

[/details]

Fenrir, Turn 4


Upkeep

Tech

Debilitator Alpha, Injunction

Hand at start of turn

Overeager Cadet, Overeager Cadet, Reputable Newsman, Building Inspector, Spectral Aven

Get Paid ($7) + Flaot ($1) = ($8)


Main Phase

Worker a card ($7)

Worker

Building Inspector

Summon two Overeager Cadets ($7)

Summon a Reputable Newsman blocking spells and upgrades of cost 3. ($5)

Build Tech II [Peace] ($1)

Float ($1)

Traffic Director hits your Tech II for one damage.

Discard 1; Draw 3


**Board Info : **

Patrol
:psblueshield: Squad Leader: Scribe (1 :psfist: / 3 :heart: + 1 :psblueshield:)
:psfist: Elite: Overeager Cadet (3 :psfist: / 2 :heart:)
:ps_: Scavenger:
:pschip: Technician: Scribe (2 :psfist: / 2 :heart:)
:target: Lookout:

In Play

Onimaru (2 :psfist: / 2 :heart:)
Traffic Director (1 :psfist: / 1 :heart:)
Jail (3 :heart: ) - With Vystari locked up for vagrancy.
Reputable Newsman ( 0 / 3 :heart:) - blocking $3

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II [Peace] HP: 5

**Economy Info : **
Cards :
Hand: 3
Deck 0
Discard 3


Hand at end of turn

Elite Training, Arrest, Manufactured Truth

[details=Thoughts]Bleh! I’m falling behind… or, less far ahead anyway. I could’ve attacked this turn but I wasn’t happy with the trades I was looking at so I’ve turtled up. Which I now realise was a mistake. Nevertheless I’ve got three awesome spells in hand next turn. As long as I have something on the board at the start of next turn I should be able to make some really good trades.

Newsman and Jail mean I’ve still got a fair bit of control I really only need to hold onto the board for a couple of turns and I can play a Garrison and a Sgt to try to win at tech II. I blocked on 3 with newsman because I’m scared of Might of Leaf and claw more than really much else and there’s at least some overlap with other spells. That still leaves me vulnerable to Surprise attack and Args spells but while those are bad they won’t outright win the game which MoLaC totally can and will.[/details]

1 Like

P2T4


Tech StartingHand Workers

TECH

Surprise Attack
MoLC


STARTING HAND
Giant Panda
Nautical Dog
Charge
Bombaster
Makeshift Rambaster (Zane draw)

WORKERS

Bloodburn
Careless Musketeer
Pillage

NextHand

Surprise Attack
Charge
Scorch
Surprise Attack
MoLC

Discard

Bloodrage Ogre (3/2)
Mad Man (1/1)
Bombaster
Giant Panda
Makeshift Rambaster

Tech 2 card(s)
Get Paid - ($8)
Nautical Dog, bail Calypso out - ($7)
Midband Zane - ($2)
Charge Calypso - ($0)
Tap Calypso, sideline SQL Scribe
Zane kills technician Cadet, we both draw a card
Ogre trades with elite Cadet
Arg buffs Mad Man who trades with Oni, Zane maxbands and his ability fizzles
Water Elemental kills Newsman

Float ($0)
Discard 3, draw 5


[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]
  • Max Arg (1/2)
  • Max Zane (4/4)
  • Water Elemental (3/3)
  • Calypso (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Growth)

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
It was close but I think I’ve got it in the bag now. As feared he put out Newsman on 3 but fortunately Calypso turned out to be just the right tech. Having all but cleared his board with guaranteed MoLC and Surprise Attack next hand and beefy units on the board I’m sitting pretty. Due to having no haste he’d be one damage short of destroying my Tech II at most. I’d be skipping worker next turn as well but it hardly matters. Gonna try [Growth]/Anarchy/Necromancy next game for the removal and chump blockers.

[/details]

Fenrir, Turn 5


Upkeep

Tech

Air Hammer, Garrison

Hand at start of turn

Elite Training, Arrest, Manufactured Truth

Get Paid ($8) + Float ($1) = ($9)


Main Phase

Worker a card ($8)

Worker

Elite Training

Summon Bigby ($6)

Summon Quince ($4)

Cast manufactured truth to make Scribe a copy of Water Elemental ($3)

Traffic Director and Scribe destroy Tech II.

Cast Injunction to disable Tech I - Calipso Vystari becomes disabled. ($0)

Discard 1; Draw 3


**Board Info : **

Patrol
:psblueshield: Squad Leader: Mirror Illusion (0/2)
:psfist: Elite: Bigby (3/3)
:ps_: Scavenger:
:pschip: Technician: Quince (1/3)
:target: Lookout:

In Play
Jail (3 :heart:)
Traffic Director (1/1)
Scribe (1/3)

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II [Peace] HP: 5

**Economy Info : **
Cards :
Hand: 3
Deck 4
Discard 0


Hand at end of turn

Debilitator Alpha, Spectral Aven, Arrest

[details=Thoughts]Well, lesson learned. Don’t leave things alive if you can kill them. You give your opponent too many options and stuff like this ends up happening. Still his tech two is out of commission for TWO turns. Which is pretty great. I can play Tech 2 units now and pull ahead on the board by the virtue of their superior value for gold.

Worst case scenario… Surprise attack to have a bunch of hasted bullshit ruin my patrol zone? Still even if that happens I think my tech II should survive and then my Alpha will come out to block for me which will buy more time for me to start rushing tech III[/details]

P2T5


Tech StartingHand Workers

TECH

Mind Control
Detonate


STARTING HAND
Surprise Attack
Makeshift Rambaster
MoLC
Bombaster
Bloodrage Ogre
MoLC (Zane draw)

WORKERS

Bloodburn
Careless Musketeer
Pillage
Scorch

NextHand

MoLC
Mind Control
Detonate
Mad Man
MoLC

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Water Elemental kills mirror
Arg suicides into Bigby, fake Quince gains 2 levels
Summon Quince, get a mirror token - ($5)
Surprise Attack! - ($0)
Shark #1 kills Bigby, Quince midbands
Zane kills fake Quince, we both draw, real Quince maxbands
Shark #2 destroys Jail, Nautical Dog is discarded

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Max Quince (1/5+1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Mirror (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Max Zane (4/3)
  • Calypso (2/2)
  • Water Elemental (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts]
Silly me. Pulling something out of patrol does not make it disappear, and of course he had MT. Fortunately Surprise Attack can still make the magic happen. Had a sweet turn planned out involving mirrored Sharks, destroyed Tech II+Jail, and 3 maxband heroes before realizing the cursed hero limitation, so I managed to squeeze out a second best. Tech in Detonate and Mind Control to deal with Garrison and Sergeant respectively, and hope to survive for two turns until Tech II is online again.

[/details]

Fenrir, Turn 6


Upkeep

Tech

Patriot Griffin, Free Speech

Hand at start of turn

Debilitator Alpha, Spectral Aven, Arrest

Get Paid ($9)

Draw a card from Technician

Technician Draw

Cadet


Main Phase

Worker a card ($8)

Worker

Aven

Summon Debilitator Alpha ($3)

Summon Overeager Cadet ($3)

Build Tower ($0)

Discard 1; Draw 3


**Board Info : **

Patrol
:psblueshield: Squad Leader: Debilitator Alpha (4 :psfist: / 5 :heart: + 1 :psblueshield:) Units attacking alpha get -1 attack.
:psfist: Elite: Overeager Cadet (3 :psfist: / 2 :heart:)
:ps_: Scavenger: Scribe (2 :psfist: / 2 :heart:)
:pschip: Technician: Traffic Director (1 :psfist: / 1 :heart:)
:target: Lookout:

In Play

Buildings :
:heart: Base HP: 20 :heart:
:heart: Tech I HP: 5 :heart:
:heart: Tech II HP: 5 :heart:
:heart: Tower HP: 4 :heart:

**Economy Info : **
Cards :
Hand: 3
Deck X
Discard 4


Hand at end of turn

Manufactured Truth, Reputable Newsman, Overeager Cadet

Thoughts

Um… well, I guess I block up for a turn and hope not to get mind controlled or mirror’d too hard? Pretty sure I’ve lost this but things could still happen. I’m going to have to try to win at tech III now because I’m just not going to get things working in tech II.

P2T7


Tech StartingHand Workers

TECH

Detonate
Mind Control


STARTING HAND
Mind Control
Detonate
Mad Man
Surprise Attack
MoLC
MoLC (Zane draw)

WORKERS

Bloodburn
Careless Musketeer
Pillage
Scorch
Detonate

NextHand

Nautical Dog
Charge
Surprise Attack
Makeshift Rambaster
Bloodrage Ogre

Discard

Mad Man
MoLC
MoLC
Surprise Attack
Detonate
Mind Control

Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rebuild Tech II
Mind Control Debilitator Alpha - ($3)
Zane kills Traffic Director, we both draw
Calypso sidelines Scribe
Make a mirror - ($1)
Mad Man, mirror copies it - ($0)
Mad Man and its Mirror kill Cadet
Water Elemental and Quince destroy Tower

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Debilitator Alpha (4/5+1) [Mind Control]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Max Zane (4/1)
  • Calypso (2/2)
  • Water Elemental (3/2)
  • Max Quince (1/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts]
Ooh, the Debilitator instead of garrigent? Fine with me, it is much more useful on my side than his since his units all have low attack, anyways. I do feel a little guilty for punishing a rare teching and playing of DA… really hope that one day, someone will make it work. Drawing and discarding both MoLCs is unfortunate, but I believe I have enough board advantage now to push through. Since I had to worker Detonate and attached my first MC, tech in one of each.

[/details]

Well, I forfeit. It’s unfortunate that you drew mind control right after teching it but that’s the way the cookie crumbles I guess. The only thing I had going for me was the DA to block and now that he’s on your side I have no way to push through and get him back. GG.

GG! My draws were indeed good to me this game, especially the Charge at T4 allowing me to break through. Looking back I think you definitely should’ve attacked T4, perhaps levelling Oni in the process. I was wary of a Maxband Oni -> Art of War play the entire early game, as him and the soldiers would’ve been hard for me to deal with. Also, can I ask why you teched DA instead of Garrisons and Sergeants? I feel that had you been able to draw a Garrison last turn the situation might be better for you.

The board state pictures are fantastic. I really appreciate you doing it for every turn, it makes turns that much easier to plan out. I wish I could do the same but I often post away from home.

Do you care to rematch? I’d like to try Green starter this time and perhaps actually get MoLC to go off.

1 Like

Sure we can go again. I’ll stick with mono blue. Random 66.

I teched DA because I felt that I was falling behind and I needed something that would trade well. Drill sgt is really good but he’s not worth it if he just dies the turn he arrives which he will if you don’t have a patrol zone.

Random 63, so close. I’ll be playing [Growth]/Anarchy/Truth this time.

Fenrir, Round 2, Turn 1


Upkeep

Hand at start of turn

Arrest, Jail, Porkhand, Bluecoat, Spectral Aven

Get Paid ($4)


Main Phase

Worker a card ($3)

Worker

Porkhand

Play jail $3

Discard 3; Draw 5


**Board Info : **

No pic this time. Not worth it for just jail.

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

In Play
Jail 3 :heart:

Buildings :
:heart: Base HP: 20

**Economy Info : **
Cards :
Hand: 5
Deck 0
Discard 3


Hand at end of turn

Traffic Director, Building Inspector, Manufactured Truth, Reputable Newman

[details=Thoughts]Same play as last time. I’m giving up a lot of tempo again but I figured there’s a good chance that I just see a Rich Earth come down and tempo passes right back to me. If not it’ll probably be Arg again, which I can handle much like last time. I think teching Scribe first was a mistake in the last game, the extra cards are great but he’s a blocker, he blocks and I don’t want to block against Growth, he’ll just block too and then win with MoLaC. So it’ll be elite training and Cadet to start then scribe and cadet second.

I still rate Elite Training so highly, what a card![/details]

P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Playful Panda
Young Treant
Merfolk Prospector
Spore Shambler

WORKERS

Spore Shambler

NextHand

Rich Earth
Tiger Cub
Forest’s Favor
Verdant Tree

Discard

Rampant Growth
Playful Panda

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Young Treant, bail Prospector out - ($1)

Float ($1)
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]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts]
So there Jail is, again. Lets see how Green does against it. This opening gives me a lot of flexibility for next turn. I could go Arg or Zane, do Tech I or early Surprise Attack… we’ll see what he plays.

[/details]

1 Like

Fenrir, Turn 2


Upkeep

Tech

Overeager Cadet, Elite Training

Hand at start of turn

Traffic Director, Building Inspector, Manufactured Truth, Reputable Newman

Get Paid ($5)


Main Phase

Worker a card ($4)

Worker

Traffic Director

Summon Onimaru ($2)

Build Tech I ($1)

Summon Building Inspector ($0)

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: General Onimaru (2/3 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician: Building Inspector (1/1)
:target: Lookout:

In Play
Jail 3 :heart: with Young Treant putting down roots.

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

**Economy Info : **
Cards :
Hand: 5
Deck 3
Discard 0


Hand at end of turn

Elite Training, Manufactured Truth, Bluecoat Musketeer, Arrest, Reputable Newsman

[details=Thoughts]Ok, this is probably fine for now. Worst case scenario is something unforseen with Zane to kill Oni but I’m not really sure how that could possibly happen? Seven gold is a lot but it’s going to cost three cold to build tech I. I guess the thing I’m most scared of is Zane to maxband right away to kill Oni and my building inspector and then worker with the gold from MY scavenger? Probably Feathers should turtle up behind tough green units instead of something nuts-o like that though. I think an early max like in the last game is actually the strongest play against Jail so I’m glad I haven’t seen him yet.

For my part I actually got elite training in hand and manufactured truth too. So I can potentially swing for real value next turn. Hooray![/details]

P2T2


Tech StartingHand Workers

TECH

Disguised Monkey
Disguised Monkey


STARTING HAND
Forest’s Favor
Verdant Tree
Rich Earth
Tiger Cub

WORKERS

Spore Shambler
Rich Earth

NextHand

Ironbark Treant
Disguised Monkey
Tiger Cub
Forest’s Favor

Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Zane - ($1)
Prospector and Zane kill Oni, Zane maxbands and pulls Building Inspector to scavenger to kill him, we both get a gold - ($2)
Verdant Tree - ($0)

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


[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]
    *Max Zane (4/4)
  • Verdant Tree (3)

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

[details=Thoughts]
So since this is a casual game, I’m trying something very far out instead of a defensive Arg opening. It might even happen be the best line, since Oni + Inspector is very troublesome and he might easily complete the lock by putting out a Newsman on 2 (or 3) and making things difficult to remove and deal with, while a hero wall with healing 1 may just be the perfect counter to the Blue starter, which has either small units or spells/abilities which plays tricks with units. The plan is to not do much at all next turn except build tech I, perhaps Forest’s Favor on Zane if I got lucky (and I did!), then hopefully unexpectedly go Anarchy and kill something important (Newsman? Jail?) on the backline, tech labbing MoLC in later. Teching in double Monkey and keeping my hand at 4 cards to also maximize the chance of leaving one in the deck for T4. Let’s see how it goes!

[/details]