[Casual] FrozenStorm vs zango

Something I always have wanted to say suddenly seems appropriate:
“Now, it has finally come to this!”

Game8 P2T5


Tech StartingHand Workers

TECH
Drill Sergeant
Elite Training


STARTING HAND
Flagstone Garrison
Temporal Research
Flagstone Garrison
Fading Argonaut (2/3A, fade 3)
Battle Suits
Stewardess of the Undone (2/3A) (FG draw)
Nullcraft (1/1, flying) (FG draw)


WORKERS
Forgotten Fighter
Time Spiral
Plasmodium
Hardened Mox
Temporal Research


NextHand

Tinkerer
Elite Training
Drill Sergeant
Drill Sergeant
Overeager Cadet


Tech 2 card(s)
Get Paid - ($9)
Garrison - ($6)
Fargo, draw 1 - ($4)
stewardess, bounces bird, draw 1 - ($1)
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus (2/2)
  • :pschip: Technician: Fading Argonaut (2/3, fade 3)
  • :target: Lookout: Overeager Cadet (2/1)

In Play:

  • Flagstone Garrison (4hp)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

In hindsight it probably would have been way better last turn to have skipped a worker and let the nullcraft live instead with him gaining two gold less and me gaining one gold less (nullcraft killing Rook, Zane shove bird to elite). With battle suits in hand that would mean a safe clearing of his board now…

I have to expect a BA and possibly a MoLaC next turn. BA lets the bird directly destroy my tech 1, unless I manage to draw nullcraft or stewardess from a single garrison nut draw (deck of five, 1x cadet replacing itself, that’s 50% probability of hitting the nullcraft or stewardess in time, even more if I count tinkerer into “replaces itself”, even though it doesn’t leave me the out of killing both of his walkers with battle suits)
If I don’t attack, patrolling with cadet probably makes no sense as Zane will just kill two defenders then without taking damage, and maybe not even paying for this if he shoves to scavenger.

Line A
Single garrison, close my eyes and hope for the best, not unlikely to leave me in a spot where I skip the worker, unsure whether I will attack or not.
Line B
Double garrison, Fargo, worker, no attack.
Line C
Worker + tech lab + tech 3 + <battle suits & attack || Fargo> & tech two gunships

Evaluation:
C - just lol. He will know that I don’t have gunship in hand next turn and I throw away my peace engine. Just no.

B - extremely risky, MoLaC gives him directly three runes and BA directly is tech 1 breakdown with BA and some chunk blockers on the table and some serious gas on his side. Yes I then have a ton of cards to play next turn, while his hand runs out.
Have to tech sergeant+air hammer/spy then, when expecting tech 1 breakdown. My next hand then will be 3 out of (nullcraft, tinkerer, cadet, stewardess, drill sergeant) and two out of (the two remaining from the bracket before, battle suits, drill sergeant, air hammer). This means 100% for me to be able to play almost all the units that I want, but not necessarily in the order that I want them to. Also I will be almost out of a reasonable attack range for my next two turns, which is A LOT against growth engine being online. So nope to that idea.

A - this holds a bit of everything. As stated above 50% chance of getting rid of that flyer. Will go that route.
Teching drill sergeant for sure. Not so sure about second tech choice. Decided for elite training.

So it was nullcraft and stewardess, unfortunately in the wrong order, so Zane gets to live another day. Very unfortunate, would really have preferred to skip the worker and have his board cleared completely.

If he has MoLaC, there is not much I can do about it. Besides that the nut draw probably is BA+sharks. At least he then does not have enough money for maxlevel Zane. With so few cards and maybe a BA in hand he probably wants to play two heros for piling up counters, so I’m neglecting him the option to sacrifice Zane. As I want to have all four patrollers in the patrol zone the rest needs no further thinking on my part (at least none that I can see).
Sharks will break my tech 1 building, but with that I hope I can live, especially with at least one Sargeant in hand and two tech 0 units left in the deck.

Now let’s cross fingers and touch wood he has whiffed at least some with his only three cards in hand.

Game 8 Player 1 Turn 6

P1 Miracle Grow vs P2 PPA

Starting Hand

Charge
Surprise Attack
Blooming Ancient
Gunpoint Taxman (techn, okay not great)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient, Dinosize
Surprise Attack, Might of Leaf and Claw
Detonate, Might of Leaf and Claw
Blooming Ancient, Surprise Attack
Bird’s Nest, Gunpoint Taxman


Main:

  • Blooming Ancient (5)
  • Rook, rune (3)
  • Give rune to Brogre, kill SQL
  • Zane kills technician, we both draw 1
  • Gunpoint Taxman, rune (1)
Workers

Bombaster, Scorch, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Growth

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4a lvl 1)
  • :psfist: Elite: Gunpoint Taxman (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (3/1 lvl 5)
  • Bloodrage Ogre (4/1, +)
  • Blooming Ancient (3/5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Might of Leaf and Claw
Detonate
Nautical Dog
Surprise Attack

End of Turn Discard
My Thoughts

I don’t like my odds to win this race really but we’ll try it!

I decided to kill techn in the hopes of pulling a MoLaC or maybe Birds (33% to get one of those). Detonate, GPT, Mad Man and Dog would have also been fine and useful pulls, it was really just Surprise Attack and Rambaster I didn’t particularly want (well especially Surprise Attack), so the 7/9 to do something helpful and 1/9 for disaster was pretty worth IMO. Getting MoLaC or Detonate down would have been sick though…


Game8 P2T6


Tech StartingHand Workers

TECH
Calypso Vystari
Calypso Vystari


STARTING HAND
Drill Sergeant
Tinkerer
Overeager Cadet
Elite Training
Drill Sergeant
Flagstone Garrison
Battle Suits
Nullcraft (1/1, flying)
Calypso Vystari
Stewardess of the Undone (2/3A)
Calypso Vystari
Fading Argonaut (2/3, fade 3)


WORKERS
Forgotten Fighter
Time Spiral
Plasmodium
Hardened Mox
Temporal Research


NextHand

Overeager Cadet (2/1)
Elite Training
Stewardess of the Undone (2/3A)
Battle Suits
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($10)
drill sergeant, draw - ($7)
drill sergeant, draw, 1 rune - ($4)
cadet, rs & draw, 2 runes
nullcraft, draw, 2 runes - ($2)
Calypso, draw, 2 runes - ($1)
Calypso, draw, 2 runes - ($0)
nullcraft kills Zane, levels fizzle
neo with 3 runes kills Rook
cadet with 1 rune trades with GPT

Float ($0)
Discard 6, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Calypso Vystari (2/2)
  • :pschip: Technician: Calypso Vystari (2/2)
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4hp)
  • Neo Plexus (5/3)+++
  • Drill Sergeant (6/6)+++
  • Nullcraft (1/1, flying)
  • Drill Sergeant (5/5)++

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Thanks to the technician draw I can cycle through my whole deck + discard (teching two Calypsos) this turn, including the cadet on the table (neowith 3 runes runes killing Rook+cadet plus one rune killing GPT).
That means playing
Sergeant
Sergeant (+1)
Cadet (+2)
Nullcraft (+2)
Calypso (+2)
Calypso (+2)
Cadet (+2)
Which leaves 7 runes open to be distributed and nullcraft to attack.
I guess I’ll go for zane to reduce the maximum number of attackers next turn in the maximal possible way. Charge being extremely expensive with the additional wrong colored hero to play, it’s more BA+mad man+rambaster+Arg that probably does the most damage with him being able to break through my defense. He definitely needs three patrolers plus has to break tech 1 to survive my next move (haven’t calculated if killing a Sargeant instead also is sufficient), if I didn’t overlook anything. Let’s see.

When starting to do the planning for my move in the Google sheet, I realized that I cannot put the cadet into the discard pile in time, but that doesn’t change my line, it’s just two runes less.

Post draw: both tech0 units still in my draw pile of 2. But if he wants to break tech 1, I will draw one, which then should be sufficient… Again: Let’s see.

Well I can guarantee a charged MOLAC next turn, but it doesn’t do me a ton of good when I’m a pretty safe bet to lose on your next turn. Still I spose more fun to give you the satisfaction of it eh?

Mind the order here; Nullcraft should die to GPT with this ordering, but there was nothing preventing you from attacking with it last, so we’ll just ret-con it that way :slight_smile:

Game 8 Player 1 Turn 7

P1 Miracle Grow vs P2 PPA

Starting Hand

Might of Leaf and Claw
Detonate
Nautical Dog
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Detonate, Bird’s Nest
Blooming Ancient, Dinosize
Surprise Attack, Might of Leaf and Claw
Detonate, Might of Leaf and Claw
Blooming Ancient, Surprise Attack
Bird’s Nest, Gunpoint Taxman


Main:

  • Might of Leaf and Claw (7)
  • Arg + maxband, +3 runes (1)
  • Nautical Dog, +1 rune (0)
  • Ancient kills SQL, MoLaC @1
  • Give Brogre 2 runes, kills technician takes 2, you draw 1, MoLaC @2
  • Move a rune to each little one
Workers

Bombaster, Scorch, Pillage, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 Growth

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/5+1a lvl 5)
  • :psfist: Elite: Water Elemental (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (2/2)
  • :target: Lookout: Wisp (1/2)

In Play:

  • Bloodrage Ogre (6/1, +++)
  • Blooming Ancient (2/2)
  • Might of Leaf and Claw (2 stacks)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Mad Man
Might of Leaf and Claw
Makeshift Rambaster
Bird’s Nest

End of Turn Discard
My Thoughts

Not totally sure on the maths here, think it’s probable he has the ability to finish me 100->0, but on the off chance he can’t I’ll give this a shot. Want to keep a couple patrollers on 1hp so he can’t suicide units, I think it’s better to buff dog to 2/2 though so it can’t get Zane sniped


1 Like

fyi, NC can be runed by the sarges

2 Likes

:smiling_face_with_three_hearts: that’s definitely so :blush: GG!! WP. That’s been a close one. I’m very interested in dissecting the game a bit, before maybe heading on, but I will not have time to look at your draws, techs and thoughs until in a few hours, so I just chose to post this turn first

ah, finally another rookie mistake

yeah, knew about that one, thanks for pointing it out, though. Would you have chosen to take the runes to kill BA instead?

Game8 P2T7


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Stewardess of the Undone (2/3A)
Elite Training
Overeager Cadet (2/1)
Battle Suits
Flagstone Garrison
Tinkerer
Fading Argonaut (2/3, fade 3)
Seer
Calypso Vystari (2/2)
Overeager Cadet (2/2A)
Seer


WORKERS
Forgotten Fighter
Time Spiral
Plasmodium
Hardened Mox
Temporal Research


NextHand

Flagstone Garrison
Elite Training
Fading Argonaut (2/3, fade 3)
Tinkerer
Battle Suits


Tech 2 card(s)
Get Paid - ($10)
Cadet, draw, +2 runes
Stewardess, rs, draw, bounces elemental, +2 runes - ($7)
Seer, draw, +2 runes - ($6)
Calypso, draw, +2 runes - ($5)
Cadet, draw, +2 runes
Seer, nothing to draw, +2 runes - ($4)
total of 17 runes on Sergeants
Zane - ($2)
Battle Suits - ($0)
Neo kills Arg
Zane kills Wisp
old Calypso trades with dog
a single Sergeant with 17 runes breaks your base

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


Board Info:
In Patrol:

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

In Play:

  • Flagstone Garrison (4hp)
  • Drill Sergeant (21/20)+*17
  • Drill Sergeant (4/3)++
  • Nullcraft (1/1, flying)
  • Neo Plexus (6/2)+++
  • Battle Suits
  • Stewardess of the Undone (3/3)
  • Overeager Cadet (3/2)
  • Seer (3,1)
  • Calypso Vystari (3/2)
  • Overeager Cadet (3/2)
  • Zane (2/1, lvl3)
  • Seer (3,1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
1 Like

Definitely not, I was holding Detonate and Surprise Attack, and only needed 1g to maxband. If anything breaking the tech2 might have been viable to just ensure I can’t run the engine harder, but killing Zane lined up with my hand really well

GG WP! Indeed a fairly close one, you played well!

I don’t agree with the Elite Training tech really (moar units! with peace engine you only tech spells you think you’ll use immediately, flood the board first). Other than that, very well planned and executed.

I can maybe do one more game but come Tuesday I’ll have to fold regardless to set up the tourney

1 Like

Wow, that was way more card draw luck dependent than I would have guessed, as it didn’t feel like lucking with the card draw on my side.
Yeah, the elite training was something I was worried about when I played against the deck and that with the prospect of tech 1 probably being broken soon led me to this choice. But totally agree that it is just watering up the game plan.

Well, we just have to be finished by Tuesday :wink:
How about the very same matchup again with me picking miracle growth P1?

1 Like

If you are available for the proposed MU: here we are

Game9 P1T1


StartingHand Workers

STARTING HAND
Scorch
Mad Man
Bloodburn
Charge
Makeshift Rambaster


WORKERS
Bloodburn


NextHand

Careless Musketeer
Bombaster
Pillage
Nautical Dog
Bloodrage Ogre


Discard

Makeshift Rambaster
Charge
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
mad max 1 to your base - ($2)
Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Sounds familiar this P1 move :smiley:

I’ll take a turn later tonight or tomorrow, GL HF!

1 Like

Very cool! GL & fun to you too

1 Like

Game 9 Player 2 Turn 1

P1 Miracle Grow vs P2 PPA

Starting Hand

Forgotten Fighter
Temporal Research
Fading Argonaut
Hardened Mox
Nullcraft

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Oni (3)
  • Nullcraft, kill Mad Man (1)
  • Worker (0)
Workers

Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 19

In Patrol:

  • :psblueshield: Squad Leader: Oni (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Time Spiral
Battle Suits
Neo Plexus
Plasmodium
Tinkerer

End of Turn Discard
My Thoughts

Starting awfully similar to last game… except I can’t follow up w/ Fargo like zango did. Might be an issue. Still I don’t think laying Fargo here is necessarily the right call… is it? I like stacking Mad Man in the deck and having Nullc generally, but Neo Plexus next turn won’t as great to follow up with


Somehow this start sounds distantly familiar :joy:
Edit: forgot to mark tech 1

Game9 P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Bloodrage Ogre
Bombaster
Careless Musketeer
Pillage
Nautical Dog


WORKERS
Bloodburn
Careless Musketeer


NextHand

Makeshift Rambaster
Bombaster
Bloodrage Ogre
Mad Man (1/1)
Bird’s Nest


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
dog - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1A)
  • :psfist: Elite: Rook (2+1/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: tech 1: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

I really dislike the “must attack” of Bogre in this situation, see above what that might get you. I know dog>bombaster is risky, but the attack is the same and the gold saving might be worth it… Let’s see…

Game 9 Player 2 Turn 2

P1 Miracle Grow vs P2 PPA

Starting Hand

Time Spiral
Battle Suits
Neo Plexus
Plasmodium
Tinkerer

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Overeager Cadet, Stewardess of the Undone


Main:

  • Oni kills SQL, takes one
  • Neo Plexus (4)
  • Tech 1 (2)
  • Worker (1)
Workers

Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nullcraft (1/1)
  • :target: Lookout:

In Play:

  • Oni (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Temporal Research
Plasmodium
Hardened Mox
Stewardess of the Undone
Fading Argonaut

End of Turn Discard
My Thoughts

Ok, kill dog, keep Nullcraft patrolled for rook safety, tech peace engine trouble starters


Now let’s deviate from the previous game even further…

Game9 P1T3


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Might of Leaf and Claw


STARTING HAND
Bird’s Nest
Bombaster
Bloodrage Ogre
Makeshift Rambaster
Mad Man (1/1)


WORKERS
Bloodburn
Careless Musketeer
Bloodrage Ogre


NextHand

Pillage
Scorch
Gunpoint Taxman
Charge


Discard

Nautical Dog (1/1A)
Bombaster
Mad Man (1/1)
Makeshift Rambaster
Bird’s Nest
Might of Leaf and Claw
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
bombaster, sacrifice for 2 damage to neo - ($3)
mad max trades with SL - ($2)
Rook kills Oni
Rook to midband - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Rook (3/5, lvl5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Line A
Bombaster plus mad man can give me the Oni kill. Then I have to protect Rook from Zane by playing Bogre, which means:

  • skipping birds nest
  • I’m trading 4 gold and two cards against 6 gold and one card (but this count only works if Rook survives and it’s neglecting the already wasted dog)
    If he has no stewardess, next turn I can put maxband Rook in SL, which greatly enhances my chances for a turn 4 tech 2 building to actually survive the turn. My depleted hand of three will refill itself to a hand of 4, if Bogre dies or attacks. If Bogre doesn’t attack, the trade comes down to 6 gold vs 6 gold with card disadvantage on my side but with the option of maxband Rook which I really like
  • Let’s assume he has stewardess in hand, which I think is guaranteed for him to have teched one, so it’s 62,5%. With Bogre in lookout at least he can’t kill Rook with midband Zane, he just can trade the heros evenly, I will have spent 9 gold (dog, Rook, bombaster, mad max, Bogre), he will have spent 7 (Oni, Neo, Zane, lookout penalty) with 5 hand cards on his side and 4 on mine with nullcraft and stewardess against nothing, as I have spent two cards more on the trade than he has.
    Overall I like this bet on him not having stewardess, even though it’s only 37,5%.

Line B
(Bombaster or mad man) + birds nest, no attack
Independent on how I patrol this line gives him the option of midband Oni killing Rook. I would not bet on him going for it as tech rush might be better, but still the danger of a maxband Oni this early is frightening. Scenario discounted

Line C
Bombaster + mad man + birds, no attack
I’m heavily depleting my hand without actual benefit, don’t like that.

Line D
Like A but midband Rook instead of Bogre. This signals maxband in the maximal possible kind of way, so in contrast to line A, he might tech origin story against that, which will end up in his hand in turns 4 or (more likely) 5.
The trade will be 3 cards and 5 gold (dog, bombaster, mad max) against a single card and 6 gold (neo+Oni, counting the levels as I’m actually using them). If I knew him to not have stewardess I would prefer line A by miles, but the blowout risk of line A needs me to use this one. Nice bonus: in case he has a stewardess in hand, now it’s just a more expensive 2/3 body.
With this line I’m expecting him to put 1-2 warm bodies in the table and tech up, then I hope to have a decent defense with GPT + midband Rook next turn, to actually be able to hold my tech 2 building.
If he has cadet now plus stewardess/Fargo and battle suits next turn, he can kill both defenders, but will not be able to profit from the free levels at least.

I firmly believe that MoLaC is the route to success in this matchup as P1, so I’m going to worker Bogre and tech both MoLaC now.

Post draw: just realized I miss a single gold for maxbanding Rook and go for tech 2 the same turn, well… Doesn’t change that much…

woah, 4 gold and 2 cards for 1 card worth 2 gold :thinking:

That’s mischaracterizing the overall turn; he got 4g on the next swing, killing oni and giving rook levels. It’s aggressive but not without merit, also stalls the cycle to stack for next turn.

2 Likes

And seeing a possible hero kill I always become greedy :crazy_face:

Hero kills are big early game momentum swings, they’re worth spotting out. Since Oni isn’t that critical to me and I have Rook countermeasures in Origin Story, I’m not sure it’s worth it there, but it’s a defensible move for sure, not without merits.

Game 9 Player 2 Turn 3

P1 Miracle Grow vs P2 PPA

Starting Hand

Temporal Research
Plasmodium
Hardened Mox
Stewardess of the Undone
Fading Argonaut

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Overeager Cadet, Flagstone Garrison
Overeager Cadet, Stewardess of the Undone


Main:

  • Hardened Mox (5)
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nullcraft (1/1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Tinkerer
Overeager Cadet
Battle Suits
Fading Argonaut
Temporal Research

End of Turn Discard
My Thoughts

Aggro move there, I’ll just put Mox down to play permanent defense, try to get Peace engine online. I’m not that worried about Maxband Rook, Peace engine should allow me to tech an Origin Story to counter in a timely fashion


Tbh: I was singularly focused on “what do i have to do to have my tech 2 building not get wasted the very turn it is built”.
Side story being I think origin story is only really worth it’s money against maxband Rook, not midband as you have to invest 5 gold to play the card.
In the end I really just didn’t like the threat of so much attack against so-so cards on my side last turn. We’ll see what this is worth :wink:

edit: forgot to actually move my intended worker to the bin instead of discard, which I realized by seeing that it was in my next hand. Corrected and redrew my hand.

Game9 P1T4


Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Gunpoint Taxman
Scorch
Pillage
Charge


WORKERS
Bloodburn
Careless Musketeer
Bloodrage Ogre
Scorch


NextHand

Pillage
Might of Leaf and Claw
Nautical Dog (1/1A)
Surprise Attack


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
GPT - ($4)
Tech 2, growth - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A, antiair)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook (3/5, lvl5)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I’ll continue as intended, let’s see whether this plan actually has a chance. Biggest problem is: I really need to draw this MoLaC now, which has “only” 67% probability… Can increase it to 78% if I don’t play that GPT, but that sounds crazy.
Let’s just hope for the best!

post edit: first draw of 4 cards was makeshift rambaster, MoLaC, Charge and that Scorch that shouldn’t have been there
next draw of four again MoLaC - that feels like against all odds. Minor bummer: These additional sharks really would have been awesome in my next hand, but I’m not going to complain :wink: