[Casual] FrozenStorm vs zango

Oh man didn’t even think of that, good call, will edit

Aaaaah, Zane, of course!

But about your turn: Rook is SL. A mox with 4 attack does not kill him. But even if it would I didn’t really understand the trouble of chaos mirror tbh if Zane dies at the end why bother with this card?

What happens is this: Chaos Mirror swaps the printed ATK of Zane and Mox. Battlesuits adds +1 ATK to Mox on top of that, so Mox ends up with 5, just enough to kill Rook in SL. (Zane ends up with just 1, which is enough to trade with the Blooming Ancient)

1 Like

Aaaaah, now I get it, thanks!

1 Like

Nope. Just nope. I’m all out of steam and had quite some horrible tech choices due to having mentally thrown away this game way too early. So if you have gunship in hand, I’ll fold.

Game6 P2T7


Tech StartingHand Workers

TECH
Surprise Attack
Dinosize


STARTING HAND
Bloodrage Ogre (3/2)
Guargum, Eternal Sentinel
Gunpoint Taxman (3/3A, antiair, when kills patroller…)
blooming ancient


WORKERS
Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster


NextHand

Guargum, Eternal Sentinel
Mad Man
Guargum, Eternal Sentinel
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($9)
blooming ancient - ($5)
Arg, wisp2 arrives, 2 runes - ($3)
GPT, 1 rune - ($1)
move runes: bird+1; wisp2+2
bird kills SL
skip worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A, antiair, when kills patroller…)
  • :psfist: Elite: wisp2 (2+1/3)++
  • :ps_: Scavenger:
  • :pschip: Technician: wisp (3/4)+++
  • :target: Lookout:

In Play:

  • Arg (1/3, lvl1)
  • blooming ancient (2/4)
  • bird (2/1, flying)+

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

again: it really is a pity that I had mentally given away this game way to early and, hence, didn’t think about my tech choices too hard. That really hurts now, but there’s nothing I can do about that!

Post draw: ROFL, double Tech3 in hand. Probably should have workered the one in my hand last turn to not further bloat my deck.

Nope no gunships in hand, they were both in the last hand and thus missed this cycle. Thus the close call :wink: Your pessimism makes more sense to me now though, it seems you didn’t have MoLaC or Sharks in your last cycle. That was probably a teching mistake; I think you should probably be winning right now.

The Stewardess bounce effect on token units patrolling in resource is a little counter-intuitive, I get it wrong still to this day. Here is the ruling info though:

Game 6 Player 1 Turn 8

P2 Miracle Grow vs P1 PPA

Starting Hand

Stewardess of the Undone
Surprise Attack
Boot Camp
Boot Camp
Overeager Cadet (BC1)
Fading Argonaut (BC2)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • Elect to tech 1 card in
All Teched Cards

The Art of War
Boot Camp
Overeager Cadet, Boot Camp
Pirate Gunship x2
Surprise Attack x2
Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Boot Camp GPT, draw 1 (10)
  • Boot Camp Elite Wisp, draw 1 (9)
  • Stewardess of the Undone, wisp goes to your hand then disappears, no technician bonus (6)
  • Onimaru to level 5, kills Ancient, takes 3 (1)
  • Stewardess kills Arg, takes 2, Oni maxbands and heals
  • Prynn tickles your base to 17hp
  • Midband Prynn (0)
  • Mox and OC break your tech2, your base to 15
Workers

Surprise Attack, Neo Plexus, Tinkerer, Plasmodium, Time Spiral, Forgotten Fighter

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2a)
  • :psfist: Elite: Stewardess of the Undone (3+1/3)
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Hardened Mox (2/1)
  • Onimaru (4/5 lvl 8)
  • Prynn (2/4 lvl 4 fade 4)
  • Stewardess of the Undone (3/1)
  • Overeager Cadet (3/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nullcraft
The Art of War
Pirate Gunship
Fading Argonaut

End of Turn Discard
My Thoughts

Okay, with both Boot Camp we can get the tech2, Arg, and BA, just not Bird. That’s okay though. Sharks mean I lose the tech3 again probably, so I’ll tech an Art of War as a backup plan


I’ll fold here.
I teched horribly, horribly wrong, even without gunship I can’t do much against the current board state. Even if I’m lucky that would take longer than it is possible for you to whiff on drawing one.

GG, some nice moves of yours and probably the game I learnt most from up until now.

The stewardess ruling was intuitive for me (being a long time MTG player). Token dies from not being able to stay in hand, but it is not any longer in technician spot to guarantee a bonus when dying. That’s fine.

If you are still up for more games I’d now want to go for the same two decks but now P1 miracle growth and P2 PPA. How about I pick miracle growth first?

1 Like

Sounds good to me, go ahead and start it!

Why didn’t you tech MoLaC and Surprise Attack sooner? Those should have been your turn 4 techs, or certainly turn 5. Boulder and GPT feel like panic techs, as does Guargum turn 5. If you’re concerned you can’t keep the tech 2 healthy, you always have Zane to throw nails under my tires, or maxband Rook and hope I haven’t teched Origin Story yet (I hadn’t; needed all my other techs, no luxury to pre-tech that).

Just as your plan can be momentarily derailed by Zane, so can mine :wink:

2 Likes

Exactly! That’s been my biggest learning of this game. It was close to two am and I knew not finishing my turn will keep me awake even longer so I just wanted to get through with it. You flashed me with your big board presence and I want thinking straight anymore. I wanted to have an option to stay safe behind and to be able to stick with tech 2. It came more from “what would I want to have now” instead of thinking forward.
So in the future, I’ll slow down a bit in a situation like that and even if something feels out of hand I’ll think things through!

2 Likes

GL & HF!

Game7 P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Makeshift Rambaster
Charge
Bombaster
Bloodrage Ogre


WORKERS
Bloodburn


NextHand

Pillage
Careless Musketeer
Nautical Dog
Mad Man
Scorch


Discard

Bloodrage Ogre
Makeshift Rambaster
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Against a possible mox no Bogre. Was hesitant whether a rambaster might be worth it, but it’s not a base race. And I want my units to be able to patrol.

One of the things that helped me most with teching was thinking more about what we want in the deck whole-game, and less about the right now / next cycle. There’s a balance to strike there obviously, teching one of GPT/Boulder and one Sharks turn 4 (or 1 MoLaC) would be defensible (you’re hedging I’m going to choose to keep the tech2 down). That doesn’t kill your overall deck composition. But the Guargums were just throwaway. That line’s never going to win against gunships; you need to keep my tech buildings down and stay committed to your growth T2 win con. You’re not gonna have money to out-race Gunships.

GL HF!

Game 7 Player 2 Turn 1

P1 Miracle Grow vs P2 PPA

Starting Hand

Neo Plexus
Plasmodium
Temporal Research
Battle Suits
Fading Argonaut

Events of Turn:


Upkeep:

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

Main:

  • Fading Argonaut (3)
  • Onimaru (1)
  • worker (0)
Workers

Plasmodium

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Tinkerer
Hardened Mox
Nullcraft
Forgotten Fighter
Time Spiral

End of Turn Discard
My Thoughts

P2 has inside track on their engine in this matchup IMO, I like rushing to Peace engine here. Probably mox next turn still though


1 Like

I’ll just drop a relevant (and amusing) section from Sirlin’s overview of the Anarchy spec:

2 Likes

Having a tech plan for your deck’s main game plan is a good idea, because it gives you guidelines that you can choose to deviate from.
Most of the time, you can stick to it, and of course you’ll have to change it as necessary, but it provides a stable base when you don’t know what to get.

3 Likes

Yeah, I’ve already had read about that in this forum. I guess that’s the difference between knowledge and “knowledge” :wink:
I’ll get there somewhen…

1 Like

Game7 P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Bird’s Nest


STARTING HAND
Nautical Dog
Careless Musketeer
Scorch
Pillage
Mad Man


WORKERS
Bloodburn
Scorch


NextHand

Makeshift Rambaster
Bird’s Nest
Gunpoint Taxman
Mad Man
Charge


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
dog - ($4)
Rook - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Rook (2/4, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

After some back and forth I decided to go for Rook with dog. SL Bombaster can easily be killed by battlesuited Fargo without Fargo dying, but then Rook & dog can kill Oni unless he skips worker or tech. So it’s more likely that he goes a route like nullcraft or battlesuit and no attack. I was shortly tempted to go for a tower to discourage this annoying nullcraft, but oviously that is absolute nonsense.

post draw: WOW, let’s see against what I’m up to with this T3 godhand

Game 7 Player 2 Turn 2

P1 Miracle Grow vs P2 PPA

Starting Hand

Tinkerer
Hardened Mox
Nullcraft
Forgotten Fighter
Time Spiral

Events of Turn:


Upkeep:

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

Stewardess of the Undone, Overeager Cadet


Main:

  • Oni kills Bombaster
  • Hardened Mox (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Time Spiral, Plasmodium

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3a fade 2)
  • :psfist: Elite: Hardened Mox (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Oni (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Tinkerer
Battle Suits
Forgotten Fighter
Temporal Research
Overeager Cadet

End of Turn Discard
My Thoughts

Yeah okay, Birds probably coming, non-zero chance that plus charge comes, but that’s fine TBH, I’ll still take the Bombaster kill


That’s actually another major learning for me. In your place I never would have used Oni to kill Bombaster as healing Oni seems out of reach and it opens him up to birds, but calculating things through I’m pretty certain you come away as the one benefitting more from “trading” Oni (independent of me having charged birds or not).

Game7 P1T3


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Mad Man
Bird’s Nest
Gunpoint Taxman
Charge
Makeshift Rambaster


WORKERS
Bloodburn
Scorch
Makeshift Rambaster


NextHand

Bombaster (2/2A)
Bloodrage Ogre
Pillage
Careless Musketeer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bird’s Nest - ($3)
charge on bird1, kills Oni - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1A, frenzy when attacking)
  • :psfist: Elite:
  • :ps_: Scavenger: bird2 (1/1, flying)
  • :pschip: Technician: Rook (2/4, lvl3)
  • :target: Lookout:

In Play:

  • Bird’s Nest
  • bird1 (1/1, flying)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

My lines:
A
charged birds kill Oni
B
Dog, mad max, rambaster clear the coast for Oni to be killed by Rook + play GPT for defense
C
Play GPT & birds (and maybe mad max)

A: Killing Oni this way leaves a single non flying unit patrolling plus Rook, him having stewardess + battlesuits (or nullcraft if I don’t patrol with second bird in SL) is enough to kill Rook. If he has the combo I invested 5 gold and two cards (only counting gold of charge as birds survive, but counting birds nest+charge for card count) and he will have invested 4 gold and one card (only counting Fargo and hero as invest). Or he can just kill Rook with the help of Zane if he has nullcraft/battle suits.
If he doesn’t have the combo he will probably just kill dog and drop more defense/soon to be offense. At least I will have Bogre available next turn for a part of that, but I’m not really sure whether this whole sternal is the place I want to be in.
B: too many cards for too little gain and I have to worker a card that I would prefer to have in deck instead.
C: if I were him I’d just attack again with oni plus mox to kill GPT. The two levels for Rook don’t get me nowhere and then overall his two gold hero has taken out four gold of mine and two cards. Fargo then also can kill something and probably stewardess can kill something while putting up defense. Does not really sound like the place I want to be in.

So A it is.
As Fargo only has this one last opportunity to attack, it doesn’t matter whether Rook kills him in case he is attacked (except for the timing when Fargo will hit the discard), so I’m putting him in a position where I gain value from him dying.

After revisiting CAMS 21 and seeing Frozen to tech two tech 2 cards on a regular basis in a situation like this, I’m going to try that as well, even though it’s going to be a dead card at least once.

Yeah calculated risk you might have Birds + Charge but even if you did, not awful trade

Game 7 Player 2 Turn 3

P1 Miracle Grow vs P2 PPA

Starting Hand

Tinkerer
Battle Suits
Forgotten Fighter
Temporal Research
Overeager Cadet

Events of Turn:


Upkeep:

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

Stewardess of the Undone, Flagstone Garrison
Overeager Cadet x2


Main:

  • Fading Argonaut kills SQL
  • Mox pings Rook
  • Zane + midband, kill Rook, we both draw 1, maxband and shove Tweetie to lookout, Bird’s Nest falls down (2)
  • Overeager Cadet
  • Overeager Cadet
  • Worker (1)
Workers

Forgotten Fighter, Time Spiral, Plasmodium

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2+1/2)
  • :psfist: Elite: Overeager Cadet (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Fading Argonaut (2/2 fade 1)
  • Hardened Mox (1/1)
  • Zane (4/4 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Nullcraft
Neo Plexus
Tinkerer
Flagstone Garrison
Temporal Research

End of Turn Discard
My Thoughts

Counter-kill with Zane, simple enough, I’ll tech a garrison now and hope it bottom decks. Stewardess as well for the birbs. Should be able to keep threat on tech buildings with that other OC draw, loverly


Seriously? Making the same mistake twice really sucks. Was only thinking about Fargo killing Rook, not Zane midband… What a bummer to not have put him in elite :face_with_symbols_over_mouth:
What difference such a small decision just made… Wow…

We can mulligan if you want to.

Probably what changes is Zane sits on midband, you keep both birds, and I am lower on cards bc I’d play battle suits for the kill. It’s better for me in some ways to set up my next cycle and keep Zane maxband threat, but better for you overall