[Casual] FrozenStorm vs zango

As I said, I’ve read quite a bit in this forum. I’d never have found this awesome combo, I guess…

Edit: turn from mobile created some copy pasta

Game5 P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Boot Camp
Boot Camp
Time Spiral
Nullcraft
Forgotten Fighter


WORKERS
Tinkerer
Plasmodium
Time Spiral


NextHand

Temporal Research
Boot Camp
Forgotten Fighter
Overeager Cadet
Neo Plexus


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Oni - ($3)
mox kills bombaster, you get $1
Boot Camp mox, draw one - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3A), 1 rune
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Oni (2/3, lvl1)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Hardened Mox (3/2, indestr.q)±

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Fargo will die either way before my next main phase, but can patrol once more, which probably gains me less than attacking.

So 8 gold and 6 cards with likely both teched cards it is what I have to expect. Probably either two taxmen or more likely birds+GPT from what I’ve observed during CAMS21.
Let’s check corner cases first: If I were him, I’d probably go for a tech 2 rush with this deck or he wants to go for early sharks, but for that he can’t plan consistently with me allowing him to suicide Rook, so I’m discounting on that one. Tech 2 rush I cannot seriously stop next turn, so he likely will have a GPT for blocking +Rook & mad man for killing Oni. As I’m not able to then break tech two, he will have a hand of at least five cards, with three to four of them being from his next cycle. So on second thoughts if I were him I might have teched a GPT and something for value in the next cycle, as now whiffing on GPT doesn’t seem that bad, as it’s more the number of units that count, not their strength against battle suits on the table.
With the minimal chance of Oni surviving (have to draw Neo, he must not have mad man/rambaster plus charge in hand - probability of high he simply chooses not to kill him), I probably should not go for additional Oni spells. I don’t see much gain from Zane’s spells in the next cycle (sharks are just too expensive, unfortunately)
A single undo might come in handy against early BA, but as I do not have add on removal, he is more likely to go for might and Prynn is kind of chunky this early.
I’ll go for the classic route of two overeager cadets which equals to having to go for tech 1 even if I draw Neo from my single boot camp I’m going to play.

Post draw: just realized, that not attacking with Fargo is also fine as that neglects his draw and if he chooses not to attack his Bogre goes back to hand. Also this reduces the size of my next cycle which is a nice bonus, even though Fargo is far away from a bad draw I want to speed up my way to my cycle after the next one.

Game 5 Player 2 Turn 3

P2 Miracle Grow vs P1 PPA

Starting Hand

Mad Man
Pillage
Careless Musketeer
Makeshift Rambaster
Gunpoint Taxman

Events of Turn:


Upkeep:

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

Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Gunpoint Taxman (7)
  • Mad Man (6)
  • Worker (5)
  • Tech 2 Growth (1)
Workers

Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Pick up Bloodrage Ogre, who wasn’t worth attacking with right now

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Bird’s Nest
Charge
Nautical Dog
Bloodrage Ogre
Blooming Ancient

End of Turn Discard
My Thoughts

Growth rush feels pretty safe here, I’m fine w/ the Mox growing right now, better to do this I think than go hard at Oni and max out Rook. Origin Story might have been bait teched for all I know, I have a good shot to get beeg birds with this move (although I spose I’m against Stewardess as well? Didn’t really think about that…


Game5 P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Temporal Research
Neo Plexus
Overeager Cadet
Boot Camp
Forgotten Fighter


WORKERS
Tinkerer
Plasmodium
Time Spiral
Temporal Research


NextHand

Boot Camp
Nullcraft
Flagstone Garrison
Overeager Cadet


Tech 2 card(s)
Fargo dies
Get Paid - ($7)
Worker - ($6)
Tech 2 (Peace) - ($2)
Cadet
Neo - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (3/2A, indestr.)+
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (3/2)
  • :pschip: Technician: Neo Plexus (3/2)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Oni (2/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I forgot to note the Tech 1 building in my previous move, even though I paid for it. I’m assuming that doesn’t change your turn & I’m willfulling risking to reveal info in the highly unlikely case that you want to change anything of your turrn :wink:

I really have no idea how to stop the Growth engine… probably with hoping it takes him two turns to get it live? Even though I don’t know what that gains me, probably I have to hope for getting the Peace Engine runninig early enough for his monster units to be chunk blocked for a while and then pray a while to stall long enough for me to pirate gunship? Absolutely illusorial that plan… The same holds true for Onis Ulti, but at least a tiny shard less illlusorical. As it will take quite some while to set that one up, I think stewardess is the next best choice to accompany the garrison, or should it be two garrisons?

If I go for the Boot Camp, I’m exhausing my indestructible unit that takes does only kill one of his, if he is attacked, but not on the offense. AND I cannot go to zero gold in a worthy kind of way to neglect GPT to steal from me. Unless I draw nullcraft for the GPT kill, which then neglects me to go for Tech2. So no BC this round it is.

After it’s clear that I’m not going to draw a card in case I tech two garrisons:
With then 5 cards in deck from which I draw one immediately and a Boot Camp in hand that is (if Oni survives) 2 wins, 2 loose, 1 replacing itself when drawing 2 cards. That’s as good as it gets with respect to a guaranteed garisson draw.
And I have to go for the maximum probability to draw garrison, as otherwise I can directly fold, so two garrisons it is.
I just wish I had chosen Future instead of Past for my Juggermox approach. two additional 0 gold tech1 units would have been appreciated.

The only question remaining is: Do I want to go for more boot camps riskiing my tech 2 on the way there? Zane maxband plus rambaster is a guaranteed Tech2 kill if I don’t sacrifice Oni by adding him to the patrol zone (and there are other more gainful ways to do so like Zane+sharks, against which I cannot defend myself, which even lets him destroy oni&Tech2 in case of a rambaster in hand. Oh dear this situatiion feels so lost… Let him decide what to kill… probably he likes to keep his units in case of whiffing with MoLaC and lets my stuff alive, so I’m not going to offer Oni on the silver platter.

damn, I put that one into the thougts section instead of up on top

1 Like
more thoughts

damn encore: patrolling in Scavenger just gives him an extra gold for killing the unit instead of me… should have chosen a different patrol slot…

No sweat on the tech 1, I knew you’d built it

Game 5 Player 2 Turn 4

P2 Miracle Grow vs P1 PPA

Starting Hand

Bird’s Nest
Charge
Nautical Dog
Bloodrage Ogre
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Might of Leaf and Claw, Surprise Attack
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Blooming Ancient (5)
  • Bird’s Nest, +2 runes (3)
  • Give Big Bird a rune, Mad Man a rune
  • Charge Big Bird, kills Onimaru, Rook to level 3 (0)
Workers

Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

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

In Play:

  • Blooming Ancient (2/4)
  • Big Bird (2/2)
  • Tweetie Bird (1/1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Makeshift Rambaster
Pillage
Bombaster
Blooming Ancient

End of Turn Discard
My Thoughts

Think the oni kill and working skip is worth here, I’ll get Arg off next turn with 2 Ancients and have some heavy hitter Birds (break the tech 1 and can’t get 'em popped can I? XD. MoLaC and Sharks to follow XD


By the way, you actually pick up the ogre after your discard draw

1 Like

Woohoo no MoLaC yet! I was expecting to fold after your turn 4 :sweat_smile:
Now it’s at least one more turn…

I’m going to wait for your feedback on Bogre, whether that might change your turn (cross fingers no BA in hand)

He picked it up the turn before, it shouldn’t change anything

It’s the difference between reshuffle, draw two and reshuffle, draw one, so the probability to actually draw birds and BA is reduced by 50%, as one of these came from the two cards drawn from the new cycle.

Not quite right on the math, there also is one less card in the deck. It works out to be 40% vs 60%, I did tech two of them :wink:

For some reason I thought it was before dc/draw because I thought it was opposite Chameleon Lizzo. My bad, I’ll redraw, one moment

1 Like

I still drew it :man_shrugging: play on

Ah okay, I thought you just subtract the last card drawn identified by a random number, but obviously just redraw makes more sense.

Thanks for telling me about your tech choices, so another turn no MoLaC it is, but BA are only slightly less scary…

Now finish me :wink:

Game5 P1T6


Tech StartingHand Workers

TECH
Elite Training
Vortoss Emblem


STARTING HAND
Nullcraft
Overeager Cadet
Boot Camp
Flagstone Garrison
Boot Camp
Forgotten Fighter


WORKERS
Tinkerer
Plasmodium
Time Spiral
Temporal Research
Forgotten Fighter


NextHand

Fading Argonaut (3/3A), 1 rune
Flagstone Garrison
Vortoss Emblem
Neo Plexus (3/2)


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
hardened mox attacks GPT
cadet trades with GPT
Overeager Cadet, draw
Nullcraft, draw - ($3)
worker - ($2)
neo dies to Rook
Zane trades with Rook, levels fizzle - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nullcraft (1/1 flying)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Flagstone Garrison
  • Hardened Mox (3/2, indestr.)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

It’s over, but I can still learn what a good order for him to wreck havoc is :wink:

Didn’t get the monster draw, so Emblem was probably nonsense to tech, but well, it really doesn’t matter anymore.

Added thoughts

Probably should have traded nullcraft with the little bird and should have teched an undo zu get rid of the second… That way it would have gone into my next cycle as well and I wouldn’t open myself that much up against two big birds thanks to BA. Well, it’s all about learning :wink:

I don’t really like your chances :wink: One shy of lethal here I’m afraid

Game 5 Player 2 Turn 5

P2 Miracle Grow vs P1 PPA

Starting Hand

Makeshift Rambaster
Pillage
Bombaster
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Surprise Attack, Dinosize
Might of Leaf and Claw, Surprise Attack
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Blooming Ancient #2 (4)
  • Arg + wisp, +4 runes (2)
  • Zane, +2 runes (0)
  • BA2 Give one rune to big bird, kills SQL OC
  • Blooming Ancient 1 breaks your tech 1, your base to 18
  • Zane and Mad Man break your Garrison
Workers

Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Tweetie Bird (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Arg (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Blooming Ancient (5/7, +++)
  • Big Bird (3/3, ++)
  • Zane (2/2 lvl 1)
  • Blooming Ancient (4/6, ++)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Makeshift Rambaster
Dinosize
Charge
Bloodrage Ogre
Surprise Attack

End of Turn Discard
My Thoughts

Tech 1 is the priority, no Stewardess means birds stick around, should be smooth sailing to victory. Just one shy of lethal I think (BA+Arg+Ramb, birds kill SQL, leaves 6 runes x2 + 2BA+2MadMan+3Rambaster, so close)


lol idk why i read “Mad Max” instead of mad man.

1 Like

If it was simply “draw one less” with no effect on the draw pool, that would usually be an acceptable solution as well, especially for casuals, but that would have 100% been the BA (since I also drew the Brogre) and the draw pool was affected so best to reshuffle and re-draw. Was still the likeliest thing to draw though :wink:

"Game5 P1T7


Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Flagstone Garrison
Fading Argonaut (3/3A), 1 rune
Neo Plexus (3/2)
Vortoss Emblem
Elite Training
Boot Camp


WORKERS
Tinkerer
Plasmodium
Time Spiral
Temporal Research
Forgotten Fighter


NextHand

Overeager Cadet (3/2A)
Surprise Attack
Overeager Cadet (3/2)
Boot Camp


Tech 2 card(s)
Get Paid - ($9)
rebuild tech 1
Flagstone Garrison - ($6)
Fargo, draw - ($4)
Neo, draw - ($2)
Prynn - ($0)
Vortoss Emblem, target mox

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3A), 3 runes
  • :psfist: Elite: Nullcraft (1+1/1 flying)
  • :ps_: Scavenger: Hardened Mox (3/2, indestr., Flagbearer)+
  • :pschip: Technician: Neo Plexus (3/2)
  • :target: Lookout: Prynn (1/3, lvl1, 4 fading)

In Play:

  • Battle Suits
  • Flagstone Garrison
  • Vortoss Emblem (mox, 3 fading)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

One last ineffective and senseless fun move :wink:

PS: birds nest definitely is not in play

Just noticed that as well, edited out TY, I did it right on my sheet already just forgot to delete the copypasta

The emblem is kind of a cute idea! I like that

Game 5 Player 2 Turn 6

P2 Miracle Grow vs P1 PPA

Starting Hand

Makeshift Rambaster
Dinosize
Charge
Bloodrage Ogre
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Stampede x2
Surprise Attack, Dinosize
Might of Leaf and Claw, Surprise Attack
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Surprise Attack, sharks arrive, +4 runes (3)
  • Tweetie Bird and a shark kill SQL
  • Shark sidelines Scav, doesn’t actually die though so no gold
  • Big Bird kills Prynn, Arg midbands
  • Mad Man trades with Plexus, you draw 1
  • Makeshift Rambaster, +2 runes (1)
  • Arg 1 + Zane 2 + Rambaster 3 + Ancient 8 + Ancient 7 total 21 damage on your base, GG WP!

I’ll get another game started in a bit