[Casual] FrozenStorm vs zango

Yeah, "cute"is exactly the right term, lol

And definitely well played! Had fun with seeing this awesome deck in motion

Does it actually stay in game after mox died?

And about the next game(s): can you please first show me how to defend against miracle growth, that is let’s swap decks as well!??

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Oh you’d prefer to swap decks for next game? That’s fine, you want me to P1 still or naw?

I believe the emblem falls off when it dies, as per indestructible text.

With the emblem: thought so, I was just wondering why you didn’t make the full overkill with shifting runes and doing (if I’m not mistaken) 22 extra damage :sweat_smile:

Yeah please go for p1 with swapped decks, if you don’t mind. I hope that this way seeing a matchup from both sides with p1-deck being the same will help me more to understand the lay of the land.

Another rules misunderstanding of mine was from the anti-air rules about the attacker flying from left to right over my patrol zone. I somehow thought that with patrolling the nullcraft left of Prynn you had to attack that one first, but the rules obviously state a free choice who to attack. Nevertheless this feels like an inconsistency about fliers…

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Indeed, the blocking “tiers” of SQL->Other Patrol-> Free game on backline/buildings do mean Nullcraft is either:

  1. In SQL blocking fliers from everything else, or
  2. Somewhere else in Patrol blocking only backline

It makes patrol decisions around fliers crunchy for sure :wink:

LMK if you want me to read thoughts or give feedback on last game

Game 6 Player 1 Turn 1

P2 Miracle Grow vs P1 PPA

Starting Hand

Hardened Mox
Tinkerer
Fading Argonaut
Plasmodium
Forgotten Fighter

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Hardened Mox (1)
  • Worker (0)
Workers

Forgotten Fighter

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Neo Plexus
Battle Suits
Temporal Research
Time Spiral
Nullcraft

End of Turn Discard
My Thoughts

Might be tricky to maneuver P1 PPA here, Juggermox isn’t a bad solution but I think it’s a little slow. May try for Stewardess and Zane shenanigans to delay the tech2, we’ll see how we do though!


Well feedback on my thoughts or decisions is always welcome and appreciated a lot, it would be really awesome if you take that time!

Edit: forgot to pay my gold

game6 P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Careless Musketeer
Nautical Dog
Bombaster


WORKERS
Careless Musketeer


NextHand

Pillage
Scorch
Charge
Bloodburn
Mad Man


Discard

Bloodrage Ogre
Makeshift Rambaster
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Rook - ($0)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Rook (2/4, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Don’t want to come to the situation to pick up Bogre and don’t want to give nullcraft weenie fodder

I’m not certain if Mox is just a little too slow tbh, I don’t know this matchup so well that I feel confident I’ll stop the growth engine in time. It’s rough with MoLaC being kind of inevitable.

Game 6 Player 1 Turn 2

P2 Miracle Grow vs P1 PPA

Starting Hand

Neo Plexus
Battle Suits
Temporal Research
Time Spiral
Nullcraft

Events of Turn:


Upkeep:

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

Overeager Cadet, Stewardess of the Undone


Main:

  • Nullcraft, pings Rook to 3hp (3)
  • Worker (2)
  • Tech1 (0)
Workers

Time Spiral, Forgotten Fighter

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Neo Plexus
Temporal Research
Overeager Cadet
Plasmodium
Battle Suits

End of Turn Discard
My Thoughts

Chaos Mirror, Stewardess, and OC feel like the right tools here to get board supremacy hard enough to keep the Tech2 down. We’ll see though. I just know Juggermox is probably too slow and doesn’t win on inevitability like MoLaC and BAs do.


What a pity I don’t have rambaster in hand to break your tech building! Was it just a bold move of yours or a calculated risk?

I really have no clue whether it is better to float 2 or play HH, in order to threaten more haste destruction and the actual use of red spells without too much of an extra cost. On the other hand having two extra gold available later really will come in handy… What would you have done if I may ask without you having to reveal any information relevant to this game (rest of hand was spells only that were not worth playing)?

Game6 P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Mad Man
Bloodburn
Scorch
Charge
Pillage


WORKERS
Careless Musketeer
Bloodburn


NextHand

Makeshift Rambaster
Charge
Bird’s Nest
Nautical Dog
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
Mad Man - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Rook (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

I expect at least one stewardess, so I decided to go for the two floating. My plan is to rush tech 2 and if I have at least some attackers left on the battlefield by then, I’ll definitely go for MoLaC first over BA.

Losing the tech1 just isn’t that bad at this point, I’m not really crippled if you break it.

I think what you did is fine, you don’t really want a hero’s hall for any particular reason. The float is much more useful to tech up faster.

Game 6 Player 1 Turn 3

P2 Miracle Grow vs P1 PPA

Starting Hand

Neo Plexus
Temporal Research
Overeager Cadet
Plasmodium
Battle Suits

Events of Turn:


Upkeep:

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

Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Battle Suits (4)
  • Mox kills Mad Man
  • Overeager Cadet
  • Onimaru (2)
  • Worker (1)
Workers

Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Nullcraft (1/1)
  • Hardened Mox (2/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Tinkerer
Fading Argonaut
Stewardess of the Undone
Neo Plexus

End of Turn Discard
My Thoughts

Lot of float there, gonna be tough to bring heat against a tech 2, but getting Oni down now is my best shot at it. Knowing Mad Man is out means either we probably have an angle on a Rook kill if Zango techs up, or Rook maxbands and I look for a way to Origin Story him away. Grabbing the other Stewardess and Mirror.


game6 P2T3


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Might of Leaf and Claw


STARTING HAND
Nautical Dog
Makeshift Rambaster
Charge
Gunpoint Taxman
Bird’s Nest


WORKERS
Careless Musketeer
Bloodburn
Nautical Dog


NextHand

Might of Leaf and Claw
Pillage
Bloodrage Ogre
Scorch


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech 2 - ($4)
Bird’s Nest - ($2)
GPT - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A, antiair, when kills patroller…)
  • :psfist: Elite:
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician: Rook (2/3, lvl1)
  • :target: Lookout:

In Play:

  • Bird’s Nest
  • bird 1 (1/1, flying)
  • bird 2 (1/1, flying)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Obviously I’m going for the tech rush, with enough gold left to worker and play GPT and birds.
Whether I tech MoLaC or BA first depends on my expectation how many attackers I can mobilize the same turn that I’m actually playing my first tech 2 card.

I’m expecting either elite training or stewardess as his second teched card.
Case A: elite training
That results in him being able to trade cadet with SL GPT. Mox can then kill Bombaster, Oni can then kill Rook and nullcraft can neutralize one bird and if I placed anything in two tech slots next to each other they also get sparkshotted, so no birds in patrol except for maybe in SL, but I really don’t see a combination where this actually helps big time.
Case B: stewardess
SL GPT cannot be returned to hand, so it will be a bird or Bombaster. For the GPT kill he has to sacrifice cadet and probably will exhaust mox to finish GPT, as mox alone is not enough to kill Rook. So Oni can then kill Rook and again nullcraft probably trades with one bird.

In both scenarios I’m opposing a level 3 Oni with two damage, a mox and 4-5 gold for other stuff to do. If he wants to heal Oni, he can’t tech up.
I for my side will only have left a single bird or a Bombaster and my hand will be: Bogre (and pillage+scorch) and two out of charge, mad man, rambaster and the two newly teched cards. That’s a fairly high chance to break his tech two if he builds it, or to have MoLaC on the table with 2-3 runes on it already and a high probability to get it live the turn after that, do I think I’m preferring this tech choice over BA. I’m going for maximum likelyhood again, even though teching two MoLaC probably is pure overkill.

Post draw: got it, even before technician draw, but my reasoning had a big flaw: I don’t have enough gold to do all that I am hoping for :sweat_smile:

Oh snap I missed noting Rook on 2hp from Nullcraft attack last turn? My fault, would that affect your patrol at all?

Hmmm so he can directly die from mox, that’s a bummer, but my patrol stays the same (I’m trying to ignore the fact that I now know what I drew for my next hand)

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I assume tech 2 growth as well yeah? tech buildings aren’t noted just want to make sure I know what I’m up against :wink:

ROFL, sorry yes indeed

Wait a sec, with mox being able to kill Rook I just realized that you can easily break my tech two building, I think I’ll have to change my turn then, if it’s not too late

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Not too late at all

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It’s then rambaster instead of birds, rambaster goes in elite while Bombaster goes to lookout.
Also I have to tech differently

tech choice

2x ba unfortunately, I really would have preferred MoLaC

And of course I redrew due to changed deck (+birds nest & different tech choices) to draw from

new next hand

Bloodrage Ogre
Pillage
blooming ancient
Scorch

Rambaster can’t patrol though

Bummer, sorry for not knowing my cards… Again…

Then I’ll stick to my play as in the initial post but with

tech choice

2x blooming ancient

And patrol as below
SL: bird 1
Elite: Bombaster
Scavenger: GPT
Technician: Rook (2/2)
Lookout:

next hand

Pillage
Mad Man (1/1A)
Bloodrage Ogre
Scorch

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Okay, unlucky for me you got both techs there but we’ll see how we feel about it :wink:

Game 6 Player 1 Turn 4

P2 Miracle Grow vs P1 PPA

Starting Hand

Tinkerer
Fading Argonaut
Stewardess of the Undone
Neo Plexus

Events of Turn:


Upkeep:

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

Surprise Attack x2
Chaos Mirror, Stewardess of the Undone
Overeager Cadet, Stewardess of the Undone


Main:

  • Stewardess of the Undone, bounce bombaster up (5)
  • Oni trades with GPT, you get 1g, Rook to level 3
  • Zane + midband (0)
  • Mox kills Rook, Zane maxbands and shoves SQL to scav, we both get 1g (1)
  • Worker (0)
  • Zane and Nullcraft break your tech2, your base to 18
Workers

Tinkerer, Plasmodium, Time Spiral, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Nullcraft (1/1)
  • Hardened Mox (2/1)
  • Zane (4/4 lvl 6)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Chaos Mirror
Temporal Research
Stewardess of the Undone
Neo Plexus

End of Turn Discard
My Thoughts

Okay, I suppose we respect the tech2 possibility. Go for maximum aggression and board, hope no sharks XD


Forgot about the Oni sacrifice option and especially this damn Zane maxband and was too afraid of elite training. Patrolling with a bird was a bad mistake, especially as this gave away the extra SL amor for GPT, which would have cost you the extra cadet and saved me a bird and you couldn’t play that extra worker. What a blunder!
Now let me guess what a surprise I have to swallow next :wink:

What line would you have picked in my place, if you are able to answer now? Bombaster+bird killing stewardess with the risk of increasing your likelyhood to draw sharks and worker a card or draw an extra card myself instead of you with skipping the worker and go for tower?

Edit1: got mixed up in turn numeration, changed that. Edit 2: forgot to mark this with the corresponding sentence I just inserted

game6 P2T4


Tech StartingHand Workers

TECH
Gunpoint Taxman
Ardra’s Boulder


STARTING HAND
Pillage
Mad Man (1/1A)
Bloodrage Ogre
Scorch
Makeshift rambaster (technician draw)
Bombaster (returned to hand)


WORKERS
Careless Musketeer
Bloodburn
Nautical Dog


NextHand

blooming ancient
Makeshift Rambaster
blooming ancient
Charge
Gunpoint Taxman (3/3A, antiair, when kills patroller…)


Tech 2 card(s)
Get Paid + 2x scav - ($10)
Bogre - ($8)
mad max :wink: - ($7)
Bombaster - ($5)
Zane - ($3)
bird pings your Zane
rebuild tech 2
tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zane (2/2A, lvl1)
  • :psfist: Elite: Mad Man (1+1/1)
  • :ps_: Scavenger: Bombaster (2/2)
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • bird 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

So my lines:
Bird+Bombaster/scorch trading stewardess seems worth it
Mad man+Zane trading cadet: nope, better have extra blockers.
On the other hand I want to have as many blockers as he has attackers in case he whiffed on surprise attack.

It really comes to the decision tower vs extra worker, which is a harsh one. More gut feeling than calculated outcome, really…
Also what to ping is difficult. I’d prefer to not give him the option to sacrifice Zane on his terms without consequences, but that actually is not an option now. Attacking any his other units doesn’t make sense in my eyes as well as patrolling feels weak. Attacking a building is also cute only.

Well, it feels like game over already, let’s see where the road takes us.

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