Casual: Hobusu vs robinz

Yeah, I knew that in advance - but thanks for making sure!

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Lich’s Bargain


STARTING HAND
Time Spiral
Forgotten Fighter
Hardened Mox
Temporal Research
Plasmodium


WORKERS
Battle Suits
Forgotten Fighter


NextHand

Bone Collector
Plasmodium
Neo Plexus
Lich’s Bargain
Temporal Research


Tech 2 card(s)
Get Paid - ($6)
Fading Argonaut fades to 2 runes
Worker - ($5)
Build Tech 1 - ($3)
Hardened Mox - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox [1/1, indestructible]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fading Argonaut [2/1, Fading, 2 runes]
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lv. 1 Garth [1/3]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Not much to say here that I didn’t say last turn. Decided to go with Mox, because I should get pretty good value out of it when I don’t intend to go to Tech 2 for quite a while. (Lich’s Bargain will of course also naturally slow me from getting to that by eating my workers!)

It probably doesn’t matter whether I worker Plasmodium or FF, because I can’t see playing either of them. I went with FF because Plasmodium might just end up getting played on the next cycle or the one after, if I can get a safe Tinkerer behind my planned defensive wall. But it’s likely to be a worker if things aren’t perfect for it.

His play is curious in that he hasn’t summoned a hero yet. That may be a smart move in that I have no idea which spells to possibly prepare for. It looks like he is also building up and not going for combat just yet, so this could be a pretty interesting and drawn-out game! (But then why the strange “trade” that didn’t kill either unit? I can’t really see the purpose of that, but then I’ve hardly played this game yet.)

Aside: I for some reason only realised since my last turn that, if he goes for MoLaC, I can Assimilate it providing I can bring in Vir (and have teched it in preparation - I probably should as soon as he builds a Growth Tech 2). That’s such a great spell, it’s almost worth playing Future for on its own (only against certain decks that have key upgrades or buildings, of course).


Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Shuriken Hail
Hidden Ninja


STARTING HAND

Snapback
Savior Monk
Grappling Hook
Smoker


WORKERS

Fox Viper
Morningstar Flagbearer
Savior Monk


Next Hand

Argonaut
Hidden Ninja
Inverse-Power Ninja
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fox Primus safely attacks Mox, exhausing it
Aged Sensei trades with Fading Argonaut, you gain a gold
Recruit Smoker - ($4)
Summon Setsuki - ($2)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Smoker (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Fox Primus (2/1) [Frenzy 1, anti-air]
  • Setsuki Hiruki Lv. 1 (1/3) [Costs 1 to attack]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
Thoughts

I think that was a safe turn, but it’s a little hard to tell… If Setsuki lives I can use Hidden Ninja as a cantrip if nothing else, and since it’s extremely unlikely he can break my Tech I I’ll be able to play my choice of Argonaut or Inverse-Power Ninja next turn. Still unsure of which Tech II to use, but the thought of double Blooming Ancient and Smoker is amazing, so I’m likely to try that.

P2T3


Tech StartingHand Workers

TECH
Bone Collector
Unphase


STARTING HAND
Bone Collector
Neo Plexus
Temporal Research
Lich’s Bargain
Plasmodium


WORKERS
Battle Suits
Forgotten Fighter
(Neo Plexus - killed by bargaining with Lich)


NextHand

Time Spiral
Tinkerer
Nullcraft
Temporal Research


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
get gold from Scavenger’s death - ($7)
Bone Collector - ($5)
Garth casts Lich’s Bargain - evil hordes arrive, taking as payment one of my workers and doing 4 damage to my base - ($3)
Garth makes another skeleton - ($2)
build a Heroes’ Hall - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Horror [3/3+1A, Deathtouch]
  • :psfist: [I]Elite[/I]: Hardened Mox [1+1/1, indestructible]
  • :ps_: [I]Scavenger[/I]: Skeleton [1/1]
  • :pschip: [I]Technician[/I]: Skeleton [1/1]
  • :target: [I]Lookout[/I]: Zombie [2/2]

[B]In Play:[/B]

  • lv. 1 Garth [1/3]
  • Bone Collector [3/3]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

So I continued my run (3 games out of 4 now) of getting both my initial Techs on turn 3. I think it served me pretty well here.

The turn kind of played itself, the only real thought being over what to patrol where. Initially I was trying to keep the Horror behind the lines to hopefully take out something good of his next turn. (I teched Unphase partly with this in mind - the Heroes’ Hall means I can have both Vir and Garth out, unless he kills Garth of course.) But on reflection, I decided it was much better in Squad Leader, to force him to suicide several of his units/heroes if he wants to get through my defences by attacking normally (once he has Swift Strike that will fail to apply, of course - but he’d have to max Setsuki to do it this turn). This has the further huge benefit of allowing me to put Hardened Mox in Elite, which will make his units still take damage from attacking it, despite Safe Attacking.

My main wory for the immediate future is if he has Hidden Ninja, in which case he can kill either Garth or BC - if the former he gets free levels on Setsuki of course. But I still feel I’m in a decent position. From next turn I’ll start preparing for Future Tech 2 - probably starting with a Void Star to get immediately into play (once Tech 2 has finished building) by maxbanding Garth!


Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Argonaut
Fox’s Den Students


STARTING HAND

Inverse-Power Ninja
Sensei’s Advice
Argonaut
Hidden Ninja
Grappling Hook


WORKERS

Fox Viper
Morningstar Flagbearer
Savior Monk
Grappling Hook


Next Hand

Aged Sensei
Shuriken Hail
Argonaut
Snapback


Tech 2 card(s)
Get Paid + float - ($9)
Setsuki casts Hidden Ninja on herself and Fox Primus, I draw a card - ($7)
Fox Primus sneaks past your patrollers and safely kills Garth, giving Setsuki 2 free levels
Level Setsuki to max - ($4)
Smoker suicides into Horror to remove its armor
Setsuki swiftly kills Horror
Recruit Argonaut - ($1)
Worker - ($0)
Patrol as shown below

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


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Fox Primus (2/1) [Frenzy 1, anti-air]
  • Setsuki Hiruki Lv. 6 (3/4) [Costs 1 to attack]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Well, that was certainly a thing… I’ve defused the main threats, especially if he can’t get rid of Setsuki (Shuriken Hail will eliminate any Skeletons hanging around in his patrol, and drawing 2 cards gives me a decent chance of hitting Fox’s Den Students), but being unable to get to Tech II is worrying. Depending on how things go, I might get double Blooming Ancient to take advantage of Fox’s Den Students and Smoker, or I could go Ninjutsu to get Glorious Ninja. Either way, I’m wondering if I should get any of Geiger’s spells soon… Of course, that depends in part on whether Setsuki survives and/or I can build Tech II.

Nice turn. That was more or less exactly the play I feared most (although I somehow missed that you could kill the Horror for the loss of only 1 weak unit :frowning: ) - although I still think I’m in OK shape. Still not sure what to do now - I clearly have a lot of units on the board, and as you probably guessed from how good my last turn was, my next hand kinda sucks :stuck_out_tongue:

1 Like

I’m glad to hear I got lucky! :sweat_smile: :cold_sweat:

Swift Strike is pretty handy, isn’t it? My main concern is simply that you forced me to delay Tech II and there’s only a single Argonaut between the remainder of the horde and Setsuki, but you don’t seem to have much in the way of haste/buffs/hard removal, so I thought I’d be OK. As long as she survives with even 1 HP I get to draw 2 cards, and my next hand is looking OK as it is, so preventing that is your goal!

1 Like

You’re kidding right? Kill a 3/4 hero with swift strike? It costs me 2 units to get past the Argonaut, and then exactly what do I have that can survive getting hit for 3 to do some damage? :sweat_smile:

I think I’m going to have to let you get that sweet card draw for at least another turn or two :frowning:

EDIT: oh, she only gets SS when she attacks. I hadn’t seen that - perhaps I can do something…

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Good thing you caught that bit, since it’s the only thing that keeps her from being nearly invincible.

Glad we had that little conversation, because it turns out I could kill Sets. I was reluctant at first to sacrifice most of my units to do so, but when I realised the near-certainty of Fox’s Den Students next turn and me with a load of 1-health units, it had to be done :wink:

P2T4


Tech StartingHand Workers

TECH
Tiny Basilisk
Doom Grasp


STARTING HAND
Nullcraft
Tinkerer
Time Spiral
Temporal Research


WORKERS
Battle Suits
Forgotten Fighter
Temporal Research


NextHand

Unphase
Plasmodium <- card peeked at
Fading Argonaut


Discard

Time Spiral
Tiny Basilisk
Doom Grasp
Bone Collector


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
summon Vir - ($4)
peek at top card of deck [and sigh that it’s the worst possible card of my 5-card deck]
Tinkerer - ($2)
Zombie suicides to remove Argonaut’s armour and do one damage
Bone Collector trades with Argonaut, I get a new skeleton
Nullcraft, which attacks Setsuki for 1, taking no damage

  • ($0)
    2 skeletons and Mox suicide into Setsuki to kill her - but Mox stays alive
    Vir gains 2 free levels as a result of all this nonsense

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton [1/1+1A]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: lv 3 Vir [2/3+1A]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft [1/1, Flying, can’t be buffed or debuffed]
  • Tinkerer [1/2]
  • Hardened Mox [1/1, indestructible]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

There was one and only one way to kill Sets. I had 8 attack left on the board and needed 9 to do the deed with the Argonaut in the way, luckily the Nullcraft in my hand provided the final damage needed.

It feels like I’ve given up a lot to do this, so I was reluctant at first, even after seeing it was possible. I was just going to continue turtling up, taking out Argonaut and Primus but leaving a couple more skeletons alive (and not playing Nullcraft). But then I decided that Fox’s Den Students was a near-certainty, and gives him the chance to kill most of my stuff and still either Build Tech 2 or play more units. Oh, he could break my Heroes’ Hall instead, if he preferred.

So I had to kill her off - and it still looks pretty good, I have 4 units and 1 hero still alive, and he has only the Primus. By putting the Skeleton in squad leader I ensure he can only kill that, and at the cost of losing the Primus too [EDIT: no he won’t, I keep forgetting about Safe Attacking! Maybe I should plan to Assimilate it?]. The second patroller clearly isn’t needed, but it will do me no harm to give myself another card just in case I’ve missed something! [Actually, I can only see 2 potentially scary possibilities, both of which I rate VERY slim. He could summon Geiger and a unit and play Now! - or he could summon Arg and turn one of my units to a squirrel. I’d be shocked if he did either because he can only have 1 hero in play and I doubt he teched spells for another hero yet. And I’m not exactly terrified by either of them.]


As your turn is currently written, it’s illegal. I’m assuming you thought that you only had to pay 1 gold to attack Setsuki for the entire turn, but it’s more like how Resist 1 applies for every spell or ability used on something with it.

While Setsuki isn’t patrolling, opponents must pay ① each time they would attack her.

Also, you accidentally gave Vir armor in Technician, which shouldn’t be possible.

1 Like

oops - you know, I completely forgot that I had to pay to attack Setsuki at all! In that case I definitely can’t even come close to killing her :frowning:

And Vir’s armor must have been from a previous version where I put him in Squad Leader. You can ignore it - except it’s clearly irrelevant now anyway.

I’m clearly going to have to redo the entire turn substantially - but I have a question about that. I’m still going to summon Vir and peek - but if I reset I presume I might get a different card on top of my deck. Is there anyway to reset the turn and make sure I get the same top card (it feels like cheating if I redo the peeking and get something different, which will almost certainly be better).

You can access the revision history by clicking where it either says when it last saved or “all changes saved in Drive.” Once you’re in there, there should be a checkbox to show more detailed history. Click that, and you can go back through every edit you made one at a time until you get to where the turn started (or wherever you need to roll back to).

1 Like

Thanks, I’d never seen that tiny “show more detailed revisions” box at the bottom before.

1 Like

How embarassing. At least the redo didn’t take long because it’s basically what I was planning anyway.

P2T4


Tech StartingHand Workers

TECH
Tiny Basilisk
Doom Grasp


STARTING HAND
Nullcraft
Tinkerer
Time Spiral
Temporal Research


WORKERS
Battle Suits
Forgotten Fighter
Temporal Research


NextHand

Lich’s Bargain
Fading Argonaut
Plasmodium <- peeked-at card
Unphase


Discard

Bone Collector
Nullcraft
Time Spiral
Tiny Basilisk
Doom Grasp


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
summon Vir - ($4)
peek at top card of deck
Zombie and Bone Collector trade with Argonaut - I get a new Skeleton
Tinkerer - ($2)
one skeleton trades with Primus

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox [1/1+1A, indestructible]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: lv 1 Vir [2/3]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skeleton [1/1]
  • Skeleton [1/1]
  • Tinkerer [1/2]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Back to (more or less) the way I originally planned it then. Floating 2 gold seems better than going down another card to play Nullcraft - I could have quite a lot to spend gold on next turn. The more cards I keep the sooner I can Doom Grasp Setsuki…

FDS is still a big worry, of course - but I’m not even sure if it will leave me behind, certainly not a huge way I don’t think. Shuriken Hail is also a possibility, which is why I’ve kept my Skeletons out of the patrol zone. Oh, and he’ll probably be able to play Hidden Ninja again…


Wow, I’m amazed how long Fox Primus lived! Alas, struck down in his “prime.” :wink:

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Now!
Fox’s Den Students


STARTING HAND


Shuriken Hail
Aged Sensei
Snapback
Argonaut
Fox’s Den Students (Setsuki draw)
Sensei’s Advice (Setsuki draw)


WORKERS

Fox Viper
Morningstar Flagbearer
Savior Monk
Grappling Hook
Shuriken Hail


Next Hand

Hidden Ninja
Argonaut
Inverse-Power Ninja
Argonaut
Smoker


Tech 2 card(s)
Get Paid - ($8)
Draw 2 cards from Setsuki’s maxband ability
Setsuki casts Fox’s Den Students, summoning four 1/1 white Ninjas and giving all ninjas Haste and Stealth until end of turn - ($4)
Build Heroes’ Hall - ($2)
Worker - ($1)
Setsuki casts Sensei’s Advice on Ninja Ichi and Ninja Ni, giving them +1 ATK / +1 Armor - ($0)
Ninja Ichi safely kills Tinkerer
Ninja Ni safely exhausts Mox
Ninjas San and Yon safely kill your Skeletons
Setsuki swiftly kills Vir, you draw 1 card

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Setsuki Hiruki Lv. 6 (3/4) [Costs 1 to attack]
  • Ninja Ichi (1/1)
  • Ninja Ni (1/1)
  • Ninja San (1/1)
  • Ninja Yon (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

So, here’s the plan from now on: Wipe his board every turn until there’s clearly no chance for him to make a comeback. Are there things that can go wrong? Of course! But not that many, since the only thing I can think of that has haste on his board is Nullcraft (hardly a major threat), and everything else at Tech I/Hero level can probably be killed by ninjas and/or Setsuki. I’ll have Geiger as my second hero so he can cycle my cards even faster to get what I need. Sadly, Inverse-Power Ninja will be hard to use since my other units refuse to die!

It’s fair to say that this game is not going the way I planned :wink:

P2T5


Tech StartingHand Workers

TECH
Hive
Void Star


STARTING HAND
Plasmodium
Lich’s Bargain
Unphase
Fading Argonaut
Bone Collector (technician draw)


WORKERS
Battle Suits
Forgotten Fighter
Temporal Research
(and a Plasmodium, destroyed by Lich)


NextHand

Tinkerer
Unphase
Lich’s Bargain
Tiny Basilisk
Hive


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Mox exhausts to kill Ni (because he has the silliest name of the 4)

Garth re-appears - ($7)
Build Tech 2 (Future) - ($3)
Garth does another bargain with Lich - ($1)
Garth makes a skeleton - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Horror [3/3+1A, Deathtouch]
  • :psfist: [I]Elite[/I]: Skeleton [1+1/1]
  • :ps_: [I]Scavenger[/I]: Skeleton [1/1]
  • :pschip: [I]Technician[/I]: Zombie [2/2]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Hardened Mox [1/1, indestructible]
  • lv 1 Garth [1/3]

[B]Buildings:[/B]

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Well this game is going downhill fast - and what makes it worse is that he’s only used White/Ninjutsu stuff to do it! (OK, and a single Argonaut to defend with). It turns out that a defensive wall of skeletons/zombies/horrors is no good against swift-striking Setsuki and hoards of stealthy ninjas. And I thought I was way ahead after turn 3!

Still, there is one good thing - he’s not built Tech 2 yet. I’m finally building mine this turn, and teching the fliers because he’s got no fliers until at least Tech 2. (He may have a bit of anti-air though, from Primus and possibly Sentry.) Another reason for going with the fliers is that, with Tinkerer having died without contributing, the Forecast stuff is going to be way too slow (and too much is getting killed for me to make a big play with Omegacron - yet). Lich’s Bargain, probably for the final time before it becomes a worker (or I concede) is to try to protect my Tech 2. Next turn I would love to max Garth and get a Void Star directly into play (from having just teched one, if I end up drawing it) - but it’s unlikely Garth will survive. But I need Garth anyway for the Bargain, and what else can I do? If I ever get to Doom Grasp Setsuki then I could get back in the game - or blast her with one of my fliers…

What’s the worst he can do? He’ll be holding 7/12 cards, so is pretty likely to have some good cards. Assuming he plays FDS again, that’s 7 stealthy damage he can do from Ninjas, plus 3 (non-stealthy) swift-strike from Sets herself. 10 in total, possibly more with him playing Geiger+Now!+some unit (he’s surely built the HH for a reason). Then there’s Hidden Ninja/Advice to possibly be drawn again. But I have 8 defence in my patrol, and a further 2 on Garth - and my Tech 2 has 5HP. He could just hammer my base down to 4 or 5 though…

So, in worst case it could be pretty grim - but at least he can’t smash EVERYTHING (at least I hope not). He could break the Tech 2 but he’d have to leave me with some units/Garth - or kill more or less everything but leave me with Tech 2. Plus there’s 5 cards he’s not drawing, so he might not get the “perfect” turn. If he does I will probably concede, but it would be too pessimistic to do so before seeing how this next turn (or two) plays out.

1 Like

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Stampede
Stampede


STARTING HAND

Hidden Ninja
Smoker
Inverse-Power Ninja
Argonaut
Argonaut
Fox’s Den Students (Setsuki)
Sensei’s Advice (Setsuki)


WORKERS

Fox Viper
Morningstar Flagbearer
Savior Monk
Grappling Hook
Shuriken Hail
Inverse Power Ninja


Next Hand

Snapback
Aged Sensei
Fox Primus
Now!
Fox’s Den Students


Discard

Fox’s Den Students
Argonaut
Smoker
Argonaut
Hidden Ninja
Sensei’s Advice
Stampede
Stampede


Tech 2 card(s)
Get Paid - ($9)
Draw from Setsuki’s maxband
Setsuki casts Fox’s Den Students (you thought that you’d killed Ni, but he has returned with ninjas Go, Roku, and Shichi)! - ($5)
Summon Argagarg and Wisp - ($3)
Ichi, Ni and San kill Garth, Arg gains 2 free levels
Yon safely kills Scavenger Skeleton, you gain 1 gold
Roku kills Elite Skeleton, then retreats from the battlefield
Shichi breaks the Horror’s armor, then retreats from the battlefield
Setsuki has deja-vu as she swiftly kills another Horror
Level Arg to max, summoning a Water Elemental - ($1)
Worker - ($0)
Patrol as shown below

Float ($0)
Discard 5, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Elemental (3/3+a) [Anti-air]
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Ninja Go (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Setsuki Hiruki Lv. 6 (3/4) [Costs 1 to attack]
  • Ninja Ichi (1/1)
  • Ninja Ni (1/1)
  • Ninja San (1/1)
  • Ninja Yon (1/1)
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Future Tech II, huh? You know… I don’t need Tech II to win this. I’ve maxed Argagarg both to get some anti-air and to use Stampede with all these ninjas. If he kills Arg (somehow), that just gives me another chance to get an anti-air unit! That said, unless he does a lot during his turn I can probably kill him with FDS alone soon…

Arg is really level 5 (max) and 1/5, right?

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That’s right. I try to keep the board state accurate to each step as I go through my turn, but I forgot to update him a second time.

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By the way, are you entering the CAWS tournament that starts next week? I’m thinking I’d like to, but I’ve got a feeling that it’s intended for “serious players” (ie. ones who won’t lose virtually every game) and I’d just get in the way.

P2T6


Tech StartingHand Workers

TECH
Omegacron
Xenostalker


STARTING HAND
Unphase
Tiny Basilisk
Lich’s Bargain
Hive
Tinkerer


WORKERS
Battle Suits
Forgotten Fighter
Temporal Research
Lich’s Bargain


NextHand

Bone Collector
Doom Grasp
Fading Argonaut
Nullcraft
Bone Collector


Discard

Tiny Basilisk
Unphase
Tinkerer
Omegacron
Xenostalker


Tech 2 card(s)
Get Paid - ($8)
scavenger skeleton dies - ($9)
play Hive, Mox is trashed. 5 stingers arrive. - ($3)
worker - ($2)
Midori makes a belated appearance, knowing the value of being a sacrificial victim

  • ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Midori [2/3+1A]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Zombie [2/2]
  • :target: [I]Lookout[/I]: Hive [0/6, flying, resist 1+1]

[B]In Play:[/B]

  • Stinger [1/1, flying]
  • Stinger [1/1, flying]
  • Stinger [1/1, flying]
  • Stinger [1/1, flying]
  • Stinger [1/1, flying]

[B]Buildings:[/B]

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Well I’m still massive underdog - I can’t even clear any of his board with that Water Elemental in Squad Leader. And the ant-air that it’s got could spell trouble. I’ve done as much blocking as I can, but he can still kill Midori and Zombie while taking out my Tech 2/Tech 1 and/or pinging my base for a fair bit of damage.

But he’s still not at Tech 2 yet. Depending on what he has in hand (and draws from Sets), he possibly can’t completely lock in a win this turn - and in that case I hope to be able to hit back with an aerial armada. I’m deliberately not playing any heroes, apart from the unimportant (for now) Midori as a blocker - because I hope to summon them next turn and do things with them (Garth in particular, although of course I’m not allowed to resummon him this turn).

I’m probably kidding myself though - his turn 6 was nowhere hear as devastating as I’d thought it would be, so he’s probably got a load of really good cards this turn. (Actually the quickest way to get me to concede would be if he plays Geiger, Now! and Fox Primus - combined with the Elemental that could kill the Hive. If that happens it’s GG, especially if he breaks Tech 2 at the same time.)

At least Setsuki will finally die next turn (if I decide not to concede), due to my drawing Doom Grasp :slight_smile:


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