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Casual: Kaelii [Finesse]/Ninjutsu/Discipline vs Shadow_Night_Black [Growth/Balance]/Finesse

Yeah, and my stuff is pretty nice.

P2T6


StartingHand Workers

STARTING HAND
Playful Panda
Potent Basilisk
Forest’s Favor
Wandering Mimic


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2+1/2)


NextHand

Nimble Fencer (2/1)
Forest’s Favor
Wandering Mimic
Ironbark Treant (1+1/2+AA)


Tech 0 card(s)
Get Paid + float - ($11)
Wandering Mimic - ($7)
Max Midori - ($4)
Nimble Fencer kills Sparing Partner
River kills Flagbearer
Arg Buffs Mimic
Mimic kills Tech 3
Forest Favour Midori - ($2)
Midori kills Tech 2
Midband River - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tiny Basilisk (3/1, deathtouch, Dancing)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (4/1, Dancing)
  • Two Step (Tint Basilisk and Nimble Fencer are Dancing, don’t ask about the size difference)
  • River (2/4, lvl 3)
  • Midori (5/6, lvl 8)
  • Arg(1/3, lvl 5)
  • Wandering Mimic (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Yup I’m Ded. Gg.

GG, want a rematch? I don’t really know what your build is trying to do, so can’t really offer much advise into what went wrong. T5 sidelining my Fencer rather then just killing my treant meant I could use it to chump block later, and it prevent you playing Glorious ninja, as killing a treant with it is not very valuable, without that treant, arg becomes vunerable, and then I can’t kill both tech building (too many units it 2/4 attack in my specs :frowning: ) Going down on cards early really hurt you though, as it lead to several turns where you had to play nothing to recover on handsize (slowing teching and giving me tempo) and what allowed me to build my board and utilise the many buffs my specs offer.

I’m won’t be able to take a turn for several hours, so if you want another game, feel free to go first, otherwise just say and I’ll go when I wake up in the morning.

Definitely was a mistake to leave up the chumpy for denying you an gold.

The other mistakes were probably:
T1: Opening river, just not as good as grave much of the time.
T2: Sparking Prospector instead of trading TM for it. 1 base damage wasn’t worth the card unless I was somehow contriving to kill Arg (a steep order). Teching in double River spells (especially as one wasn’t two-step) was also pretty greedy (major problem I’m finding with this deck is that the starter cards don’t offer much variety and struggle to really put HP/Damage on the board at card cost as soon as it is T3/4 where Tech 1 or maxband heroes start showing up. 2/2s for 3 just don’t hold up. Most other starters at least offer some form of deck thinning with upgrades/buildings or some sort of card that tends to at least threaten to stick around a bit from the starter (null, mox, battlesuits, prospector, aven, savior monk, Jandra, pestering haunt, graveyard, javelineer etc).
Outside of Bloom or Wither there are no cards in the neutral starter that are sticky and stay out once anything bigger starts getting played. And almost everything else that exists is either bigger or better at sticking on the board than a bunch of (1/1 for 1 to 2/2 for 3)

The thing I’ve been trying to figure out is how the hell one actually casts and uses Harmony to any decent effect.

My ideas are somewhere in the range of:
Grave + River. Martial Mastery + Harmony. Probably Bloom as well.
Setsuki + River. Hidden Ninja + Harmony + Discord + Two Step. Sets maxband + Fox’s Den Students. Tech 2 Finesse for NF/Starlet/Tenderfoot base damage.
Drakk + River. Pillage + Charge + Harmony + Two Step Red Starters? + damage on death of units
Jaina + River. Pillage + Charge + Ember Sparks + Harmony + Discord/Two Step + Lobbers

I might swap to the white starter, but that also drops brick thief and tenderfoot which are both excellent additions to a Tech 2 Finesse Maestro plan for locking out enemy tech buildings frees up gold for dumping into Hidden Ninja/Max Sets/Fox’s Den Students.

So my typical Final set of cards for Finesse+Sets+River probably looks something like Tenderfoot, Brick Thief, (Bloom <–> Sparring Partner), (Morningstar Flagbearer, Fruit Ninja?), Nimble Fencer #1, Nimble Fencer #1, Maestro #1, Maestro #2, Hidden Ninja, Fox’s Den Students #1, Fox’s Den Students #2, Harmony?
2 Starter cards are basically never worker and two are optional, and 4 tech pairs accounted for of 5-6.

If I go for Tech 2 Ninjutsu it probably runs something like NF x1, Hidden Ninja x1, and then either Glorious Ninjas, Flying Fox, or Masked Raccoons as the ‘lockdown’ choices. Probably should have a two-step or two factored in here (works well with glorious ninja, flying fox, and masked raccoons). Might be possible to fit in Rambasa Twin for some more body production? I think that the white starter is probably better if I go for Ninjutsu as Snapback, Fox Viper, Aged Sensei, Sensei’s Advice, Safe Attacking, and possibly grappling hook are likely going to scale far better than tenderfoot+Brickthief+(bloom? lol)

1 Like

Hopefully me being less stupid runback!

P1T1


StartingHand Workers

STARTING HAND
Helpful Turtle
Wither
Older Brother
Brick Thief
Granfalloon Flagbearer


WORKERS
Helpful Turtle


NextHand

Bloom
Spark
Fruit Ninja
Tenderfoot
Timely Messenger


Discard

Granfalloon Flagbearer
Wither
Brick Thief


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

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Older Brother (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

The neutral starter is actually quite powerful, having key heros withered/bloomed is very hard to deal with, and espically for my deck where I have 0 removal and a lot of buffs, flagbearer was really oppressive. But the white starter does combo very well with Harmony. I’ve yet to see someone use it effectively yet, so I am looking forward to that.

GL HF!
P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Spore Shambler
Playful Panda
Tiger Cub
Merfolk Prospector


WORKERS
Rich Earth


NextHand

Verdant Tree
Young Treant
Rampant Growth
Forest’s Favor
Ironbark Treant


Discard

Tiger Cub
Playful Panda
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg - ($2)
Merfolk Prospector - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Arg(1/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp(0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

The only way he can kill arg is two of Bloom/Wither/Spark/TM. with the exception of Spark/TM, that leaves him with not enough for worker and T1, and is two gold for 2-4 gold and two cards. Arg living allows me to max him next turn and rampant growth/Forest’s Favour for a nice tempo swing. Teching in Spirit of the Panda with me Fencers to give me that healing and gold economy. If arg dies the probs Ironbark and teching in two step instead.

P1T2


Tech StartingHand Workers

TECH
Fuzz Cuddles
Two Step


STARTING HAND
Spark
Fruit Ninja
Tenderfoot
Timely Messenger
Bloom


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Timely Messenger
Two Step
Brick Thief
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
River - ($3)
Timely Messenger - ($2)
Spark Arg - ($1)
OB + TM kill Arg, River to midband
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: River Level 3 (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Older Brother (2/1)
    [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: 6

Well, my draws this game have been stupidly good…

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Two Step


STARTING HAND
Ironbark Treant
Rampant Growth
Young Treant
Verdant Tree
Forest’s Favor
Two Step


WORKERS
Rich Earth
Verdant Tree


NextHand

Tiger Cub
Nimble Fencer
Playful Panda
Forest’s Favor
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($7)
Tap Prospector - ($8)
Worker - ($7)
Tech 1 - ($6)
Young Treant - ($4)
River - ($2)
Two Step (wisp and Treant - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (2/4, Dancing)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp(2/3, Dancing)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Two Step
  • River (2/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Well I am far too economically behind to actually win. Probably.

P1T3


Tech StartingHand Workers

TECH
Rambasa Twin
Glorious Ninja


STARTING HAND
Granfalloon Flagbearer
Two Step
Brick Thief
Timely Messenger


WORKERS
Helpful Turtle
Fruit Ninja
Granfalloon Flagbearer


NextHand

Fuzz Cuddles
Tenderfoot
Spark


Discard

Brick Thief
Rambasa Twin
Glorious Ninja


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Timely Messenger - ($4)
Sideline Tree
Two-step Timely Messenger and Older Brother - ($2)
Timely Messenger kills wisp, gain a gold.
Older Brother kills River, River to maxband
Hero’s Hall - ($0)

Float ($0)
Discard 1, draw 3


[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]
  • Older Brother (4/1) Dancing
  • River Level 5 (3/4)
  • Timely Messenger (3/1) Dancing
  • Two Step
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Your not that far behind economically, the only reason I am still in this was that stupidly lucky two step draw. And your tempo on board makes up for that.

P2T3


Tech StartingHand Workers

TECH
Wandering Mimic
Nimble Fencer


STARTING HAND
Spore Shambler
Tiger Cub
Playful Panda
Nimble Fencer
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree
Spore Shambler


NextHand

Ironbark Treant
Wandering Mimic
Rampant Growth
Nimble Fencer
Forest’s Favor


Tech 2 card(s)
Get Paid - ($7)
Scav - ($8)
Tap Prospector - ($9)
Worker - ($8)
Tech 2 Balance - ($4)
Nimble Fencer - ($2)
Nimble Fencer Kills Messenger, Older Brother also dies
Arg - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Arg (1/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1: 5
  • :heart: Tech 2 (Balance): 5

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

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

Lets see now, you have two cards on board advantaged, tech 2, a 5 card hand.
I have a hero who can’t productively attack right now.
What great tempo that is meaningless against tech 2 and the ability to find and play your tech cards with better bodies in your starter deck.

"P1T4


Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Spark
Tenderfoot
Fuzz Cuddles


WORKERS
Helpful Turtle
Fruit Ninja
Granfalloon Flagbearer
Spark


NextHand

Bloom
Wither
Rambasa Twin


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Fuzz Cuddles - ($4)
Grave midband - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fuzz Cuddles (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River Level 5 (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave (3/4)
    [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: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Most of my board is weak units who either have no attack, can’t attack or don’t want to be attacking, and grave’s a very good counter to it.
P2T4


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Ironbark Treant
Rampant Growth
Nimble Fencer
Forest’s Favor
Wandering Mimic


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant


NextHand

Playful Panda
Nimble Fencer
Two Step
Tiger Cub


Discard

Forest’s Favor
Rampant Growth
Wandering Mimic
Potent Basilisk


Tech 2 card(s)
Get Paid - ($8)
Tap Prospector - ($9)
Worker - ($8)
Wandering Mimic - ($4)
Nimble Fencer - ($2)
Mid Band Arg - ($0)
Argg buffs Mimic,
Mimic kills Fuzz Cuddles

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: wisp (0/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nimble Fencer (2/3, haste)
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Arg (1/4, lvl 3)
  • Wandering Mimic (4/3)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

P1T5


Tech StartingHand Workers

TECH
Glorious Ninja
Porcupine


STARTING HAND
Wither
Bloom
Rambasa Twin


WORKERS
Helpful Turtle
Fruit Ninja
Granfalloon Flagbearer
Spark


NextHand

Timely Messenger
Martial Mastery
Older Brother
Martial Mastery
Two Step


Discard

Fuzz Cuddles
Rambasa Twin
Wither
Bloom
Glorious Ninja
Porcupine


Tech 2 card(s)
Get Paid - ($8)
River kills wisp
Grave kills Fencer, sparks a damage onto tree
Maxband Grave, healing - ($4)
Sword Mimic
Tech 2, Ninjutsu - ($0)

Float ($0)
Discard 3, draw 5


[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]
  • Grave (4/5)
  • River Level 5 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

I can’t do valid turns it seems

Now that I also remember that when I skip workers it means I can’t build tech 3, it should now be a valid turn.
P2T5


Tech StartingHand Workers

TECH
Stampede
Potent Basilisk


STARTING HAND
Playful Panda
Two Step
Tiger Cub
Nimble Fencer


WORKERS
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant


NextHand

Rampant Growth
Playful Panda
Wandering Mimic
Potent Basilisk


Tech 2 card(s)
Get Paid - ($9)
Scav - ($10)
Tap Prospector - ($11)
Surplus - ($6)
Nimble Fencer - ($4)
River - ($2)
Two Step Nimble Fencer, Treant - ($0)
Skip worker

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


[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]: Young, Dancing Treant (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Arg (1/4, lvl 3)
  • Dancing Fencer (4/5)
  • River(2/3, lvl 1)
  • Two Step
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Surplus HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

P1T6


Tech StartingHand Workers

TECH
Flying Fox
Fox’s Den School


STARTING HAND
Timely Messenger
Martial Mastery
Two Step
Older Brother
Martial Mastery
Tenderfoot
Brick Thief
Glorious Ninja
Glorious Ninja


WORKERS
Helpful Turtle
Fruit Ninja
Granfalloon Flagbearer
Spark


NextHand

Martial Mastery
Fox’s Den School
Wither
Older Brother


Discard

Martial Mastery
Glorious Ninja
Glorious Ninja


Tech 2 card(s)
Get Paid - ($8)
Martial Mastery, discard 1, draw 2 look at your hand. - ($7)
Free Tenderfoot
Free Timely Messenger
Brick Thief deal 1 to tech 2. - ($6)
Two-Step Messenger and Brick Thief - ($4)
Martial Mastery, discard no cards in hand, draw 2 look at your hand. - ($3)
Setsuki - ($1)
Sideline tree with River midband
Grave breaks your Tech 2.
Timely Messenger kills River, twostep gone - sets to level 3

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Grave level 7 (4/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • River Level 5 (3/4)
  • Timely Messenger (3/1) Dancing
  • Setsuki level 3 (1/3) Costs 1 to attack
  • Two Step
  • Brick Thief (4/3) Resist 1 Dancing
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

GG, I can’t recover from that, not with this hand. Somehow when editing my turn to make it legal last turn I missed my Nimble Fencer attack killing river, maxing arg and putting the water elemental in squad lead, which without just makes my turn look stupid. Sorry to ruin the game with that mistake.

That probably would’ve done it I think I would’ve lost if you had. Extra 3/3 on patrol I definitely can’t break tech 2, needed both martial masteries to hit glorious ninja and without two-step/river discount I couldn’t actually threaten too much with just Grave on board.

So for myself I basically consider this your win – I can’t think of a good reason why you would ever NOT kill my river there now that I look closer at your board.
I did think it a little odd that you two-step’d a nimble fencer and didn’t do anything with it.