STARTING HAND
Bloodburn
Makeshift Rambaster
Mad Man
Charge
Bombaster
WORKERS
Bloodburn
NextHand
Careless Musketeer
Bloodrage Ogre
Scorch
Pillage
Discard
Charge
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
bombaster - ($2)
mad man - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: bombaster (2/2)
Technician: mad man (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 1
Workers: 6
Thoughts
hmmm, graeve huh? 50/50 he has grappling hook. i think two cards will work for now, let him use that sparkshot. have to play two cause he could grappling hook me into a reshuffle that i dont want.
STARTING HAND
Morningstar Flagbearer
Sparring Partner
Grappling Hook
Fox Primus
Sensei's Advice
WORKERS
Smoker
Fox Viper
Fox Primus
NextHand
Snapback
Savior Monk
Sparring Partner
Bird's Nest
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Sparring Partner - ($5)
Hook wisp to lookout
Sensei kills Wisp
Grave runs into BRO and sparkshots Nautical Dog as well
Heroes' Hall Float ($3)
Float ($3)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Sparring Partner 2/2+A
Elite:
Scavenger:
Technician: lvl 3 Grave 3/1
Lookout: In Play:
Safe Attacking
Aged Sensei 1/1 Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 3
Workers: 7
Thoughts
Arg cannot suicide, so I won’t see either Garth (nether drain Grave) or Zane (haste + Sharks) on next turn; I think my board is safe. Next turn I should be able to continue cleansing his board and have some defense with Rook and max Grave.
STARTING HAND
Scorch
Makeshift Rambaster
Bone Collector
Careless Musketeer
mad man (1/1)
WORKERS
Bloodburn
Pillage
Careless Musketeer
NextHand
Charge
Bone Collector
bombaster (2/2)
Blooming Ancient
Tech 2 card(s)
Get Paid - ($7)
tech draw, scav gold - ($8)
Worker - ($7)
expensive scorch, armor and damage to sparring partner - ($3)
mad man, trades with sparring partner - ($2)
mid arg - ($0)
arg kills grave, maxbands and heals, summon WE
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Water Elemental (3/3)
Technician:
Lookout:
In Play:
Arg, lvl 5, (1/5)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
hmmmmm, need to get a handle on grave. okay. lets risk it and drop that scorch. ill have enough of a wall afterwards with WE. BC and tech up next turn. hopefully he's got some wasted tech's in there. need to tech BA's since my deck is so bloated. cant afford to not have a tech 2 ready.
STARTING HAND
Morningstar Flagbearer
Grappling Hook
Nimble Fencer
Snapback
WORKERS
Smoker
Fox Viper
Fox Primus
Savior Monk
Snapback
NextHand
Sensei's Advice
Nimble Fencer
Rambasa Twin
Discard
Grappling Hook
Two Step
Two Step
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Nimble Fencer - ($7)
Fencer and Rook team up to kill Bone Collector, Fencer survives thanks to Safe Attacking
Sensei buffs Partner
Partner kills Elemental, taking only 1 damage after armor
Partner stands twice, buffing one Bird and River - ($3)
River and big bird destroy tech II
bird 2 deals 1 damage to Tech I
Morningstar Flagbearer - ($0)
Float ($7)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Morningstar Flagbearer 2/2+A
Elite:
Scavenger:
Technician:
Lookout: In Play:
Safe Attacking
Aged Sensei 1/1
Bird's Nest
Bird 1/1
Bird 2/2
Nimble Fencer 2/1
Sparring Partner 2/1
lvl 1 Rook 2/1
lvl 1 River 2+1/3+1 Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 3 Gold:
Gold: 0
Workers: 9
Thoughts
Too bad I don't have Sensei's Advice this turn, else I could break both tech buildings
STARTING HAND
Sensei's Advice
Rambasa Twin
Nimble Fencer
WORKERS
Smoker
Fox Viper
Fox Primus
Savior Monk
Snapback
NextHand
Sparring Partner
Two Step
Earthquake
Tech 2 card(s)
Get Paid + float - ($9)
Flagbearer kills Dog and takes 1 damage
2/2 Bird safely kills BRO
Nimble Fencer - ($7)
Fresh Fencer and River slay Arg, both taking 1 damage. Rook lvl 3
Midband Rook - ($5)
Fencer + Partner destroy Tower, your base takes 2 damage
Rook, Sensei and second Bird take down your Tech II
Rambasa Twins - ($1)
well, that didnt go well. lets try being more aggressive. patrol mad man to tech, fingers crossed no grappling hook. but it’s not the worst thing. GPT for flying, and BC for BA strat. workering bombaster instead of bloodburn because i might want that later to deal with birds or snipe something backline.
So sad I've no Hook, as I'd gladly have traded Grave to BRO + Madman and play Rook instead. Anyway, Grave is quite good as well, but I'm not sure he'll live long.
hmmm, okay, well, if grave is sticking around, ill just delay. gpt and tower, then put mad man on tech just in case. if he wantes to swing with grave, he’ll need to max him first. im going growth, so teching BA and LB. hoping to not draw either next turn.
STARTING HAND
Sparring Partner
Grappling Hook
Safe Attacking
Rambasa Twin
WORKERS
Fox Viper
Morningstar Flagbearer
Safe Attacking
NextHand
Snapback
Sensei's Advice
Fox Primus
Discard
Grappling Hook
Nimble Fencer
Nimble Fencer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rambasa Twins - ($2)
Sparring Partner - ($1)
Sensei buffs Grave
Grave kills Taxman, taking 3 damage back after armor
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Savior Monk 2/2+A
Elite:
Scavenger: Rambasa Twin 3/2
Technician: Rambasa Twin 3/2
Lookout: In Play:
lvl 3 Grave 3/1
Aged Sensei 1/1
Sparring Partner 2/2
Smoker 1/1 Buildings:
Base HP: 16
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 3 Gold:
Gold: 1
Workers: 8
Thoughts
Garth + Nether Drain would hurt, but even so I think it's fine, as Grave already netted decent value (killing 2 cards worth 4 gold and forcing a tower). What's more, my deck is thinner than ever while his starts being quite big. On the downside I'm quite low on cards, but I think it's fine; next turn I'll be able to Tech II and pick Bird's Nest + any tech II I can use, it should do.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Savior Monks heals Grave
Sensei buffs Twin #1
Twin trades with BC
Smoker trades with Mad Man, you draw
Partner and Twin #2 destroy tech II
Grave and Monk team up to destroy your tech I. Your base to 16 hp
Maxband Grave - ($4)
Tech II - Discipline - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: lvl 7 Grave 4/5
Lookout: In Play:
Aged Sensei 1/1
Sparring Partner 2/1
Rambasa Twin 3/1
Savior Monk 2/1 Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 0
Workers: 9
Thoughts
Did codexnewb tech some Tech IIs before reshuffling ? I'll favor breaking both techs over Tower, just in case. Thankfully I've no Discord to fear, nor deteriorate on Monk, So I think I'm safe. Grave in Lookout in case of Doom Grasp; it'd mean skipping worker, and basically play nothing save Garth + Token + Doom Grasp. Yet Zane + Sharks get the kill… Maybe Techn would be more versatile ?