Casual: Mordred414 ([Blood]/Demonology/Finesse) vs. ARMed_Pirate ([Truth]/Anarchy/Present)

Every time I think I have some breathing room…

"P1T7


Tech StartingHand Workers

TECH
Discord
Banefire Golem


STARTING HAND
Nimble Fencer
Mad Man
Star-Crossed Starlet
Bombaster
Terras Q, the Shackled


WORKERS
Careless Musketeer
Bloodrage Ogre
Pillage
Nautical Dog
Bloodburn
Bombaster


NextHand

Charge
Blackhand Dozer
Banefire Golem


Tech 2 card(s)
Get Paid + float - ($10)
Draw from technician
Makeshift Rambaster dies from Vandy’s curse
Worker - ($9)
Rebuild Tech II
Star-Crossed Starlet to jail, Crash Bomber released - ($7)
Nimble Fencer to jail, Starlet released - ($5)
Play Drakk Ramhorn, level up once - ($2)
Mad Man goes to jail, Fencer released - ($1)
Starlet attacks and kills SQL Newsman, takes 0
Fencer 1 attacks Quince for 2, takes 2
Fencer 2 repeats, Quince dies, Drakk midbands

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Drakk Ramhorn (level 4, 2+1/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Crash Bomber (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/1, haste)
  • Star-Crossed Starlet (3/2, haste from fencer)
  • Nimble Fencer (2/1, haste)
  • Mad Man (1/1, haste), jailed
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

@ARMed_Pirate’s turn!
"

P2T7


Tech StartingHand Workers

TECH

Disguised Monkey
Mind Control


STARTING HAND
Calypso Vystari
Argonaut
Ready or Not
Marauder

WORKERS

Bluecoat Musketeer
Porkhand Magistrate
Arrest
Chaos Mirror
Lawful Search
Traffic Director

NextHand

Spectral Aven
Marauder
Reputable Newsman
Ready or Not

Tech 2 card(s)
Get Paid - ($11)
Build Tech II (Anarchy) - ($7)
Recruit Calypso Vystari - ($6)
Summon Geiger - ($4)
Geiger casts Ready or Not: Fencers and Starlet don’t ready on your next turn - ($0)
Skip worker

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


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

  • :psblueshield: [I]Squad Leader[/I]: Mirror Token (0/1+a, Illusion)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso Vystari (2/2)
  • :exhaust: [I]Technician[/I]: Max Geiger, Lv. 1 (2/3, Sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Jail HP: 3 (Your unit played from hand goes here and doesn’t enter play until a new unit is played)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]
Mad props to him for making such good use of Starlets. I really wanted Tech II, and without Quince to transmogrify Mirror, that limited my options. I ended up deciding to lock them down (and skip worker) instead of just putting out Argo, Geiger, and Calypso, because Drakk-boosted Fencers and Starlet are too scary (Starlet will be able to break a tech building on her own!), whereas now Starlet will just die in two turns without doing anything else useful.

$4 and skipping worker to kill a Starlet is not useful to me, but hopefully next turn I’ll have a hand that can do something.

After the draw…
I finally get the Marauder (possibly too little, too late), and Newsman’s back, and another Ready or Not. Well, it’s very unlikely Geiger will be alive, but if he is, locking down those Fencers again will be funny. I’m actually hoping to draw Detonate off the Technician, for Zane+Det+Boosted Marauder. Double boosted Marauder is also possible if he wipes my board. Monkey would be nice.
[/spoiler]

[/details]

"P1T8


StartingHand Workers

STARTING HAND
Charge
Blackhand Dozer
Banefire Golem


WORKERS
Careless Musketeer
Bloodrage Ogre
Pillage
Nautical Dog
Bloodburn
Bombaster


NextHand

Voidblocker
Makeshift Rambaster
Star-Crossed Starlet


Discard

Crash Bomber (2/2)
Charge


Tech 0 card(s)
Get Paid + float - ($11)
Starlet takes 1
Play Blackhand Dozer to jail, release Mad Man - ($7)
Mad man kills SQL Mirror using Drakk frenzy
Drakk kills scavenger Calypso, takes 2, you get $1
Crash Bomber trades with Geiger (Drakk frenzy again), Drakk maxbands and heals, you draw a card
Crash Bomber pings jail for 1 upon death
Play Banefire Golem to jail, release Dozer - ($1)
No worker

Float ($1)
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]: Blackhand Dozer (7/6, overpower)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/1, haste)
  • Star-Crossed Starlet (4/1, haste from fencer)
  • Nimble Fencer (2/1, haste)
  • Mad Man (1/1, haste)
  • Drakk Ramhorn (level 6, 3/4)
  • Banefire Golem 7/7), jailed
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 5
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

@ARMed_Pirate’s turn!
"

P2T8


Tech StartingHand Workers

TECH

Pirate Gunship
Pirate Gunship


STARTING HAND
Ready or Not
Reputable Newsman
Marauder
Spectral Aven
Marauder

WORKERS

Bluecoat Musketeer
Porkhand Magistrate
Arrest
Chaos Mirror
Lawful Search
Traffic Director

NextHand

Chaos Mirror
Spectral Hound
Detonate
Manufactured Truth
Building Inspector

Discard

Calypso Vystari
Marauder
Marauder
Reputable Newsman
Spectral Aven
Ready or Not
Pirate Gunship
Pirate Gunship

Tech 2 card(s)
Get Paid - ($11)
Scavenger bonus and technician draw - ($12)
Summon Quince to max, with Mirror! - ($6)
Recruit Marauder; MIrror Marauds - ($3)
Recruit another Marauder - ($0)
Two Marauders trade with Dozer; you draw
Mirror Marauder mauls Drakk and dies; levels fizzle; my base takes 1
Skip worker

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Sirus Quince, Lv. 5 (1/5+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Jail HP: 2 (Your unit played from hand goes here and doesn’t enter play until a new unit is played)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]
I really wanted to eat two of his workers, but his board was too big. Drakk had to go. Barring another Starlet, Quince should live…

After the draw… Sadly, no Mind Control; stealing that Golem would have been sweet. But MT, CM, Detonate, Hound, and Inspector. That’s a whole hand I can play for fun.
[/spoiler]

[/details]

V"P1T9


StartingHand Workers

STARTING HAND
Star-Crossed Starlet
Voidblocker
Makeshift Rambaster
Discord


WORKERS
Careless Musketeer
Bloodrage Ogre
Pillage
Nautical Dog
Bloodburn
Bombaster


NextHand

Terras Q, the Shackled
Scorch
Crash Bomber
Discord


Discard

Crash Bomber
Charge
Blackhand Dozer
Star-Crossed Starlet
Mad Man
Makeshift Rambaster
Voidblocker
Discord


Tech 0 card(s)
Get Paid + float - ($11)
draw from technician
Starlet takes 1 and dies
Play Star-Crossed Starlet to jail, release Banefire Golem - ($9)
Play Makeshift Rambaster to jail, release Starlet - ($7)
Play Vandy Anadrose, level to max - ($1)
Vandy maxband gives +2/+2 to hasted Starlet, and no soup for you!
Starlet hits Quince for 5, takes 1
Mad Man finishes off Quince and dies, levels fizzle
Nimble Fencer FINALLY takes out the jail, Rambaster inside discarded
No Worker

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Banefire Golem (7/7+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Vandy Anadrose (level 5, 4/5, sparkshot, resist 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/1, haste)
  • Nimble Fencer (2/1, haste)
  • Star-Crossed Starlet (5/3, dies at my upkeep)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

@ARMed_Pirate’s turn!
"

Play all the things!

P2T9


StartingHand Workers

STARTING HAND
Detonate
Spectral Hound
Manufactured Truth
Chaos Mirror
Building Inspector

WORKERS

Bluecoat Musketeer
Porkhand Magistrate
Arrest
Chaos Mirror
Lawful Search
Traffic Director

NextHand

Argonaut
Detonate

Discard

Calypso Vystari
Marauder
Marauder
Reputable Newsman
Spectral Aven
Ready or Not
Pirate Gunship
Pirate Gunship
Jail
Manufactured Truth
Chaos Mirror
Building Inspector

Tech 0 card(s)
Get Paid - ($11)
Recruit Building Inspector - ($10)
Summon Zane - ($8)
Zane casts an expensive Manufactured Truth on Mr. Inspector, who once again takes up the sword (and gets hasty)! - ($6)
Zane casts Chaos Mirror, swapping ATK of Banefire and Building Fencer - ($4)
Building Fencer hits Banefore for 6 after armor, taking 2
Zane casts Detonate, trashing one of your workers and Detonate itself - ($1)
Zane trades with Banefire; levels fizzle
Recruit Spectral Hound - ($0)
Skip worker
Building Fencer reverts to being an Inspector with 2 damage at the end of the turn and dies
Don’t forget to adjust your Get Paid and tech 2 more cards this turn!

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Spectral Hound (3/3, Illusion)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 2
  • Deck: 2
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts]
I’m pretty much toast. The Starlet spiral is surprisingly brutal, and I’ve put in nothing to deal with the Fencers. Still… hilarious! And if my Tech II survives, I’ll build Tech III next turn.

[/details]

Gold adjusted and 2 cards to be teched…

"P1T10


Tech StartingHand Workers

TECH
Shrine of Forbidden Knowledge


STARTING HAND
Crash Bomber
Discord
Scorch
Terras Q, the Shackled


WORKERS
Careless Musketeer
Bloodrage Ogre
Pillage
Nautical Dog
Bloodburn


NextHand

Charge
Makeshift Rambaster
Shrine of Forbidden Knowledge
Mad Man


Tech 1 card(s)
Get Paid + float - ($10)
Starlet dies from either Vandy curse or her own ability, your choice
Play River Montoya - ($8)
Play Terras Q, the Shackled, you get four 0/1 turd blossoms - ($2)
Play Discord, killing all the turds and weakening the Spectral Hound - ($0)
Nimble Fencer trades with tecnician hound, you draw
Vandy attacks your Tech II for 4
Other fencer finishes off Tech II, your base takes 2
No 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]: River Montoya (level 1, 2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/1, haste)
  • Vandy Anadrose (level 5, 4/5, sparkshot, resist 1)
  • Terras Q, the Shackled (15/15, resist 3, obliterate 2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

@ARMed_Pirate’s turn!
"

Props on making it happen! And with Geiger dead last turn, I can’t simply Chaos Mirror your TQ. With Quince not at max last turn, I can’t cast my Mind Control to steal him! And without a Mirror around, I can’t use Quince’s midband to make a Mirror TQ. I’m almost wishing I’d teched Dreamscapes, Hallucinations, and Now!, so I could just pop him. Would have saved me money on those pesky Dozers and Golems, too. (:

You’ve 99% got this, but… I think this patrol gives me the slimmest of slim chances of surviving, depending on your hand.

P2T10


StartingHand Workers

STARTING HAND
Argonaut
Detonate
Mind Control

WORKERS

Bluecoat Musketeer
Porkhand Magistrate
Arrest
Chaos Mirror
Lawful Search
Traffic Director

NextHand

Chaos Mirror
Marauder
Spectral Hound
Disguised Monkey

Tech 0 card(s)
Get Paid - ($11)
Summon Quince (and Mirror) to max - ($5)
Recruit Argonaut, Mirror becomes an Argonaut - ($2)
Summon Geiger - ($0)
Rebuild Tech II
Skip worker

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


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4+a, Readiness)
  • :psfist: [I]Elite[/I]: Max Geiger (2+1/3, Sparkshot)
  • :ps_: [I]Scavenger[/I]: Mirror Argonaut (3/4, Readiness, illusion)
  • :exhaust: [I]Technician[/I]: Quince, Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 12
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts]
I don’t think it’ll matter, but I drew CM, Marauder, and Disguised Monkey, which is probably the ideal hand given the circumstances.

[/details]

I totally thought this last turn would be simpler. Throwing the Argonaut in the SQL position made me think I couldn’t finish this turn til I remembered River’s midband. It took me quite a while to work out the turn to kill, but persistence paid off, but I didn’t get to make my cool play of using the Shrine to ignore your patrol zone after dealing with heroes. Having to deal with the Argonaut first ruined that. Your team is super clever and I loved watching you do your tricks.

This was a ton of fun and I learned a lot. I feel I’m a good player, but I lack matchup knowledge and experience. You were a very gracious opponent and I really appreciate your patience while I figured out how to play this way. It’s not nearly as good as real life play, but it’s WAY better than I expected. Great game, and I look forward to battling again in the future.

"P1T11


Tech StartingHand Workers

TECH
Two-Step
Dark Pact


STARTING HAND
Shrine of Forbidden Knowledge
Charge
Makeshift Rambaster
Mad Man


WORKERS
Careless Musketeer
Bloodrage Ogre
Pillage
Nautical Dog
Bloodburn


NextHand

Voidblocker
Discord
Discord
Star-Crossed Starlet
Scorch


Discard

Nimble Fencer
Nimble Fencer
Mad Man
Makeshift Rambaster
Charge
Two-Step
Dark Pact


Tech 2 card(s)
Get Paid - ($9)
Level River twice - ($7)
Play Mad Man - ($6)
Exhaust River to sideline SQL Argonaut
Play Drakk to level 2 - ($3)
Vandy attacks and kills Geiger, taking 3, sparkshot 1 to fake Argonaut, Drakk levels to 4
Frenzied Fencer attacks Quince for 3 and dies
Frenzied Mad Man trades with Quince, Drakk maxbands, fake Argonaut disappears
Play Shrine of Forbidden Knowledge because I have it - ($0)
Unneccessarily unstoppable Terras Q bops your base for 16
GG!
No Worker

Float ($0)
Discard 2, 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]
  • Terras Q, the Shackled (15/15, resist 3, obliterate 2)
  • Vandy Anadrose (level 5, 4/2, sparkshot, resist 1)
  • Drakk Ramhorn (level 4, 2/3), frenzy 1 to my units
  • River Montoya (level 3, 2/4)
  • Drakk Ramhorn (level 6, 3/4), frenzy 1 to my units
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4
  • :heart: Shrine of Forbidden Knowledge HP: 5

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

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

@ARMed_Pirate’s turn!
"

2 Likes

Well done! Great game; lots of fun!

I think I made a few big mistakes.

Firstly, if I’d gone with a completely different plan, just playing defensively with Argos and working my way toward Gunships, I think I’d have done better.
There were several points where I could have teched up, then taking a beating, but it probably would have been fine since my deck was so spell-heavy.

On my T8, I could have played double-boosted Marauder instead of Marauders+Quince. It would have left me with no defense, but I think putting your workers back at 8 might have been worth it?

My biggest mistake was T5. I could have wiped your board, or broken your Tech II outright, or broken your HH and hit something else. Leaving Rambaster alive was definitely a mistake. I think I should killed it instead of poking your Tech II; I was hoping to take it out with Aven, but I forgot all about Vandy’s maxband. Nicely played.

Also, Starlets are a bold choice in general, because they’re so temporary, but you got more value out of yours than I’ve ever seen anyone else do, because you were great at keeping at least one Fencer on the board at all times. Kudos!

Thanks again for the game!

1 Like