[Casual] Nekoatl [Discipline]/Law/Truth vs. charnel_mouse [Balance/Growth]/Blood

P2T3


Tech StartingHand Workers

TECH
Rambasa Twin
Injunction


STARTING HAND
Fox Viper
Snapback
Aged Sensei
Grappling Hook


WORKERS
Fox Primus
Smoker
Fox Viper


NextHand

Sparring Partner
Sparring Partner
Safe Attacking
Sensei’s Advice


Discard

Grappling Hook
Snapback
Aged Sensei
Rambasa Twin
Injunction


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Grappling Hook Basilisk to Elite
Midband Grave - ($4)
Grave kills Panda
Monk and Flagbearer kill Drakk
Maxband Grave - ($2)
Grave throws his sword at Tiny Basilisk
Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Grave Stormborne (4/5) Sparkshot, readiness
  • Savior Monk (2/1) Healing 1 [1 damage]
  • Morningstar Flagbearer (2/1) Tempting target [1 damage]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Ugh, bad luck not drawing either Tech I unit. Desperate times…

P1T4


Tech StartingHand Workers

TECH
Kidnapping
Crashbarrow


STARTING HAND
Spore Shambler
Rampant Growth
Merfolk Prospector
Tiger Cub
Young Treant
Bloodlust


WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector


NextHand

Crash Bomber
Ironbark Treant
Kidnapping
Tiny Basilisk
Rampant Growth


Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Tech II Blood - ($2)
Tiger Cub - ($0)
Crash Bomber trades with Savior Monk, your Heroes’ Hall to 3

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Can’t do much to Grave with that Savior Monk healing every turn, so it has to go. I can’t get a decent patrol going here, so I’ll just have to tech up and hope he can’t boost both the Flagbearer and Grave this turn to destroy my Tech II.

… OK, Kidnapping might save me if he does destroy my Tech II.

P2T4


Tech StartingHand Workers

TECH
Insurance Agent
Insurance Agent


STARTING HAND
Sparring Partner
Sensei’s Advice
Sparring Partner
Safe Attacking


WORKERS
Fox Primus
Smoker
Fox Viper
Safe Attacking


NextHand

Aged Sensei
Insurance Agent
Rambasa Twin
Snapback


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Law - ($3)
Bigby Hayes - ($1)
Sparring Partner - ($0)
Grave kills Tiger Cub
Flagbearer damages Tech II

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave Stormborne (4/3A) Sparkshot, readiness [2 damage]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • L1 Bigby Hayes (2/3)
  • Morningstar Flagbearer (2/1) Tempting target [1 damage]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
Captured Bugblatter
Giant Panda


STARTING HAND
Crash Bomber
Ironbark Treant
Kidnapping
Tiny Basilisk
Rampant Growth


WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector
Ironbark Treant


NextHand

Young Treant
Spore Shambler
Playful Panda
Bloodlust


Discard

Tiger Cub
Rampant Growth
Kidnapping
Captured Bugblatter
Giant Panda


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Crash Bomber - ($6)
Tiny Basilisk - ($4)
Tower - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/2+1A (deathtouch, no combat with Tech 0 units)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2 (1 to your base if killed)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Crashbarrow’s coming in too late to save me, I think.

P2T5


Tech StartingHand Workers

TECH
Martial Mastery
Martial Mastery


STARTING HAND
Aged Sensei
Insurance Agent
Rambasa Twin
Snapback
Savior Monk


WORKERS
Fox Primus
Smoker
Fox Viper
Safe Attacking
Aged Sensei


NextHand

Sparring Partner
Sensei’s Advice
Grappling Hook


Discard

Morningstar Flagbearer
Martial Mastery
Martial Mastery
Snapback


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Insurance Agent insures Morningstar Flagbearer - ($7)
Flagbearer trades with Crash Bomber - ($10)
Midband Bigby - ($8)
Bigby sidelines Tiny Basilisk
Grave breaks Tech II
Sparring Partner trains himself
Rambasa Twin - ($4)
Savior Monk - ($2)
Sirus Quince - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Insurance Agent (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout: Mirror Illusion (0/1) Resist 1

In Play:

  • L3 Bigby Hayes (2/4)
  • L7 Grave Stormborne (4/2) Sparkshot, readiness [3 damage]
  • L1 Sirus Quince (1/3)
  • Sparring Partner (3/3) [1+]
  • Savior Monk (2/2) Healing 1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Heroes’ Hall HP: 3

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

Grave is at 4/2, due to the tower.

1 Like

Also, GG, can’t keep up with that. Having real problems dealing with early Grave here, I guess I should have just RG’d the Panda on Turn 2 to get rid of the Monk, generally go for even trades so Hook+Sparkshot has less of an effect?

1 Like

GG. That sounds like a good strategy; I think I would have had a harder time if faced with more aggression. Against Hook + sparkshot, keeping 1 health units out of the patrol zone would make them harder to deal with as well. At times I left myself rather lightly defended, and was worried about Kidnapping and creative Bloodlust, but Grappling Hook + Snapback + Martial Mastery seems to be a surprisingly effective toolkit for spell suppression so I don’t know how reliable Blood magic would be. I’d be interested to see how some or all of those countermeasures play out after my tournament game finishes, if you’d like.

1 Like

Sounds good, just put a post up when you’re free!

Sorry for the delay. Do you mind if I swap out Truth for Past? I only included it for Free Speech which I now feel is a bit redundant, so I’d like to replace it with something more interesting.

No worries on the delay! Feel free to swap out.

Thanks. Now playing [Discipline]/Law/Past. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Safe Attacking
Savior Monk
Sensei’s Advice
Aged Sensei
Snapback


WORKERS
Safe Attacking


NextHand

Fox Primus
Grappling Hook
Smoker
Fox Viper
Morningstar Flagbearer


Discard

Savior Monk
Sensei’s Advice
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Aged Sensei - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave Stormborne (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

GLHF!

P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Rampant Growth
Young Treant
Forest’s Favor
Merfolk Prospector


WORKERS
Forest’s Favor


NextHand

Rich Earth
Spore Shambler
Verdant Tree
Tiger Cub


Discard

Rampant Growth
Young Treant


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

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Hmm, I’m actually less scared of Prynn than I am of Quince. Origin Story doesn’t stop Drakk’s Frenzy for a turn like Free Speech does. Stewardess of the Undone and Undo just make me want to use even more Pandas / Blood units. I just need to work out how to deal with Grave, maybe an early Kidnapping tech.

Putting Treant in Squad Leader means Grave has to maxband, or midband and use a Grappling Hook, to kill him. No damage in return, but that’s the only way I can see to keep Treant alive to attack something.

P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Tax Collector


STARTING HAND
Smoker
Fox Primus
Morningstar Flagbearer
Grappling Hook
Fox Viper


WORKERS
Safe Attacking
Fox Primus


NextHand

Smoker
Snapback
Sparring Partner
Morningstar Flagbearer
Fox Viper


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grappling Hook Treant to Lookout
Midband Grave - ($2)
Sensei tutors Grave
Grave kills Treant
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Grave Stormborne (3/4A) Sparkshot, readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Bloodlust


STARTING HAND
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler


WORKERS
Forest’s Favor
Rich Earth


NextHand

Playful Panda
Tiger Cub
Bloodlust
Spore Shambler
Young Treant


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Merfolk Prospector exhausts for gold - ($4)
Heroes’ Hall - ($2)
Argagarg Garg, Wisp arrives - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L1 1/3
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Teching Bloodlust before Crash Bomber so I can try and get rid of Grave quickly.

P1T3


Tech StartingHand Workers

TECH
Martial Mastery
Rambasa Twin


STARTING HAND
Sparring Partner
Smoker
Fox Viper
Morningstar Flagbearer
Snapback


WORKERS
Safe Attacking
Fox Primus
Fox Viper


NextHand

Tax Collector
Savior Monk
Snapback
Sensei’s Advice
Grappling Hook


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sparring Partner - ($4)
Grave kills Wisp
Sensei trades with Prospector

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L3 Grave Stormborne (3/4) Sparkshot, readiness, resist 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 7

P2T3


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Crashbarrow


STARTING HAND
Playful Panda
Young Treant
Spore Shambler
Bloodlust
Tiger Cub


WORKERS
Forest’s Favor
Rich Earth
Spore Shambler


NextHand

Rampant Growth
Ironbark Treant
Tiny Basilisk
Crashbarrow
Verdant Tree


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Playful Panda, Wisp arrives - ($4)
Argagarg to maxband, Water Elemental arrives - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Playful Panda 2/2
  • Wisp 0/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Polymorph: Squirrel would be a cute way to get around Insurance Agents, and would also make it easier to deal with Grave. I’ll probably bring in a Glider, I suffered last time for not being able to hit things in the back row.

P1T4


Tech StartingHand Workers

TECH
Insurance Agent
Insurance Agent


STARTING HAND
Savior Monk
Tax Collector
Sensei’s Advice
Grappling Hook
Snapback


WORKERS
Safe Attacking
Fox Primus
Fox Viper
Sensei’s Advice


NextHand

Martial Mastery
Morningstar Flagbearer
Rambasa Twin
Aged Sensei


Discard

Grappling Hook
Savior Monk
Snapback
Insurance Agent
Insurance Agent


Tech 2 card(s)
Get Paid + float - ($11)
Grappling Hook to Scavenger
Grave kills Water Elemental
Tax Collector steals your Scavenger gold - ($10)
Sparring Partner kills Wisp
Worker - ($9)
Tech II: Past - ($5)
Tech Lab: Law - ($4)
Maxband Grave - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Grave Stormborne (4/5) Sparkshot, readiness [Sword]
  • :target: Lookout:

In Play:

  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Tricky business here; I really wish I had my Martial Mastery in hand so I’d know what to defend against. I’ll gamble that he doesn’t have both Rampant Growth and Dinosize in hand and wait until I have a second hero before killing Argagarg. I’ll patrol Grave as Technician so on the off chance he dies, I’ll at least recover my hand size.

P2T4


Tech StartingHand Workers

TECH
Shoddy Glider
Crashbarrow


STARTING HAND
Verdant Tree
Ironbark Treant
Tiny Basilisk
Rampant Growth
Crashbarrow


WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
Ironbark Treant


NextHand

Polymorph: Squirrel
Merfolk Prospector
Bloodlust
Tiger Cub
Young Treant


Discard

Verdant Tree
Crashbarrow
Rampant Growth
Shoddy Glider
Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Drakk Ramhorn - ($3)
Midband Drakk - ($0)
Argagarg boosts Playful Panda
Playful Panda kills Tax Collector, takes 1+1A damage

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/2+1A (deathtouch, no combat with Tech 0 units)
  • :psfist: Elite:
  • :ps_: Scavenger: Drakk L4 2/3 (1 to your base if killed)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Playful Panda 2/1 (1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

No Grappling Hook this turn, so I’m safe to put Drakk in patrol too. Probably need to add a Moment’s Peace next turn.

P1T5


Tech StartingHand Workers

TECH
Seer
Rememberer


STARTING HAND
Rambasa Twin
Morningstar Flagbearer
Martial Mastery
Aged Sensei
Smoker
Seer


WORKERS
Safe Attacking
Fox Primus
Fox Viper
Sensei’s Advice
Smoker


NextHand

Seer
Tax Collector
Grappling Hook
Insurance Agent


Discard

Martial Mastery
Aged Sensei


Tech 2 card(s)
Get Paid - ($8)
Martial Mastery - ($7)
Worker - ($6)
Rambasa Twin - ($2)
Bigby Hayes - ($0)
Grave throws his sword at Drakk

Float ($0)
Stash 1, Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Sparring Partner (3/2)
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • L7 Grave Stormborne (4/5) Sparkshot, readiness
  • L3 Bigby Hayes (2/4)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Didn’t get the draws to make a strong play here, but thanks to Martial Mastery, I know that taking out Drakk and patrolling with 3 Tech I units will keep my heroes alive, and that any units that attack without protection of Polymorph will die in the process. Could be worse. I’ll have Bigby stash this Seer in case I draw a Rememberer. I won’t be able to scavenge an Archon next turn, but at least I’ll be able to pull a freshly teched Remember in case the original dies.