SQL, good catch, thanks.
Am I OK to change one of the cards I teched? I got the names of two cards mixed up.
Yeah, go for it, just make sure to keep them straight in the actual tourny.
P1T5
Tech StartingHand Workers
TECH
Shoddy Glider
Dinosize
STARTING HAND
Hidden Ninja
Nautical Dog
Crashbarrow
Hidden Ninja
Charge
WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
Charge
NextHand
Crashbarrow
Mad Man
Bloodrage Ogre
Pillage
Discard
Hidden Ninja
Shoddy Glider
Dinosize
Inverse Power Ninja
Hidden Ninja
Crashbarrow
Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Setsuki Hiruki - ($6)
Hidden Ninja on IPN and Argagarg, I draw - ($4)
Worker - ($3)
Argagarg suicides into Calamandra for 1 damage, levels fizzle
Inverse Power Ninja, current 5/5, trades with Calamandra, Setsuki hits level 3
Midband Setsuki - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Nautical Dog 1+1/1 (frenzy 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Setsuki L4 2/3 (1 gold to attack, swift strike on my turn)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Heroesā Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 6
Gold:
- Gold: 1
- Workers: 9
Thoughts
Thatās some serious commitment to denying Tech II, letās if I draw anything decent off of Hidden Ninjaā¦
Hmm, I drew a Charge. I could just destroy the Tech II, or I could boost the IVN and trade IVN and Argagarg into Calamandra. Iād need to skip a worker to midband Setsuki afterward, otherwise the Cadets would destroy her. Iām more worried about a Maxband Calamandra than about Garrisons next turn, so it seems a reasonable trade.
ā¦ Hang on, I donāt need the Charge to kill Calamandra. Even better! I can miband Setsuki and block with Nautical Dog with having to skip a worker.
P2T5
Tech StartingHand Workers
TECH
Ardraās Boulder
Oathkeeper of Kor Mountain
STARTING HAND
Tiger Cub
Ironbark Treant
WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Playful Panda
Tiger Cub
NextHand
Flagstone Garrison
Flagstone Garrison
Ardraās Boulder
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech III - ($3)
Overeager Cadet trades with Nautical Dog
Garus Rook - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: L1 Garus Rook (2/4A)
- Elite:
- Scavenger: Young Treant (0/2)
- Technician: Overeager Cadet (2/2)
- Lookout:
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Strength)
- Tech III HP: 5
- Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
I shouldnāt have overlooked the Young Treant when deciding whether to drop my 2nd Cadet, but oh well. Now I have to worry about Crashbarrows, better tech up to provide an extra target. Since Crashbarrows have 6 attack, Iāll give Rook a point of armor, so he canāt be taken out with a unit by a lone 'barrow.
P1T6
Tech StartingHand Workers
TECH
Polymorph: Squirrel
Polymorph: Squirrel
STARTING HAND
Mad Man
Bloodrage Ogre
Pillage
Crashbarrow
WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
Charge
Bloodrage Ogre
NextHand
Makeshift Rambaster
Hidden Ninja
Shoddy Glider
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Drakk Ramhorn - ($7)
Crashbarrow - ($4)
Midband Drakk - ($1)
Crashbarrow trades with Rook and Overeager Cadet, you draw, Setsuki hits level 6 (maxband)
Mad Man - ($0)
Mad Man kills Young Treant, you get a gold
Setsuki hits your base to 15
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Drakk L4 2/3 (1 to your base on death, units have frenzy 1)
- Lookout:
In Play:
- Setsuki L6 3/4 (1 gold to attack, swift strike on my turn, draw 2 on my upkeep)
- Mad Man 1/1 (frenzy 1 from Drakk aura)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Heroesā Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Obviously Iām playing the Crashbarrow, that leaves me 6 gold to play with. If I midband Drakk before attacking, Crashbarrow can clear two patrollers, and I can have Mad Man survive and Setsuki hit buildings. Feeling reasonably confident about my position, teching in Polymorph: Squirrel since Tech III is the main threat now. Setsuki gives me a decent chance to have a good hand.
P2T6
Tech StartingHand Workers
TECH
Drill Sergeant
Drill Sergeant
STARTING HAND
Flagstone Garrison
Flagstone Garrison
Ardraās Boulder
Verdant Tree
Forestās Favor
Morningstar Pass
WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Playful Panda
Tiger Cub
NextHand
Oathkeeper of Kor Mountain
Overeager Cadet
Rampant Growth
Mythmaking
Discard
Young Treant
Overeager Cadet
Drill Sergeant
Drill Sergeant
Forestās Favor
Verdant Tree
Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Flagstone Garrison - ($9)
Flagstone Garrison - ($6)
Ardraās Boulder - ($4)
Morningstar Pass - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Ardraās Boulder (0/6)
- Technician:
- Lookout:
In Play:
- Flagstone Garrison (4) Invulnerable
- Flagstone Garrison (4) Invulnerable
- Morningstar Pass (4) $1 to attack
Buildings:
- Base HP: 15
- Tech I HP: 5
- Tech II HP: 5 (Strength)
- Tech III HP: 5
- Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 10
P1T7
StartingHand Workers
STARTING HAND
Makeshift Rambaster
Shoddy Glider
Hidden Ninja
Pillage
Dinosize
Hidden Ninja
WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
Charge
Bloodrage Ogre
NextHand
Inverse Power Ninja
Crashbarrow
Polymorph: Squirrel
Crashbarrow
Nautical Dog
Discard
Hidden Ninja
Dinosize
Shoddy Glider
Makeshift Rambaster
Hidden Ninja
Pillage
Tech 0 card(s)
Get Paid - ($10)
Setsuki draws two cards
Shoddy Glider - ($9)
Shoddy Glider destroys Morningstar Pass - ($8)
Hidden Ninja on Setsuki and Mad Man, I draw - ($6)
Argagarg Garg, Wisp arrives - ($4)
Dinosize on Setsuki - ($0)
Setsuki and Mad Man hit your base down to 4
Shoddy Glider crashes
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Wisp 0/1+1A
- Elite:
- Scavenger: Argagarg L1 1/3
- Technician:
- Lookout:
In Play:
- Setsuki L6 3/4 (1 gold to attack, swift strike on my turn, draw 2 on my upkeep)
- Drakk L4 2/3 (1 to your base on death, units have frenzy 1)
- Mad Man 1/1 (frenzy 1 from Drakk aura)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Heroesā Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 6
Gold:
- Gold: 0
- Workers: 10
Thoughts
Not the draw I was hoping for, and Nekoatl drew all the buildings he needed at once, so Iāve got some hard decisions to make here. Shoddy Glider can get rid of Morningstar Pass. I can bring in Argagarg for a Dinosize, leaving 2 gold. So, do I play Hidden Ninja and hit the base for 11 down to 4, or do I kill the Boulder, play a Rambaster, and hit the base for 8 down to 7? The latter doesnāt risk drawing the other Hidden Ninja. Or I could destroy the Garrisons, or a Garrison and a Tech building, but Iād rather go for the killā¦ What the hell, going to risk the Hidden Ninja.
ā¦ Argh, I drew the other Hidden Ninja! Well, not to panic, I draw into the other Glider next turn if Setsuki and Drakk survive, otherwise the Crashbarrows will be doing a lot of work.
Iāll resign here; Iāve identified a fundamental flaw with my build, and thanks for helping me do so. If you want to keep going, Iāll switch to [Future]/Peace/Truth.
GG, Iām good for some more. Early Calamandra was scary, but my going for Hidden Ninja meant stealthy tech building kills werenāt as much of a problem as they could have been. I was surprised not to see a tower.
Well, the core idea was to combine Oathkeeper of Kor Mountain with Flagstone Garrisons, turning the Oathkeeperās drawback into a perk by allowing me to keep my entire deck in hand. So, that requires a tech lab, but also, Iām not sold on towers as an effective deterrent to stealth, as they can only stop one thing per turn and canāt even take potshots at any other sneakers.
P1T1
StartingHand Workers
STARTING HAND
Nullcraft
Battle Suits
Temporal Research
Time Spiral
Hardened Mox
WORKERS
Temporal Research
NextHand
Tinkerer
Fading Argonaut
Plasmodium
Forgotten Fighter
Neo Plexus
Discard
Time Spiral
Battle Suits
Nullcraft
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Hardened Mox (2/1) Indestructible
- Scavenger:
- Technician:
- Lookout:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
I donāt expect to have enough time counters to make Temporal Research worth casting, even if Vir is in play to cast it with no penalty. Opening with the Mox because Iām not interested in most of my starter cards and I want to trim my cycle as quickly as possible.
Ah, true, I guess Hidden Ninja stealths two at a time so Tower doesnāt help. The Oathkeeper could work if you manage to set up, but I donāt think itās worth the effort against a deck with access to Polymorph and backline hits.
P2T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Bombaster
Mad Man
Scorch
Makeshift Rambaster
WORKERS
Scorch
NextHand
Charge
Nautical Dog
Careless Musketeer
Bloodburn
Discard
Makeshift Rambaster
Mad Man
Scorch
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Bloodrage Ogre 3/2+1A
- Elite: Bombaster 1+2/2
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
New opposing deck, new tactics. The main threat in early game is Juggermox, so I think I want to open with a Bombaster to discourage Nekoatl putting other patrollers behind it. Iām strongly considering teching a Polymorph really early, to kill off either the Mox or Onimaru. Longer term, Eyes of the Chancellor would stop Hidden Ninja / Fox Den School shenanigans cold, and Assimilate makes MoLaC not worth the risk, so I think I want to look at Blood or Growth. The formerās better for taking out Macciatus or Garrisons, but Ancients are faster than the Peace engine, and if I get a mix I could do some Ancients / Bugblatter nonsense. I also want Bloodlust if I think heās going for Truth.
EDIT: forgot to move the worker.
P1T2
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Plasmodium
Forgotten Fighter
Fading Argonaut
Tinkerer
Neo Plexus
WORKERS
Temporal Research
Forgotten Fighter
NextHand
Time Spiral
Plasmodium
Overeager Cadet
Overeager Cadet
Nullcraft
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Expensive Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut (2/3A) [3 time]
- Elite: Hardened Mox (2/1) Indestructible
- Scavenger:
- Technician:
- Lookout:
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
P2T2
Tech StartingHand Workers
TECH
Crash Bomber
Polymorph: Squirrel
STARTING HAND
Careless Musketeer
Bloodburn
Pillage
Charge
Nautical Dog
WORKERS
Scorch
Bloodburn
NextHand
Mad Man
Careless Musketeer
Charge
Pillage
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Bloodrage Ogre suicides into Fading Argonaut for 2+1A damage
Argagarg Garg, Wisp arrives - ($1)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Bombaster 2/2+1A
- Elite:
- Scavenger: Wisp 0/1
- Technician:
- Lookout:
In Play:
- Argagarg L1 1/3
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Hmm, Fading Argonaut is a pain here, I think I just suicide the Ogre since it returns to my hand otherwise. Iāll take the risk on Polymorph to stop Juggermox, and take a Crash Bomber for cheap, efficient damage while I tech up.
P1T3
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Time Spiral
Overeager Cadet
Plasmodium
Nullcraft
Overeager Cadet
WORKERS
Temporal Research
Forgotten Fighter
Time Spiral
NextHand
Neo Plexus
Battle Suits
Flagstone Garrison
Tinkerer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fading Argonaut and Hardened Mox kill Bombaster
Overeager Cadet
Overeager Cadet
General Onimaru - ($3)
Float ($3)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Overeager Cadet (2/2A)
- Elite:
- Scavenger: Overeager Cadet (2/2)
- Technician:
- Lookout:
In Play:
- L1 General Onimaru (2/3) Frenzy 1
- Hardened Mox (1/1) Indestructible
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 3
- Workers: 7
Thoughts
Iām aiming to trigger a reshuffle but not draw both Garrisons.
P2T3
Tech StartingHand Workers
TECH
Oversized Rhinoceros
Blooming Elm
STARTING HAND
Pillage
Charge
Careless Musketeer
Mad Man
Makeshift Rambaster
WORKERS
Scorch
Bloodburn
Makeshift Rambaster
NextHand
Bloodrage Ogre
Polymorph: Squirrel
Crash Bomber
Nautical Dog
Discard
Bombaster
Pillage
Charge
Oversized Rhinoceros
Blooming Elm
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Mad Man - ($6)
Careless Musketeer - ($4)
Maxband Argagarg, Water Elemental arrives - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Water Elemental 3/3+1A (anti-air)
- Elite: Wisp 1+0/1
- Scavenger: Mad Man 1/1
- Technician: Careless Musketeer 2/1
- Lookout:
In Play:
- Argagarg L5 1/5
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
Thoughts
My inexperience in Red vs. Purple is showing here. No removal in Nekoatlās deck, so Iām thinking Rhinos and a Bloom combo to try to get back into the game.
P1T4
Tech StartingHand Workers
TECH
Knight of the Conclave
Knight of the Conclave
STARTING HAND
Neo Plexus
Battle Suits
Tinkerer
Flagstone Garrison
WORKERS
Temporal Research
Forgotten Fighter
Time Spiral
Tinkerer
NextHand
Fading Argonaut
Flagstone Garrison
Plasmodium
Nullcraft
Discard
Overeager Cadet
Flagstone Garrison
Neo Plexus
Knight of the Conclave
Knight of the Conclave
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Battle Suits - ($7)
Overeager Cadet and Mox kill Water Elemental
Overeager Cadet kills Mad Man
Onimaru kills Careless Musketeer
Tech II: Peace - ($3)
Float ($3)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- L1 General Onimaru (2/1) Frenzy 1
- Hardened Mox (2/1) Indestructible
- Overeager Cadet (3/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 3
- Workers: 8
P2T4
Tech StartingHand Workers
TECH
Bloodlust
Blooming Ancient
STARTING HAND
Bloodrage Ogre
Polymorph: Squirrel
Nautical Dog
Crash Bomber
Careless Musketeer
WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Careless Musketeer
NextHand
Oversized Rhinoceros
Pillage
Bombaster
Mad Man
Discard
Polymorph: Squirrel
Nautical Dog
Bloodrage Ogre
Bloodlust
Blooming Ancient
Tech 2 card(s)
Get Paid + scavenger - ($9)
Technician draw
Tech II Growth - ($5)
Argagarg kills Onimaru, takes 2 damage, levels fizzle
Polymorph: Squirrel, Overeager Cadet becomes an Overeager Squirrel, dies of system shock - ($2)
Crash Bomber - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Crash Bomber 2/2+1A (1 to your base if killed on your turn)
- Elite:
- Scavenger:
- Technician: Wisp 0/1
- Lookout:
In Play:
- Argagarg L5 1/3 (2 damage)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 5
Gold:
- Gold: 1
- Workers: 9
Thoughts
Not the most efficient use of Polymorph, and it lets the Cadet cycle back for Garrison draws, but I need some breathing room.
P1T5
Tech StartingHand Workers
TECH
Free Speech
Gilded Glaxx
STARTING HAND
Flagstone Garrison
Fading Argonaut
Plasmodium
Nullcraft
Gilded Glaxx
Flagstone Garrison
WORKERS
Temporal Research
Forgotten Fighter
Time Spiral
Tinkerer
NextHand
Free Speech
Overeager Cadet
Neo Plexus
Knight of the Conclave
Discard
Plasmodium
Nullcraft
Tech 2 card(s)
Get Paid + float - ($11)
Flagstone Garrison - ($8)
Fading Argonaut - ($6)
Gilded Glaxx - ($3)
Flagstone Garrison - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut (3/3A) [3 time]
- Elite:
- Scavenger: Gilded Glaxx (4/4)
- Technician:
- Lookout: Hardened Mox (2/1) Indestructible, resist 1
In Play:
- Battle Suits
- Flagstone Garrison (4)
- Flagstone Garrison (4)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 2
Gold:
- Gold: 0
- Workers: 8
Thoughts
No need to worry about MoLaC with this build, thanks to Assimilate. He might be going for Blooming Ancients, which means I should avoid going heavy Illusions for the time being. Iāll tech in a Free Speech in case of Stampede and a Glaxx so I have the option of making Quinceās mirrors sticky.
P2T5
Tech StartingHand Workers
TECH
Bloodlust
Crashbarrow
STARTING HAND
Oversized Rhinoceros
Bombaster
Pillage
Mad Man
WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Careless Musketeer
Bombaster
NextHand
Polymorph: Squirrel
Blooming Elm
Charge
Blooming Ancient
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Oversized Rhinoceros - ($4)
Argagarg boosts Crash Bomber
Crash Bomber trades with Fading Argonaut
Tech Lab: Blood - ($3)
Drakk Ramhorn - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Oversized Rhinoceros 7/8+1A
- Elite:
- Scavenger:
- Technician: Wisp 0/1
- Lookout:
In Play:
- Argagarg L5 1/3 (2 damage)
- Drakk L1 1/3 (1 to your base on death)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tech Lab HP: 4 (Blood)
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
Hooo, boy, double Garrison. I think I just need to tech heavily into hasted stuff and hope I draw enough aggression in time.