[Casual] Nekoatl [Law]/Present/Anarchy vs flagrantangles [Blue]

P2T2


Tech StartingHand Workers

TECH
Detonate
Detonate


STARTING HAND
Spore Shambler
Forest’s Favor
Merfolk Prospector
Ironbark Treant


WORKERS
Tiger Cub
Spore Shambler


NextHand

Detonate
Merfolk Prospector
Young Treant
Detonate


Tech 2 card(s)
Get Paid - ($6)
Worker
Calamandra Moss - ($4)
Forest’s Favor the Panda (since the Flagbearer is not friendly) - ($2)
Panda kills Flagbearer
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L1 Calamandra Moss (3/3) Infiltrate
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Playful Panda (3/1) [1+]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Okay, I’ll offer to trade and let’s see if I can get a T3 Detonate. If not, I’ll try to aim for T4 Marauders. Realistically, though, I expect magic to enable Onimaru to survive the fight, but if that happens, at least it consumes resources.

P1T3


Tech Starting Hand Workers

TECH
Lobber
Lobber


STARTING HAND
Boot Camp
Elite Training
Older Brother
Timely Messenger
Brick Thief
Wither


WORKERS
Fruit Ninja
Spark
Older Brother


Next Hand

Boot Camp
Helpful Turtle
Lobber
Bloom


Tech 2 card(s)
Get Paid + float + Scavenger - ($8)
Worker - ($7)
Build Tech I. - ($5)
Hire a Brick Thief who steals a Brick out of your Tech I. - ($3)
Onimaru sends the Brick Thief to Boot Camp and draws a card. - ($2)
Onimaru provides some Elite Training for himself and the Tenderfoot. - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot 2/2A Anti-air, Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Onimaru (1) 3/3A Anti-air, Sparkshot
  • :target: Lookout:

In Play:

  • Brick Thief 3/2 +

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hmmmmm, I’d rather deal with Calamandra than Zane.

@Nekoatl’s turn!

I just noticed Onimaru lost 2 health on P1T2 without doing anything that would cause health loss.

1 Like

Oh, you’re right, that was a remnant from a previous turn idea. In that case, proceed as though Onimaru has all of his life and I’ll edit accordingly.

P2T3


Tech StartingHand Workers

TECH
Marauder
Marauder


STARTING HAND
Young Treant
Detonate
Merfolk Prospector
Detonate
Verdant Tree


WORKERS
Tiger Cub
Spore Shambler
Merfolk Prospector


NextHand

Marauder
Rampant Growth
Ironbark Treant
Forest’s Favor
Detonate


Tech 2 card(s)
Get Paid - ($7)
Tech II: Anarchy - ($3)
Young Treant - ($1)
Worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L1 Calamandra Moss (3/3) Infiltrate
  • :ps_: Scavenger: Young Treant (0/2)
  • :pschip: Technician: Playful Panda (3/1) [1+]
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Awkward timing, and attacking a 2/2AA Tenderfoot is not appealing. I’ll turtle up and try to accelerate my cycle. I should be able to draw at least one worker destroying card for next turn, and probably two… however, that will probably be too late to stop him from building his Tech II.

P1T4


Tech Starting Hand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Bloom
Helpful Turtle
Boot Camp
Lobber


WORKERS
Fruit Ninja
Spark
Older Brother
Helpful Turtle


Next Hand

Wither
Elite Training
Granfalloon Flagbearer
Lobber


Discard

Bloom
Lobber
Boot Camp
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech II - Peace. - ($2)
Onimaru Blooms himself. - ($0)
Onimaru kills Calamandra and gains 2 levels.
The Brick Thief kills the Young Treant and takes a brick out of your Tech II.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot 1/2
  • :target: Lookout:

In Play:

  • Brick Thief 3/2 +
  • Onimaru (3) 3/1 +

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II - Peace HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, looks like Zane is incoming anyway.

@Nekoatl’s turn!

P2T4


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Ironbark Treant
Rampant Growth
Forest’s Favor
Detonate
Marauder


WORKERS
Tiger Cub
Spore Shambler
Merfolk Prospector
Rampant Growth


NextHand

Detonate
Verdant Tree
Marauder
Forest’s Favor
Marauder


Tech 2 card(s)
Get Paid + float + scavenger - ($10)
Worker
Captain Zane - ($8)
Zane kills Tenderfoot
Panda trades with Onimaru
Midband Zane - ($7)
Marauder, boost to trash a worker - ($1)
Marauder trades with Brick Thief

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


Board Info:
In Patrol:

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

In Play:

  • Rich Earth
  • L4 Captain Zane (3/3) Haste, greedy

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Yep, Tech II goes up as expected, but the choice of Peace could work in my favor, if I can play aggressively enough to make the Peace engine unaffordable. Alternately I could try to Detonate the Garrisons instead of workers. Actually, factoring in haste from Zane and Marauder, I can break the Tech II, though I’m not 100% sure that’s the best option. I can at most trash one worker this turn, meaning he’ll be able to rebuild it, so it may be better to prioritize taking out the Brick Thief and Onimaru. As for my tech choices, I’ll aim to keep my deck lean for now, going straight for Gunships. I’d better pay to midband Zane, lest he fall to Wither. Now, let’s see if a Garrison goes up.

Oopsie daisy!

Seems like your discard pile ended up in your play area somehow? Minus the Lobber, I guess…

1 Like

Well, that’s certainly odd, let’s try that again!

P1T5


Tech Starting Hand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Wither
Lobber
Elite Training
Granfalloon Flagbearer
Timely Messenger


WORKERS
Fruit Ninja
Spark
Older Brother
Granfalloon Flagbearer


Next Hand

Flagstone Garrison
Lobber
Overeager Cadet
Elite Training


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hire a Lobber. - ($5)
Summon Jaina Stormborne. - ($3)
Jaina Withers Zane. - ($1)
Lobber trades with Zane.
Midband Jaina. - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina (4) 3/3
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

The workers!

@Nekoatl’s turn!

P2T5


Tech StartingHand Workers

TECH
Sanatorium
Sanatorium


STARTING HAND
Verdant Tree
Marauder
Detonate
Forest’s Favor
Marauder


WORKERS
Tiger Cub
Spore Shambler
Merfolk Prospector
Rampant Growth
Forest’s Favor


NextHand

Ironbark Treant
Playful Panda
Pirate Gunship
Pirate Gunship


Discard

Marauder
Marauder
Detonate
Sanatorium
Sanatorium


Tech 2 card(s)
Get Paid + float - ($10)
Worker
Marauder, boost to trash a worker - ($4)
Calamandra Moss - ($2)
Marauder trades with Jaina
Verdant Tree - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L3 Calamandra Moss (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1, tech

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Let’s see if I can float the Tree for a quick-build Tech III/Gunship combo. Nope, won’t work, I’ll be $1 short. I guess I could put Calamandra in Scavenger, but… I also have the option of using Vir to delay a Gunship if I draw both next turn, and there’s the possibility I won’t draw one next turn. Then again, if I can keep Calamandra alive, I could potentially get Feral Strike working. Guess I’ll threaten to rush a Gunship (it might act as a deterrant to a Calamandra kill) and see how things go. Since I might want Feral Strike and Sanatorium next cycle, and since Feral Strike is less consistently able to be played, I’ll go ahead and tech in Sanatorium now.

P1T6


Tech Starting Hand Workers

TECH
Firebat
Firebat


STARTING HAND
Flagstone Garrison
Lobber
Elite Training
Overeager Cadet
Lobber
Tenderfoot
Brick Thief
Overeager Cadet
Flagstone Garrison
Boot Camp


WORKERS
Fruit Ninja
Spark
Older Brother
Elite Training


Next Hand

Brick Thief
Firebat
Timely Messenger
Wither
Bloom


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hire a Flagstone Garrison. - ($3)
Hire an Overeager Cadet and draw a card.
Hire a Lobber and draw a card. - ($2)
Hire another Lobber and draw a card. - ($1)
Hire an Overeager Cadet and draw a card.
Hire a Tenderfoot and draw a card. - ($0)
Lobbers exhaust to deal 2 points of damage to the Verdant Tree.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 1 2/2
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet 2 2/2
  • :pschip: Technician: Tenderfoot 1/2
  • :target: Lookout:

In Play:

  • Flagstone Garrison
  • Lobber 1 2/2
  • Lobber 2 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

The workers!

@Nekoatl’s turn!

P2T6


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Ironbark Treant
Pirate Gunship
Pirate Gunship
Playful Panda


WORKERS
Tiger Cub
Spore Shambler
Merfolk Prospector
Rampant Growth
Forest’s Favor
Playful Panda


NextHand

Detonate
Pirate Gunship
Detonate


Tech 2 card(s)
Get Paid - ($10)
Vir Garbarean - ($8)
Peek
Maxband Calamandra - ($6)
Stealth Calamadra
Calamandra breaks Flagstone Garrison
Tech III - ($1)
Swap - ($0)
Worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir Garbarean (2/3) Foresight
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (1) Healing 1, tech
  • L5 Calamandra Moss (4/5) Infiltrate, protect, tigers

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

Detonate in deck and both Gunships in hand. I don’t have enough gold to buy a Tech III so I can summon Vir and Zane, and there’s nothing for me to kill Calamandra by atttacking into. I guess there’s only one option, have Calamandra break the Garrison to buy time.

P1T7


Tech Starting Hand Workers

TECH
Wrecking Ball
Wrecking Ball


STARTING HAND
Bloom
Timely Messenger
Wither
Firebat
Brick Thief


WORKERS
Fruit Ninja
Spark
Older Brother
Elite Training
Bloom


Next Hand

Firebat
Boot Camp


Discard

Flagstone Garrison
Wither
Wrecking Ball
Wrecking Ball


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Troq Bashar. - ($5)
Troq Withers Vir. - ($3)
Overeager Cadet 2 kills Vir; Troq gains 2 levels.
Hire a Brick Thief who steals a brick out of your Tech III.
Lobbers attack and destroy your Tech III.
Tenderfoot destroys your Verdant Tree.
Hire a Firebat. - ($1)
Hire a Timely Messenger who attacks your Tech II. - ($0)
Overeager Cadet 1 attacks your Tech II for 2 more damage.

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief 2/1A
  • :psfist: Elite:
  • :ps_: Scavenger: Firebat 3/3
  • :pschip: Technician: Troq (3) 2/3
  • :target: Lookout:

In Play:

  • Lobber 1 2/2
  • Lobber 2 2/2
  • Overeager Cadet 1 2/2
  • Overeager Cadet 2 2/1
  • Timely Messenger 1/1
  • Tenderfoot 1/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well, I really needed that Garrison. :open_mouth:

@Nekoatl’s turn!

1 Like

P2T7


Tech StartingHand Workers

TECH
Maximum Anarchy
Maximum Anarchy


STARTING HAND
Pirate Gunship
Detonate
Detonate
Young Treant


WORKERS
Tiger Cub
Spore Shambler
Merfolk Prospector
Rampant Growth
Forest’s Favor
Playful Panda
Young Treant


NextHand

Feral Strike
Sanatorium
Marauder
Feral Strike
Sanatorium


Discard

Verdant Tree
Detonate
Pirate Gunship
Detonate
Maximum Anarchy
Maximum Anarchy


Tech 2 card(s)
Get Paid - ($11)
Rebuild Tech III
Worker
Calamandra summons a Predator Tiger. - ($7)
Zane, maxband, damage to Firebat - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Predator Tiger (4/4A) Quiet, carnage
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L6 Captain Zane (4/4) Haste, greedy
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Calamandra Moss (4/5) Infiltrate, protect, tigers

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 1 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 12

Thoughts

Ouch. Seems like his strategy to counter worker trashing is to play lots of low-cost cards. It’s a good strategy. But, he has burned though his entire hand at this point; maybe I should just pop the Detonates to kill his workers, since it’ll be difficult for him to replace them with so few remaining cards? Mmm… I don’t feel great about that idea, considering fewer cards means a higher chance of redrawing Garrisons. This is exacerbated by drawing both Detonates so early in my cycle. I also have a big incentive to keep my cycle moving quickly so I can hopefully draw a Feral Strike while I still have tech buildings to support it (and a hero capable of casting it).

P1T8


Tech Starting Hand Workers

TECH
Revolver Ocelot
Revolver Ocelot


STARTING HAND
Firebat
Boot Camp
Flagstone Garrison
Flagstone Garrison


WORKERS
Fruit Ninja
Spark
Older Brother
Elite Training
Bloom


Next Hand

Revolver Ocelot
Timely Messenger 1/1
Wither


Discard

Flagstone Garrison


Tech 2 card(s)
Get Paid - ($9)
Summon General Onimaru. - ($7)
Lobbers and Timely Messenger trade with the Tiger.
Overeager Cadets trade with Zane; Troq midbands.
Troq attacks your Tech III for 3 damage and 1 damage to your base.
Onimaru sends Troq to Boot Camp and draws a card. - ($6)
Brick Thief attacks your Tech III, destroying it and then takes a brick out of your Tech II and destroys that.
Build a Flagstone Garrison. - ($3)
Hire a Firebat, reshuffle, and draw a card. - ($1)
Firebat 1 and Tenderfoot destroy your Tech I.

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Firebat 2 3/3
  • :target: Lookout:

In Play:

  • Flagstone Garrison
  • Troq (3) 4/5 +
  • Onimaru (1) 2/3
  • Brick Thief 2/1
  • Tenderfoot 1/2
  • Firebat 1 3/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 1

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

OMG, I just really need these draws to work out a bit better for me; on the other hand, triple tech break is pretty good.

@Nekoatl’s turn!

P2T8


Tech StartingHand Workers

TECH
Ferocity
Ferocity


STARTING HAND
Sanatorium
Marauder
Sanatorium
Feral Strike
Feral Strike
Ironbark Treant


WORKERS
Tiger Cub
Spore Shambler
Merfolk Prospector
Rampant Growth
Forest’s Favor
Playful Panda
Young Treant
Ironbark Treant


NextHand

Sanatorium
Ferocity
Marauder
Pirate Gunship
Maximum Anarchy


Tech 2 card(s)
Get Paid - ($12)
Rebuild Tech II
Worker
Calamandra summons a Predator Tiger - ($8)
Feral Strike, boost, summon 2 Centaurs - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Predator Tiger (4/4A) Quiet, carnage
  • :psfist: Elite:
  • :ps_: Scavenger: Centaur (3/4) Overpower
  • :pschip: Technician: Centaur (3/4) Overpower
  • :target: Lookout:

In Play:

  • Rich Earth
  • L5 Calamandra Moss (4/5) Infiltrate, protect, tigers

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 13

Thoughts

Yeah, this looks bad.

I destroyed all of your Tech buildings. You wouldn’t be able to rebuild your Tech II or use Feral Strike for Centaurs. :open_mouth:

1 Like

Ahh, you’re right, I forgot you took down the Tech I as well. I’ll just fold, then… I can’t imagine pushing back the tide of your cheap units when I can’t use most of my cards. GG WP!

The cheap unit spam seems to be an excellent counter to worker destruction; that was a good lesson. I don’t think I’d have fared much better even if I had been luckier with draw timing, so I think I should switch to a different deck. I’m just not sure exactly what, yet.

1 Like

I’ve settled on [Law]/Discipline/Disease. I don’t mind if you change decks or stick with the demolition crew.