Thanks for taking me up on this @FrozenStorm. Mainly, I just want to get some more experience with maps without the hyper-optimized builds that resulted from the king-of-the-hill experiment, so I thought it best to either not know what the map would be when choosing decks, or not know what the decks will be when choosing maps. I was thinking about starting with Daggerfall Prison Camp and playing random decks, but I’m pretty flexible.
Sounds good to me!
Alright, I rolled [Blood]/Law/Bashing. For convenience, you can take P1. GL HF!
I rolled Ninja/Bashing/Anarchy
Just a note, if you wanna roll off random decks for this I’m cool with that; Youngbuck and I played random decks on random maps and there were definitely some heavily tilted feeling matches that way. Monos might be a little better at exercising the map more evenly
Map Randoms: Game 1 Player 1, Turn 1
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Morningstar Flagbearer
Grappling Hook
Smoker
Safe Attacking
Sensei’s Advice
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Smoker (3)
- Safe Attacking (2)
- Worker (1)
Workers
Blank
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Smoker (1/1+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
End of Turn Hand
Snapback
Fox Viper
Fox Primus
Aged Sensei
Savior Monk
End of Turn Discard
My Thoughts
Ugh this is gonna be nasty to deal with Red having an extra card to spend every turn… but at least White is also pretty decent at that.
I expect when using map cards, some amount of heavily tilted matches are unavoidable (I believe we determined that with 2 monoBlue players in Flagstone Mines, P2 had an insurmountable advantage). I suspect that monocolors would tend towards more balanced matches on average, and I would be fine with that, though fully random decks seem to have more potential for variety and hilarity.
P2T1
StartingHand Workers
STARTING HAND
Bombaster
Scorch
Charge
Mad Man
Makeshift Rambaster
WORKERS
XXX
NextHand
Bloodburn
Nautical Dog
Pillage
Careless Musketeer
Bloodrage Ogre
Discard
Makeshift Rambaster
Charge
Scorch
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Mad Man - ($3)
Bombaster - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Mad Man (1/1A) Haste
- Elite: Bombaster (3/2) Unstable explosives
- Scavenger:
- Technician:
- Lookout:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
Thoughts
I don’t have much experience with Bashing, but it looks like quite a grab-bag of expensive aggression. Both Bashing and Blood have options for direct building(base) damage and unit theft. My strongest combo is probably PG-C and Insurance Agents… actually, card draw in general should syncrhonize well with PG-C… only problem is I have to survive long enough to play a Tech III first. Tax Collectors are probably redundant with the inability to dispose of Pillage. The map effect will act as a draw accellerator as well, further advantaging PG-C. I think I have my endgame goal decided, then. I need to be on guard against Zane’s antics. Unfortunately, I can’t steal that gold, so he can midband Zane and hire a worker, though he’d be squandering his draw power to do so. I may also need Judgment Day to clear out invisible Ninjas, depending on how the game progresses.
yeah no sweat! I’m definitely not looking forward to a Red starter that is unencumbered to play extra cards w/ the card-free worker XD
Map Randoms: Game 1 Player 1, Turn 2
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Snapback
Fox Viper
Fox Primus
Aged Sensei
Savior Monk
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman x2
Main:
- Smoker hits your base to 19
- Savior Monk (4)
- Aged Sensei (3)
- Worker (2)
- Tech 1 (0)
Workers
Blank, Blank
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Savior Monk (2/2+1armor)
- Elite:
- Scavenger: Aged Sensei (1/1)
- Technician:
- Lookout:
In Play:
- Smoker (1/1)
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Sensei’s Advice
Grappling Hook
Fox Viper
Fox Primus
Gunpoint Taxman
End of Turn Discard
My Thoughts
I spose I just want to be able to play cheap units hard, so 2x GPT? This is going to be weird having my deck so bloated
I can appreciate that, though I feel like T1 White starter is performing better so far. I think the extra card/turn is mostly just pressuring us to delay hero deployment at this point.
P2T2
Tech StartingHand Workers
TECH
Rickety Mine
Rickety Mine
STARTING HAND
Bloodburn
Bloodrage Ogre
Pillage
Nautical Dog
Careless Musketeer
WORKERS
XXX
XXX
NextHand
Scorch
Careless Musketeer
Rickety Mine
Pillage
Charge
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Bloodburn - ($3)
Tech I - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Bombaster (2/2A) Unstable explosives
- Elite:
- Scavenger: Nautical Dog (1/1) Frenzy 1
- Technician: Mad Man (1/1) Haste
- Lookout:
In Play:
- Bloodburn
Buildings:
- Base HP: 19
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Ugh, these draws are not helping. Well, he has no upgrade removal, so I should play Bloodburn. Question is, should I build a Tech I? Mines might be very profitable, but are risky… they do synergize well with Judgment Day, however. Judgment with Bloodburn, Mines, and ephemeral units… doesn’t sound too bad. Guess I’ll try it. He can’t use Sensei to buff Smoker, so I should expect at most a (3/3), (2/2), and (1/1) attacker. Threat of Bloodburn retaliation could make him more cautious, or more aggressive, depending, but I feel like placing a big obstacle up front is my best bet.
Yeah White P1 with a free card each turn is also nasty
Map Randoms: Game 1 Player 1, Turn 3
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Snapback
Fox Viper
Fox Primus
Aged Sensei
Savior Monk
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Fox’s Den School, Glorious Ninja
Gunpoint Taxman x2
Main:
- Aged Sensei advises Monk, he safely takes down Bombaster
- Smoker safely kills Dog, you get 1g
- Gunpoint Taxman (4)
- Fox Primus (1)
- Worker (0)
Workers
Blank, Blank, Blank
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout: Fox Primus (2/2)
In Play:
- Smoker (1/1)
- Aged Sensei (1/1)
- Savior Monk (2/2)
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Morningstar Flagbearer
Snapback
Gunpoint Taxman
Sensei’s Advice
Fox’s Den School
End of Turn Discard
My Thoughts
Ninja t2 for invisibility feels useful, given I’m not thinning out Viper and Primus, so let’s do that.
P2T3
Tech StartingHand Workers
TECH
Bloodlust
Bloodlust
STARTING HAND
Scorch
Charge
Rickety Mine
Pillage
Careless Musketeer
WORKERS
XXX
XXX
XXX
NextHand
Bloodrage Ogre
Bloodlust
Rickety Mine
Scorch
Makeshift Rambaster
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Bloodburn kills Sensei
Careless Musketeer - ($5)
Rickety Mine - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Careless Musketeer (2/1A) Shotty musket
- Elite: Mad Man (2/1) Haste
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn
- Rickety Mine (3)
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Ugh, forgot to take Safe Attacking into account. That hurts. And now I’m pressured to avoid floating gold and patrolling Scavenger. That’s rough. I should have lead with Bloodlust rather than Mines. At this point, I think I have to aggro the Taxman, inefficient though it is. No, I should build a Tower instead. I’ll use the Mine to pressure him to attack, and Bloodburn and the Tower to punish attackers.
Oh interesting idea with the mines
Map Randoms: Game 1 Player 1, Turn 4
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Morningstar Flagbearer
Snapback
Gunpoint Taxman
Sensei’s Advice
Fox’s Den School
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Porcupine, Glorious Ninja
Fox’s Den School, Glorious Ninja
Gunpoint Taxman x2
Main:
- Zane + instamax, shove musketeer to scav, we both get 1g (1)
- Smoker trades mad man
- Zane breaks your tower, your base to 17
- GPT breaks your Mine
- Primus hits your base to 14
- Worker (0)
Workers
Blank, Blank, Blank, Blank
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Savior Monk (2/2)
In Play:
- Gunpoint Taxman (3/3)
- Fox Primus (2/2)
- Zane (4/3 lvl 6)
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Fox Viper
Grappling Hook
Glorious Ninja
Sensei’s Advice
Gunpoint Taxman
End of Turn Discard
My Thoughts
I think it’s worth to take down the tower and mines, and it’s pretty easy to do here, so we’ll just do that
Seemed like a good idea at the time, though I regretted it pretty quickly. They would have made more sense if I weren’t on the defensive.
P2T4
Tech StartingHand Workers
TECH
Judgment Day
Judgment Day
STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Rickety Mine
Scorch
Bloodlust
WORKERS
XXX
XXX
XXX
XXX
NextHand
Charge
Nautical Dog
Bloodlust
Bombaster
Pillage
Discard
Careless Musketeer
Mad Man
Rickety Mine
Bloodlust
Bloodrage Ogre
Makeshift Rambaster
Scorch
Rickety Mine
Judgment Day
Judgment Day
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk Ramhorn - ($5)
Bloodrage Ogre - ($3)
Bloodlust my guys - ($1)
Bloodburn Taxman
Drakk kills Monk
Ogre trades with Zane
Midband Drakk - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn [3 blood]
- L4 Drakk Ramhorn (2/2)
Buildings:
- Base HP: 14
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 10
Gold:
- Gold: 0
- Workers: 9
Thoughts
I can Bloodlust Ogre and Drakk, but can’t defend Drakk. Probably still have to go for it. Tempting to let Drakk die on my turn, but probably better to let him draw an attack. Judgment Day will clear out units, but not free levels, however, I’m worried about taking too much building damage, especially while using Mines.
Sets + GPT (sql) + tech 2 ninja, ready gpt kills Drakk takes 1, primus hits base to 11
I’ll convert to proper turn later but I suspect that’s probably GG yeah?
It does look bad, but I don’t feel like it’s hopeless yet. When you get a chance to post a full turn, I’ll take a look at the state of your deck/discard/reshuffle and reassess, but at the moment, I’m not ready to throw in the towel.
Map Randoms: Game 1 Player 1, Turn 5
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Fox Viper
Grappling Hook
Glorious Ninja
Sensei’s Advice
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Fox’s Den Students, Fuzz Cuddles
Porcupine, Glorious Ninja
Fox’s Den School, Glorious Ninja
Gunpoint Taxman x2
Main:
- Sets (6)
- New GPT (4)
- Tech 2 ninjutsu (0)
- GPT kills Drakk, takes 1, sets to level 3
- Primus hits your base to 11
Workers
Blank, Blank, Blank, Blank
- Patrol as below
- Discard 4 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech 2 HP: 5 Ninja
In Patrol:
- Squad Leader: GPT (3/3+1a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Gunpoint Taxman (3/1)
- Fox Primus (2/2)
- Setsuki (1/3 lvl 3)
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 7
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Smoker
Morningstar Flagbearer
Fox’s Den School
Snapback
Glorious Ninja
End of Turn Discard
My Thoughts
Huh, I suspected it’d be block and tech up, bloodlust doesn’t feel worth there. Kill drakk and take the free levels I think, skip worker probably ok.
After the 1 from Bloodburn and the 1 from attacking, GPT will have only 1 health remaining. Sure you wanna go for the kill?
Oh I didn’t see the gpt hit, but yeah still take that Drakk kill
P2T5
Tech StartingHand Workers
TECH
Community Service
Community Service
STARTING HAND
Nautical Dog
Charge
Bloodlust
Bombaster
Pillage
WORKERS
XXX
XXX
XXX
XXX
XXX
NextHand
Rickety Mine
Bloodlust
Community Service
Community Service
Careless Musketeer
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Bloodburn kills Taxman
Tower - ($5)
Bombaster - ($3)
Nautical Dog - ($2)
Troq Bashar - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 Troq Bashar (2/3A)
- Elite: Nautical Dog (2/1) Frenzy 1
- Scavenger:
- Technician: Bombaster (2/2) Self-destruct
- Lookout:
In Play:
- Bloodburn [2 blood]
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
If he’s choosing to put damage on the Taxman over the Primus, he’s surely preparing for some Ninja synergy. He didn’t maxband Setsuki, so he cast Students yet. The School is most likely, but Hidden Ninja is possible… in either case, I’m incentivized to build a Tower, and there’s a chance he won’t have the card(s) in hand yet. He may be hoping to use the School to protect against Kidnapping. But, for Glorious Ninjas, I’ll want to deal with them before they can be played, e.g. by Community Service or Injunction. Which to aim for, though… Community Service is a focused, long-term solution… Injunction is temporary, but widespread. It’s tempting to go for Injunction to interfere with the School and upgrading to Tech III as well as better synergy with Judgment, but on the other hand, the longer cycles make Injunction lockdown not viable, and Service has the advantage of allowing me to hit back, maybe even breaking his Tech III or something. I think that’s the better bet here.
Map Randoms: Game 1 Player 1, Turn 6
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Fox Viper
Grappling Hook
Glorious Ninja
Sensei’s Advice
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Calypso Vystari, Fox’s Den Students
Fox’s Den Students, Fuzz Cuddles
Porcupine, Glorious Ninja
Fox’s Den School, Glorious Ninja
Gunpoint Taxman x2
Main:
- Glorious Ninja, kill Troq take 1, Sets to level 5 (3)
- Sets swiftly strikes down Bombaster, takes 2 from tower
- Max Sets, heals (2)
- Smoker (1)
- Worker (0)
Workers
Blank, Blank, Blank, Blank
- Patrol as below
- Discard 3 Draw 2 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech 2 HP: 5 Ninja
In Patrol:
- Squad Leader: GPT (3/3+1a)
- Elite:
- Scavenger: Fox Primus (2/2)
- Technician:
- Lookout: Smoker (1/1)
In Play:
- Glorious Ninja (4/2)
- Setsuki (3/4 lvl 6)
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Aged Sensei
Porcupine
Glorious Ninja
Snapback
Fox’s Den School
End of Turn Discard
My Thoughts
Probably he goes at GN with BB and lust, but otherwise I have max Sets now, I’m set to close this out
I have so many ways to almost kill Setsuki, but I can’t quite finish her off, so your next turn might secure the win.
P2T6
Tech StartingHand Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Community Service
Careless Musketeer
Bloodlust
Community Service
Rickety Mine
Bloodlust
WORKERS
XXX
XXX
XXX
XXX
XXX
XXX
NextHand
Mad Man
Rickety Mine
Pillage
Scorch
Makeshift Rambaster
Discard
Bombaster
Bloodlust
Bloodlust
Careless Musketeer
Nautical Dog
Community Service
Community Service
Rickety Mine
Crashbarrow
Crashbarrow
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Bloodburn Glorious Ninja
Drakk Ramhorn - ($7)
Careless Musketeer - ($5)
Bloodlust Musketeer and Setsuki - ($3)
Bloodlust Musketeer and Glorious Ninja - ($1)
Musketeer trades with Taxman
Dog trades with Primus
Bloodlust delayed damage kills Ninja and damages Setsuki
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: L1 Drakk Ramhorn (1/3) Explosive
- Lookout:
In Play:
- Bloodburn [4 blood]
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 10
Gold:
- Gold: 1
- Workers: 11
Thoughts
I need to kill Setsuki now… but, it doesn’t look like I’ll be able to… in which case I have to settle for that backline Ninja…
Don’t think I quite have lethal but getting close. I spose my base ought to be at 19 from drakk dying (soon to be 18)
Map Randoms: Game 1 Player 1, Turn 7
P1 [Ninja/Bashing/Anarchy(http://codexcarddb.com/deck/ninjutsu/bashing/anarchy) vs P2 Blood/Law/Bashing
Map: Daggerfall Prison Camp: Workers don’t cost a card
Starting Hand
Aged Sensei
Porcupine
Glorious Ninja
Snapback
Fox’s Den School
Fox’s Den Students + Fox Viper
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack x2
Calypso Vystari, Fox’s Den Students
Fox’s Den Students, Fuzz Cuddles
Porcupine, Glorious Ninja
Fox’s Den School, Glorious Ninja
Gunpoint Taxman x2
Main:
- Fox Viper (8)
- Zane (6)
- Aged Sensei (5)
- Fox’s Den Students, sneaky ninjas inbound (1)
- Sets swift kills Drakk, takes 1 from tower, Zane to level 3, my base to 18
- Viper and two ninjalinos break the tower, your base to 9
- A ninjalino, smoker, and Zane hit your base to 5
- Worker (0)
Workers
Blank, Blank, Blank, Blank, Blank
- Patrol as below
- Discard 5 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech 2 HP: 5 Ninja
In Patrol:
- Squad Leader: Ninjalino (1/1+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout: Aged Sensei (1/1)
In Play:
- Zane (2/2 lvl 3)
- 3x Ninjalino (1/1)
- Smoker (1/1)
- Fox Viper (2/1)
- Setsuki (3/2 lvl 6)
- Safe Attacking
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 9
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Fox’s Den Students
Fuzz Cuddles
Grappling Hook
Savior Monk
Calypso Vystari
End of Turn Discard
My Thoughts
Think this should be game, protect a little extra JIC there’s heavy haste but with Drakk down that shouldn’t be a huge problem