Riiiight I knew that… Lol. I will fix when I get home
Ok should be good now
P1T7
Tech StartingHand Workers
TECH
Mind-Parry Monk
Young Lightning Dragon
STARTING HAND
Savior Monk
Grappling Hook
Snapback
WORKERS
Smoker
Fox Viper
Morningstar Flagbearer
Fox Primus
Safe Attacking
Sensei’s Advice
Grappling Hook
NextHand
Morningstar Pass
Bird’s Nest
Sparring Partner
Discard
Mind-Parry Monk
Ardra’s Boulder
Snapback
Mind-Parry Monk
Young Lightning Dragon
Tech 2 card(s)
Get Paid + Scavenger - ($11)
Worker - ($10)
Midband Rook - ($6)
Rook unstoppably kills Jaina, levels to Setsuki
Maxband Setsuki - ($3)
Sensei advises Setsuki
Setsuki swiftly kills Drakk
Maxband Rook - ($2)
Savior Monk - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Savior Monk (2/2A) Healing 1
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Mythmaking
- Morningstar Pass (6) Sanctuary, tax
- L8 Garus Rook (4/6) Overstep, two lives
- L6 Setsuki Hiruki (3/4) Tax, assassinate, quick thinking
- Aged Sensei (1/1) Advise
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tech Lab HP: 4 (Strength)
Economy Info:
Cards:
- Hand: 3
- Deck: 3
- Disc: 5
Gold:
- Gold: 0
- Workers: 11
Thoughts
Definitely should have gone for Nest before Pass. Is there a way to salvage this? I guess it depends on how quickly the Tech III units come after me. But, I’m pretty sure I need a backup Mind-Parry and some Dragons ASAP, so I’ll get started on that. For now, I should just take these hero kills and try to capitalize on the momentum. Hopefully, the Savior Monk will be enough to keep Setsuki alive, but it seems unlikely.
Tech StartingHand Workers
TECH
Crashbarrow
Cinderblast Dragon
STARTING HAND
Nautical Dog (1/1) Frenzy
Doubleshot Archer
Pirate-Gang Commander
Kidnapping
Bloodrage Ogre (3/2A)
WORKERS
Scorch
Makeshift Rambaster
Bloodburn
Careless Musketeer (2/1)
Mad Man
Nautical Dog (1/1) Frenzy
NextHand
Charge
Firebat (3/3)
Cinderblast Dragon
Bombaster
Tech 2 card(s)
Get Paid - ($10)
Summon Pirate-Gang Commander (6/6) - ($4)
Summon Doubleshot Archer (4/3) Long Range - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Pirate Token (2/2A)
- Elite: Pirate Token (3/2)
- Scavenger:
- Technician: Pirate Token (2/2)
- Lookout:
In Play:
- Pirate-Gang Commander (6/6)
- Doubleshot Archer (4/3) Long Range
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Fire)
Economy Info:
Cards:
- Hand: 4
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
PCG is not a legendary unit, so it shouldn’t be affected by Mythmaking.
My bad, the yellow at the bottom of the card threw me off, but that’s just showing Tech III (Gold)
P1T8
Tech StartingHand Workers
TECH
Earthquake
Earthquake
STARTING HAND
Morningstar Pass
Sparring Partner
Bird’s Nest
WORKERS
Smoker
Fox Viper
Morningstar Flagbearer
Fox Primus
Safe Attacking
Sensei’s Advice
Grappling Hook
NextHand
Training Grounds
Training Grounds
Ardra’s Boulder
Discard
Mind-Parry Monk
Ardra’s Boulder
Snapback
Mind-Parry Monk
Young Lightning Dragon
Savior Monk
Morningstar Pass
Earthquake
Earthquake
Tech 2 card(s)
Get Paid - ($11)
Setsuki swiftly kills SQL.
Savior Monk trades with Elite
Rook bypasses Technician to kill Doubleshot Archer
Bird’s Nest - ($9)
Sparring Partner - ($8)
Tech III - ($3)
Float ($3)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Bird (1/1A) Flying
- Elite: Aged Sensei (2/1) Advise
- Scavenger: Bird (1/1) Flying
- Technician: Sparring Partner (2/2) Spar
- Lookout:
In Play:
- Mythmaking
- Morningstar Pass (6) Sanctuary, tax
- L8 Garus Rook (4/2) Overstep, two lives [4 dmg]
- Bird’s Nest
- L6 Setsuki Hiruki (3/4) Tax, assassinate, quick thinking
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tech III HP: 5
- Tech Lab HP: 4 (Strength)
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 9
Gold:
- Gold: 3
- Workers: 11
Thoughts
I’m a lot less worried about P-GC with Morningstar Pass protecting my base, but the free units and base stats are still an obstace. And, of course, I need to chew through the units it deployed. Man, I wish I had drawn at least one of my Training Grounds, but nothing I can do about that. Probably better to take out the Archer anyway, now that I think of it, because of long-range. Better put up lots of tempting targets to choose from.
Tech StartingHand Workers
TECH
Cinderblast Dragon
Pirate-Gang Commander
STARTING HAND
Bombaster
Cinderblast Dragon
Firebat (3/3)
Charge
WORKERS
Scorch
Makeshift Rambaster
Bloodburn
Careless Musketeer (2/1)
Mad Man
Nautical Dog (1/1) Frenzy
NextHand
Molting Firebird
Crashbarrow (6/2) Haste, Ephemeral
Molting Firebird
Bloodrage Ogre (3/2A)
Discard
Charge
Ember Sparks
Ember Sparks
Bombaster
Firebat (3/3)
Cinderblast Dragon
Pirate-Gang Commander
Tech 2 card(s)
Get Paid - ($11)
Cinderblast Dragon (6/6) - ($4)
Cast Ember Sparks For Free From Codex, Kill Both Birds
Summon Jaina (2/3) Sparkshot - ($2)
Cast Charge On Cinderblast Dragon (7/6) Haste - ($0)
Cinderblast Flys Over & Kills Garus 1st Time (Takes 4), Jaina L3
Cast Ember Sparks For Free From Codex, Kill Aged Sensei & Sparring Partner
Pirate-Gang Commander Kills Garus 2nd Time (Takes 4), Jaina L5
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: L5 Jaina Stormborne (3/3A) Sparkshot
- Elite:
- Scavenger:
- Technician: Pirate Token (2/2)
- Lookout:
In Play:
- Pirate-Gang Commander (6/2) [4 Dmg]
- Cinderblast Dragon (6/2) [4 Dmg] Flying, Resist 2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Fire)
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 7
Gold:
- Gold: 0
- Workers: 11
The Dragon doesn’t take damage for attacking Rook, because Rook doesn’t have flying or anti-air.
Also, I forgot to draw cards from Setsuki’s maxband ability last turn, and the ability is not optional, so not drawing the cards there wasn’t a legal play. Sorry about that. I just drew 2 extra cards after finishing this turn to compensate, and while that’s not exactly an accurate correction, I think it’s good enough for a casual game. If you’d rather roll this game back or scrap it entirely, however, I’ll go along with whatever you decide.
P1T9
StartingHand Workers
STARTING HAND
Training Grounds
Ardra’s Boulder
Training Grounds
Ardra’s Boulder
Mind-Parry Monk
Young Lightning Dragon
WORKERS
Smoker
Fox Viper
Morningstar Flagbearer
Fox Primus
Safe Attacking
Sensei’s Advice
Grappling Hook
NextHand
Savior Monk
Aged Sensei
Sparring Partner
Earthquake
Earthquake
Discard
Bird’s Nest
Hero’s Monument
Young Lightning Dragon
Ardra’s Boulder
Tech 0 card(s)
Get Paid + float + Scavenger - ($14)
Training Grounds - ($13)
Training Grounds - ($12)
Young Lightning Dragon - ($9)
Ardra’s Boulder - ($4)
Mind-Parry Monk - ($2)
Grave Stormborne - ($0)
Setsuki swiftly kills Jaina
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Young Lightning Dragon (3/3A) Flying, breath
- Elite:
- Scavenger:
- Technician: Ardra’s Boulder (2/8)
- Lookout:
In Play:
- Mythmaking
- Morningstar Pass (6) Sanctuary, tax
- Training Grounds (4) Morale, train
- Training Grounds (4) Morale, train
- L3 Grave Stormborne (5/4) Sparkshot, readiness
- L6 Setsuki Hiruki (5/4) Tax, assassinate, quick thinking
- Mind-Parry Monk (5/4) Aura
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tech III HP: 5
- Tech Lab HP: 4 (Strength)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 4
Gold:
- Gold: 0
- Workers: 11
Thoughts
Must… not… forget… to proc… Setsuki’s maxband… during upkeep…
Yup all good. We’ll just keep playing, casual game
StartingHand Workers
STARTING HAND
Crashbarrow (6/2) Haste, Ephemeral
Bloodrage Ogre (3/2A)
Molting Firebird
Molting Firebird
WORKERS
Scorch
Makeshift Rambaster
Bloodburn
Careless Musketeer (2/1)
Mad Man
Nautical Dog (1/1) Frenzy
NextHand
Cinderblast Dragon
Shoddy Glider (3/1) Haste, Ephemeral
Bamstamper Lizzo
Discard
Charge
Ember Sparks
Ember Sparks
Bombaster
Firebat (3/3)
Cinderblast Dragon
Pirate-Gang Commander
Crashbarrow (6/2) Haste, Ephemeral
Pirate-Gang Commander (6/6)
Bloodrage Ogre (3/2A)
Tech 0 card(s)
Get Paid - ($11)
Crashbarrow (6/2) Haste, Ephemeral - ($8)
Cinderblast Kills SQL (Takes 3)
Crashbarrow, Pirate Token Trade w/ Boulder
PGC Trades w/ Mind Parry Monk
Molting Firebird - ($4)
Molting Firebird - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Molting Firebird (4/3A) Flying
- Elite:
- Scavenger:
- Technician: Molting Firebird (4/3) Flying
- Lookout:
In Play:
- Cinderblast Dragon (6/3) [3 Dmg] Flying, Resist 2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Fire)
Economy Info:
Cards:
- Hand: 3
- Deck: 3
- Disc: 10
Gold:
- Gold: 0
- Workers: 11
P1T10
Tech StartingHand Workers
TECH
Fox’s Den Students
Fox’s Den Students
STARTING HAND
Aged Sensei
Earthquake
Earthquake
Savior Monk
Sparring Partner
Mind-Parry Monk
Morningstar Pass
Snapback
WORKERS
Smoker
Fox Viper
Morningstar Flagbearer
Fox Primus
Safe Attacking
Sensei’s Advice
Grappling Hook
Savior Monk
NextHand
Hero’s Monument
Earthquake
Fox’s Den Students
Bird’s Nest
Young Lightning Dragon
Tech 2 card(s)
Get Paid - ($11)
Worker - ($10)
Garus Rook - ($8)
Train Grave and Rook
Grave and Setsuki hit your base for a total of 11 damage
Grave throws his sword to kill the Cinder Dragon - ($6)
Sparring Partner - ($5)
Mind-Parry Monk - ($0)
Float ($0)
Discard 5, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: L8 Garus Rook (6/6A) Bypass, two lives
- Elite:
- Scavenger: Mind-Parry Monk (5/4) Aura
- Technician: Sparring Partner (2/2) Spar
- Lookout:
In Play:
- Mythmaking
- Morningstar Pass (6) Sanctuary, tax
- Training Grounds (4) Morale, train
- Training Grounds (4) Morale, train
- L7 Grave Stormborne (6/5) Sparkshot, readiness
- L6 Setsuki Hiruki (5/4) Tax, assassinate, quick thinking
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Discipline)
- Tech III HP: 5
- Tech Lab HP: 4 (Strength)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 12
Thoughts
I feel like I’m very much losing control of this situation. I think my best bet is to just push for a quick finish before I fall further behind.
Do my patrollers still damage your attacking units? I know there is a lot of info when it comes to flying units and all that so i’m not sure
No… Although non-flying patrollers with anti-air do damage flying attackers that bypass them, for some reason, flying patrollers don’t damage non-flying attackers.
Hmmm, that’s too bad
StartingHand Workers
STARTING HAND
Shoddy Glider (3/1) Haste, Ephemeral
Bamstamper Lizzo
Cinderblast Dragon
WORKERS
Scorch
Makeshift Rambaster
Bloodburn
Careless Musketeer (2/1)
Mad Man
Nautical Dog (1/1) Frenzy
NextHand
Crashbarrow
Kidnapping
Pillage
Discard
Charge
Ember Sparks
Ember Sparks
Bombaster
Firebat (3/3)
Cinderblast Dragon
Pirate-Gang Commander
Crashbarrow (6/2) Haste, Ephemeral
Pirate-Gang Commander (6/6)
Bloodrage Ogre (3/2A)
Cinderblast Dragon (6/6) Flying, Resist 2
Shoddy Glider (3/1) Haste, Ephemeral
Bamstamper Lizzo (5/3)
Tech 0 card(s)
Get Paid - ($11)
Molting Firebirds Destroy Morningstar Pass, Pay Tax Twice, Your Units & Heroes Take 2 Dmg Each - ($9)
Shoddy Glider - ($8)
Glider Trades Mind Parry Monk
Cinderblast Dragon - ($1)
Cast Flame Arrow From Codex, Kill Grave
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Cinderblast Dragon (6/6A) Flying, Resist 2
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Molting Firebird (4/3A) Flying
- Molting Firebird (4/3) Flying
Buildings:
- Base HP: 9
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech III HP: 5
- Tech Lab HP: 4 (Fire)
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 13
Gold:
- Gold: 1
- Workers: 11
Alright, looks like Rook and Setsuki survived, and their attacks do enough combined damage to finish off your base. GG, WP… you had me sweating there… that’s why I panicked and went straight for base damage. I wonder how things would have gone if you’d known that flying patrollers didn’t damage ground attackers.
So, do you want to keep going with these decks or try a different matchup?
Yea who knows, maybe things would have been different. GG though! I will try [Balance], Growth, Finesse next
Alright, guess I’ll go with mono-Blue this time. Figure I’ll showcase each color one-by-one.
P1T1
StartingHand Workers
STARTING HAND
Reputable Newsman
Lawful Search
Jail
Porkhand Magistrate
Building Inspector
WORKERS
Jail
NextHand
Spectral Aven
Arrest
Bluecoat Musketeer
Manufactured Truth
Traffic Director
Discard
Lawful Search
Reputable Newsman
Porkhand Magistrate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Building Inspector - ($2)
General Onimaru - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 General Onimaru (2/3) Frenzy 1
- Building Inspector (1/1) Fee
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Green’s economy advantage is formidable, enough that Building Inspector won’t balance it out… but it can possibly make a dent in it. Combined with direct pressure, it should hopefully slow things down enough to prevent snowballing, and having Aven and Truth available next turn could be quite helpful for that.
StartingHand Workers
STARTING HAND
Playful Panda
Tiger Cub
Rampant Growth
Young Treant
Forest’s Favor
WORKERS
Tiger Cub
NextHand
Verdant Tree
Merfolk Prospector
Spore Shambler
Rich Earth
Ironbark Treant
Discard
Young Treant
Forest’s Favor
Rampant Growth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Argagarg Garg - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 Argagarg (1/3A)
- Elite: Wisp (1/1)
- Scavenger: Wisp (0/1)
- Technician:
- Lookout:
In Play:
- Playful Panda (2/2)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6