Casual: NikoBolas (Mono-White) vs. ARMed_Pirate (Surprise!)

@ARMed_PIrate Good luck and have fun!

P1T1


StartingHand Workers

STARTING HAND
Safe Attacking
Aged Sensei
Morningstar Flagbearer
Fox Primus
Fox Viper


WORKERS
Safe Attacking


NextHand

Smoker
Grappling Hook
Savior Monk
Sensei’s Advice
Snapback


Discard

Fox Primus
Morningstar Flagbearer
Fox Viper


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hire Aged Sensei - ($2)
Summon Rook - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook (2/4+A)
  • :psfist: [I]Elite[/I]: Aged Sensei (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

So turn 1 there isn’t too much to ponder. My major decision is whether to bring out Graves or Rook. Rook has Bird’s Nest and is considerably harder to kill for aggressive strategies and I would rather he spend more cards/resources than have a chance at a good readiness/sparkshot hero. I haven’t decided on a tech II plan yet, but I’m leaning towards discipline because Vigor Adepts are very good for their mana cost.

P2T1


StartingHand Workers

STARTING HAND
Mad Man
Pillage
Makeshift Rambaster
Charge
Bombaster

WORKERS

Pillage

NextHand

Bloodburn
Scorch
Careless Musketeer
Nautical Dog
Bloodrage Ogre

Discard

Makeshift Rambaster
Bombaster
Charge

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Build Heroes’ Hall - ($1)
Recruit Mad Man - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1, off his gourd)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
Boo, Rook! (I’m kidding. I love the big guy. But he makes it tough.) I’m trying an experiment. All hasted heroes all the time. Let’s see how it goes!

It’s probably a bad move workering pillage when I could maybe use it later to press my econ advantage. But the other stuff fits my “all haste all the time” theme better.
[/spoiler]

[/details]

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Sparring Partner


STARTING HAND
Savior Monk
Grappling Hook
Sensei’s Advice
Smoker
Snapback


WORKERS
Safe Attacking
Smoker


NextHand

Fox Primus
Snapback
Sensei’s Advice
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook casts Grappling Hook on Mad Man, moving him to Lookout.
Rook attacks and kills Mad Man, taking 1 damage.
Aged Sensei attacks Heroes’ Hall for 1.
Hire Savior Monk - ($2)
Build Tech I - ($1)
Rook gains 1 level. - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Savior Monk (2/2), Healing 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L2 Rook (2/3), exhausted.
  • Aged Sensei (1/1), exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts] So I have a lot of options here. I think his Mad Man play was interesting, but I’m willing to go down a card to prevent him from going up a gold (I also beat a card for free, which is nice). I didn’t want to float a gold here because he is on red starter and it gives him some good options. I’m happy to let him kill Savior Monk and go back up to 5 cards and if he doesn’t then Rook heals next turn. I tech’d low to the ground with Sparring Partner and Birds because I’m looking to make gold efficient plays and stay aggressive. I don’t want too much cheap stuff though, I will need to hit him with some bigger creatures in the mid-game. I think next tech I’ll bring in Rambasa Twins and perhaps a Boulder block or another spell.
[/details]

P2T2


Tech StartingHand Workers

TECH

Now!
Speed of the Fox


STARTING HAND
Scorch
Nautical Dog
Bloodrage Ogre
Bloodburn
Careless Musketeer

WORKERS

Pillage
Careless Musketeer

NextHand

Charge
Scorch
Mad Man
Bloodrage Ogre
Bombaster

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Zane - ($3)
Zane casts Scorch on your monk; you draw - ($0)
Zane takes out your Sensei, taking 1 damage

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane, Lv. 1, (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 3

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]
I’m pretty sure this was the wrong move. I’m almost certain that Scorch is always the wrong move, no matter what. But this is a Surprise! deck, so no good without being surprising. (The right choice was almost certainly BRO in SQL and hero, probably Geiger, in Scav.)

Teching Now! and Speed of the Fox for now(!), and Surprise Attack, maybe second Now!, CM, or Hidden Ninja next turn. Probably Warp Gate Disciples soon after.
[/spoiler]

[/details]

P1T3


Tech StartingHand Workers

TECH
Rambasa Twin
Fuzz Cuddles


STARTING HAND
Fox Primus
Morningstar Flagbearer
Snapback
Sensei’s Advice
Sparring Partner


WORKERS
Safe Attacking
Smoker
Fox Primus


NextHand

Bird’s Nest
Sensei’s Advice
Aged Sensei
Fox Viper
Fuzz Cuddles


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Draw 1 card for Tech death (Rook sadly buries his body in the discard)
L2 Rook (2/3) attacks and kills Zane (2/1), taking 2 damage and gaining 2 levels muttering “This is for Savior Monk”.
L4 Rook gains a level, going to mid-band and healing. - ($4)
Hire Sparring Partner - ($3)
Build Tower - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Rook (3/5), exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So an interesting turn for me. It seems like he was giving me mid-band Rook on a platter so I had to take it. I got my cheap tech of Sparring Partner and had a lot of spare gold. I could have gone down a card to create more offense, but I decided a Tower would come in handy against his hero-centric plan. It also deals with a lot of the red starter AND if it lives long enough can mess with Vandy. It felt very weird building it as P1, but here we are. I don’t see myself beating him without hitting at least Tech II and this gives me a lot more breathing room to do that (or so I hope). Next turn my aggression seems minor, but with enough gold I could build Rook up enough to bypass 1 patroller and break a Tech building, which seems pretty good. I also can’t think of too many ways he can outright deal with a max-band rook so it doesn’t seem like a bad combo with my tech II unit plan. Time will tell.

P2T3


Tech StartingHand Workers

TECH

Now!
Surprise Attack


STARTING HAND
Charge
Scorch
Bombaster
Mad Man
Bloodrage Ogre

WORKERS

Pillage
Careless Musketeer
Scorch

NextHand

Bloodburn
Now!
Makeshift Rambaster

Discard

Mad Man
Bombaster
Charge
Now!
Surprise Attack

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit BRO - ($4)
Recruit Bombaster - ($2)
Recruit Mad Man - ($1)
Mad Man throws himself at SP’s armor
Bombaster detonates, killing SP - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Bloodrage Ogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 3

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
My goal this game is apparently to make the most inefficient trades that I can, forever. I’m loving it. He spent 1 to play that Sparring Partner. I spent 4 to take it out. I will cut off my head to spite my face. (:

[/details]

P1T4


Tech StartingHand Workers

TECH
Earthquake
Vigor Adept


STARTING HAND
Bird’s Nest
Fox Viper
Sensei’s Advice
Fuzz Cuddles
Aged Sensei


WORKERS
Safe Attacking
Smoker
Fox Primus
Fox Viper


NextHand

Snapback
Aged Sensei
Rambasa Twin
Savior Monk
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Unstoppable Ol’ Rook (3/5) attacks Heroes’ Hall, destroying it. Your base takes 2 damage.
Hire Fuzz Cuddles - ($4)
Build Tech II (Discipline) - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fuzz Cuddles (2/3+A), Healing 2
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Rook (3/5), exhausted.

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Well I feel very far ahead at this point. I’m not sure if he forgot that Rook is unstoppable or not, but I have little incentive to attack into his BRO and give him a card. He went way down on cards to stop my Sparring Partner from runing up Rook, but I feel like our boards are still at parity (or I’m a bit ahead!). Of course I also have a Tower, Tech I, and Tech II! Maybe the HH gambit isn’t suited for P2?

Edit: forgot about Tower. Let me fix up my stuffs! Done!

P2T4


Tech StartingHand Workers

TECH

Inverse Power Ninja
Inverse Power Ninja


STARTING HAND
Makeshift Rambaster
Bloodburn
Now!

WORKERS

Pillage
Careless Musketeer
Scorch

NextHand

Speed of the Fox
Inverse Power Ninja
Nautical Dog

Tech 2 card(s)
Get Paid - ($8)
Skip worker
Build Tech I - ($7)
Summon Zane - ($5)
Zane suicides against Fuzz Cuddles, knocking off armor and dealing 1 damage; Rook to Lv. 7
Summon Geiger - ($3)
Geiger casts Now! on himself - ($2)
Geiger takes out Fuzz Cuddles, taking 2 damage, +1 from Tower, and dying; Rook to max!
Recruit Makeshift Rambaster - ($0)
Rambaster attacks your Tech II for 3 damage, taking 1 from Tower
BRO destroys your Tech II; your base takes 2; BRO takes 1

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre (3/1)
  • Makeshift Rambaster (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]
I am not going to let Rook have any nice things, even if it takes all my cards and money, even if it means turning him into an unstoppable 12-HP beast for basically free. (Latest tally: he spent 2 on Police Cuddles; I spent 5 to take him out, giving him 2 free levels in the process. And I stay at 3 cards!)

Since apparently I’m not usually going to have jack, I teched in some IPNs. I got lucky and drew one!
[/spoiler]

[/details]

P1T5


Tech StartingHand Workers

TECH
Vigor Adept
Young Lightning Dragon


STARTING HAND
Rambasa Twin
Savior Monk
Snapback
Morningstar Flagbearer
Aged Sensei


WORKERS
Safe Attacking
Smoker
Fox Primus
Fox Viper
Savior Monk


NextHand

Bird’s Nest
Sparring Partner
Vigor Adept
Sensei’s Advice
Earthquake


Discard

Fuzz Cuddles
Morningstar Flagbearer
Aged Sensei
Snapback
Vigor Adept
Young Lightning Dragon


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rebuild Tech II
Hire Rambasa Twin and his identical twin appears from the codex! - ($3)
Summon Setsuki - ($1)
Setsuki gains a level - ($0)
L8 Rook (4/6) attacks your Tech I, falling short of destroying it.

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa 1 (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rambasa 2 (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L8 Rook (4/6), exhausted.
  • L2 Setsuki (1/3), must pay 1 to attack
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Wow, I know that ARMed_Pirate likes taking out tech buildings and can build an offense from nothing, but that was pretty impressive. I do think I’m still in decent shape. While I plan on winning with Tech II units, I’m not in a particular hurry to play them and in fact didn’t even have one in hand, so destroying my Tech II instead of Rook was a misplay I think. Now that Rook is ultimate (3 gold saved!) I can use Earthquake to great effect next turn and he becomes almost impossible to deal with moving forward. I techd in a Lightning Dragon because I think some aerial aggression will be difficult to stop, though he might have techd Sentry for the inevitable Rook Bird’s Nest. I almost brought out Graves but realized that I will be burning through cards very quickly in the upcoming turns and she can be annoying to kill especially with a Tower out. I don’t feel any need to take out his units, they bounce off of mine easily enough. If he can kill Tech II this turn, I can Earthquake and if he can’t I get a Vigor Adept. Either way I get to do something powerful.

P2T5


Tech StartingHand Workers

TECH

Chaos Mirror
Temporal Distortion


STARTING HAND
Nautical Dog
Speed of the Fox
Inverse Power Ninja

WORKERS

Pillage
Careless Musketeer
Scorch

NextHand

Surprise Attack
Bloodburn

Discard

Speed of the Fox
Bloodrage Ogre
Makeshift Rambaster
Chaos Mirror
Temporal Distortion

Tech 2 card(s)
Get Paid - ($8)
Skip worker
Summon Setsuki - ($6)
Setsuki casts Speed of the Fox on herself - ($4)
Setsuki trades with SQL Twin; your Setsuki midbands
BRO trades with Scav. Twin; you get a gold
Rambaster hits your base for 3, dying to Tower
Recruit Inverse Power Ninja - ($1)
Recruit Nautical Dog - ($0)

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Inverse Power Ninja (5/5, but will be 6/6 if Dog dies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 1

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 6
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
He will not have nice things. He can have all the heroes he wants, though.

[/details]

P1T6


Tech StartingHand Workers

TECH
Entangling Vines
Earthquake


STARTING HAND
Bird’s Nest
Sparring Partner
Vigor Adept
Earthquake
Sensei’s Advice


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


NextHand

Earthquake
Rambasa Twin
Earthquake
Snapback


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Get a gold for Scavenger Rambasa. - ($9)
Rook slams the ground causing an Earthquake, shaking down your town! Tech I is destroyed and your base takes 6 damage total! - ($4)
L4 Setsuki (2/3) swiftly strikes the Nautical Dog (1/1+A), killing him without a wound (but with a smile).
Unstoppable Ol Rook (4/6) attacks your base dealing 4 more damage walking right past the IPN.
Hire Vigor Adept - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Vigor Adept (5/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L8 Rook (4/6), exhausted.
  • L4 Setsuki (2/3), must pay 1 to attack
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

I think I’ve got this wrapped up, his base is down to 8 and I’m at a healthy 15 with 5 toughness in the patrol line. He would have to do 20 damage in this turn to win which I don’t think is possible. Even if he breaks my techs I managed to draw both Earthquakes. GG

P2T6


Tech StartingHand Workers

TECH

Surprise Attack
Speed of the Fox


STARTING HAND
Bloodburn
Surprise Attack

WORKERS

Pillage
Careless Musketeer
Scorch

NextHand

Mad Man
Now!
Inverse Power Ninja

Discard

Speed of the Fox
Bloodrage Ogre
Makeshift Rambaster
Chaos Mirror
Temporal Distortion
Nautical Dog
Inverse Power Ninja
Surprise Attack
Bloodburn
Surprise Attack
Speed of the Fox

Tech 2 card(s)
Get Paid - ($8)
Skip worker
Rebuild Tech I
IPN (6/6) takes out Vigor Adept, but dies to the Tower; you draw
Summon Zane - ($6)
Zane casts Surprise Attack (Surprise!) - ($1)
Jabber Shark pays the fee to kill Setsuki, but dies to the Tower; two levels to Zane - ($0)
Old Kentucky Shark does 3 damage to your Tech II, but dies to the Tower
Zane takes out your Tech II, taking 1 from the Tower; your base takes 2

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane, Lv. 3 (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 8
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 11
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
Hah.

[/details]

Just realized you summoned Sets on T5 when your Tech II was still broken. (Might have made a difference on how you spent money on T5, and definitely on what you did on T6.) Should have caught that then, and it’s not worth correcting for a casual, but we’ll both have to watch out for that in the future! (:

Aw crap! I was stoked because I didn’t have any tech II cards to play that turn, then I went and blundered :frowning: Do you want to roll back? I have double EQ this turn so Rook was really the star this game, but having sets come out kept my hand size bigger than it should have been!

Well, since double-EQ means game anyway, if you don’t mind rolling back and exploring the alternate reality that might be cool. Decent odds my draws will be worse this time, but I’m willing to give it a go. (:

Sure, let’s try it out. I’ll start my turn after you broke my tech II (without Sets!).

"P1T5


Tech StartingHand Workers

TECH
Vigor Adept
Young Lightning Dragon


STARTING HAND
Rambasa Twin
Savior Monk
Snapback
Morningstar Flagbearer
Aged Sensei


WORKERS
Safe Attacking
Smoker
Fox Primus
Fox Viper
Savior Monk


NextHand

Sensei’s Advice
Vigor Adept
Earthquake
Sparring Partner


Discard

Fuzz Cuddles
Aged Sensei
Snapback
Vigor Adept
Young Lightning Dragon


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hire Rambasa Twin - ($3)
Hire Morningstar Flagbearer - ($0)
Rook (4/6) attacks your Tech I, but falls short of destroying it (/foreshadowing).

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa 1 (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rambasa 2 (3/2)
  • :pschip: [I]Technician[/I]: Morningstar Flagbearer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L8 Rook (4/6), exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ok so next turn still looks good with EQ shenanigans. I didn’t even end up casting Bird’s Nest in the original turn, but being down a card is a real disadvantage. I decided to put the Flagbearer in Tech to try and reclaim the card if he does things the same way, or he could just go after the rambasas. Either way I’m not too upset. I really would have rather made the Savior Monk and workered Flagbearer, but 1 floating gold against red starter is just an opportunity for him to net some gold. I decided not to change my tech choices either because Vigor Adept is awesome and YLD seems cool.

I’m not sure it’ll make much of a difference, since I’m starting this turn with the same hand I had, but already I’m down one Rambaster. Quakes away!

P2T5


Tech StartingHand Workers

TECH

Chaos Mirror
Chaos Mirror


STARTING HAND
Nautical Dog
Speed of the Fox
Inverse Power Ninja

WORKERS

Pillage
Careless Musketeer
Scorch

NextHand

Charge
Surprise Attack

Discard

Speed of the Fox
Bloodrage Ogre
Makeshift Rambaster
Chaos Mirror
Chaos Mirror

Tech 2 card(s)
Get Paid - ($8)
Skip worker
Summon Sets - ($6)
Sets casts Speed of the Fox - ($4)
Sets trades with Rambasa 1 in SQL, which goes back to your codex; levels fizzle
BRO trades with Rambasa 2; you get 1 gold
Rambaster does 1 damage to Flagbearer and dies
Recruit inverse Power Ninja - ($1)
Recruit Nautical Dog - ($0)

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+a, Frenzy 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Inverse Power Ninja (5/5, but will be 6/6 when Dog dies)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 1

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 6
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
Take 2! (Same plays.)

[/details]

Well you are up a card compared to my blunder version, but I’m not sure it will change the outcome, most of what I wanted to do can still be done.

P1T6


Tech StartingHand Workers

TECH
Earthquake
Entangling Vines


STARTING HAND
Earthquake
Sparring Partner
Vigor Adept
Sensei’s Advice


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


NextHand

Bird’s Nest
Snapback
Young Lightning Dragon


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Get 1 gold for Scavenger - ($9)
Rook slams the ground causing an Earthquake (centered on your base of course). Your Tech I is destroyed, base takes 6 total. - ($4)
Hire Vigor Adept - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L8 Rook (4/6+A), crumbling rune
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Morningstar Flagbearer (2/1), Look at me!
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vigor Adept (5/5), frenzy 1, readiness
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Well it isn’t GG, but it’s close. I have no idea how he gets through SL Rook, and even if he does I have actual troops to come at him with. He’s stuck on 1 hero with no Tech I and next turn if I don’t worker I can get back to a bigger hand rather easily. I think he knows it, but let’s see what he does!

P2T6


Tech StartingHand Workers

TECH

Temporal Distortion
Speed of the Fox


STARTING HAND
Charge
Surprise Attack
Now!

WORKERS

Pillage
Careless Musketeer
Scorch

NextHand

Now!
Mad Man
Bloodburn
Inverse Power Ninja

Discard

Speed of the Fox
Bloodrage Ogre
Makeshift Rambaster
Chaos Mirror
Chaos Mirror
Nautical Dog
Surprise Attack
Temporal Distortion
Speed of the Fox
Inverse Power Ninja
Charge
Now!

Tech 2 card(s)
Get Paid - ($8)
Skip worker
Rebuild Tech I
NDog attacks Rook, deailing 1 damage after armor, and dying
IPN hits Rook for 6; he heals and gets a crumbling rune; IPN takes 5 damage, including Tower
Summon Zane; IPN becomes 5/5 and dies - ($6)
Zane casts Surprise Attack, summoning two sharks - ($1)
Jabber Shark does 3 damage to Rook, and dies
Old Kentucky Shark kills Rook, and dies; Zane to Lv. 3
Zane to midband - ($0)
Zane trades with Flagbearer; levels fizzle; we each draw

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
Interesting!

[/details]