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

Hmm, I think my previous play was better with Rook on offense, but I wanted to try this version and see the result! :wink:

P1T7


StartingHand Workers

STARTING HAND
Birdā€™s Nest
Snapback
Young Lightning Dragon
Aged Sensei


WORKERS
Safe Attacking
Smoker
Fox Primus
Fox Viper
Savior Monk
Senseiā€™s Advice


NextHand

Earthquake
Sparring Partner
Entangling Vines
Rambasa Twin
Vigor Adept


Discard

Morningstar Flagbearer
Aged Sensei
Snapback
Birdā€™s Nest


Tech 0 card(s)
Get Paid - ($10)
Draw a card (I added an Earthquake to my deck, looks like I didnā€™t discard the one from last turn!)
Vigor Adept (6/5) frenzies and attacks your base for 6, but is ready to defend.
Hire Young Lightning Dragon - ($7)
Summon Graves - ($5)
Summon Setsuki - ($3)
Graves gains 2 levels. - ($1)
Setsuki gains 1 level. - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Vigor Adept (5/5+A), frenzy 1, readiness
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L3 Graves (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Young Lightning Dragon (3/3), flying
  • L2 Setsuki (1/3), 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: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

I am interested in starting my first multicolor deck after this one, if youā€™re up for another :wink: Not sure if you can answer YLDā€¦

1 Like

Hah! Nope; no answers to YLD. I have a hasted IPN, courtesy of Now! and Geiger, and a Mad Man. You got it either way. (:

I would like to try this match-up again sometime, playing a bit more seriously instead of experimenting with crazy-inefficient trades, and/or going second, but Iā€™m not in any rush. This was fun!

Letā€™s see the multi-color deck! Iā€™ll keep Surprise! for now. I rolled an 80.

1 Like

Hmm, I rolled a 91. Iā€™ll be playing [Growth]/Necromancy/Peace or as I like to think of it ā€œToken.decā€. :slight_smile: This is my first time going multicolor, so Iā€™ll try to remember to pay 1 extra for my first building and for any spells that donā€™t line up (but fair warning I might forget!).

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Tiger Cub
Forestā€™s Favor
Playful Panda
Young Treant


WORKERS
Tiger Cub


NextHand

Merfolk Prospector
Rampant Growth
Ironbark Treant
Verdant Tree
Rich Earth


Discard

Playful Panda
Young Treant
Forestā€™s Favor


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hire Spore Shambler - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :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

Bleh, none of the good Green econ cards in my opening hand. I really want to open with Arg or Oni, but I donā€™t want to float gold against Red starter, so Spore Shambler will do a really bad Hero impression.

P2T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bombaster
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster

WORKERS

Makeshift Rambaster

NextHand

Scorch
Bloodburn
Charge
Pillage
Mad Man

Discard

Bombaster
Careless Musketeer
Nautical Dog

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit BRO - ($2)
Summon Max Geiger (not at max) - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Max Geiger, Lv. 1 (2/3, Sparkshot)
  • :exhaust: [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: 6

[details=Thoughts][spoiler]
I probably should have done Zane instead of Geiger this turn, to make my spells cheaper next turn. If he floats but pillaging is inefficient Iā€™ll be kicking myself. I definitely want to play Bloodburn next time, and maybe unit like MM, though Tech I is really important.

Iā€™m taking a risk workering Rambaster (one of my two hasty units, and great against buildings) because Iā€™m banking that being able to do 1 damage to a back-line skeleton or building will be more important. Might be a big mistake. My first Tech will have to include Shuriken Hail. A solid patroller like Argonaut will probably also be strong against his cheap 1- and 2-attack units. [/spoiler]

[/details]

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Ironbark Treant
Rampant Growth
Rich Earth
Merfolk Prospector
Verdant Tree


WORKERS
Tiger Cub
Rich Earth


NextHand

Verdant Tree
Ironbark Treant
Playful Panda
Bone Collector
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Arg - ($2)
Build Tech I - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Arg (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Hmm, I was really regretting not putting the Shambler in Scavenger, but he didnā€™t attack at all so I guess itā€™s moot? This turn I have a lowly Wisp to put there and hopefully generate a gold to make up for that expensive Tech I building. I think itā€™s important for me to get the tech building down NOW beause I want cheap high-quality units like Bone Collector to be an option on T3. Cheaper units will let more gold flow into my heroes. Also heā€™s playing Red starter, is aggressive by nature, and didnā€™t build Tech I himself which means I may be playing more of a P2 game despite going first. Iā€™m going to take some hits next turn, but even killing Arg isnā€™t that big of a deal - Iā€™m not teching in Arg spells, just building a wall to protect my Tech building.

P2T2


Tech StartingHand Workers

TECH

Argonaut
Now!


STARTING HAND
Charge
Mad Man
Scorch
Bloodburn
Pillage

WORKERS

Makeshift Rambaster
Scorch

NextHand

Bombaster
Bloodrage Ogre
Now!
Mad Man

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Upgrade to Bloodburn - ($2)
BRO suicides into Spore Shambler, doing 2 damage after armor; 1 rune on Bloodburn
Recruit Mad Man - ($1)
Mad Man trades with Spore Shambler; 3 runes on Bloodburn

Float ($1)
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]:
  • :exhaust: [I]Technician[/I]: Max Geiger, Lv. 1 (2/3, Sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn (@3 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]
Well, I unexpectedly saw a line for lots of Bloodburn, so no Tech I or HH, so Geigerā€™s going to be around for a while, and Sets wonā€™t be here for a bit. So Now! instead of Shuriken Hail.

Got lucky on the draw, and drew Now! with BRO and Mad Man again. Iā€™m behind on Tech, so thatā€™ll be an issue, but I love dominating a board, and with Bloodburn around, things are going to die.
[/spoiler]

[/details]

I realized I didnā€™t tech any cards this turn, so I fixed that! Has all day to think about turn, doesnā€™t techā€¦sigh.

P1T3


Tech StartingHand Workers

TECH
Spirit of the Panda
Overeager Cadet


STARTING HAND
Verdant Tree
Playful Panda
Bone Collector
Rampant Growth
Ironbark Treant


WORKERS
Tiger Cub
Rich Earth
Verdant Tree


NextHand

Young Treant
Merfolk Prospector
Forestā€™s Favor
Bone Collector


Discard

Spore Shambler
Rampant Growth
Playful Panda
Ironbark Treant
Spirit of the Panda
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire Bone Collector - ($3)
Arg casts Rampant Growth on himself, swelling to a truly rampant size! - ($1)
L1 Arg (3/3+2A) attacks Max Geiger (2/3) and tells him what time it is! You draw a card. Arg gets 2 levels.
Float 1 (eerie silence)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Arg (1/4), exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

It seems like a fairly academic play to growth Arg and kill the watchmaker, recouping my 2 gold expense. He goes back to 5 cards, I go down to 4, but I have a nice board and he has bloodburn which he can only really use to help me draw a card? I techā€™d in a card Iā€™ve never used before - Spirit of the Panda. It seems cool. I also techd in Overeager Cadet because I love cheap units! I have a real decision to make whether to go Peace or Growth and Iā€™m leaning towards Growth for MoLaC, but the ol flagstone garrison/drill sergeant combo is pretty juicy too. I think Iā€™m over the hump as far as paying for multicolor drawbacks and now I get to reap the benefit of having multiple decks synergizing! Hooray!

[details=Thoughts][spoiler]
Well, I was disappointed that I had forgotten green has buffs (again?). But I drew a Charge off the Technician, which is not as cheap as Now!, but will do the trick if I want. I did not draw Pillage, which is truly sad.

Okay. I could (and nearly did) bring in Zane, Charge the BRO to take out BC, kill the wisp with Mad Man, and hurl Zane and Bloodburn at his Tech I for 3 damage. Worker Bombaster and that leaves me drawing 3 cards.

I could instead max Zane for 7, shift the wisp to Scav. for another $1, have Zane take out the BC (leaving him a 4/1, and still worker, and drop the Mad Man in patrol. And still worker. That makes it much harder for him to kill Zane next turn. It doesnā€™t damage his Tech I, but it makes him much more likely to survive a turn. And I could still poke his Tech I for 1 with Bloodburn.

Next option: max Zane, shifting the BC to Elite and poking it for 1. Have Mad Man and Bloodburn trade with it. No worker for me, but I can patrol a 4/4 Zane. And he doesnā€™t draw from Technician. No worker seems bad. Thatā€™s the kind of thing I normally do.

Of course, if I want to get some use out of Argonaut, I should worker and build Tech I this turn. That would be 3 of my 8 gold. Is there any way I can take out BC with my remaining 5? (Could have done it with BRO and Now! if Geiger was still aroundā€¦). Hmmm. I could spend 5 to midband Zane, Bloodburn the BC to knock of armor, and have Zane and BC trade. Thatā€™s a really bad trade, especially since it maxxes Arg and gives him an Elemental on my turn, so he can attack with it next turn. Other option: I could spend 3 to pop a Bombaster on it, 1 to throw a Mad Man at it, and 1 to Bloodburn it to death. I have no patrol, but I have a Tech?

Letā€™s try that last one. Itā€™s still ridiculously Aggro and inefficient, but it gives me an economy, and Iā€™ll have Argo next turn with hero support. Workering Charge? Man, thatā€™s another hand full of stuff I donā€™t want to worker, but whatevs. I get a float! And Iā€™m teching Warp Gate Disciple, so this 4-card draw will give me a turn to get Tech II up before I likely draw it.
[/spoiler][/details]

P2T3


Tech StartingHand Workers

TECH

Shuriken Hail
Warp Gate Disciple


STARTING HAND
Mad Man
Bombaster
Bloodrage Ogre
Now!
Charge

WORKERS

Makeshift Rambaster
Scorch
Charge

NextHand

Argonaut
Pillage
Careless Musketeer
Nautical Dog

Discard

Mad Man
Bombaster
Now!
Bloodrage Ogre
Shuriken Hail
Warp Gate Disciple

Tech 2 card(s)
Get Paid + float - ($8)
Draw from technician bonus
Worker - ($7)
Bloodburn exhausts to deal 1 to Bone Collector, knocking off its armor; @1 rune
Recruit Mad Man - ($6)
Mad Man suicides into BC for 1; BB @2 runes
Recruit Bombaster - ($4)
Bombaster pops, taking out BC; Bloodburn @4 runes - ($3)
Build Tech I - ($1)

Float ($1)
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]
  • Bloodburn (@4 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Drill Sergeant


STARTING HAND
Young Treant
Merfolk Prospector
Forestā€™s Favor
Bone Collector


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Forestā€™s Favor
Flagstone Garrison
Rampant Growth
Spirit of the Panda


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Tech II (Peace) - ($3)
Hire Bone Collectorā€™s twin brother - ($1)
L3 Arg (1/4) attacks Tech I for 1 watery point of damage.
*Float 1 goldā€¦again!

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Arg (1/4), exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

So I have a lot of things I could have done this turn. I considered skipping a worker and maxing Arg, which would be nice, but then realized without my 8th worker I couldnā€™t build tech II! So here I am, floating gold again. I could have gone down another card and used it for Merfolk Prospector and then put him in Scavenger, guaranteeing a gold next turn, but that lowers my hand down too low for my liking. Being on a tech gameplan means you need to draw into your tech, and luckily I got the garrison which will not combo with Argā€™s water elemental, arggh. Also unless he pops my technician I didnā€™t get any units to play from my hand at all, which is pretty bad! I drew 4 out of 4 non-units from 11 cards! And having just built Tech II, I donā€™t have much to spend it on. Maybe a Surplus? Or a Tech Lab? That would get his head spinning. I guess bringing out Oni and maxing him right away is not the worst? I have a feeling heā€™s willing to jump through hoops to kill Bone Collector #2 which means I wonā€™t be left with much to attack with again. Of course if he does, then he probably isnā€™t teching eitherā€¦

Editing to add some thoughts.

[details=Thoughts][spoiler]
Ugh.

So, I could bring in Max Zane (shifting the wisp to Scav and popping it), take out BC with Zane, Pillage, and still play Argo. But that leaves me skipping worker and Tech II. Meanwhile, heā€™ll be getting Peace Engine online, with added benefit of Spore Shambler and Forestā€™s Favor for extra runes on Drill Sargeant.

Alternatively, Zane, pillage, Argo, Tech II. I think Iā€™m going with that.

After the drawā€¦ Bad luck. I drew Warp Gate Disciple without Now! It looks like Zane and my Tech 0s will be working overtime to protect him for a turn.

Side note: Iā€™m worried about Oni and Bootcamp coming out to sideline my patroller. He also has just enough money to bring in max Garth and a free Tech II. Debilitator Alpha would be irritating as I have no CM in this match yet. Air Hammer would also be tricky, as I have no Taxman in deck.

EDIT: For some reason I missed that I could play Musketeer instead of Argo in the first line, which would have let me steal the wispā€™s scav. bonus as well as the float. That would have given me enough to play NDog and worker Argo, or play a HH instead of Tech II. It would have changed my tech choices, but might have been the better play in terms of board presence and hurting his econ while still opening up possibilities.
[/spoiler][/details]

P2T4


Tech StartingHand Workers

TECH

Now!
Warp Gate Disciple


STARTING HAND
Careless Musketeer
Pillage
Nautical Dog
Argonaut

WORKERS

Makeshift Rambaster
Scorch
Charge

NextHand

Careless Musketeer
Warp Gate Disciple
Mad Man
Bombaster

Tech 2 card(s)
Get Paid + float - ($9)
Skip worker
Build Tech II (Present) - ($5)
Summon Zane - ($3)
Zane casts Pillage, - ($2)
stealing your float and dealing 1 damage to your base - ($3)
Recruit Argonaut - ($0)
Bloodburn exhausts to hit your Tech II for 1 bloody, fiery point of damage; @2 runes

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


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

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4+a, Readiness)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Captain Zane, Lv. 1 (2/2)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn (@2 runes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Edit: looks like I waffled on the worker for a while, I should have discarded 3 and drawn 5. Iā€™ll fix it later, but if you take your turn act as though I have a 5-card hand.

"P1T5


Tech StartingHand Workers

TECH
Air Hammer
Air Hammer


STARTING HAND
Forestā€™s Favor
Flagstone Garrison
Rampant Growth
Spirit of the Panda


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Drill Sergeant
Ironbark Treant
Overeager Cadet
Bone Collector
Playful Panda


Discard

Rampant Growth
Flagstone Garrison
Forestā€™s Favor
Air Hammer
Air Hammer


Tech 2 card(s)
Get Paid + float - ($9)
Skip Worker
Pillaged - ($8)
Arg casts Spirit of the Panda on Bone Collector - ($4)
Bone Collector (5/5) imbued with Panda Power attacks and kills Argonaut (3/4+A), taking 3 damage. I get a gold and a skeleton. Bloodburn gets a rune. - ($5)
Build a Tower - ($2)
Summon Oni - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Oni (2/3+A)
  • :psfist: [I]Elite[/I]: L3 Arg (2/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Spirit of the Panda attached to Bone Collector
  • Bone Collector (5/2), Healing 1, exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tower HP: 4

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

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

Well Iā€™m regretting going so heavily into Peace. I also think I want to be more into Air Hammers than drill sergeants, but a mix of both is quite good. I could have killed Zane or weakened him, but I tried to arrange my Patrol Zone so that he has to spend gold to kill the Lookout in order to maximize Zaneā€™s ability. But I might be really overthinking that part. Iā€™m not sure how much of my stuff is gonna die, a lot depends on whether he has Hyperion coming or not. Edit: I changed my tech to 2 Air Hammers and re-drew to fix the worker/deck issue.

[details=Thoughts][spoiler]
Man, I am so regretting missing the double-pillage line. It would have given me a patroller or two, it could have given me a worker, and I wouldnā€™t be looking at a 5-attack Bone Collector.

Well, the best I can see is losing Zane and my Tech II on his next turn, and this is a total waste of 4 levels of hero death, but here goes.
[/spoiler][/details]

P2T5


Tech StartingHand Workers

TECH

Hyperion
Temporal Distortion


STARTING HAND
Bombaster
Mad Man
Careless Musketeer
Warp Gate Disciple

WORKERS

Makeshift Rambaster
Scorch
Charge
Careless Musketeer

NextHand

Warp Gate Disciple
Pillage
Shuriken Hail
Bloodrage Ogre

Discard

Argonaut
Mad Man
Bombaster
Warp Gate Disciple
Hyperion
Temporal Distortion

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane to max, shifting Oni to Scavenger and dealing him 1 damage - ($1)
Recruit Mad Man - ($0)
Mad Man suicides on Oni, dealing him 1 damage; Bloodburn @4
Bloodburn exhausts to kill Oni; levels fizzle; you gain $1; BB @2
Zane kills Arg, taking 2 from Arg and 1 from the Tower; levels fizzle

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]
  • Bloodburn (@2 runes)
  • Captain Zane, Lv. 7 (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

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

  • Hand: 4
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=AfterThoughts]
After the drawā€¦ Shuriken hail is a blessing. I can get WGD, Sets, and BRO out, and still kill his weenies.

[/details]

"P1T6


Tech StartingHand Workers

TECH
Doom Grasp
Drill Sergeant


STARTING HAND
Playful Panda
Bone Collector
Ironbark Treant
Drill Sergeant
Overeager Cadet
Spore Shambler


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant


NextHand

Rampant Growth
Young Treant
Spore Shambler
Playful Panda


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Get a gold for Oniā€™s death. Healing gives Bone Collector a health back. - ($8)
Summon Garth - ($6)
Skeleton attacks and kills Zane. Garth gets 2 levels. Bloodburn gets a rune.
Bone Collector (5/3) attacks and kills Tech II (Present). I get a gold and a skeleton. Your base takes 2 damage. - ($7)
Hire Drill Sergeant - ($4)
Hire Overager Cadet, D.S. gets a rune.
Hire Bone Collector ā€˜Tā€™, D.S. gets a rune. - ($2)
Garth makes a skeleton - ($1)
Garth gains a level. - ($0)
Garth sacs a skeleton -> Draw a card.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Drill Sergeant++ (5/5+A)
  • :psfist: [I]Elite[/I]: Skeleton (2/1)
  • :ps_: [I]Scavenger[/I]: Bone Collector ā€˜Tā€™ (3/3)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Spirit of the Panda attached to Bone Collector
  • Bone Collector ā€˜Pā€™ (5/3), Healing 1, exhausted.
  • L4 Garth (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ok, well I have a big wall of dudes now so the game feels firmly in my favor. I was able to take out Tech II without much resistance so I donā€™t have to stress Hyperion and I neutralized Zane so he seems like heā€™s on limited options. Bloodburn gives him a small amount of inevitability, but my token force is growing rather quickly (and Arg is available again next turn!). I techā€™d a Doom Grasp as a just-in-case moment, but Iā€™m not sure it will even be good. I think I just got tech units online faster than he did and now itā€™s an arms-race he canā€™t match.

1 Like

[details=OBJECTION]Bloodburn can only hit buildings and units.
ā€œHeroes are not units.ā€[/details]

2 Likes

Zane max is at level 6, you spent one more gold then needed

1 Like

Thanks all! Well played, @NikoBolas! This oneā€™s yours, too. (:

I made at least two pretty big misplays, not including the cost mistake and illegal play in my last turn that @Kaelii and @Shadow_Night_Black brought up.

Even if what I could do was legal, I can lay down Sets, BRO, and kill your skele and wisp this turn with Shuriken Hail. But a leveled Garth, the Cadet, and BC ā€˜Tā€™ are more than enough to take out Sets and BRO, and Drill Sergeant and BC ā€˜Pā€™ can take out both Tech buildings, so I donā€™t see me coming back from that with the two Now!s and Nautical Dog in my next hand. Seems like you should be able to keep building up and breaking my tech pretty efficiently.

If you really want, we can backtrack to my illegal play, but it was after my biggest misplays, so I donā€™t think itā€™ll make a difference.

Iā€™ve been reading your thoughts, and theyā€™re pretty dead-on. I got to the turn where you were worried about Hyperions and immediately thought, ā€œWhy didnā€™t I just tech in Hyperions?ā€ I love the idea of Warp Gate Disciple so much, but I think itā€™s another red herring strategy. Trying to keeping a 1/1 alive for a turn to maybe be able to react in the best way possible just isnā€™t worth missing out on hitting with something big and drawing a card this turn (or playing an indestructible 5/5 this turn).

I think my biggest misplay (aside from teching WGDs at all) was trying so hard to get Tech II and Argonaut out in turn 4. I could have played maximum Zane and Musketeer, getting a gold for popping your wisp in scavenger, then used the gold to pillage your scav bonus and your float, then used the two gold to worker and put down a Nautical Dog, and had Zane take out your second BC and survive. I think I might have been able to at least get WGD in play and alive for a turn after that (if I drew into it), or maybe keep pressure on you a little longer. But at some point Iā€™m going to have to learn to play defensively in the early game. (:

Sidenote: I know youā€™re mostly experimenting, too, but Spirit of the Panda was a really good tech choice, and really scored you the win there. Good work!

Care for a rematch?

3 Likes

Spot on man. The spirit of the Panda was really due to some luck of getting the perfect sequence of bone collector, bone collector, spirit, but what a creature! Iā€™m going to go back and read your thoughts, but feel free to go first. Iā€™ll play the same token.Dec :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn

WORKERS

Scorch

NextHand

Charge
Pillage
Bombaster
Nautical Dog
Mad Man

Discard

Makeshift Rambaster
Bloodburn
Careless Musketeer

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit BRO - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre (3+1/2) ā€œRawr! Iā€™m scary! And you have no haste! Why am I here!?ā€
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [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: 1
  • Workers: 5

[details=Thoughts]
None. Zen Codex. Zendex. That sounds like a prescription medication. Letā€™s go!

[/details]

1 Like

P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Young Treant
Ironbark Treant
Rich Earth
Verdant Tree


WORKERS
Rich Earth


NextHand

Forestā€™s Favor
Playful Panda
Tiger Cub
Merfolk Prospector
Spore Shambler


Discard

Young Treant
Rampant Growth
Verdant Tree


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Ironbark Treant - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/4) ā€œHaha, Iā€™m here for you BROā€
  • :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: 1
  • Workers: 6
Thoughts

So, multiple bummers this turn. I couldnā€™t think of a good way to spend my gold and maximize efficiency. I could have made Arg and built Tech I, which seems like the all-around best but leaves arg dead to any removal. Instead Iā€™m floating gold against the red starter while going second against a guy who plays really aggressive with a deck called ā€œSurpriseā€. This may not end well.

1 Like

Past Pirate sez:

Present Pirate sez:

P1T2


Tech StartingHand Workers

TECH

Surprise Attack
Surprise Attack


STARTING HAND
Pillage
Mad Man
Charge
Bombaster
Nautical Dog

WORKERS

Scorch

NextHand

Careless Musketeer
Bloodburn
Makeshift Rambaster

Tech 2 card(s)
Get Paid + float - ($6)
Skip worker
Summon Zane - ($4)
Zane casts Pillage, - ($3)
stealing your float and dealing 1 to your base - ($4)
Recruit Mad Man - ($3)
Mad Man suicides into Treant for 1
Recruit Nautical Dog - ($2)
Zane casts Charge on Nautical Dog; ā€œFetch the stick, boy!ā€ - ($0)
Nautical Dog trades with Treant in a frenzied charge
BRO hits your base for 3
Zane hits your base for 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:
    In Play:
  • Bloodrage Ogre (3/2) ā€œRawr!ā€
  • Captain Zane, Lv. 1 (2/2) ā€œIā€™m Rick Zaaaaane!ā€
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 5

[details=Thoughts]
Boo. No surprise attack in my next hand. :frowning:

[/details]

3 Likes