Casual: payprplayn ([Finesse]/Demonology/Ninjitsu) vs Shadowfury333 ([Fire]/Past/Feral)

@Shadowfury333 GLHF. This looks like it could get dicey for me. Your codex seems well-equipped to deal with mine. But we shall see.
Player 1 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Brick Thief
Helpful Turtle
Tenderfoot
Timely Messenger
Wither


WORKERS
Helpful Turtle


[/spoiler][/details]

[details=NextHand]

[spoiler]Older Brother
Bloom
Granfalloon Flagbearer
Spark
Fruit Ninja


[/spoiler][/details]

[details=Discard]

[spoiler]Timely Messenger
Wither
Brick Thief


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Vandy lvl 1 (2/3)

[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

@payprplayn GLHF

P2T1


StartingHand Workers

STARTING HAND
Careless Musketeer
Scorch
Nautical Dog
Charge
Mad Man


WORKERS
Mad Man


NextHand

Makeshift Rambaster
Pillage
Bombaster
Bloodrage Ogre
Bloodburn


Discard

Nautical Dog
Charge
Scorch


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Careless Musketeer - ($2)
Jaina Stormborne - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Careless Musketeer 2/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina Stormborne 2/3 Lv1
  • :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

Player 1 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
Dark Pact
Dark Pact


STARTING HAND
Bloom
Fruit Ninja
Spark
Older Brother
Granfalloon Flagbearer


WORKERS
Helpful Turtle
Fruit Ninja


[/spoiler][/details]

[details=NextHand]

[spoiler]Dark Pact
Bloom
Granfalloon Flagbearer
Spark


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Spark- Breaks Musketeer’s Armor - ($3)
Tenderfoot trades with musketeer
Bloom on Vandy - ($1)
Vandy kills Jaina and Midbands.

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Vandy lvl 3 (4/5) +

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 6
  • Disc: 0

[B]Gold:[/B]

  • Gold: 1
  • Workers: 6
1 Like

@payprplayn

P2T2


Tech StartingHand Workers

TECH
Origin Story
Vortoss Emblem


STARTING HAND
Bloodburn
Bloodrage Ogre
Bombaster
Makeshift Rambaster
Pillage
Nautical Dog


WORKERS
Mad Man
Nautical Dog


NextHand

Pillage
Makeshift Rambaster
Scorch
Charge
Careless Musketeer


Draw 1 card for Technician
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloodburn - ($2)
Bloodrage Ogre - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre 4/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 0R
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Wow, you stuck Bloodburn. I haven’t played against that yet, but it seems like it could get really annoying.

Player 1 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Shadow Blade
Inverse Power Ninja


STARTING HAND
Dark Pact
Spark
Bloom
Granfalloon Flagbearer
Tenderfoot
Brick Thief


WORKERS
Helpful Turtle
Fruit Ninja
Brick Thief


[/spoiler][/details]

[details=NextHand]

[spoiler]Dark Pact
Timely Messenger
Shadow Blade
Wither
Older Brother


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Dark Pact
Tenderfoot - ($6)
maxband Vandy, dooming Tenderfoot and BO - ($4)
Heroes’ Hall - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tenderfoot (3/4+A, Doomed)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Vandy lvl 5 (5/6) + , resist 2

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 7

[details=Thoughts]

[spoiler]So I have lots of ways to remove the Ogre and tech up. Shadow Blade is tempting, but I have to pay 4 for it, which only leaves me enough to build Tech 1, when I’d prefer to go for a heroes’ hall first. Then again, I didn’t think about that until after I teched IPN, so I might be drawing tech I next turn. It also leaves Vandy a bit more vulnerable, because she has to exhaust, and therefore can’t patrol in Lookout (the obvious threat is Origin Story. another option is killing the ogre with Vandy, then leveling her to heal the damage. This leaves me with 4 money, which is enough for both the heroes’ hall and Tech 1, but it once again means Vandy can’t patrol. On the other hand, it leaves me the option of playing Tenderfoot to block, and going with either just HH or just Tech 1, and floating a gold for next turn. He can pillage, but that means either paying extra or playing Jaina instead of Prynn, and either way it costs a card. If he plays Prynn and bounces Vandy, it costs all of his gold and he leaves me with a unit on the board and a tech advantage. It doesn’t even lock Vandy out for next turn, so I can still play my Dark Pact. If I play a blocker, though, I likely feed bloodburn. If I play Tenderfoot first, and then maxband Vandy, Dooming them Both, I feed bloodburn, but I can patrol Vandy in Lookout, meaning he can’t afford to bounce her unless he skips a worker. I like this play a lot, because it means that Vandy can probably break any building he builds next turn, leaving him woefully behind economically. I wish I’d thought more about this before I made my tech choice, because it probably pairs best with Heroes’ Hall, since playing a hero next turn basically forces him to bounce Vandy or lose to metamorphosis. That threat is actually so strong that I might go for it even though I already teched IPN. It means I might get her as a dead draw next turn, but Dark Pact should cycle my deck fast enough that that won’t matter much. It would be nice to have a useful spell in that slot, like Discord, Shuriken Hail, or Speed of the Fox, though. That would make the plan of trying to break her building more likely to succeed, because I have to wipe her patrol zone without exhausting Vandy in order to do that. I’ll chalk that up to a beginner mistake, and make the HH play anyway.

One potential concern is her going for an all-out assault on my weakened base using bloodburn and Jaina. I think my board control is sufficient at this point to make that a minor concern, as long as I don’t just play Dark Pact with reckless disregard. Also, going for a more hero-centric gameplan means I have fewer units dying to feed his bloodburn. It leaves me somewhat vulnerable to Origin Story, but that’s expensive, and frankly if he bounces Vandy, that’s pretty OK with me. It takes metamorphosis off the table for the time being, but it’s extremely costly, and I’m well-set-up to transition to a units-in-front gameplan, with Vandy and friends staying at lvl 1 and providing spell support. There’s a solid chance I tech Harmony if he goes that route, then aim to soul stone an IPN and use it in conjunction with my powerful spells to keep his board clear while beating his face.

On second thought, Harmony being a channeling spell adds significant value to origin story, though removing it wouldn’t get rid of dancers I’d already summoned. Two-step is also channeled and requires two units, which is anti-synergistic with IPN (as is Harmony, come to think of it) so if I decide to do the heroes-behind-a-big-ninja thing, I’ll probably go with Setsuki. Hidden Ninja is especially good with IPN at 4 (which it is with two heroes out). In fact, I might throw in Fuzz Cuddles or a second ninja to make it 4/4 even with Soul Stone. Of course Hidden ninja can also target heroes, so using it to snipe down Prynn with Vandy or Setsuki is a way to get free levels on Vandy and create a window for Metamorphosis. Prynn is unlikely to have more than 3 HP, due to the expense of leveling her combined with the cost of playing Origin Story.
[/spoiler][/details]

Edit: added further thoughts
Edit: added further further thoughts

@payprplayn

P2T3


Tech StartingHand Workers

TECH
Lobber
Ember Sparks


STARTING HAND
Careless Musketeer
Charge
Scorch
Makeshift Rambaster
Pillage


WORKERS
Mad Man
Nautical Dog
Pillage


NextHand

Bombaster
Origin Story
Vortoss Emblem
Scorch
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech I - ($4)
Careless Musketeer - ($2)
Makeshift Rambaster - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Bloodrage Ogre returns to hand


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

  • :psblueshield: [I]Squad Leader[/I]: Makeshift Rambaster 1/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Careless Musketeer 2/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 0R
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Player 1 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Speed of the Fox
Speed of the Fox


STARTING HAND
Older Brother
Dark Pact
Timely Messenger
Wither
Shadow Blade
Dark Pact
Inverse Power Ninja


WORKERS
Helpful Turtle
Fruit Ninja
Brick Thief
Older Brother


[/spoiler][/details]

[details=NextHand]

[spoiler]Tenderfoot
Bloom
Wither
Granfalloon Flagbearer
Spark


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Tenderfoot dies. Bloodburn gets a rune
Dark Pact
Shadow Blade Rambaster. It dies, you discard #3 of 5, Bloodburn gets a rune - ($4)
Timely Messenger, trades with musketeer, Bloodburn gets a rune - ($3)
Setsuki - ($1)
Vandy breaks your tech 1. Your base to 18.
Worker - ($0)

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


[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]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Vandy lvl 5 (5/6) + , resist 1
  • Setsuki lvl 1 (1/3)

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

Before I even play dark pact, I can already clear his board, break his tech 1, and play a second hero. I’d like to be able to play my own tech I as well, but that will require skipping a worker. I don’t want to do that. That still seems like the way to go, since it forces him to remove Vandy or lose. Removing Vandy will cost most of his gold (6 of the eight he’ll get), and leave him with nothing but lvl 1 Prynn against my Setsuki. For my tech choices, then, I want to choose the options that make Setsuki the most dangerous. That seems like it would be double speed of the fox. Another option would be to go ahead and build tech 1, teching a couple of nimble fencers to take down Prynn. I’m not sure which is better, but I’m going with option A. I’m starting to worry a bit about the damage I’m doing to my base, but I think I’m still better off playing at least one dark pact this turn (I don’t know if I’ll play the other, if I draw it.). Actually, come to think of it, I could build tech 1 and float a gold, since speed of the fox gives Setsuki haste anyway. I’d have enough then to play hero+metamorphosis next turn (if I skip a worker), and then I’d have the option of playing Tech 1 units if he does bounce Vandy. The one problem with this is that a simple pillage would then be enough to stop me from metamorphosing next turn, so I think I’m sticking with Plan A.
[/details]

@payprplayn

P2T4


Tech StartingHand Workers

TECH
Firebat
Lobber


STARTING HAND
Bombaster
Vortoss Emblem
Origin Story
Scorch
Ember Sparks


WORKERS
Mad Man
Nautical Dog
Pillage
Bloodrage Ogre


NextHand

Careless Musketeer
Firebat
Charge
Scorch
Lobber


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech I
Prynn Pasternaak - ($5)
Origin Story Vandy (includes Resist 1 cost) - ($1)
Bloodburn Base (to 15)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Prynn Pasternaak 1/3+A (Fading 4)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 0R
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

How’d Prynn get haste?

She didn’t, there was a time skip :stuck_out_tongue: .

Player 1 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Soul Stone
Fuzz Cuddles


STARTING HAND
Granfalloon Flagbearer
Bloom
Spark
Tenderfoot
Wither


WORKERS
Helpful Turtle
Fruit Ninja
Brick Thief
Older Brother


[/spoiler][/details]

[details=NextHand]

[spoiler]Inverse Power Ninja
Dark Pact
Dark Pact
Shadow Blade
Timely Messenger


[/spoiler][/details]

[details=Discard]

[spoiler]Spark
Bloom
Granfalloon Flagbearer
Wither
Tenderfoot
Soul Stone
Fuzz Cuddles


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bloom on Setsuki - ($5)
Setsuki midband - ($2)
Tech 1 - ($1)
Spark on Prynn - ($0)
Setsuki kills Prynn and maxbands

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Setsuki lvl 6 (4/5) + costs 1 to attack

[B]Buildings:[/B]

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 7

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

Here’s hoping he doesn’t have 2 lobbers and a madman in hand, though frankly if he does, it’s still a decent trade.
[/details]

Makeshift Rambaster can’t patrol.

2 Likes

Ooh. That’s relevant. I probably would have played significantly differently knowing that, but it’s been quite a while. We can still back up if you like, or just keep playing from here, or do both (play it out, then go back to see what would have happened if we’d done it right). It’s up to you @Shadowfury333

1 Like

The spreadsheet makes it a complete PITA to rewind and replay, sorry. Also, would it have made much difference? Would you have just not shadow bladed? I’d rather back up, but I don’t know how feasible that is. @zhavier Does the spreadsheet script work if I restore previous states via Revision History?

Also, @payprplayn, Tech I costs $2 when multicoloured.

The rule is that the first tech building or add-on a multicolor player builds costs $1 extra. He payed that fee when he built his Heroes’ Hall, so he doesn’t have to pay it again when he builds Tech I.

Right. I know that, I just forgot I was multicolored. My other two forum games right now are mono-colored, and I lost track of which one I was playing.

I’m not zhavier, but I can tell you from experience that it does. I’ve had to rewind a lot of mistakes in the past couple of weeks since I started playing.

Edit: just saw Hobusu’s post, and he’s right. I didn’t lose track of which game I was in, I just didn’t pay the tax because I already had. Hooray, I did something right for a change!:smile:

1 Like

Using revision history works, but you have to make sure you go back far enough to account for all the changes made by the discard draw button.

1 Like

Awesome. I’ll go back to turn 3 and fix it up.

@payprplayn

P2T3 Fixed


Tech StartingHand Workers

TECH
Lobber
Ember Sparks


STARTING HAND
Careless Musketeer
Charge
Scorch
Makeshift Rambaster
Pillage


WORKERS
Mad Man
Nautical Dog
Pillage


NextHand

Vortoss Emblem
Bombaster
Origin Story
Charge
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Careless Musketeer - ($4)
Calamandra Moss - ($2)
Makeshift Rambaster - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Return Bloodrage Ogre to hand


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

  • :psblueshield: [I]Squad Leader[/I]: Careless Musketeer 2/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Calamandra Moss 2/3 Lv1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 0R
  • Makeshift Rambaster 1/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

Rambaster is 1/2, btw.
Player 1 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Terras Q, the Shackled
Discord


STARTING HAND
Older Brother
Dark Pact
Timely Messenger
Wither
Shadow Blade


WORKERS
Helpful Turtle
Fruit Ninja
Brick Thief
Older Brother


[/spoiler][/details]

[details=NextHand]

[spoiler]Inverse Power Ninja
Spark
Dark Pact
Bloom
Granfalloon Flagbearer


[/spoiler][/details]

[details=Discard]

[spoiler]Tenderfoot
Wither
Shadow Blade
Timely Messenger
Dark Pact
Terras Q, the Shackled
Discord


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Tenderfoot Dies, bloodburn gains a rune
River - ($5)
Wither careless musketeer (dies, BB gains rune) - ($3)
Tech I - ($2)
Worker - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: River lvl 1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Vandy lvl 5 (5/6) + , resist 2

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 7

[B]Gold:[/B]

  • Gold: 1
  • Workers: 8

[details=Thoughts]

Let’s try this. I think this t3 is better than his original. I also suspect it’s partly informed by what I did last time. I don’t see a way for him to get rid of both of my heroes. If he removes Vandy, it will cost him a lot, and likely give River levels,so I should be in good shape to build tech II behind inverse power ninja. If Vandy lives, I play Setsuki (if necessary to replace River) and metamorphosis. Either way, I’m substantially ahead, I think.
[/details]

1 Like