Casual: Payprplayn vs. Hobusu

Everything should be right now.

Edit: @Hobusu, good to know. Thanks.

1 Like

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Calypso Vystari
Dinosize


STARTING HAND

Careless Musketeer
Charge
Birdā€™s Nest
Pillage
Mad Man


WORKERS

Scorch
Bloodburn
Pillage


Next Hand

Bloodrage Ogre
Gunpoint Taxman
Nautical Dog
Makeshift Rambaster


Discard

Charge
Bombaster
Careless Musketeer
Mad Man
Calypso Vystari
Dinosize


Tech 2 card(s)
Randomly discard #3 out of 5
Get Paid + float - ($7)
Worker - ($6)
Rook casts Birdā€™s Nest - ($4)
Rook kills Skeleton Javelineer and takes 2 damage
Level Rook to Lv. 5, healing him - ($0)

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]: Cucco (1/1) (Flying)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Pipi (1/1) (Flying)
    [B]In Play:[/B]
  • Birdā€™s Nest
  • Garus Rook Lv. 5 (3/5) (Ignores lone patrollers)
    [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: 0
  • Workers: 7

[details=Thoughts][spoiler]Current Decklist:

  • Nautical Dog
  • Mad Man
  • Makeshift Rambaster
  • Bombaster
  • Bloodrage Ogre
  • Careless Musketeer
  • Charge
  • Gunpoint Taxman
  • Birdā€™s Nest
  • Calypso Vystari
  • Dinosize

I think Iā€™ve reached equilibrium, or maybe an advantage. I had trouble deciding between Thunderclap and Entangling Vinesā€¦ But then I realized that Iā€™m definitely building either Tech II or a Heroesā€™ Hall next turn, so I can get a Growth spell instead. Dinosize can be used either to have a Bird one-shot anything he has access to at the moment, or with Doubling Barbarbarian to have a 15/17 with overpower for a turn, or on Colossus for 12 unstoppable damage to base. Yeah, if I build Tech II itā€™ll be Strength. Maybe a Tech Lab later if I donā€™t build a Heroesā€™ Hall, but not likely. Oh, Calypso Vystari is a cheap unit that works well in a spell-based plan, and since thereā€™s a real chance I could be teching two Earthquakes next turnā€¦[/spoiler][/details]

P2T3


Tech StartingHand Workers

TECH
Mythmaking
Gargoyle


STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Deteriorate
Birdā€™s Nest
Thieving Imp
Pestering Haunt


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Dark Pact
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Shadow Blade


Tech 2 card(s)
Get Paid + float - ($7)
tap Vandy, discard tutor dark pact - ($6)
Dark Pact
Thieving imp, you discard 1 - ($3)
Jandra - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2 +A)
  • :psfist: [I]Elite[/I]: Jandra, The Negator (4/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Vandy lvl 3 (3/4)

[B]Buildings:[/B]

  • :heart: Base HP: 18

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

This is tricky. I donā€™t want to let him Max Rook. I think my best option is to summon my own birds for defense, then max Vandy+ deteriorate Rook to kill him and gain levels on my own rook. The other options I see leave him open for big counters. I hate giving him a 3/3 flyer, but I guess I get one too, so thatā€™s a plus. Nope, that doesnā€™t workā€¦ hmmā€¦ I think Iā€™m going to tutor a dark pact to fix my draw, then play deteriorate + Sac the weak to wipe the birds, then play Jandra? Maybe Iā€™ll tech a couple of Soulstones to possibly buff whatever I play. Yeah. Wait. I already reshuffled, so even if I double dark pact, Iā€™m not going to draw whatever I tech. I guess something like entangling vines/discord possibly, or Mythmaking/Gargoyle? that seems alright. Iā€™ll do that, I guess. Nope. I did what I posted. I didnā€™t like it. Iā€™m probably gonna die. Hopefully, if I keep hitting his hand, I can buy time to deal with Rook, but Iā€™m not optimistic.

@Hobusu messed it up again. I forgot to unplay the worker I was thinking about. Iā€™ll revert and do it again.

Edit: @Hobusu fixed.
Edit; @Hobusu Wow. I guess Iā€™m still getting the hang of this. I just realized I messed another thing up (No Javelineer in discard). I can fix it though.
Edit: @Hobusu OK. Itā€™s right now. Added the Javelineer and the Dark Pact to discard.

No worries! Itā€™s better to get mixed up in a casual game so that you donā€™t have to worry about it as much if you ever enter a tournament. Speaking of which, in a tournament setting you would be the one randomizing which card gets discarded by Thieving Imp or Shadow Blade.

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Doubling Barbarbarian
Colossus


STARTING HAND

Nautical Dog
Gunpoint Taxman
Makeshift Rambaster
Bloodrage Ogre


WORKERS

Scorch
Bloodburn
Pillage
Bloodrage Ogre


Next Hand

Nautical Dog
Doubling Barbarbarian
Dinosize


Tech 2 card(s)
Randomly discard #3 of 4
Get Paid - ($7)
Worker - ($6)
Recruit Gunpoint Taxman - ($4)
Build Strength Tech II - ($0)
Cucco and Pipi peck Jandra and Vandy for 1 damage each

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


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman (3/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Garus Rook Lv. 5 (3/5) (Ignores lone patrollers)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Birdā€™s Nest
  • Cucco (1/1) (Flying)
  • Pipi (1/1) (Flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]Current Decklist:

  • Nautical Dog
  • Mad Man
  • Makeshift Rambaster
  • Bombaster
  • Careless Musketeer
  • Charge
  • Gunpoint Taxman
  • Birdā€™s Nest
  • Calypso Vystari
  • Dinosize
  • Doubling Barbarbarian
  • Colossus

Tricky patrolā€¦ If Iā€™d attacked into it, he could have killed Rook and maxed Vandy. So instead Iā€™m turtling until I can get a Tech II. Thankfully, I got one in my next hand, so thatā€™ll help a lot. Got Barbarbarian for synergy with Arg and Colossus to threaten lethal if he uses more Dark Pacts.[/spoiler][/details]

OK, I know I fixed this, but Iā€™m noticing that when the spreadsheet is reverted and changes are made, not all of those changes are reflected after clicking Discard/Draw. Iā€™m not sure why this happens, but Iā€™ve seen it a couple of times now. In this particular case, the Dark Pact didnā€™t register as being in my discard pile. I wonder if Iā€™m leaving the cell open for editing, and it doesnā€™t update when the script runs. I donā€™t know. now that youā€™ve done your turn, itā€™s potentially tricky. I wouldnā€™t be changing my turn, though, just fixing it. If you prefer, I can just throw a DP into my deck (without redrawing to give myself a chance to draw it). I will do whatever you choose, and I really apologize for all the confusion. Thereā€™s a lot of moving parts here.

Edit: @Hobusu in the interest of time, Iā€™ll revert, re-add, and redraw, then take my turn. If you prefer that I keep this hand and add a DP to my deck, Iā€™ll do that, and change the turn accordingly

Go ahead, I donā€™t mind if your hand changes. I hope you can figure out whatā€™s causing the issues, though.

P2T4


Tech StartingHand Workers

TECH
Soul Stone
Entangling Vines


STARTING HAND
Shadow Blade
Dark Pact
Poisonblade Rogue
Graveyard
Mythmaking
Gargoyle
Birdā€™s Nest


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Sacrifice the Weak
Deteriorate
Dark Pact
Pestering Haunt
Skeleton Javelineer


Discard

Dark Pact
Shadow Blade
Mythmaking
Gargoyle
Poisonblade Rogue
Birdā€™s Nest
Soul Stone
Entangling Vines


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Dark Pact, take 2 dmg, draw 2
Maxband Vandy (she heals) (+2/+2 to Imp and Taxman) - ($4)
Imp hits taxman, breaking armor and dealing 3. Imp dies)
Shadowblade on Taxman, it dies, you discard #3 of 3 - ($1)

Float ($1)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, The Negator (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Vandy lvl 5 (4/5)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16

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

  • Hand: 5
  • Deck: 0
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

I canā€™t figure out a way to mount a good defense, but this seems like a shot, at least. Iā€™m probably gonna die still. Teching for survival, hoping for the best.

@Hobusu changed
@Hobusu fixed another forgotten discard. This one didnā€™t require a reversion, though, because I didnā€™t reshuffle, so I just tossed the imp into the discard after the fact.

Sorry, but both Tech buildings and Add-ons take until end of turn to build. Since you hadnā€™t had that Heroesā€™ Hall at the start of your turn, you canā€™t summon Rook yet. You could summon him if you suicide Vandy first, but that might not be the best option.

Huh. I thought that was just tech buildings. Well, back to the drawing board. I donā€™t have many options right now unfortunately. I think you probably have this.

While Iā€™m thinking of it, what are Muninn and Huginn supposed to reference?

That info about add-ons really changes everything. If I had known that at the start of the game, I would have played differently (I was worrying about lines where you played HH+Zane in one turn, and thus being unnecessarily over-defensive).

That explains a lotā€¦ I think we can agree that this game is a lost cause for you, since youā€™ve been playing with the assumption that both of us could use strategies that werenā€™t possible.

I concur. Start over?

1 Like

Sounds good. I might not take too many more turns today, but we can at least get started.

Do you have a preference re: p1/p2? I clearly need to work on both. I have no preference, so if you do, weā€™ll go with that. If you are similarly indifferent, I roll 78.

I got 74, so you can go first.

Alright, here goes.
P1T1


StartingHand Workers

STARTING HAND
Graveyard
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Poisonblade Rogue


NextHand

Summon Skeletons
Pestering Haunt
Jandra, the Negator
Skeletal Archery
Thieving Imp


Discard

Deteriorate
Graveyard
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Vandy Androse - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy lvl 1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1) + jav rune
  • :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

Vandy to start seems solid. I donā€™t like this split. Iā€™d prefer to have Jandra and/or Imp turn 1 and my removal spells turn 2 (as first player anyway. Iā€™d be fine with this as second player.) Depending on what he does, Iā€™ll probably shoot for Jandra+Mythmaking again, but I may switch it up with Imp or Jandra (probably imp) into Heroesā€™ Hall

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Charge
Pillage
Bloodrage Ogre
Careless Musketeer
Bloodburn


WORKERS

Bloodburn


Next Hand

Nautical Dog
Mad Man
Makeshift Rambaster
Scorch
Bombaster


Discard

Careless Musketeer
Charge
Pillage


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Rook - ($2)
Recruit Bloodrage Ogre - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)
  • :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: 6
Thoughts

The only real decisions here was whether to summon Arg or Rook and how to patrol them. A bit of calculation showed that Rook as Squad Leader is safest ā€“ Vandy and Javelineer could kill him if he maxes Vandy, but then I can revenge kill with Ogre next turn.

P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Dark Pact.


STARTING HAND
Summon Skeletons
Jandra, the Negator
Thieving Imp
Pestering Haunt
Skeletal Archery


WORKERS
Poisonblade Rogue
Skeletal Archery


NextHand

Thieving Imp
Dark Pact.
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Midband Vandy - ($0)
Pestering Haunt

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1) + jav rune
  • :psfist: [I]Elite[/I]: Vandy lvl 3 (4/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Pestering Haunt (1/1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6
Thoughts

Ugh. Everything costs 3 on a turn when I can only spend 2. What I wouldnā€™t give for Sac the weak right now. If only I were mono-colored and could build tech for 1. I guess Iā€™ll level Vandy. Iā€™m trying something different with the tech this turn. I figure maybe I can surprise him with a hasty virtuoso.