STARTING HAND
Wither
Helpful Turtle
Granfalloon Flagbearer
Timely Messenger
Tenderfoot
WORKERS
Helpful Turtle
NextHand
Bloom
Brick Thief
Spark
Older Brother
Fruit Ninja
Discard
Wither
Timely Messenger
Granfalloon Flagbearer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Tenderfoot - ($2)
Summon Onimaru - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Onimaru (2/3)
[I]Elite[/I]:
[I]Scavenger[/I]: Tenderfoot (1/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
I dont have a lot of experience playing against the red starter - need to remember that pillage is a thing! This deck is basically an attempt to make Harmony work, though I think these specs are just generally strong and I can probably make something work. Probably building a heroes hall. I don’t know which hero is the best against his spec… Vandy seems to be just silly strong all around, and I have a neutral starter so I’m not pigeon holed into one spec. If he’s going to play defensively, I should probably go for Harmony right off the bat. If he’s going to be aggressive, I don’t know if that’s the best move. I know next turn I’m getting spark and Bloom, with Onimaru’s frenzy, tenderfoot and those spells I can kill any patroller he puts up there… so lets try that.
@Penatronic, my turns might be a bit sporadic for a while. After my classes today, I’ll be spending most of the day preparing for my sister’s visit this weekend. I’ll post when I can, and think over my turns when I can’t.
OK, so he has Onimaru for 3 ATK and Tenderfoot for 1 ATK, plus he could have Timely Messenger, Spark, Bloom, and/or Wither… I have to summon Rook instead of any other hero, and I have to put a unit with more than 1 HP in Squad Leader. Would have preferred Bloodrage Ogre, but Bombaster will do. Put Rook in Lookout in case of Spark and (more importantly) Wither.
elite training should be a good counter to birds if they show up… can’t decide between nimble fencer and brave knight, playing both fencer and elite training on the same turn could be bonkers, if I draw well. fencer should trade well with red starter. I can wait for the kinigit I guess. after draw: bummer really wanted elite training next turn.
Bombaster
Mad Man
Gunpoint Taxman
Scorch
Nautical Dog
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($3)
Recruit Bloodrage Ogre - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Garus Rook Lv. 1 (2/4)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
I’m not liking this… Should’ve just played two units last turn instead of a unit and Rook. I’m expecting Rook to die now, so I won’t tech any Strength spells this turn. That gives me a chance to experiment… Let’s see if Ardra’s Boulder can help any. I’ll tech Mythmaking next turn, since I’d rather get things that can patrol in my deck right now.
STARTING HAND
Timely Messenger
Granfalloon Flagbearer
Nimble Fencer
Bloom
Spark
WORKERS
Helpful Turtle
Fruit Ninja
NextHand
Elite Training
Brick Thief
Wither
Older Brother (2/2)
Tech 2 card(s)
Get Paid - ($6)
No Worker
play nimble fencer - ($4)
Spark BRO - ($3)
play timely messenger, YOLO BRO - ($2)
Tenderfoot suffers from FOMO, trades with BRO
nimble Fencer and older brother attack rook, you draw a card
onimaru to lvl3, finish up midband - ($0)
Onimaru hits your t1 for 4 dmg
Flagbearer seems worth keeping in this match up as red has some targeting stuff but it could really mess up some doubling barbarian / growth spell shinanegans. I wasn’t sure if this turn was a good idea, I go down a card and Worker pretty early, but totally clearing his board and leaving me with a strong lvl5 hero and nimble Fencer seems worth it. I am not going for a build that will need a lot of gold and I have multiple ways to refill my hand, plus can dump into onimaru or a heroes hall to conserve cards. Hopefully he teched birds and this will fizzle his plans a little bit. brick thief will finish his t1 next turn
I considered the possibility of killing Onimaru, but doing it would put me down to a 4-card hand next turn and leave only Nautical Dog on my side of the board. Considering that I don’t have too much HP on my Tech I right now, that seems like a bad idea… So instead, I’ll just take advantage of my temporarily big hand to get a couple of blockers, then get a Tower with the leftover gold. That’ll make it harder for him to trade efficiently, though it probably won’t be enough to turn this game around.
Nimble Fencer (2/1)
Wither
Elite Training
The Art of War
Brave Knight
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
play brick thief, it destroys your t1, your base to 18 - ($3)
max band onimaru, summon stooges - ($0)
onimaru kills gunpoint taxman
nimble Fencer kills bombaster, you get $1
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Curly (1/1A), sparkshot
[I]Elite[/I]:
[I]Scavenger[/I]: Moe (1/1), sparkshot
[I]Technician[/I]: Larry (1/1), sparkshot
[I]Lookout[/I]:
[B]In Play:[/B]
L8 Onimaru (4/1)
Brick Thief (2/1), resist 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
damn tower ruined my onimaru play. I think he’s safe at 1 HP, and if he lives till I get the art of War I’ll still get more value out of him. can’t decide on tech 2 but I still have another turn for that.
Charge
Ardra’s Boulder
Pillage
Bird’s Nest
Mad Man
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Next Hand
Nautical Dog
Galina Glimmer
Mythmaking
Makeshift Rambaster
Bloodrage Ogre
Tech 2 card(s)
Get Paid + scavenger - ($9)
Worker - ($8)
Rebuild Tech I
Summon and max Argagarg, who summons a Wisp and a Water Elemental - ($2)
Recruit Mad Man - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Elemental (3/3+a) (Anti-air)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Mad Man (1/1) (Haste)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 5 (1/5)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts][spoiler]This game is probably over, but at least my Tower prevents him from attacking with Onimaru until he either gets a +1/+1 rune or dies and gets resummoned. The Art of War would still prevent me from attacking him, but it’s not like I have much to attack him with at the moment. I’m at enough of a disadvantage here that I probably have to go for Anarchy Tech III, using everything else to stall until then, but maybe going for Strength Tech II and III would work better with Mythmaking. I suppose we’ll see if I even get to play Mythmaking at this point…
Edit: Totally forgot that The Art of War gives him armor and makes him unstoppable. If he uses it to break my Tech I again, I’ll have little choice but to surrender.[/spoiler][/details]
STARTING HAND
Brave Knight
Tenderfoot (1/2A)
Granfalloon Flagbearer
Spark
WORKERS
Helpful Turtle
Fruit Ninja
Older Brother (2/2)
Tenderfoot (1/2A)
NextHand
Timely Messenger
Bloom
Boot Camp
Spark
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
heroes hall - ($4)
flagbearer - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Curly (1/1A), sparkshot
[I]Elite[/I]: Larry (2/1), sparkshot
[I]Scavenger[/I]: Moe (1/1), sparkshot
[I]Technician[/I]: Brick Thief (2/1), resist 1
[I]Lookout[/I]:
[B]In Play:[/B]
L8 Onimaru (4/1)
Granfalloon Flagbearer (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
skipping a worker that early definitely hurts, but clearing his board while keeping a large one and breaking his T1 seems pretty worth it. I’m still torn on my T2… I probably should have put in nimble fencer #2 instead of Brave Knight #2… then finesse t2 would be the choice. As it is now, demonology doesn’t seem to offer much except for the most ridiculous finisher at t3. I was not planning on doing standard Peace shinanegans but that seems to be the most logical choice considering where I am right now. Man that arg wall for 6 gold aint bad. Id love to play the flagbearer to avoid any well timed growtg spells and t2 but gold is tight. I could skip t2, even if i tech stuff in im unlikely to get it. torn between heroes hall and knight or flag bearer or t2 and float.
Makeshift Rambaster
Mythmaking
Bloodrage Ogre
Nautical Dog
Galina Glimmer
WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog
Next Hand
Spirit of the Panda
Bird’s Nest
Bombaster
Discard
Mad Man
Makeshift Rambaster
Pirate Gunship
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Recruit Galina Glimmer - ($8)
Research Mythmaking - ($6) Elemental kills Curly and takes 1 damage Mad Man trades with Larry
Recruit Bloodrage Ogre - ($4)
Build Anarchy Tech II - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Galina Glimmer (4/4)
[I]Lookout[/I]:
[B]In Play:[/B]
Mythmaking
Argagarg Garg Lv. 5 (1/5)
Elemental (3/2) (Anti-air)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
This game has been a mess… At least I’ve gotten a chance to try Mythmaking, and I’ve learned some things to avoid doing in tournament games. Only way I see to escape this is to drop a Gunship, but I doubt I’ll get a chance.
Boot Camp
Bloom
Timely Messenger
Dark Pact
Overeager Cadet
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
cast boot camp on flag bearer, curse the gods of rng - ($7)
play nimble Fencer - ($5)
summon river - ($3)
[details=Thoughts][spoiler]I’ll be honest, I didn’t expect to be in a position where I could both cast Stampede and have enough units to make it worthwhile… So I never teched it. If I’d only put it in instead of Spirit of the Panda, this would have been the perfect turn for it…
I doubt he’ll leave my Tech III intact (The Art of War is almost guaranteed to be in his hand), but the cost is now paid and I’ve got the threat of BIRD to make him be more careful about his turns now. Teched a single Chameleon Lizzo as something to dump gold into each turn that I can’t play a Gunship; being able to snipe a key target, possibly every turn, seems quite good in this position (and since it’s my only Tech II, he’s not going to affect me much if he breaks Tech II).[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($12)
scav + technician draw - ($13)
No worker
Onimaru casts Art of War - ($10)
Play Brave Knight - ($7)
Play Brave Knight - ($4)
Oni casts Wither on Pipi, it dies - ($3)
Summon Vandy - ($1)
Onimaru Swiftly Kills Rook, you draw a card
Vandy to midband
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Brave Knight (3/3A)
[I]Elite[/I]:
[I]Scavenger[/I]: Brave Knight (3/3)
[I]Technician[/I]: Granfalloon Flagbearer (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
L8 Onimaru (6/1A)
L3 Vandy (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 11
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
I was relying pretty heavily on drawing art of war and dark pact sooner than I did, probably too far behind now, especially if he’s got a Pirate Ship in hand. If he doesn’t have it, maybe I still have a chance of getting what I need next turn to break his T3 and start crawling back into this game.
Onimaru doesn’t have sparkshot, and The Art of War doesn’t give it to him either. Maybe you got confused because his maxband makes tokens that do have sparkshot? Either way, I’ll let you redo that attack if you’d like.