Blue feels really strong in this matchup, so I need those lucky draws!
P2T2
Tech StartingHand Workers
TECH
Sparring Partner (Efficient gold cost)
Rambasa Twin (Efficient card cost)
STARTING HAND
Safe Attacking → Worker (Seems like the least useful card here)
Smoker
Fox Primus
Savior Monk
Morningstar Flagbearer
WORKERS
NextHand
Snapback
Sparring Partner
Rambasa Twin
Tech 2 card(s)
Get Paid + float + Scavenger - ($8)
Worker - ($7)
Rook kills Inspector, takes 1, you draw
Tech I - ($6)
Monk - ($4)
Smoker - ($3)
Primus - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Smoker 1/1A [Stealth]
- Elite:
- Scavenger: Fox Primus 2/2 [Anti-Air, Frenzy 1]
- Technician: Savior Monk 2/2 [Healing 1]
- Lookout:
In Play:
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Walling up for a pretty safe Tech I here. Just need to not bottom deck my Tech I cards.
I agree with that. I usually feel like Blue loses every match up so this has been an alien feeling so far.
P1T3
Tech Starting Hand Workers
TECH
General’s Hammer
Tax Collector
STARTING HAND
Arrest
Boot Camp
Manufactured Truth
Reputable Newsman
Lawful Search
Boot Camp
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
Jail
Reputable Newsman
Next Hand
Lawful Search
Building Inspector
Boot Camp
Boot Camp
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Spectral Aven kills the Smoker.
Onimaru kills the Fox Primus.
Traffic Director attacks your Tech I for 1.
Onimaru casts Manufactured Truth on the Traffic Director, transforming it into a Savior Monk. - ($4)
Onimaru sends the Manufactured Monk to Boot Camp and draws a card. - ($3)
Onimaru sends the Manufactured Monk to Boot Camp again and draws a card. - ($2)
Hire a Bluecoat Musketeer. - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Bluecoat Musketeer 2/2
- Scavenger:
- Technician:
- Lookout:
In Play:
- Spectral Aven 2/2
- Onimaru (1) 2/1
- Traffic Director 3/3 ++
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
Okay, there was definitely a better line but it wouldn’t have set me up for Traffic Director shenanigans so let’s see how this goes.
@thehug0naut’s turn!
1 Like
Yeah it’s really giving me pause for my thoughts around Blue vs Black changes actually!
P2T3
Tech StartingHand Workers
TECH
Doubling Barbarbarian (Classic strength tech)
Whitestar Grappler (Ditto)
STARTING HAND
Rambasa Twin
Snapback
Sparring Partner
WORKERS
NextHand
Morningstar Flagbearer
Grappling Hook
Sensei’s Advice
Aged Sensei
Discard
Smoker
Fox Primus
Rambasa Twin
Snapback
Doubling Barbarbarian
Whitestar Grappler
Tech 2 card(s)
Healing 1
Get Paid + Scavenger - ($8)
Skip Worker
Midband Rook - ($4)
Rook unstoppably kills TD, takes 3
Spartner - ($3)
Maxband Rook - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Savior Monk 2/2A [Healing 1]
- Elite:
- Scavenger: Sparring Partner 2/2
- Technician:
- Lookout:
In Play:
- L8 Garus Rook 4/6 [Two Lives, Unstoppable vs lone patrollers]
Buildings:
- Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Thankfully I can use my own Unstoppable rockman to undo that horrifying buffed TD. Had to skip worker to get back on track hand size though, which isn’t so great. Hoping to get to Tech II next turn and have more info on his plans. For now the standard strength unit selection will do.
P1T4
Tech Starting Hand Workers
TECH
General’s Hammer
Air Hammer
STARTING HAND
Lawful Search
Boot Camp
Building Inspector
Boot Camp
Manufactured Truth
Tax Collector
WORKERS
Porkhand Magistrate
Jail
Reputable Newsman
Lawful Search
Next Hand
Boot Camp
Arrest
General’s Hammer
Tech 2 card(s)
Get Paid - ($7)
Bluecoat Musketeer strips the armor off the Savior Monk. - ($6)
Spectral Aven kills the Savior Monk.
Onimaru sends the Bluecoat Musketeer to Boot Camp twice and draws 2 cards. - ($4)
Onimaru trades with the Sparring Partner; levels fizzle and you gain a gold.
Hire a Tax Collector who steals your scavenged gold. - ($3)
Hire a Building Inspector. - ($2)
Worker. - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Tax Collector 2/3A
- Elite:
- Scavenger:
- Technician: Building Inspector 1/1
- Lookout:
In Play:
- Spectral Aven 2/2
- Bluecoat Musketeer 3/4 ++
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
Hmmmm, he was able to undo that but quick but I think I was able to get what I wanted completed. I’m especially fond of forcing him to skip worker, stealing his scavenger gold, and hiring a Building Inspector to increase his Tech II costs. Now that’s what I call economic pressure. That said, I had to worker Lawful Search to do it and now my hand is WOUNDED. Especially because I’m getting a General’s Hammer next turn which will be a dead card.
@thehug0naut’s turn!
P2T4
Tech StartingHand Workers
TECH
Earthquake (Need a hero based win condition)
Earthquake (Ditto)
STARTING HAND
Grappling Hook
Sensei’s Advice → Worker (Not retaining board so let’s get this workered)
Morningstar Flagbearer
Aged Sensei
WORKERS
Fox Viper
Safe Attacking
Sensei’s Advice
NextHand
Whitestar Grappler
Rambasa Twin
Sparring Partner
Tech 2 card(s)
Get Paid - ($7)
Grappling Hook Tax Collector to Lookout
Rook kills Inspector, takes 1, you draw
Worker - ($6)
Tech II Strength - ($2)
Sensei - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Aged Sensei 1/1
- Lookout:
In Play:
- L8 Garus Rook 4/5 [Two Lives, Unstoppable vs lone patrollers]
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Strength)
Economy Info:
Cards:
Gold:
Thoughts
Not feeling the most confident here but I think Teching up is still the right call even if I lose it right away
P1T5
Tech Starting Hand Workers
TECH
Flagstone Spy
Free Speech
STARTING HAND
Arrest
General’s Hammer
Boot Camp
Air Hammer
WORKERS
Porkhand Magistrate
Jail
Reputable Newsman
Lawful Search
Arrest
Next Hand
General’s Hammer
Air Hammer
Traffic Director
Manufactured Truth
Boot Camp
Discard
Building Inspector
Flagstone Spy
Free Speech
Boot Camp
General’s Hammer
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Build Tech II - Peace. - ($4)
Summon Bigby Hayes. - ($2)
Bluecoat Musketeer kills the Aged Sensei with his snipe ability. - ($1)
Spectral Aven attacks Rook for 2 damage.
Tax Collector and Bluecoat Musketeer destroy your Tech II building.
Float ($1)
Stash 1, Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Bigby (1) 2/3
- Lookout:
In Play:
- Spectral Aven 2/2
- Bluecoat Musketeer 3/4 ++
- Tax Collector 2/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
Okay, Rook is still proving to be a pain in the ass and he’s going to get a free kill on something here but I think we can handle that. Killing the Bluecoat Musketeer will be annoying for sure, but I think I can live with that, especially since I’ll get an Air Hammer out next round.
@thehug0naut’s turn!
I’m staying in this only by crazy luck on the draw!
P2T5
Tech StartingHand Workers
TECH
Reversal (Need some more counterplay)
Reversal (Ditto)
STARTING HAND
Rambasa Twin
Sparring Partner
Whitestar Grappler
Technician Draw → Earthquake
WORKERS
Fox Viper
Safe Attacking
Sensei’s Advice
NextHand
Savior Monk
Snapback
Earthquake
Grappling Hook
Discard
Reversal
Reversal
Aged Sensei
Earthquake
Aged Sensei
Whitestar Grappler
Sparring Partner
Tech 2 card(s)
Technician Draw
Get Paid + float - ($9)
Rebuild Tech II
Earthquake, deal 1 to all your buildings - ($4)
Rook Unstoppably breaks your Tech II, your base to 17
Rambasa Twin, second from codex - ($0)
Skip Worker
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Rambasa Twin 3/2A
- Elite:
- Scavenger:
- Technician: Rambasa Twin 3/2
- Lookout:
In Play:
- L8 Garus Rook 4/3 [Two Lives, Unstoppable vs lone patrollers]
Buildings:
- Base HP: 18
- Tech I HP: 4
- Tech II HP: 5 (Strength)
Economy Info:
Cards:
Gold:
Thoughts
Lucky Earthquake might keep me in this. Need to find a way to deplete his board
Well, I didn’t see that coming at all.
P1T6
Tech Starting Hand Workers
TECH
Air Hammer
Scribe
STARTING HAND
Air Hammer
Boot Camp
General’s Hammer
Traffic Director
Manufactured Truth
Air Hammer
WORKERS
Porkhand Magistrate
Jail
Reputable Newsman
Lawful Search
Arrest
Next Hand
Building Inspector
Scribe
Boot Camp
Free Speech
Discard
Boot Camp
General’s Hammer
Air Hammer
Air Hammer
Tech 2 card(s)
Get Paid + float - ($10)
Bluecoat Musketeer shoots Rook. - ($9)
Spectral Aven “kills” Rook; he gains a crumbling rune.
Bluecoat Musketeer kills the SQL Rambasa Twin.
Bigby trades with the Technician Rambasa Twin.
Hire a Traffic Director. - ($8)
Summon General Onimaru. - ($6)
Rebuild Tech II.
Onimaru casts Manufactured Truth to transform the Traffic Director into a Bluecoat Musketeer. - ($5)
Onimaru sends the Manufactured Musketeer to Boot Camp and draws a card. - ($4)
Manufactured Musketeer shoots Rook. - ($3)
Onimaru casts General’s Hammer and hits your Tech II for 3. - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Tax Collector 2/3A
- Elite:
- Scavenger:
- Technician: Onimaru (1) 2/3A
- Lookout:
In Play:
- Spectral Aven 2/2
- Bluecoat Musketeer 3/1 ++
- Traffic Director 2/2 +
Buildings:
- Base HP: 19
- Tech I HP: 4
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
Well, I didn’t see Earthquake coming and I don’t have a way to stop another one if he’s got it in hand. I can however prevent him from running through my Patrol Zone to destroy Tech II again, though it likely won’t matter. I’m not nearly as impacted by losing Tech I as I am by losing Onimaru. Let’s see how this does.
@thehug0naut’s turn!
Looks like you’ve used Musketeer twice above, with the first time costing 1g to shoot Rook? Also I don’t think you can attack after Boot Camp as your manufactured Musketeer will be exhausted. I think other than that I follow your turn ok
1 Like
I’m using the modified Bluecoat Musketeer’s ability on the regular Musketeer and the manufactured one.
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
So, the first line, “Bluecoat Musketeer shoots Rook” is my existing Bluecoat Musketeer using the ability above. After that, it attacks and kills the Rambasa Twin. After that I used Manufactured Truth to transform a Traffic Director into a Bluecoat Musketeer. I send it to Boot Camp and exhaust it but then that iteration of the Musketeer uses its ability to snipe at Rook.
1 Like
Ahhh I see that makes much more sense! Thanks for trying out my idea!
1 Like
Turns out Earthquake is quite ridiculous
P2T6
Tech StartingHand Workers
TECH
Speed of the Fox (Need to keep pressure on with Heroes)
Speed of the Fox (Ditto)
STARTING HAND
Snapback
Grappling Hook
Earthquake
Savior Monk
Technician Draw → Smoker → Worker
WORKERS
Fox Viper
Safe Attacking
Sensei’s Advice
Smoker
NextHand
Fox Primus
Morningstar Flagbearer
Savior Monk
Doubling Barbarbarian
Tech 2 card(s)
Technician Draw
Get Paid - ($8)
Worker - ($7)
Grave - ($5)
Grappling Hook Tax Collector to Lookout
Rook kills Oni, takes 2, Grave midbands, you draw
Earthquake, break your tech I and deal 6 damage to your base, now 11, deal 1 to your Tech II - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: L3 Grave Strormborne 3/4 [Sparkshot, Readiness]
- Lookout:
In Play:
- L8 Garus Rook 4/3 [Two Lives, Unstoppable vs lone patrollers, Crumbling]
Buildings:
- Base HP: 18
- Tech I HP: 4
- Tech II HP: 2 (Strength)
Economy Info:
Cards:
Gold:
Thoughts
Can’t really go all out for the double tech break as he still has so much board and it would mean skipping worker again. At least I had an active Tech II to get Grave out and patrolling.
Edit: fixed base
This one is so brutal.
P1T7
Tech Starting Hand Workers
TECH
Flagstone Spy
Elite Training
STARTING HAND
Boot Camp
Building Inspector
Free Speech
Scribe
Flagstone Spy
WORKERS
Porkhand Magistrate
Jail
Reputable Newsman
Lawful Search
Arrest
Scribe
Next Hand
Air Hammer
Flagstone Spy
Manufactured Truth
Boot Camp
General’s Hammer
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rebuild Tech I.
Traffic Director destroys your Tech II.
Summon Sirus Quince and his Mirror Illusion. - ($6)
Bluecoat Musketeer shoots Rook with his ability. - ($5)
Spectral Aven kills Rook; Quince midbands.
Bluecoat Musketeer suicides against Grave.
Tax Collector trades with Grave; Quince maxbands.
Hire a Flagstone Spy; Quince’s maxband makes a copy of it. - ($2)
Quince creates another Mirror Illusion. - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Mirror Spy 3/3A
- Elite:
- Scavenger:
- Technician: Flagstone Spy 3/3
- Lookout:
In Play:
- Quince (5) 1/5
- Spectral Aven 2/2
- Traffic Director 2/2 +
- Mirror Illusion 0/1
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tech II HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
Okay, that wasn’t great, but now he’s without a board OR a Tech II. I’m feeling tentatively good about this.
@thehug0naut’s turn!
Also, your base is at 18 from when I destroyed your Tech II from back on my turn 5.
1 Like
Haha its a proper sloberknocker! Though with the appearance of Quince I imagine this won’t last much longer
P2T7
Tech StartingHand Workers
TECH
Oathkeeper of Kor Mountain (We won’t get back round but fair to have one if if we do)
Morningstar Pass (ditto)
STARTING HAND
Fox Primus
Morningstar Flagbearer → Worker (Good vs bootcamp but need to worker something)
Doubling Barbarbarian
Savior Monk
Technician Draw → Speed of the Fox
WORKERS
Fox Viper
Safe Attacking
Sensei’s Advice
Smoker
Morningstar Flagbearer
NextHand
Grappling Hook
Reversal
Reversal
Speed of the Fox
Discard
Doubling Barbarbarian
Speed of the Fox
Oathkeeper of Kor Mountain
Morningstar Pass
Tech 2 card(s)
Technician Draw
Get Paid - ($9)
Worker - ($8)
Rebuild Tech II
Saviour Monk - ($6)
Fox Primus - ($3)
Tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Savior Monk 2/2A [Healing 1]
- Elite:
- Scavenger:
- Technician: Fox Primus 2/2 [Anti-Air, Frenzy 1]
- Lookout:
In Play:
*
Buildings:
- Base HP: 16
- Tech I HP: 4
- Tech II HP: 5 (Strength)
- Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Now thinking I should’ve gone for the double tech break!
1 Like
I feel confident but I also know you’ve surprised me very thoroughly when I thought I had a victory well in hand.
P1T8
Starting Hand Workers
STARTING HAND
Manufactured Truth
General’s Hammer
Boot Camp
Air Hammer
Flagstone Spy
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
Jail
Reputable Newsman
Lawful Search
Arrest
Scribe
Next Hand
Tax Collector
General’s Hammer
Boot Camp
Elite Training
Building Inspector
Discard
Flagstone Spy
General’s Hammer
Boot Camp
Flagstone Spy
Manufactured Truth
Bluecoat Musketeer
Tech 0 card(s)
Get Paid - ($10)
Summon General Onimaru. - ($8)
Mirror Spy trades with the Savior Monk.
Flagstone Spy trades with Fox Primus.
Onimaru throws his General’s Hammer at your Tower, dealing 3 damage to it. - ($5)
Quince kicks the last brick out of the Tower, destroying it.
Hire an Air Hammer; Quince’s maxband makes a copy of it. - ($1)
Mirror Hammer destroys your Tech
Onimaru sends the Air Hammer to Boot Camp and draws a card. - ($0)
Traffic Director hits your Tech II for 2.
Mirror Hammer destroys your Tech II.
Spectral Aven attacks your Tech 1 for 2.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Onimaru (1) 2/3
- Lookout:
In Play:
- Quince (5) 1/4
- Traffic Director 2/2 +
- Air Hammer 4/4 + (+2 ATK when attacking damaged buildings)
- Mirror Hammer 3/3 (+2 ATK when attacking damaged buildings)
- Spectral Aven 2/2
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tech II HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Bluecoat Musketeer Change - Replace ability with “1g → Deal 1 damage to a unit or hero without flying. Once per turn.”
Hmmmm, that Tower was a real pain in the buns, but I’ve taken care of that and his Tech II building. The Air Hammer and mirror should let us bully him down. Actually, unless he can kill either the mirror, Quince, or the Air Hammer, I win next round. I just need the Aven or Traffic Director to destroy his Tech I and then the Air Hammers will be able to take down his base from there.
@thehug0naut’s turn!
I shall resign here, no way I can stop your forces breaking my base. GG and well played again @flagrantangles!
For the next one let’s use the agreed forum changeset, I might get you to try some other Blue changes once I get a better feeling for the matchup, still finding my feet with White!
Rule Changes
Nerfs |
|
Vandy |
Remove resist 1 at midband |
|
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” |
Garth |
Reduce midband stats to 2/3 |
Deteriorate |
Increase cost to 1 |
|
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.” |
Lich’s Bargain |
Base damage increased from 4 to 6 5 |
Flagstone Garrison |
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card” |
Pirate Gunship |
Remove obliterate 2 |
Dark Pact |
Increase cost to 1 |
Bird’s Nest |
Change Upkeep to “Resummon one lost bird (max: 2)” |
Battle Suits |
Change to apply to “Purple Soldiers and Mystics” |
Might of Leaf and Claw |
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep |
Buffs |
|
Troq |
Midband at 3, maxband at 7 |
|
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings” |
|
Modify maxband ability to Overpower |
The Boot |
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell” |
Intimidate |
Modify text to “Give a unit or hero -4/-1 until your next turn.” |
General’s Hammer |
Cost reduced to 2 |
P1T1
StartingHand Workers
STARTING HAND
Sensei’s Advice
Fox Viper → Worker (Worst unit in the starter)
Morningstar Flagbearer
Smoker
Snapback
WORKERS
NextHand
Aged Sensei
Fox Primus
Grappling Hook
Savior Monk
Safe Attacking
Discard
Morningstar Flagbearer
Sensei’s Advice
Snapback
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Smoker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 Grave Stormborne 2/3 [Sparkshot]
- Smoker 1/1 [Stealth]
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I’m still not sure if Sensei or Smoker is a better P1T1 vs Blue
1 Like
Alrighty! In that case, the only change to Blue that matters in this scenario is the cost of General’s Hammer.
P2T1
Starting Hand Workers
STARTING HAND
Spectral Aven
Lawful Search
Traffic Director
Reputable Newsman
Arrest
WORKERS
Arrest
Next Hand
Building Inspector
Jail
Porkhand Magistrate
Bluecoat Musketeer
Manufactured Truth
Discard
Reputable Newsman
Lawful Search
Spectral Aven
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire a Traffic Director. - ($3)
Build a Tower. - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Traffic Director 1/1A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
General’s Hammer - Cost reduced to 2
Let’s get a Tower immediately. I don’t want the Smoker to be able to stealth at all.
@thehug0naut’s turn!
P1T2
Tech StartingHand Workers
TECH
Sparring Partner (Cheap body, good with heroes)
Versatile Style (For that effing illusion bird)
STARTING HAND
Safe Attacking
Fox Primus → Worker
Grappling Hook
Savior Monk
Aged Sensei
WORKERS
NextHand
Grappling Hook
Morningstar Flagbearer
Sensei’s Advice
Versatile Style
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Safe Attacking - ($2)
Grave kills TD, takes 1
Smoker safely hits Tower to 3HP
Saviour Monk - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 Grave Stormborne 2/2 [Sparkshot]
- Savior Monk 2/2 [Healing 1]
- Smoker 1/1 [Stealth]
- Safe Attacking
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I think this is a pretty clear straightforward turn. Need VS in deck for Aven since I’ve worked Fox Primus
P2T2
Tech Starting Hand Workers
TECH
Scribe
Scribe
STARTING HAND
Building Inspector
Jail
Manufactured Truth
Bluecoat Musketeer
Porkhand Magistrate
WORKERS
Arrest
Jail
Next Hand
Scribe
Spectral Aven
Lawful Search
Reputable Newsman
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I. - ($4)
Hire a Porkhand Magistrate. - ($1)
Hire a Building Inspector. - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Building Inspector 1/1A
- Elite:
- Scavenger:
- Technician: Porkhand Magistrate 2/3
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tower HP: 3
Economy Info:
Cards:
Gold:
Thoughts
General’s Hammer - Cost reduced to 2
Smoker is such a butthole.
@thehug0naut’s turn!