Fenrir (Blood Anarchs) vs NikoBolas (Whitestar Order)

@NikoBolas

Fenrir Turn 1


StartingHand Workers

STARTING HAND


WORKERS
Scorch


NextHand

Bombaster
Bloodburn
Careless Musketeer
Mad Man
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Summon Jaina - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Jaina Stormborne
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Nautical Dog
    [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

I will use a different mono-color because I have a seperate pbf game going with red vs black. So, I’ll randomly pick one of the other 5 colors, 1- White, 2- Blue, 3- Green, 4- Purple, 5- Red (Mirror!). Ah, I rolled a 1. Feel free to change your setup if you want a different start vs White.

Nah, s’cool.

Ok, Whitestar is ready.

P2T1


Tech StartingHand Workers

TECH
Ardra’s Boulder
Fuzz Cuddles


STARTING HAND
Sensei’s Advice
Fox Viper
Aged Sensei
Savior Monk
Fox Primus


WORKERS
Fox Primus


NextHand

Smoker
Morningstar Flagbearer
Grappling Hook
Safe Attacking
Snapback


Discard

Fox Viper
Sensei’s Advice
Savior Monk
Ardra’s Boulder
Fuzz Cuddles


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Aged Sensei - ($3)
Build Tech 1 - ($2)
Summmon Setsuki - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Aged Sensei
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Setsuki
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Fenrir, Turn 2


Upkeep

[details=Techs]
Firebat,
Ember Sparks[/details]

Hand at start of turn

Bombaster
Bloodburn
Careless Musketeer
Mad Man
Makeshift Rambaster

Get paid ( $5 )


Main

Worker a card ($4)

Worker

Careless Musketeer

Build Tech 1 ($3)
Summon Mad Man ($2)
Nautical Dog kills aged sensei, dies
Jaina and Mad Man attack Setsuki, killing her, Mad Man dies Jaina takes 1 damage and gains 2 levels ($0)

Discard three, shuffle and draw


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Jaina (2/2)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 6

Hand at End of Turn

Firebat, Makeshift Rambaster, Embersparks, Bloodburn, Nautical Dog

Thoughts

Not sure it if was worth the expense to kill setsuki but unless a lot of gold gets spent I think Jaina is safe. It cost me two to gain to levels so we can call that an even trade.

"P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Bird’s Nest


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Smoker
Safe Attacking
Snapback


WORKERS
Fox Primus
Morningstar Flagbearer


NextHand

Sensei’s Advice
Fuzz Cuddles
Safe Attacking
Savior Monk
Grappling Hook


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire Smoker - ($4)
Build Tower - ($1)

Float ($1)
Discard 3, reshuffle, 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]: Smoker
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

Thoughts

So I wanted him to kill Setsuki and I knew it would probably cost at least 2 gold and a card. Attacking setsuki out of the patrol zone with 2 guys costs 2 gold and he still gets the free 2 levels, but heroes are not that good against White thanks to Snapback. I am nervous about a high-level Jaina and my default play against red is building a Tower, which I ended up doing anyway. If he maxes Jaina just to easily kill a tower, then thats a lot of gold he’s not spending to break Tech 1 which is fine. No more heroes so no chance of free levels for him. I tech’d in birds to pick her off as well as a sparring partner so I have a cheap play as I tech up - it’s not quite Eager Cadet, but I can use a 1 mana 2/2 that threatens to build my board if it doesn’t die. I’m nervous floating 1 gold against the red starter, but I didn’t want to summon another hero and building a Tower + Smoker seems stronger than morningstar flagbearer.

Fenrir, Turn 3


Upkeep

Tech

Lobber, Crash Bomber

[details=Hand at start of turn]
Firebat
Makeshift Rambaster
Embersparks
Bloodburn
Nautical Dog[/details]

Get Paid ($6)


Main Phase

Worker a card ($5)

Worker

Nautical Dog

Level Jaina to midband, she heals ($4)

Summon Firebat ($2)

Exhaust Jaina to target Smoker with midband, it returns to your hand but does not die.

Summon Makeshift Rambaster ($0)

Rambaster hits Tower for three damage and takes one damage in return.

Discard 2; Draw 4


**Board Info : **

Patrol
:psblueshield: Squad Leader: Firebat (3/3 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play
Jaina (3/3)
Makeshift Rambaster (1/1)
Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5

**Economy Info : **
Cards :
Hand: 4
Deck 1
Discard 4


Hand at end of turn

Bloodrage Ogre, Madman, Bombbaster, Pillage

[details=Thoughts]Ok, that’s entirely too much gold in Jaina now, no more levels on Jaina please. However my plan against white is normally “Oh shit! Rook! What the hell do I do now!?” so I’m having mixed feelings about this game.

When I saw Setsuki I immediately changed plans to go for a fire spec plan. The idea being to get out units that can deal damage without attacking and gradually build up enough damage on the board to overwhelm my opponent entirely. That seems to be working so far, I’ve got Firebat out and unless I see a boulder next turn he should be able to do work for me. If I can make good trades (i.e. use abilities for damage instead of attacks) I can get to a point where I’ve got enough defenders to block his units and also I’ve got 2-4 consistent, free fire damage every turn. At that point I can play fire controll and just murder his heroes and smash his tech buildings to throw his gameplan into chaos.

Tower could slow me down and give him time to build a board but if he doesn’t deal with Jaina I can ping it for free next turn. My prediction is that next turn he’ll worker, summon rook and play two units. It’s that or get run over, basically.

Alternatively Jaina get’s snapedback and I lose a bunch of gold then he plays a big unit and I’m down on cards… GG.[/details]

"P2T3


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Whitestar Grappler


STARTING HAND
Sensei’s Advice
Safe Attacking
Grappling Hook
Savior Monk
Fuzz Cuddles


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking


NextHand

Fox Viper
Snapback
Ardra’s Boulder
Sparring Partner
Bird’s Nest


Discard

Aged Sensei
Grappling Hook
Savior Monk
Sensei’s Advice
Doubling Barbarbarian
Sparring Partner


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hire Fuzz Cuddles - ($5)
Build Tech 2 (Strength) - ($1)
Hire Smoker (again!) - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Fuzz Cuddles (2/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Smoker (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 1

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

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Ok, so I didn’t realize how good Makeshift Rambaster is at smashing buildings! Wow, what a punish. But, ultimately things are OK I think. My plan is to continue teching and I plan on having a huge turn coming up. This turn we’re building tech 2 a little early (since I can’t possibly draw tech 2 cards next turn), but I don’t want to be in a position where I can’t build it because my tech 1 is destroyed. Even if he does destroy tech 1, I’ve got Rook + Birds next turn. And while he can ping off the tower he’ll have to spend some gold to take out fuzz cuddles. I’m hoping to capitalize on all this build-up soon.

Fenrir, Turn 4


Upkeep

Tech

Kidnapping, Bamster Lizzo

Hand at start of turn

Bloodrage Ogre, Madman, Bombbaster, Pillage

Get Paid ($7)


Main Phase

Worker a card ($6)

Worker

Pillage

Exhaust Jaina to deal one damage to tower destroying it, two damage to your base

Firebat attacks fuzzy cuddles for three and takes two damage.

Makeshift Rambaster attacks fuzz cuddles and both die.

Summon Mad Man ($5)

Madman suicides into Smoker. He really is a Mad Man! You draw a card.

Build Tech 2 (Fire)

Discard 2; Draw 4


**Board Info : **

Patrol
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play
Jaina 3/3
Firebat 3/1
Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 [Fire]

**Economy Info : **
Cards :
Hand: 4
Deck 7
Discard 0
Float $1


Hand at end of turn

Crashbomber, Bloodburn, Lobber, Charge

[details=Thoughts]That turn was more expensive than I needed it to be… I got his Tower, which is good but I had to trade a fair amount of cards into his board. I have a hero and a badly damaged unit and he is at 6 cards this turn. It looks like I’m ahead but I’m actually behind to the tune of two cards. This because I had to hit Fuzz Cuddles with two things to get the kill #reasons why Drak is better than Jaina.

I couldn’t really leave smoker alive though, since it’d kill my Firebat. I didn’t want to leave fuzz cuddles either since he gets incredible value if he lives long enough to heal… Maybe that was a mistake, I could’ve blocked up and used my more powerful tech 2 units to clear fuzz easily… I’m not sure what I’m going to do if I end up facing down with a Collossus in SL next turn…

I may have over extended too early… At least I should have plenty of gold moving forward from here…[/details]

"P2T4


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Whitestar Grappler


STARTING HAND
Sparring Partner
Fox Viper
Bird’s Nest
Snapback
Ardra’s Boulder
Savior Monk


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper


NextHand

Sensei’s Advice
Smoker
Fuzz Cuddles
Whitestar Grappler


Discard

Savior Monk
Snapback


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Garrus Rook - ($5)
Rook casts Bird’s Nest, generating 2 cute Bird Tokens. - ($3)
Hire Ardra’s Boulder - ($1)
Hire Sparring Partner - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ardra’s Boulder (1/6)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • L1 Rook (2/4)
  • Bird#1 (1/1)
  • Bird#2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 4
  • Deck: 3
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
Thoughts

So, this turn went the way I imagined it, but I don’t feel very safe. I’ve never played vs. Fire spec and it seems like there is quite a lot of burn! Perhaps my plan of making lots of guys is not good vs his plan of burning everything. I guess we’ll find out! This was a good turn for me though, I set up a big board and next turn can hopefully bring down Jaina.

Fenrir, Turn 5


Upkeep

Tech

Molting Firebird, Burning Volley

Hand at start of turn

Crashbomber, Bloodburn, Lobber, Charge

Get Paid + Float($9)


Main Phase

Worker a card ($8)

Worker

Charge

Max Jaina ($5)

Pay 1 to exhaust Firebat two damage to your tech II. $(4)

Exhaust Jaina your tech II is destroyed, two damage to your base.

Play Lobber he attacks with haste and kills Sparring Partner, he dies, you draw a card ($3)

Play Crash Bomber ($2)

Discard 1; Draw 3

Float $2


**Board Info : **

Patrol
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician: Crash Bomber
:target: Lookout:

In Play
Jaina (4/3)
Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech 2 HP: 5

**Economy Info : **
Cards :
Hand: 3
Deck 4
Discard 4
Float $2

Hand at end of turn

Bamster Lizzo, Bombaster, Madman

[details=Thoughts]“Oh shit! Rook! What the hell do I do now!?” I really should’ve teched more spells to deal with his damn bird. Or just flame arrow to deal with his stupid face. But I decided against it on the grounds that I wasn’t really expecting Jaina to live this long…

The up side is that I got his tech 2 and it only cost me gold. I expect to lose Jaina next turn but that isn’t the end of the world. He can’t attack TOO hard or my units in play will all charge and he’ll lose his tech two again.

Honestly, I’m giving some real thought to just rushing tech 3 next turn and trying to dragon rush his base.

…Probably wont work. Instead I’ll probably summon and max Drakk then play units with haste and frenzy for value![/details]

"P2T5


Tech StartingHand Workers

TECH
Morningstar Pass
Mythmaking


STARTING HAND
Whitestar Grappler
Sensei’s Advice
Smoker
Fuzz Cuddles
Aged Sensei


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper
Aged Sensei


NextHand

Whitestar Grappler
Doubling Barbarbarian
Sensei’s Advice
Grappling Hook


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rook casts Sensei’s Advice on his Bird friends. - ($7)
The birdies fly over and assassinate Jaina! Rook gains 2 levels.
Rook then gains 5 more levels, going straight to max-band! The unstoppable golem walks past your crashbomber and deals 4 damage to your Tech II. - ($2)
Hire Fuzz Cuddles - ($0)
Rebuild Tech II (Strength)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Ardra’s Boulder
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Fuzz Cuddles
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • L8 Rook (4/5)
  • Bird#1 (1/1)
  • Bird#2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "
Thoughts

Ahh, sweet sweet vengeance. My assassin birds were able to snipe Jaina and then I was really stuck with what to do with my gold. I considered building a surplus, but he seems to have a lot of ways to smash buildings. I considered building another tower, but again it seems futile. Finally I thought about Mr. Rook himself! Red does most of its dirty work with burn and rook is pretty hard to deal with at max level. The unstoppable by 1 patroller clause was particularly relevant because this means I will likely be able to destroy his Tech II next turn, preventing him from building Tech III. I still don’t have an end-game in mind. I teched in Mythmaking to improve my boulder and to go with Morningstar Pass which will give him a headache trying to burn me out (hopefully!).

Fenrir, Turn 6


Upkeep

Tech

Kidnapping, Cinderblast Dragon

Hand at start of turn

Bamster Lizzo, Bombaster, Madman

Get Paid + float ($11)


Main Phase

Worker a card ($10)

Worker

Madman

Build Tech III ($5)

Play Bamster Lizzo, he kills fuzz cuddles on arrival. You draw a card.

Float $1

Discard 1; Draw 3


**Board Info : **

Patrol
:psblueshield: Squad Leader: Firebat (3/1 + :psblueshield:)
:psfist: Elite: Bamster Lizzo (6/3)
:ps_: Scavenger:
:pschip: Technician: Crash Bomber (2/2)
:target: Lookout:

In Play

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 1
:heart: Tech III HP: 5

**Economy Info : **
Cards :
Hand: 3
Deck 1
Discard 7


Hand at end of turn

Kidnapping, Makeshift Rambaster, Bloodrage ogre.

Thoughts

Please God, let me survive to play a tech 3 unit!

"P2T6


Tech StartingHand Workers

TECH
True Power of the Storms
Earthquake


STARTING HAND
Grappling Hook
Doubling Barbarbarian
Whitestar Grappler
Sensei’s Advice
Sparring Partner


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper
Aged Sensei
Sparring Partner


NextHand

Savior Monk
Mythmaking
Doubling Barbarbarian


Discard

Fuzz Cuddles
Sensei’s Advice
Grappling Hook


Tech 1 card(s)
Get Paid - ($10)
Worker - ($9)
Rook casts Sensei’s Advice on his cute bird assassins (again)! - ($8)
The two birds attack and kill bamstamper lizzo.
Rook attacks and kills SL firebat, taking 3 damage.
Summon Setsuki - ($6)
Hire Doubling Barbarbarian - ($3)
Hire Whitestar Grappler - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Ardra’s Boulder
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Whitestar Grappler
  • :pschip: [I]Technician[/I]: Doubling Barbarbarian
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • L8 Rook (4/2), 2 lives rune.
  • Bird#1 (1/1)
  • Bird#2 (1/1)
  • L1 Setsuki (1/3), pay 1 to attack.
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
    "
Thoughts

Well, that bamstamper lizzo certainly made an entrance. And I miscalculated his tech potential, he was able to build Tech III after all. Even worse, I did not destroy it! This may have been a grave error, but he is working with a very small hand with little way to draw cards. That is in my favor, though I did go down to a 3-card hand this turn myself. However, even with his dragon I have a lot of potential to swing things my way. I did build 2 fresh Tech II units this turn and I decimated most of his army. I decided not to build tech 3 in favor of having an army to really put the pressure on next turn with hopefully a game-ending attack. If he cant produce units to patrol then I can walk right into his base, if he makes a dragon he can do 3 or 4 burn to some of my guys, which like the lizzo is quite good, but I think I have enough stuff that I can recover. I thought about teching Reversal for a potential dragon-disabling, but decided I’d rather try and finish the game with earthquake/true power of the storms. Though in retrospect maybe I should have built a heroes’ hall…

1 Like

OK, I’m done. You win. I can’t come back from that.

I’m absolutely FURIOUS that you drew Sensei’s Advice two turns in a row. INJUSTICE! :wink:

1 Like

Ahh, yes I was quite glad to see it again! I look forward to reading your comments and I’d welcome a rematch if you’re interested :wink:

Yeah, I’d be delighted to have a rematch.

In the final analysis my mistake way making a really inefficient trade on turn four. I should’ve pinged the tower with jaina then blocked with my fire bat. Since fuzz cuddles only does two damage you’d have had to spend gold or cards to move my 3/3 out of SL which would’ve meant I’d be trading up value instead of trading down by running into your face. The classic Red Spec misplay of being way too aggressive.

It was also a mistake to tech fire after you went strength. Fire has direct damage but strength has all the health it needs to weather that storm.

1 Like

Yeah, I was surprised that you leveled jaina but didn’t ping the tower away. Edit: Oh you did do that, you’re referring to using both firebat and makeshift rambaster to kill fuzz cuddles, my bad!

Jaina is a very interesting hero to play against because she can represent so much potential mayhem. I was really worried about her for a while, but I did get pretty lucky with sensei’s advice. Birds in general seem tough for her because Rook is a mighty fat golem and there aren’t any spells to kill 2 birds (unless they are patrolling or your ultimate spell which isn’t a great counter).

Should’ve teched Flame Arrow x2 and build a preventative tower. I know for the future… Also Gun point Taxman over Firebat vs white…

So much learning.

Well, I don’t mind going first if you’d like to try that? I know that going first is probably stronger overall, but so far I’ve felt much more comfortable going second thanks to the extra gold. Then again, I haven’t tried playing Red yet…