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Fenrir (Blood Anarchs) vs NikoBolas (Whitestar Order)

Sure go ahead and go first. imma switch to purple if that’s OK with you.

No problem! There are so many match-ups to try :slight_smile:

"P1T1


StartingHand Workers

STARTING HAND
Aged Sensei
Morningstar Flagbearer
Smoker
Snapback
Savior Monk


WORKERS
Morningstar Flagbearer


NextHand

Grappling Hook
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus


Discard

Savior Monk
Smoker
Snapback


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hire Aged Sensei - ($2)
Summon Graves - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Graves
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Aged Sensei
  • :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

Well my previous strategy of mega-Rook will not be effective against purple’s Origin Story. Time to try some new stuff. Graves seems awesome and is the best offensive hero T1.

Fenrir, Turn 1


Upkeep

Tech

Nope

Hand at start of turn

Hardened Mox, Plasmodium, Tinkerer, Battle Suits, Nullcraft

Get Paid ($5)


Main Phase

Worker a card ($4)

Worker

Plasmodium

Summon Hardened Mox

Build Tech 1

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Hardened Mox (1/1 + :psblueshield:) Indestructable
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5

**Economy Info : **
Cards :
Hand: 5
Deck 0
Discard 3


Hand at end of turn

Time Spiral, Temporal Research, Forgotten Fighter, Neo Plexus, Fading Argonaut

Thoughts

My in experience with purple is showing here but I think I made the right play. Harden Mox is a huge annoyance. Ideally I’d get battle suits out too but just having an indestructible blocker is so much value.

"P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Hidden Ninja


STARTING HAND
Grappling Hook
Fox Primus
Safe Attacking
Fox Viper
Sensei’s Advice


WORKERS
Morningstar Flagbearer
Safe Attacking


NextHand

Fox Viper
Savior Monk
Smoker
Sparring Partner
Snapback


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech 1 - ($3)
Hire Fox Primus - ($0)
Graves attacks Hardened Mox, which makes it too tired to continue as SL, and takes 1 damage.
Aged Sensei attacks Tech I, messing with its Feng Shui, and dealing 1 damage.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fox Primus (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Graves (2/2)
  • Aged Sensei (1/1)
    [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: 6
Thoughts

I didn’t know Hardened Mox was any good! But white seems to have no way to inflict -1/-1 runes and no cost effective ways to keep it disabled. That thing will be a thorn in my side for some time. However I was able to slightly damage his Tech 1 which made me side in Hidden Ninja for a potential Ninja strike on his Tech I. Unfortunately, I didn’t draw it for next turn, but perhaps it will be even more useful in an upcoming turn. I specifically made the Fox Primus for her Anti-Air in case he builds a Nullcraft, and if she lives to attack the Frenzy is quite nice, though in the abstract I’m not a fan of 3 gold 2/2s. Forgotten fighter would be a pretty good tempo play for him, but I think Graves would still live to see Turn 3 and that would require him to summon a hero who could then be assassinated at some point using Setsuki and Hidden Ninja. Wow, I do a lot of assassination planning as the Whitestar Order.

1 Like

Fenrir, Turn 2


Upkeep

Tech

Argonaut, Stewardess of the Undone

Hand at start of turn

Get Paid ($6)


Main Phase

Worker a card ($5)

Worker

Time Spiral

Build a Tower ($2)

Summon Fading Argonaut ($0)

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Fading Argonaut (2/3 + :psblueshield:)
:psfist: Elite: Hardened Mox (2/1) Indestructable
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 5

**Economy Info : **
Cards :
Hand: 5
Deck 3
Discard 0


Hand at end of turn

Argonaut, Stewardess of the undone, Tinkerer, Battle Suits, Nullcraft

[details=Thoughts]OK, the first turns always seem really reasonable. So I’m not, not worried… But I’m not hugely worried. Niko has me beat on the board. I spend a lot of gold on Mox which is a body but doesn’t have great stats. So I’ve built a tower to boost the attack of my units and hopefully even that up. My Mox is effectively a 3/1 while patrolling in Elite!

So Niko doesn’t have a hugely advantaged attack but he’s got a hero and two units in play and five cards in harnd. That means he has lots of options next turn and there’s still a good chance that he can do something really scary to me next turn. I’m not expecting to have to deal with Myth Making or adra’s boulder or really any expensive units at all. Which means I’m looking at probably ninjutsu spec at level from him. The tower helps against that too.

Extra bonus, it also helps if he summons Rook’s birds.

I’ve drawn Argonaut next turn so if nothing dramatic happens I can just block up with argonaut and rush straight to tech 2. Since I suspect Niko will pick Ninja’s I’ll go Future as a counter. And we can have a token fight with Hive vs Ninjas.[/details]

@Fenrir, Your Tech 1 should be 4 health - your picture is accurate but in the post it says 5 health.:wink:

"P1T3


Tech StartingHand Workers

TECH
Bird’s Nest
Sparring Partner


STARTING HAND
Savior Monk
Smoker
Sparring Partner
Snapback
Fox Viper


WORKERS
Morningstar Flagbearer
Safe Attacking
Savior Monk


NextHand

Grappling Hook
Fox Viper
Smoker
Hidden Ninja
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire Sparring Partner - ($4)
Graves meditates and gains 2 levels, healing 1 damage. - ($2)
Aged Sensei gives Graves some good advice (+1 ATK/+1 ARM), exhausted he finds a straw mat to nap on.
L3 Graves (4/4+A) attacks Fading Argonaut, and Sparkshots the Hardened Mox, making it really sleepy. Graves takes 3 damage, but his armor absorbs 1 damage.
Fox Primus (3/2) frenzies and attacks the Tower, dealing 3 damage to it, taking 1 damage in return.
Build Heroes’ Hall - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: L3 ““Always Ready”” Graves (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Fox Primus (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

This turn looked bad for me until I realize I could use Graves to bypass his entire patrol zone (with the help of an Aged Sensei). I was really dreading trading my Fox Primus for a Hardened Mox. Also I realized that even if I had drawn Hidden Ninja this turn, I wouldn’t have had the heroes’ hall to build her! I would have been forced to sacrifice Graves to summon Setsuki, but Graves is one of my main attackers. So really that worked out in my favor. Now next turn I can threaten both his tower and Tech 1, depending on what kind of tech 1/spells he plays. Ideally (for him) he plays Nullcraft and kills aged sensei, then bounces the Fox Primus with Stewardess of the Undone? That would really give me few options for aggression and probably prevent me from drawing a card off of Setsuki’s Hidden Ninja. Origin Story on Graves isn’t too bad, I feel like I’ve really gotten some value out of the gold I’ve put into him. Overall I’m feeling really good about my board, but I haven’t played against the Vortoss enough to know if I’m being foolish. I think it will be difficult for him to build tech II AND meaningfully impact my board and if I can keep P2 off of Tech II, then I think I’m doing my job!

Fenrir, Turn 3


Upkeep

Tech

Origin Story, Sentry

[details=Hand at start of turn][/details]

Get Paid ($7)


Main Phase

Worker a card ($6)

Worker

Tinkerer

Summon Nullcraft, it pings off sensei.

Summon Argonaut ($1)

Float 1

Discard 2; Draw 4


**Board Info : **

Patrol
:psblueshield: Squad Leader: Argonaut (3/4 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout: Hardened Mox (1/1)

In Play
Nullcraft 1/1
Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 4
:heart: Tower HP: 1

**Economy Info : **
Cards :
Hand: 4
Deck 4
Discard 0


Hand at end of turn

Forgotten Fighter, Temporal Research, Neo Plexus, Fading Argonaut

[details=Thoughts]Well, I made a huge mistake that turn by forgetting that Grave had sparkshot. I think it’s very likely that I just lost the game on account of that error. He was able to clear my patrol zone without losing a single unit. Which, basically, is my nightmare as purple. Now he has way more bodies on the board than me and I’m basically toast.

Also my hand for next turn is GARBAGE.[/details]

"P1T4


Tech StartingHand Workers

TECH
Training Grounds
Mind-Parry Monk


STARTING HAND
Grappling Hook
Hidden Ninja
Sensei’s Advice
Fox Viper
Smoker
Sparring Partner


WORKERS
Morningstar Flagbearer
Safe Attacking
Savior Monk
Smoker


NextHand

Mind-Parry Monk
Fox Primus
Snapback
Bird’s Nest


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Setsuki - ($4)
Setsuki Casts Hidden Ninja on Graves and Fox Primus, I draw a card for ninja-ness! - ($2)
Hire Sparring Partner ‘B’ - ($1)
Sparring Partner ‘A’ gives Fox Primus a +1/+1 rune.
Graves shoots a Grappling Hook on the Argonaut, moving it to the elite slot.
Fox Primus (4/2) stealthily and frenzily attacks, but is detected by a Tower, so trades with the Argonaut.
L3 Graves (3/2) stealthily attacks the tower, finishing it off.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner ‘B’ (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L3 ““Always Ready”” Graves (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner ‘A’ (2/2)
  • Setsuki (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Well this is going well. The Argonaut was really big, but I managed to take it down with my primus who has given me quite a bit of value already. I finished off the tower, but still haven’t made any headway on Tech I. However I did stop him from teching to II, so I’m pretty satisfied. With 2 heroes out and Graves threatening his sword rune, I think I’ve got this locked up.

Fenrir, Turn 4


Upkeep

Tech

Immortal, Hyperion

Hand at start of turn

Get Paid + Float($8)


Main Phase

Worker a card ($8)

Worker

Neo Plexus

Summon Max Geiger ($6)

Play Forgotten Fighter to return your Squad Leader Sparring Partner to your hand. ($4)

Hardened Mox and Nullcraft both attack Grave Stormborne. He dies and they take no damage. Max gains two levels (mid band)

Build tech 2 ($Present)

Discard 2; Draw 4


**Board Info : **

Patrol
:psblueshield: Squad Leader: Max Geiger (2/4 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play
Hardened Mox (1/1)
Nullcraft (1/1)

Buildings :
:heart: Base HP: 18
:heart: Tech I HP: 4
:heart: Tech II [Present] HP: 5

**Economy Info : **
Cards :
Hand: 4
Deck 0
Discard 6


Hand at end of turn

Stewardess of the Undone, Origin Story, Battle Suits, Sentry

Thoughts

Ok, this isn’t going great but I am able to bounce a tech one unit out of play and kill Grave. I’m still behind but not by as much. Unfortunately Niko is about to have a seven card turn. Which, is really bad. On the other hand, white isn’t riddled with hasted guys or buffers so I might just be able to keep my tech 2 building alive. If he goes aggressive and kills max that’ll be really bad but if he turtles up and just plays out a full hand of units that’ll be WAY worse. If I can just barely squeeze my way into getting an immortal on the board I might yet manage to stabalise things…

Whoah, didn’t see that coming.

"P1T5


Tech StartingHand Workers

TECH
Young Lightning Dragon
Young Lightning Dragon


STARTING HAND
Snapback
Bird’s Nest
Mind-Parry Monk
Fox Primus
Aged Sensei


WORKERS
Morningstar Flagbearer
Safe Attacking
Savior Monk
Smoker
Fox Primus


NextHand

Training Grounds
Hidden Ninja
Grappling Hook
Fox Viper
Sensei’s Advice


Discard

Young Lightning Dragon
Young Lightning Dragon
Snapback
Bird’s Nest
Aged Sensei
Mind-Parry Monk


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Build Tech II (Discipline) - ($4)
Draw a card in remembrance of Graves, the readiest technician.
Setsuki casts Snapback on SL Max, tagging in Prynn - ($1)
Setsuki and Sparring Partner ‘A’ attack Prynn, killing her, but taking 1 damage each. Setsuki gets 2 levels.
Re-hire Sparring Partner ‘B’ - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner ‘B’ (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner ‘A’ (2/1)
  • Setsuki (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

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

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

I did manage to come up with a good counterattack though! Originally I was going to max Graves and sword-power cleave something in half. Well Graves died. The next-best plan seemed to be summoning Rook and making some birds (assassins) because they have done such good work for me in the past. But I think I found the best play which is making sure he can’t summon 2 of his heroes next turn (and recouping some of that gold). Trycycloid could potentially kill off Setsuki but that is the absolute worst thing I can think of happening. And even in that event Trycycloid costs 5! which is a pretty big investment. I’ve teched in some young lightning dragons to give me an aerial force to knock down his tech buildings before he can fully recover, but they wont be online until the turn AFTER next one, unless I manage to draw a card somehow. Maybe I should have put Sparring Partner in Technician? Maybe I should have just leveled Setsuki to mid-band to heal? Ahh, this game really has so many options.

1 Like

Fenrir, Turn 5


Upkeep

Tech

Hyperion, Temporal Distortion

Hand at start of turn

Stewardess of the Undone, Origin Story, Battle Suits, Sentry

Get Paid ($9)


Main Phase

Worker a card ($8)

Worker

Stewardess of the Undone

Nullcraft attacks Sparring Partner ‘A’ killing him.

Summon Vir Garbarean ($6), Peek at my top card for free. Then swap it for $1 ($5)

Card Swaps

Put sentry on top of deck and pick up Argonaut

Play Argonaut ($2)

Play battle suits ($0)

Discard 1; Draw 3


**Board Info : **

Patrol
:psblueshield: Squad Leader: Argonaut (4/4 + :psblueshield:)
:psfist: Elite: Hardened Mox (3/1) indestructable
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play
Vir Garbarean (2/3)
Battlesuits (Upgrade)

Buildings :
:heart: Base HP: 18
:heart: Tech I HP: 4
:heart: Tech II [Present] 5

**Economy Info : **
Cards :
Hand: 3
Deck 3
Discard 6

No Float.


Hand at end of turn

Hyperion, Fading Argonaut, Sentry

[details=Thoughts]A complicated turn that took some figuring out. The big decision about which I’m not sure is playing battle suits.

Otherwise I’m happy with what I did. I workered (usually good) and I got rid of stewardess (we’re past early game so tech 0 units… meh). I swapped Sentry for argonaut. Which is great. Because argo is a big body and he’s a good blocker. I only teched sentry as a safety net in case Niko went Root + Birds so I’ll defo worker him next turn.

I’m playing defensively and Setsuki could easily ruin this with stealthy BS but for the most part I think I’m safe. Unless setsuki plays a bunch of ninjutsu spells and summons a tonne of hasty ninjas? Can she do that?

Probably I’ll see a vigour adept next turn. That’ll be a big problem. Hopefully this will be enough to discourage Niko from attacking me too hard next turn and I can get my hyperion to do some work. I’m way behind on econ but at least the board has become sort of stable.[/details]

@Fenrir

"P1T6


Tech StartingHand Workers

TECH
Entangling Vines
Earthquake


STARTING HAND
Sensei’s Advice
Training Grounds
Grappling Hook
Fox Viper
Hidden Ninja
Young Lightning Dragon


WORKERS
Morningstar Flagbearer
Safe Attacking
Savior Monk
Smoker
Fox Primus
Fox Viper


NextHand

Sparring Partner
Young Lightning Dragon
Entangling Vines
Earthquake
Bird’s Nest


Discard

Hidden Ninja
Sensei’s Advice
Young Lightning Dragon
Grappling Hook


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Build Training Grounds - ($7)
Midband Setsuki, healing 1 damage. - ($6)
Setsuki casts Hidden Ninja on herself and Sparring Partner ‘B’. I draw a card because #ninja. - ($4)
Setsuki (3/3) and Sparring Partner ‘B’ (2/2) stealthily sneak in and break Tech II.
Summon Rook - ($2)
Summon Graves - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Rook (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L1 Graves (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner ‘B’ (2/2+A)
  • L4 Setsuki (3/3)
  • Training Grounds
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4
  • :heart: Training Grounds HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Well as I said in a deleted edit, this turn took quite a long time to parse. I have a lot of different things I could do and could theoretically have cast every card in my hand, or untapped Sparring Partner, built a tower (to finally kill Nullcraft!), etc etc. This was probably the most difficult turn of the game to plan since I feel like if I don’t hit you hard you will begin to pull ahead. My first plan was to cast hidden ninja, sensei’s advice, build training grounds, and then kill Vir and Tech I. This seemed like a solid plan but it allows you the best chance to get back in the game. Simply put I have to make your Tech II irrelevant and I have to keep you off Tech III at all costs. While you might have a pretty good crack back at me next turn, origin story is either even or tempo negative and the damage has been done (hopefully?!). I feel funny mentioning Origin Story so much despite it never actually coming up yet, but that’s why these are my thoughts :wink:

1 Like

Fenrir, Turn 6

This last turn was scary, this turn is pretty cray.

This turn is pretty cray…


Upkeep

Tech

Origin Story, Assimilate

Hand at start of turn

Hyperion, Fading Argonaut, Sentry

Get Paid ($10)


Main Phase

I rebuild tech II, it’ll finish at the end of my turn.

I peek at the top card of my deck then pay one to swap with a card from this turn. $(9)

Swaps

I can’t play immortal or hyperion this turn but I’ve decided I’d rather have hyperion next turn than Immortal so Immortal into hand and Hyperion on top of the deck.

Vir Levels to mid band $(5), Now a 3/3 he swings into rook and dies. Rook takes two damage after armour and gains two levels.

Summon Max Geiger ($3)

Hardened Mox kills Rook and lives, though exhausted from it’s efforts… Somehow, despite being a machine? Maybe it’s out of fuel. Max gains two levels to mid band.

Nullcraft attacks sparring partner for one free damage.

Argonaut attacks Grave Stormborne and kills him taking three damage in return (you draw a card.)

Max hits max band, trashes nullcraft and returns it to play.

Nullcraft attacks sparring partner with haste, killing it and living.

I build a tower ($0)

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Argonaut (4/1 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout: Max Geiger (3/4)

In Play
Hardened Mox (2/1)
Nullcraft (1/1)

Buildings :
:heart: Base HP: 16
:heart: Tech I HP: 4
:heart: Tech II HP: 5
:heart: Tower HP: 4

**Economy Info : **
Cards :
Hand: 5
Deck 7
Discard 0


Hand at end of turn

Hyperion, Temporal Research, Assimilate, Origin Story, Forgotten Fighter

[details=Thoughts]OK, What just happened? I think I got some incredible value there? I went from Niko having three heroes (all about to max band and kill me) and a unit. To one hero (who can max band and kill me) and no units and my board presence actually got a little stronger… I need to consider leveling my heroes more aggressively as a strategy in games going forward… It works.

If Niko hadn’t have destroyed my tech two I’d never have played such an insane turn and probably would’ve had a worse turn overall…

Anyway, tech II units delayed another turn but unless he has Setsuki’s ultimate spell in hand I’ll get to play Hyperion next turn (with 5 attack even!) and I should be able to get value from there. Sadly, I drew assimilate this turn and Vir is dead. So I’mma need to kill his buildings and go slow in order to win. There’ll be no all out crazy base rushes in this game. Good news is, I can origin story Setsuki next turn and then someone else later.

Also very happy to be back up to five cards, by the simple method of playing no cards from hand.

Uh… not really sure what’s happening in this game but I seem to have gently fought my way back into the game by dint of Nullcraft and Hardened Mox never dying.

…On consideration I think it was my decision to tech in a powerful stat heavy Argonaut that bought me a lot of value. He’s a big wall and since Niko hasn’t played any of his own bigger tech 2 guys he’s able to trade two for one. Niko’s board has been largely heroes and sparring partners. I think if an early Vigour Adept had shown up he’d have won him the game.[/details]

1 Like

Arg, it’s so easy to question your decisions in this game!! So many things I could’ve done but didn’t. Great turn btw! You decimated my board and got back to a 5-card hand! Whew, mine won’t be as exciting…

"P1T7


Tech StartingHand Workers

TECH
Hero’s Monument
Focus Master


STARTING HAND
Young Lightning Dragon
Sparring Partner
Entangling Vines
Earthquake
Bird’s Nest


WORKERS
Morningstar Flagbearer
Safe Attacking
Savior Monk
Smoker
Fox Primus
Fox Viper
Earthquake


NextHand

Aged Sensei
Snapback
Grappling Hook
Mind-Parry Monk


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Hire Young Lightning Dragon - ($6)
Hire Sparring Partner who cringes at all the dead Sparring Partners in the enclave. - ($5)
Setsuki puts some time in at the Training Grounds, hits max level.
L6 Setsuki (4/4 swift strike) attacks the SL argonaut, assasinating him before he could react, though someone in a Tower takes a shot at her, dealing 1 damage.
Build Tech III - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Lightning Dragon (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Setsuki (4/3)
  • Training Grounds
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Wow, he really surprised me that turn. I thought at least one of my heroes would live, but I think I was a little too cocky. The trick killing my sparring partner with double nullcraft was particularly good - he’s gotten so much value from nullcraft and hardened mox this game. I think I should have built a tower much earlier in the game. Nevertheless this removes my advantageous position and puts us at parity I think. I still was able to get tech III before him, though I’m worried that it won’t be enough. Prynn and her origin story are coming for me next turn, I can feel it.

@Fenrir ah sorry, I edited my last post into a turn. Ready to face the Wrath of 'Toss :slight_smile:

Sorry for the delay on this it’s been a busy couple of days.

Fenrir, Turn 7


Upkeep

[details=Tech][/details]

Hand at start of turn

Hyperion, Temporal Research, Assimilate, Origin Story, Forgotten Fighter

Get Paid ($10)


Main Phase

Worker a card ($9)

Worker

Temporal Research

Hardened Mox and Nullcraft attack Squad Leader Sparring Partner (he dies).

I summon hyperion. I trash Hardened Mox. Hyperion runs under lightning dragon and destroys your Training Grounds. I draw a card. ($4)

It’s Sentry, I play Sentry ($2)

Geiger attacks Setsuki kills her taking three damage. ($1)

Discard 3; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Sentry (3/2 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician:
:target: Lookout:

In Play
Hyperion 5/5
Geiger 3/1 Max level.
Nullcraft 1/1
Battlesuits : Upgrade

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 4
:heart: Tech II HP: 5
:heart: Tower HP: 4

**Economy Info : **
Cards :
Hand: 5
Deck 0
Discard 4

Float 1

Hand at end of turn

Temporal Distortion, Fading Argonaut, Immortal, Origin Story, Hyperion

[details=Thoughts]Woo! I got the training grounds and my tech II units have shown up to play. Also, I got the single luckiest draw of all time when I drew Sentry.

Now that Niko can no longer threaten to summon heroes and max band them the same turn for free I’ve got some breathing room. However he’s reached tech III and I haven’t so the pressure is still on me to finish this game quickly before Diago shows up.[/details]

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Wow hyperion beats! Ouch, was thinking you’d be able kill sets but killing her AND training grounds really hurts my next turn. I should have put lightning dragon is SL too, you still could’ve killed sets and sparring partner, but at least I would’ve nullified your nullcraft. That sentry draw was really perfect too, arggg! Here’s the best I could come up with…

"P1T8


StartingHand Workers

STARTING HAND
Mind-Parry Monk
Snapback
Aged Sensei
Grappling Hook


WORKERS
Morningstar Flagbearer
Safe Attacking
Savior Monk
Smoker
Fox Primus
Fox Viper
Earthquake


NextHand

Hidden Ninja
Focus Master
Young Lightning Dragon
Sparring Partner
Bird’s Nest


Discard

Training Grounds
Sparring Partner
Grappling Hook
Snapback
Aged Sensei


Tech 0 card(s)
Get Paid - ($11)
Hire Mind-Parry Monk - ($6)
Summon Graves - ($4)
Young Lightning Dragon attacks and kills Geiger, but the sentry shoots him down shortly afterwards (a stray arrow from the tower shoots his very dead body). Graves watches and gains 2 levels.
Graves paces around the ruins of the Training Grounds, seething in anger, and gains 4 levels to hit max. - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L7 Graves (4/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mind-Parry Monk (5/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Well I really feel like I’ve made some inefficient moves these last few turns. Drawing all my rook spells while he was dead was really bad and now that we’ve entered late-game I feel very far behind. I didn’t draw my Tech III, but I only teched 1 copy. I made so many errors this game! Hopefully he doesn’t have another Hyperion next turn. If he does, it might be over for me. I’m not sure dumping all my gold into graves was my best move, but everything else seemed worse somehow. I debated building a tower, but against his bigger units its useless. Losing the YLD to kill Geiger was unfortunate, that sentry was really the perfect unit to end an already nasty turn. It doesn’t help that I mis-patrolled the turn before, letting his nullcraft get more value without countering it (as putting YLD into SL would have done). Still, I’m learning about later-game situations in Codex which is cool! I wish I had teched two mind-parry monks instead of the focus master, but there’s so many units I want to try it’s hard to stay focused on one strategy! #awesomegameproblems

1 Like

Fenrir, Turn 8


Upkeep

Tech

Warpgate Disciple

Hand at start of turn

Temporal Distortion, Fading Argonaut, Immortal, Origin Story, Hyperion

Get Paid ($11) + Float ($1) = ($12)


Main Phase

Worker a card ($11)

Worker

Fading Argonaut

Summon Vir Garbarean ($9)

Hyperion and Nullcraft attack Grave killing him, four damage to Hyperion and two levels on Vir.

I shuffle and draw a card, it’s assimilate.

Summon a hyperion ($4) it attacks Mind Parry monk with haste, they both die. I draw a card. It’s Warpgate disciple.

Play Warpgate Disciple ($0)

Discard 4; Draw 5


**Board Info : **

Patrol
:psblueshield: Squad Leader: Sentry (3/2 + :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pschip: Technician: Vir Garbarean (2/3)
:target: Lookout:

In Play
Nullcraft (1/1)
Hyperion (5/1)
Warpgate Disciple (1/1)
Battlesuits (Upgrade)

Buildings :
:heart: Base HP: 20
:heart: Tech I HP: 4
:heart: Tech II HP: 5
:heart: Tower HP: 4

**Economy Info : **
Cards :
Hand: 5
Deck 3
Discard 0


Hand at end of turn

Forgotten Fighter, Origin Story, Argonaut, Temporal Distortion, Immortal

[details=Thoughts]Hyperions are OP. That is all.

Anyway, I probably win now, Niko can’t kill my Warpgate disciple this turn and there’s no way he can keep up when I start putting free Hives and Immortals onto the battlefield every turn.[/details]

@Fenrir I don’t understand why you drew a card after killing graves? Was there a spell or hero power involved?

1 Like

Hyperion draws a card every time it attacks.

1 Like