[FFA] Nekoatl, bansa, FrozenStorm, charnel_mouse, CarpeGuitarrem

Very interesting…

P5T1


StartingHand Workers

STARTING HAND
Mad Man
Scorch
Bombaster
Makeshift Rambaster
Pillage


WORKERS
Scorch


NextHand

Charge
Bloodburn
Nautical Dog
Bloodrage Ogre
Careless Musketeer


Discard

Mad Man
Pillage
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bombaster - ($2)
Summon Jaina - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mercenary 1/1+a
  • :psfist: Elite: Mercenary 2/1
  • :ps_: Scavenger: Mercenary 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Jaina Stormborne (sparkshot) 2/3
  • Bombaster 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Wow, I have no idea what to do here but I’m banking on Red burn to burst damage for the kill. I’ll be trying to keep life lead and then bursting someone who’s low enough once I have the life lead. To do that, I open with Crash Bombers and generally spec into Blood? Fire burn spells can also be really good for that burst. Might be able to push for Hotter Fire as another option instead.

@Nekoatl’s turn!

P1T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Bloodrage Ogre
Charge
Scorch
Nautical Dog
Careless Musketeer


WORKERS
Mad Man
Careless Musketeer


NextHand

Pillage
Charge
Bombaster
Crash Bomber
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Drakk Ramhorn - ($2)
Nautical Dog - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Drakk Ramhorn (1/3A) Debase
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1) Frenzy 1
  • :target: Lookout:

In Play:

  • Bloodburn

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

I see no one is floating gold… with 2 Red starters, that’s probably wise. Gonna go for Bombers to punish StW / Executioner / D&D, though I should maybe be more concerned with Earthquake. Well, as long as I’m careful to keep my base topped off, they should be okay, but that’s easier said than done.

@bansa’s turn!

P2T2


Tech StartingHand Workers

TECH
Shuriken Hail
Shuriken Hail


STARTING HAND
Brick Thief
Granfalloon Flagbearer
Fruit Ninja
Bloom
Tenderfoot


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Spark
Timely Messenger
Wither
Brick Thief


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloom Setsuki - ($3)
Setsuki kills Carp’s SQL Mercenary, gains 1 - ($4)
Tenderfoot - ($3)
Tech I - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • L1 Setsuki (2/3), (+), -1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

well lets just play something and see what happens…

@charnel_mouse action’s to you,
Don’t forget to update board state everyone!

Columns I & J I explicitly added a place to notify others who last edited and highlight what they did (and didn’t) remember to change

FFA G1 Player 3, Turn 2

P1 (Neko) Mono Red vs
P2 (bansa) [Bashing]/Ninjutsu/Strength vs
P3 (Frozen) Mono Black vs
P4 (charnel) [Growth]/Blood/Strength vs
P5 (Carpe) Mono Red

Starting Hand

Skeletal Archery
Skeleton Javelineer
Pestering Haunt
Poisonblade Rogue
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hooded Executioner x2


Main:

  • Garth (4)
  • Make a skeleton (3)
  • Tower (0)
  • Imp kills Charnel’s Scavenger (sorry I’m picking on you homey, not personal just opportune attacks), takes 1d, we both get 1g (1)
  • Mercenary kills wisp, I get 1g (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Garth (1/3 lvl 1)
  • Thieving Imp (2/1)
  • Mercenary (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pestering Haunt
Hooded Executioner
Deteriorate
Skeletal Archery
Hooded Executioner

End of Turn Discard
My Thoughts

Man this will be a slaughter… so easy to get gold from the bounty system, Hoodies reign supreme, Orpal is murderous, I’m going to get ganged up on so fast…


2 Likes

Those additional columns are a good idea, but if there’s no hidden purpose to leaving column H blank, I’d suggest using it & column I instead, to reduce the need for scrolling.

1 Like

I’ve moved it.

P4T2

Starting hand: 5

Merfolk Prospector
Playful Panda
Tiger Cub
Young Treant
Spore Shambler

Thoughts

Killing Carpe’s Elite Mercenary with Argagarg, then levelling, seems like one of my better options here. Taking Boulder + Mythmaking to try and get some use out of it. I’m taking a pretty passive approach in early and mid game, which could cause problems later if the Red players go for Gunships. Hopefully I can get MoLaC going quickly.

I could try to draw into the Boulder with Young Treant, but I’d rather wait and see if I can bring it straight out under Mythmaking.

Merfolk Prospector gets to be the worker: the others are more useful under Growth II, and playing an income unit right now is inviting aggression I don’t want. It also means I can’t effectively react to things like FrozenStorm setting up a Graveyard, hopefully Carpe’s got a bead on it with Jaina. Mercenary stays at home, so Sacrifice the Weak can’t just kill the Spore Shambler without help.

Teched cards: 2

T2: Ardra’s Boulder, Mythmaking


Get paid + Scavenger - (7)
Argagarg kills Carpe’s Elite Mercenary, takes 2 damage, I get a gold - (8)
Maxband Argagarg, Water Elemental arrives - (4)
Worker - (3)
Spore Shambler - (0)
Discard 3, shuffle 9, draw 5


:psblueshield: Water Elemental 3/3 (anti-air)
:ps_: Spore Shambler 2/3 (++; 1g or exhaust: pass a rune to target unit)
:target: Mercenary 1/1 (resist 0+1)

Argagarg L5 1/5 (exhaust: target unit gets +1/+1A)

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


Hand: 5

Rich Earth
Ardra’s Boulder
Mythmaking
Tiger Cub
Young Treant

Deck: 4

Verdant Tree
Forest’s Favour
Rampant Growth
Playful Panda

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Ironbark Treant
T2: Merfolk Prospector

Want the reminder tags, @CarpeGuitarrem?

2 Likes

I screwed up counting my 2g from attacking twice (assuming it was already there at start of turn, then earning it for real w/ the actual attacks)… I will skip the graveyard, and redraw my hand, shouldn’t affect anyone just no graveyard for me and I’m on 5 card hand / 3 deck

EDIT it’s fixed, carry on Carpe

Check the person who goes b4 you to make sure they aren’t just dreaming up schemes to get a free hero like I am XD

3 Likes

P5T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Bloodrage Ogre
Careless Musketeer
Bloodburn
Charge
Nautical Dog


WORKERS
Scorch
Careless Musketeer


NextHand

Crash Bomber
Bloodrage Ogre
Charge
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Play Bloodburn - ($3)
Bombaster kills FrozenStorm’s squad leader - ($4)
Explode Bombaster on Frozen’s technician
Mercenary and Jaina kill Garth, levels to Jaina
Level Jaina to 4 - ($3)
Build tech 1 - ($2)
Play Nautical Dog - ($1)
Worker - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (frenzy 1) 1/1
  • :target: Lookout:

In Play:

  • L4 Jaina Stormborne (sparkshot) 3/3
  • Bloodburn (3 runes)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I don’t know if this is the right move but I think I gotta go in on Frozen here. Develop Bloodburn because unit bounties are really good.

@Nekoatl’s turn!

Bombaster can’t explode, since it dies to the Tower.

1 Like

So there is a tower… Sorry for missing that, it’s gonna be a while before I can roll back my own spreadsheet. (Version history on mobile when)

1 Like

Corrected turn!

P5T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Bloodrage Ogre
Careless Musketeer
Bloodburn
Charge
Nautical Dog


WORKERS
Scorch
Bloodrage Ogre


NextHand

Nautical Dog
Makeshift Rambaster
Crash Bomber
Crash Bomber
Careless Musketeer


Tech 2 card(s)
Get Paid - ($6)
Play Bloodburn from hand - ($3)
Jaina and Bombaster kill Nekoatl’s Drakk, my base takes a ping, Jaina levels twice
Pay a gold and explode Bombaster on FrozenStorm’s Javelineer, earning the gold back
Level Jaina to 4 - ($2)
Worker - ($1)
Build Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mercenary 1/1
  • :target: Lookout:

In Play:

  • L4 Jaina Stormborne (sparkshot) 3/3
  • Bloodburn (2 runes)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Got an opportune hero kill here with Drakk, and I’m just reaping bounties for myself while I can benefit. Javelineer is a dangerous card to have on the table, too. And I’ve realized just how good Bloodburn is with the ability to snipe free bounties. And of course it’ll always be full. And the game is likely slower. Blood Tech 2 is the way to go for mono-red, we’ll see if Nekoatl goes for that too, we could have a hilarious standoff. And I think it’s definitely worthwhile to go into Tech Lab exclusively for Hotter Fire. Hotter Fire Bugblatters are crucial to burning down someone’s base, and Bloodburn for 3 can easily secure my lead when I end the game.

@Nekoatl’s turn!

If you kill my Drakk, it won’t be just your base that takes damage. FrozenStorm, bansa, and charnel_mouse will also take damage. Still want to go for it?

3 Likes

Whooa that’s crazy. Very interesting that those wordings I didn’t pay attention to before make pretty impactful difference in FFA.

Bring it on! I’ll make the updates.

Not trying to pick on you, Frozen, just that under the circumstances, you’re the most profitable target.

P1T3


Tech StartingHand Workers

TECH
Maximum Anarchy
Maximum Anarchy


STARTING HAND
Crash Bomber
Makeshift Rambaster
Charge
Pillage
Bombaster


WORKERS
Mad Man
Careless Musketeer
Makeshift Rambaster


NextHand

Bombaster
Charge
Bloodrage Ogre
Scorch
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Crash Bomber - ($4)
Bloodburn kills Thieving Imp - ($5)
Nautical Dog trades with Skeleton - ($6)
Captain Zane, midband - ($1)
Zane kills Garth, survives Tower, maxbands, shoves Carpe’s Mercanary to scavenger and kills it, collects extra gold - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber (2/2) Explosive
  • :target: Lookout:

In Play:

  • Bloodburn [4 blood]
  • L6 Captain Zane (4/4) Haste, greedy

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Unfortunately, as P1, I can’t build my Tech II yet. If I go with another Tech I unit, I need to make sure that Crash Bomber is considered “weaker” so it’ll remain effective as a deterrent. I’m tempted to go for Hotter Fire anyway, and hope to draw one or both on T5. Lemme work out how short my cycle is gonna be first, though. Hmm… cycle looks pretty short, but drawing 3 leaves a decent chance of not pulling either tech draw next turn. However, I’m getting kind of worried about charnel’s build up, and I’m leaning towards use of Zane’s maxband to clear that out. It’s very iffy… Zane could easily be killed before my next turn… but, so could my Tech I building. At least Zane hits back. Half tempted to Pillage Carpe’s scavenger gold, but I don’t really want to reduce my hand size, or provoke the ire of the other Bloodburn user.

@bansa’s turn!

2 Likes

P2T3


Tech StartingHand Workers

TECH
Ardra’s Boulder
Mythmaking


STARTING HAND
Spark
Brick Thief
Wither
Timely Messenger


WORKERS
Helpful Turtle
Fruit Ninja
Spark


NextHand

Shuriken Hail
Granfalloon Flagbearer
Bloom
Shuriken Hail


Discard

Brick Thief
Wither
Ardra’s Boulder
Mythmaking


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Mid Setsuki kills Carp’s Jaina, Setsuki to L6 - ($3)
Rook - ($1)
Timely Messenger - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout: Timely Messenger (1/1), resist 1

In Play:

  • L6 Setsuki (4/5), (+)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hopefully Setsuki survives…

@charnel_mouse you next (lmk if you want me to stop tagging)
Good job everyone updating board state. I feel like it’d be helpful if you added it to your turn header (like this) so the link is handy to people reading the thread (me included lol)

Bansa’s buff maxband sets is looking kinda scary, unfortunately can’t do much about it…

FFA G1 Player 3, Turn 3

P1 (Neko) Mono Red vs
P2 (bansa) [Bashing]/Ninjutsu/Strength vs
P3 (Frozen) Mono Black vs
P4 (charnel) [Growth]/Blood/Strength vs
P5 (Carpe) Mono Red

Starting Hand

Pestering Haunt
Hooded Executioner
Deteriorate
Skeletal Archery
Hooded Executioner
Sacrifice the Weak (tehcn)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Sickness, Abomination
Hooded Executioner x2


Main:

  • Hooded Executioner + boost, kills a lot of things w/ knock on effects so I’ll detail below, but boost is refunded by the kills (5)
    • For Neko, Crash Bomber dies, my base to 18, you draw 1
    • For bansa, timely messenger dies
    • For charnel, mercenary dies
  • Worker (4)
  • Pestering Haunt
  • Tech 2 Disease (0)
Workers

Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Mercenary (1/1+1armor)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Graveyard
Summon Skeletons
Thieving Imp
Sickness
Abomination

End of Turn Discard
My Thoughts

We hardly knew ye, Garth… Certainly bansa is putting a huge target on his back


Man, executioner is dirty.

1 Like

She certainly is, not much I can do about her yet either.

Board tracker

P4T3

Starting hand: 5

Rich Earth
Ardra’s Boulder
Mythmaking
Tiger Cub
Young Treant

Thoughts

I was hoping for easier bounty targets here, but I think it’s worth exhausting everyone to tech up this turn. Otherwise, I’d have to risk Carpe stealing my float with a fresh Zane. I could kill Nekoatl’s, but his Zane’s probably more useful alive and maxed than dead.

If bansa’s going for Fox’s Den Students, then I definitely want to go for DeGrey. I’ll grab him and Morningstar Pass first, then, worry about MoLaC later.

Teched cards: 2

T2: Ardra’s Boulder, Mythmaking
T3: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass


Get paid - (7)
Worker - (6)
Ardra’s Boulder - (4)
Mythmaking - (2)
Spore Shambler exhausts, passes a + rune to Water Elemental
Water Elemental trades with Frozen’s Hooded Executioner - (3)
Argagarg kills Frozen’s Mercenary, he gets a gold - (4)
Tech II Strength - (0)
Discard 2, draw 4


:psblueshield: Ardra’s Boulder 2/8+1A (Mythmaking: +2/+2)

Argagarg L5 1/3 (exhaust: target unit gets +1/+1A; 2 damage)
Spore Shambler 1/2 (+; 1g or exhaust: pass a rune to target unit)

Mythmaking (my legendary units are +2/+2, yours are -1/-1)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Strength)


Hand: 4

Verdant Tree
Forest’s Favour
Rampant Growth
Playful Panda

Deck: 0
Discard: 4

Jefferson DeGrey, Ghostly Diplomat
Morningstar Pass
Tiger Cub
Young Treant

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
4 in hand
0 in deck
4 in discard
3 in workers
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Ironbark Treant
T2: Merfolk Prospector
T3: Rich Earth

@CarpeGuitarrem’s turn!

Could have killed the rook, instead of clearing my stuff… I get that I was a gold farm for the tech 2 tho :wink:

1 Like