Kind of surprising to see that Mythmaking artifact make it in there.
So many cards firing that I’ve never even seen teched before.
P4T6
Starting hand: 4
Jefferson DeGrey, Ghostly Diplomat
Morningstar Pass
Ardra’s Boulder
Spore Shambler
Technician draw: 1
Verdant Tree
Thoughts
Looks like I’m finally getting some attention! That MoLaC reveal turn wasn’t very good for runes, unfortunately, so I’m going to struggle to get going in time.
Teched cards: 0
T2: Ardra’s Boulder, Mythmaking
T3: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass
T4: Doubling Barbarbarian, Might of Leaf and Claw
T5: Artisan Mantis, Kidnapping
Get paid - (10)
Rebuild Tech II
Argagarg Garg, Wisp arrives - (8)
Maxband Argagarg, Water Elemental arrives - (4)
Ardra’s Boulder - (2)
Verdant Tree - (0)
Discard 3, reshuffle 9, draw 5
Ardra’s Boulder 2/8+1A (mythmaking: +2/+2)
Argagarg L5 1/5 (exhaust: unit gets +1/+1A)
Water Elemental 3/3 (anti-air)
Wisp 0/1 (resist 0+1)
Mythmaking (my legendary units are +2/+2, yours are -1/-1)
Might of Leaf and Claw (1 rune; 5 runes: allies get +5/+5)
Verdant Tree HP: 3 (healing 1; exhaust: tech buildings build/rebuild instantly)
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Growth)
Hand: 5
Artisan Mantis
Kidnapping
Rampant Growth
Young Treant
Doubling Barbarbarian
Deck: 4
Forest’s Favour
Jefferson DeGrey, Ghostly Diplomat
Morningstar Pass
Spore Shambler
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
4 on board
5 in hand
4 in deck
0 in discard
5 in workers
Total: 18
Gold: 0
Workers: 10
5 x start
T1: Ironbark Treant
T2: Merfolk Prospector
T3: Rich Earth
T4: Playful Panda
T5: Tiger Cub
@CarpeGuitarrem’s turn!
Ah crumbs, messed up another turn because I missed important things. Will have to wait for tonight to update.
P5T6
Tech StartingHand Workers
TECH
Desperation
STARTING HAND
Makeshift Rambaster (haste) 1/1
Desperation
Crash Bomber 2/2
WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Pillage
Nautical Dog
NextHand
Bombaster 2/2
Captured Bugblatter
Ember Sparks
Discard
Makeshift Rambaster (haste) 1/1
Desperation
Desperation
Tech 1 card(s)
Get Paid, no float for me - ($10)
Play Crash Bomber - ($9)
Play Makeshift Rambaster - ($7)
Heal my base twice - ($1)
Bloodburn bumps charnel_mouse’s base for 1
Rambaster bumps Nekoatl’s base for 2 and dies to Tower
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Crash Bomber 2/2
-
Lookout:
In Play:
- Bloodburn (3 runes)
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 3
Gold:
- Gold: 1
- Workers: 10
Thoughts
Blech. I’m in a tough spot. Morningstar Pass also makes it hard for me to steal a win, but Nekoatl will probably have to spend resources focusing it down. Also I realized Shoddy Glider just dies with Abom on the field lol
@Nekoatl’s turn!
P1T7
Tech StartingHand Workers
TECH
Cinderblast Dragon
Cinderblast Dragon
STARTING HAND
Crash Bomber
Maximum Anarchy
Maximum Anarchy
Firehouse
WORKERS
Mad Man
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Charge
NextHand
Bombaster
Cinderblast Dragon
Maximum Anarchy
Tech 2 card(s)
Get Paid + float - ($11)
Zane breaks Morningstar Pass - ($10)
Bloodburn deals 3 to bansa’s base
Maximum Anarchy kills everyone
Crash Bomber - ($9)
Crash Bomber - ($8)
Firehouse - ($5)
Tech III - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Crash Bomber (2/2) Explosive
-
Technician: Crash Bomber (2/2) Explosive
-
Lookout:
In Play:
- Bloodburn [4 blood]
- Hotter Fire
- Hotter Fire
- Firehouse (4)
Buildings:
-
Base HP: 11
-
Tech I HP: 5
-
Tech II HP: 5 (Fire)
-
Tech III HP: 5
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
@bansa’s turn!
Where are the sharks
I wanna see some SHARKS
P2T7
Tech StartingHand Workers
TECH
Wrecking Ball
Wrecking Ball
STARTING HAND
Mythmaking
Older Brother
Shuriken Hail
Colossus
Morningstar Pass
Ardra’s Boulder
WORKERS
Helpful Turtle
Fruit Ninja
Spark
Granfalloon Flagbearer
Timely Messenger
NextHand
Wither
Colossus
Tenderfoot
Wrecking Ball
Shuriken Hail
Tech 2 card(s)
Get Paid + t draw - ($10)
Mythmaking - ($8)
Morningstar Pass - ($4)
Ardra’s Boulder - ($2)
Rook - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 Rook (2/4A)
-
Elite:
-
Scavenger:
-
Technician: Ardra’s Boulder (1/7), +1/1
-
Lookout:
In Play:
- Mythmaking
- Morningstar Pass (6), +2
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tech II HP: 5 (Strength)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Man I just can’t keep an Abom on the table…
That hottest Firehouse is going to be a big problem…
FFA G1 Player 3, Turn 7
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
Nether Drain
Hooded Executioner
Graveyard
Sacrifice the Weak
Soul Stone
Plague Lab (techn)
Events of Turn:
Upkeep:
- Get Gold (10)
- Draw 1 techn
- choose to tech 2 cards in
All Teched Cards
Death and Decay x2
Nether Drain, Soul Stone
Abomination, Plague Lab
Sickness, Abomination
Hooded Executioner x2
Main:
- Orpal + maxband (3)
- Hooded Executioner (1)
- Worker (0)
Workers
Nether Drain, Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
-
Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
-
Base HP: 8
- Tech1 HP: 5
- Tech2 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Hooded Executioner (3/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Orpal (2/5 lvl 6)
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
End of Turn Hand
Thieving Imp
Deteriorate
Sickness
Abomination
Plague Lab
End of Turn Discard
My Thoughts
Not going well…
I can take the hit to clear a path, but @CarpeGuitarrem needs to finish the job.
P4T7
Starting hand: 5
Artisan Mantis
Kidnapping
Rampant Growth
Young Treant
Doubling Barbarbarian
Technician draw: 1
Jefferson DeGrey, Ghostly Diplomat
Thoughts
I could just sit back here and heal up my base to be tied for the lead, but then I’m a target for that Firehouse just as much as Carpe is. Hopefully he doesn’t just have double Crashbarrow in hand, and play them with midband Drakk to kill Neko and win on the spot.
Drawing with Young Treant first: if I draw Morningstar Pass, I’ll play that instead of Artisan Mantis. Either way, I stay on 12 base health.
Teched cards: 0
T2: Ardra’s Boulder, Mythmaking
T3: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass
T4: Doubling Barbarbarian, Might of Leaf and Claw
T5: Artisan Mantis, Kidnapping
Get paid + float - (11)
Young Treant, I draw - (9)
Spore Shambler
Drakk Ramhorn - (7)
Kidnapping, I take Nekoatl’s Technician Crash Bomber - (3)
Crash Bomber trades with Nekoatl’s Scavenger Crash Bomber, hits his Firehouse for 1, he gets a gold, I take 3 base damage, MoLaC to 2 - (4)
Artisan Mantis, my base goes back to 12 - (0)
Discard 4, draw 2, reshuffle 6, draw 3
Young Treant 0/2+1A (can’t attack)
Artisan Mantis 4/5
Drakk L1 1/3 (dies: 1 to everyone else’s base)
Mythmaking (my legendary units are +2/+2, yours are -1/-1)
Might of Leaf and Claw (2 rune; 5 runes: allies get +5/+5)
Verdant Tree HP: 3 (healing 1; exhaust: tech buildings build/rebuild instantly)
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Growth)
Hand: 5
Forest’s Favour
Morningstar Pass
Ardra’s Boulder
Kidnapping
Jefferson DeGrey, Ghostly Diplomat
Deck: 3
Rampant Growth
Doubling Barbarbarian
Spore Shambler
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
5 on board
5 in hand
3 in deck
0 in discard
5 in workers
Total: 18
Gold: 0
Workers: 10
5 x start
T1: Ironbark Treant
T2: Merfolk Prospector
T3: Rich Earth
T4: Playful Panda
T5: Tiger Cub
P5T7
StartingHand Workers
STARTING HAND
Bombaster 2/2
Captured Bugblatter
Ember Sparks
Mad Man
WORKERS
Scorch
Bloodrage Ogre
Careless Musketeer
Pillage
Nautical Dog
NextHand
Crash Bomber 2/2+a
Bloodlust
Shoddy Glider
Captured Bugblatter
Discard
Makeshift Rambaster (haste) 1/1
Desperation
Desperation
Crash Bomber 2/2
Mad Man
Ember Sparks
Tech 0 card(s)
Get Paid + float - ($11)
Play Captured Bugblatter from hand - ($8)
Play Bombaster from hand - ($6)
Summon Zane - ($4)
Midband Zane - ($1)
Zane breaks Firehouse, takes 1 damage
Bloodburn bops Nekoatl’s base by 1
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Bombaster 2/2+a
-
Elite:
-
Scavenger:
-
Technician: Captured Bugblatter 4/2
-
Lookout:
In Play:
- Bloodburn (2 runes)
- L4 Captain Zeno Zane (haste) 3/2
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
So Neko threatens lethal with 5 damage off of Cinderblast Dragon, but is not actually in a position to finish the game. Looking at my hand, I probably can lethal if I keep tech 2 and don’t get dogpiled. I’m probably getting dogpiled. Is there a world where I leave Neko alone so that I don’t get focused down and lose Tech 2? Neko has access to Bloodlust and Lobbers…oh wow, Firehouse hits buildings too. Yeah I can’t let that live. That’s literal GG…oh, wait, I’d win. So let’s look at this worst case scenario. Neko breaks all add-ons and then kills Bugblatter, Executioner, Treant. That brings Max Drakk online for sure. Hm, even if I lose my add-on and all units, hmm does Neko have lethal? Break add-ons, reduce everyone to -2 HP, Neko then needs to Bloodburn my base to keep the lead. Oh, but Morningstar pass protects bansa. Okay, because it’s so easy for me to break Firehouse I think I just do that. Zane plus Bloodburn, then drop Bombaster and Bugblatter. That’s 7 gold. I get 4 gold left, so I could even midband Zane instead and direct a Bloodburn elsewhere, like Neko’s base. Ugh, lobbers are pretty spooky endgame burn now.
@Nekoatl’s turn!
Seems like I painted a big target on my back with those Hotter Fires, and now I’m feeling overwhelmed. But, above all else, I can’t let a maxband Orpal sit on the field when I have a full infrastructure deployment to Decay.
P1T8
Tech StartingHand Workers
TECH
Lobber
Lobber
STARTING HAND
Bombaster
Cinderblast Dragon
Maximum Anarchy
WORKERS
Mad Man
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Charge
Bombaster
NextHand
Maximum Anarchy
Firehouse
Molting Firebird
Discard
Crash Bomber
Crash Bomber
Firehouse
Flame Arrow
Maximum Anarchy
Lobber
Lobber
Tech 2 card(s)
Get Paid + scavenger - ($11)
Drakk Ramhorn - ($9)
Cinderblast Dragon, expensive Flame Arrow kills Orpal, InB4 D&D (levels to Drakk) - ($1)
Bloodburn deals 3 to Carpe’s base
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Cinderblast Dragon (6/6) Flying, resist 2, caster
-
Technician: L3 Drakk Ramhorn (1/3) Debase
-
Lookout:
In Play:
- Bloodburn [2 blood]
- Hotter Fire
- Hotter Fire
Buildings:
-
Base HP: 10
-
Tech I HP: 5
-
Tech II HP: 5 (Fire)
-
Tech III HP: 5
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 7
Gold:
- Gold: 0
- Workers: 11
Thoughts
Not so worried about ensuring Crash Bombers are weakest now, gonna try and mix in Lobbers for quick, cheap damage. Feeling very iffy about the choice to worker Bombaster, but I’m feeling pinched for gold, and I’m probably going to need extra to pay for base repairs, assuming the game doesn’t end in the near future.
@bansa’s turn!
Indeed FFA ending is unpredictable. Had no idea I would be able to finish this turn.
P2T8
StartingHand Workers
STARTING HAND
Shuriken Hail
Tenderfoot
Wrecking Ball
Wither
Colossus
WORKERS
Helpful Turtle
Fruit Ninja
Spark
Granfalloon Flagbearer
Timely Messenger
NextHand
Wrecking Ball
Shuriken Hail
Final Smash
Brick Thief
Discard
Wither
Shuriken Hail
Wrecking Ball
Tenderfoot
Colossus
Tech 0 card(s)
Get Paid - ($10)
Setsuki - ($8)
Wither Nekoatl’s Drakk - ($6)
Shuriken Hail - ($5)
Ardra’s Boulder kills Drakk, P3, P4, P5’s base each take 3, Rook to L3
Mid Rook walks past and deals 3 to Frozenstorm’s base: 2 - ($3)
Troq - ($1)
Wrecking Ball breaks Frozenstorm’s base, GG!
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Mythmaking
- Morningstar Pass (6), +2
- Ardra’s Boulder (1/6), +1/1, -1
- L1 Troq (2/3)
- L5 Rook (3/4). -1
- L1 Setsuki (1/3)
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tech II HP: 5 (Strength)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 5
Gold:
- Gold: 1
- Workers: 10
GG! This was really fun Turn order is so important. I got lucky going after Nekoatl since he was both big bully and target.
Congrats bansa, and GG WP to all! I did think bansa had the least threatening deck, which is maybe not coincidental with him taking the win. And, I think Black was sufficiently non-dominant that we can safely do free picks for game 2.
If anyone just wanted to play one game, that’s cool, but anyone up for a second game should post the deck they’d like to use. I’ll try [Finesse]/Growth/Discipline.
New random turn order:
@CarpeGuitarrem
@Nekoatl
@bansa
@FrozenStorm
@charnel_mouse
Wow… it’s the same order, just shifted one to the right. Crazy! Well, we’ll be using different decks anyway, so it probably doesn’t matter.
I’ll try [Balance]/Law/Strength.
I’ll go again, sure. Why don’t we try future/peace/necro, that hasn’t been played in awhile
Man that was tight! It was very interesting to learn stuff/see non-obvious stuff coming out. Playing as Red, it was like being on the edge of a knife when it came to going in versus biding my time. In 1v1 I can sometimes have a burst of aggression with the understanding that I’ll finish it next turn, but no such thing here!
I’m down for another FFA, this was an interesting mode!
Mono-White this time
I will go with Present/Peace/Discipline
Awesome! Board state spreadsheet has been reset, action to @CarpeGuitarrem!
GLHF all! Let’s see what we’ve learned!
P1T1
StartingHand Workers
STARTING HAND
Fox Viper
Morningstar Flagbearer
Snapback
Grappling Hook
Safe Attacking
WORKERS
Safe Attacking
NextHand
Fox Primus
Sensei’s Advice
Aged Sensei
Smoker
Savior Monk
Discard
Fox Viper
Snapback
Grappling Hook
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Morningstar Flagbearer - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Morningstar Flagbearer (must target) 2/2
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
I think my endgame here is to stall up behind Glorious Ninja with buffs and then break through defenses with Jade Fox for the kill. Gonna be a lot less attrition with no mono-Red though. As for turn 1, let’s open with a Safe Attacking + hero, playing units where they’re vulnerable to attack and spells is kinda mediocre in FFA. Although all my cards are good keeps for later. And Safe Attacking is vulnerable to theft. Alright, let’s open with Flagbearer then.
@Nekoatl’s turn!
P2T1
StartingHand Workers
STARTING HAND
Timely Messenger
Fruit Ninja
Brick Thief
Bloom
Helpful Turtle
WORKERS
Fruit Ninja
NextHand
Older Brother
Wither
Tenderfoot
Granfalloon Flagbearer
Spark
Discard
Bloom
Brick Thief
Helpful Turtle
Timely Messenger
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
River Montoya - ($2)
Bloom - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: L1 River Montoya (3/4) [1+]
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 6
Thoughts
Flagbearer opening? A bold move. Think I’ll try a Bloom opening myself, if I can heal my hero a few times, that should be nice long-term value. Gonna try River, maybe I can leverage her maxband discount. Also, Discord.
@bansa’s turn!