LDT2: Hobusu ([Anarchy]/Strength/Growth) vs ARMed_Pirate ([Discipine]/Ninjutsu/Bashing)

#Let’s Do This 2 Round 1
@Hobusu [Anarchy]/Strength/Growth vs @ARMed_Pirate [Discipine]/Ninjutsu/Bashing

Good luck!

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND


Nautical Dog
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Pillage


WORKERS

Pillage


Next Hand

Bloodburn
Scorch
Careless Musketeer
Charge


Discard

Makeshift Rambaster
Mad Man


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Bloodrage Ogre - ($1)
Recruit the Nautical Dog! - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2
    Gold:
  • Gold: 0
  • Workers: 5
Thoughts

Awkward opening hand in the sense that it’s almost too good. Decided on Ogre+Dog because I doubt I’ll want to play any cards from hand next turn. Long-term, Discipline makes MoLaC risky at best, so probably need to either go for Gunships or Strength Tech II + Growth Magic.

Bloodrage ogre is a 3/2

1 Like

You too!

Man, that’s a mean opening with Zane in the box, and Mad Man in the starter somewhere.

P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Morningstar Flagbearer
Smoker
Aged Sensei
Grappling Hook

WORKERS

Smoker

NextHand

Savior Monk
Safe Attacking
Fox Viper
Snapback
Fox Primus

Discard

Morningstar Flagbearer
Sensei’s Advice
Grappling Hook

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($3)
Recruit Aged Sensei - ($2)
Summon Troq Bashar - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Troq Bashar, Lv. 1 (2/3+a)
  • :psfist: [I]Elite[/I]: Aged Sensei (1+1/1)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
So, any hero I play will die… and if I don’t play a hero, I’m dealing with expensive Flagbearer or letting BRO/Lv.1 Zane attack and live. So I might as well bite the bullet by putting out a sacrificial bull. If I’d had Savior Monk this turn, I would have played that instead of Troq. Likewise, might as well get the Tech I out early. If he wants to bust it up this turn instead of plowing damage into my base, it’ll save me in the long run. (Of course, he might just poke it this turn to take it out next, but so be it.)

His deck is designed to go MoLaC easily, but also has Gunship rush or Dino-Birds.

I’m going to need some versatile style, but I should also remember my ninjas. Shuriken Hail is unusually good against Red’s weenies (plus birds/wisps). Glorious Ninja and Porcupine are probably my best units against powered-up aggression. Hired Stomper is great for its removal, but Bashing seems like a hard spec to make work. At Tech I, IPN and Iron Man are looking good.

So, the real question is victory condition… Sets will never survive long enough to get out FDS, so Ninja army is out. Daigo doesn’t have haste, and effectively has only 6HP (and can’t patrol to protect those HP). Seems really hard to use. Duck is decent? MoLaC will probably hit before then… In ults, we have have TPoS, which is doable, but maybe not twice. Final Smash is not really a game-ender, but might work here better than against most. Destroy a bird, bounce a Taxman, take a Blooming Ancient? 6 is expensive though, and so is getting Troq to max (let alone surviving).

I’m leaning towards… Fox’s Den School+GN, actually. With IPN/Iron Man/heroes on defense? Now I’m wishing I hadn’t workered Smoker. I’ll also want to keep Primus around for anti-air.

Not sure what to put in for my first techs; his turn will determine if Tech I units will even be viable. If not, I’m leaning toward VStyle and Shuriken Hail.
[/spoiler]

[/details]

Did this turn on mobile, so if anything’s messed up it’s Google’s fault. :wink:

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Spirit of the Panda
Gunpoint Taxman


STARTING HAND


Careless Musketeer
Bloodburn
Scorch
Charge


WORKERS

Pillage
Bloodburn


Next Hand

Spirit of the Panda
Gunpoint Taxman
Charge
Careless Musketeer
Bombaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Argagarg and Wisp - ($2)
Build Tech I - ($0)
Ogre and Dog trade with Troq, Arg gains 2 free levels

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Argagarg Garg Lv. 3 (1/4) (Resist 1)
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

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

[details=Thoughts]I’m sure he expected me to make that trade, but I think it works out in my favor - $3 spent on my units vs $2 on his hero, but with the free levels it’s as if I only spent $1 on the units, and I’m back up to normal hand size. Arg goes in Lookout to prevent a Snapback, though that probably wouldn’t be all that good for him either (If he cast both that and Sensei’s Advice he could lock me out of both Arg and Zane, but that would cost $6 in all without Resist - meaning he’d have to skip a worker). Anyway, teching Spirit of the Panda to take advantage of its stats and gold-giving (if only to make its initial cost be less than Dinosize) and Gunpoint Taxman for a decent body and to preempt both Dragons and Eggships down the line.
[/details]

P2T2


Tech StartingHand Workers

TECH

Inverse Power Ninja
Shuriken Hail


STARTING HAND
Fox Viper
Snapback
Safe Attacking
Fox Primus
Savior Monk

WORKERS

Smoker
Fox Viper

NextHand

Snapback
Safe Attacking
Fox Primus
Morningstar Flagbearer
Inverse Power Ninja

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Savior Monk - ($3)
Build a Tower - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+a, Healing 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei (1/1)
  • :exhaust: [I]Technician[/I]:
  • :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: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]
Let’s see if this helps?

After the draw… maybe I should have doubled up on Shuriken Hail? Or maybe I trust this stuff will be useful later, and I just build Tech II.
Next techs should be GN and Versatile Style. Then some combo of GN/VS/FDSchool. Then the leftover and another FDSchool or Porcupine?
[/spoiler]

[/details]

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Dinosize
Doubling Barbarbarian


STARTING HAND


Bombaster
Careless Musketeer
Spirit of the Panda
Charge
Gunpoint Taxman


WORKERS

Pillage
Bloodburn
Careless Musketeer


Next Hand

Makeshift Rambaster
Nautical Dog
Bloodrage Ogre
Scorch


Discard

Bombaster
Charge
Dinosize
Doubling Barbarbarian


Tech 2 card(s)
Get Paid - ($6)
Arg casts Spirit of the Panda on Wisp - ($2)
Arg exhausts to give PANDAWISP +1/+a
PANDAWISP kills Savior Monk and takes 2 damage - ($3)
Recruit Gunpoint Taxman - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


[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]: Gunpoint Taxman (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 3 (1/4) (Resist 1)
  • PANDAWISP (2/1) (Attacks: Gain ①)
  • Spirit of the Panda (Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts]That Tower is going to cause trouble, I’m sure… But for now I’m getting the board securely under control. I’m not really worried about much he can do next turn except for Inverse Power Ninja, and even that I could take out with both of the units I have right now if necessary. With a Tower to prevent stealth shenanigans and Versatile Style to destroy MoLaC, the only plan I see worth using is boosted Barbarbarians.
[/details]

P2T3


Tech StartingHand Workers

TECH

Glorious Ninja
Versatile Style


STARTING HAND
Inverse Power Ninja
Safe Attacking
Morningstar Flagbearer
Fox Primus
Snapback

WORKERS

Smoker
Fox Viper
Safe Attacking

NextHand

Sensei’s Advice
Glorious Ninja
Shuriken Hail
Grappling Hook

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit Inverse Power Ninja - ($3)
Recruit Morningstar Flagbearer - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Aged Sensei (1/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Morningstar Flagbearer (2/2, Flagbearer)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Inverse Power Ninja (4/4, Gets bigger when you kill my dudes)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

[details=Thoughts][spoiler]
I could play Tech II and hope to draw into GN, but I’m not confidence my defense would hold up (Troq again). Instead, I’m getting IPN out, as well as Flagbearer now that I know he’s rolling some green spells.
As far as techs go, I’m just building the deck I want to have later.

After the draw… There’s my Shuriken Hail, and Hook, and Advice. Interesting. We’ll see. I could play my hand (minus GN) and Sets, and still have enough to build my Tech II.
[/spoiler]

[/details]

Of course you got the combo of units I didn’t want to see. :wink:

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Doubling Barbarbarian
Whitestar Grappler


STARTING HAND


Makeshift Rambaster
Nautical Dog
Bloodrage Ogre
Scorch


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch


Next Hand

Charge
Dinosize
Doubling Barbarbarian
Mad Man


Tech 2 card(s)
Get Paid - ($7)
Spirit of the Panda heals PANDAWISP by 1 HP
Worker - ($6)
Build Strength Tech II - ($2)
PANDAWISP trades with Sensei (stupid Tower…) - ($3)
Taxman trades with Morningstar Flagbearer, you draw (grumble grumble…)
Recruit the Nautical Dog! - ($2)
Level Argagarg to Lv. 5, summoning a Water Elemental - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Elemental (3+1/3) (Anti-air)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1) (Frenzy 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

WIsh I didn’t have to make those trades (curse you, Tower…!), but I really didn’t want the Flagbearer there when my plan revolves around things like Dinosize. Still don’t know what his plan is, though I’m expecting Ninjutsu Tech II for Porcupines and/or Glorious Ninjas. I wanted to grab Polymorph: Squirrel in case of Porcupine (or Stampede to take advantage of maxed Arg), but I don’t want to lean too heavily on Growth spells when Snapback may be coming, and Grappler will do as good or better against most things I’d want to use it on if I can keep it alive long enough.

P2T4


Tech StartingHand Workers

TECH

Glorious Ninja
Fox’s Den School


STARTING HAND
Grappling Hook
Sensei’s Advice
Shuriken Hail
Glorious Ninja
Versatile Style

WORKERS

Smoker
Fox Viper
Safe Attacking
Sensei’s Advice

NextHand

Fox Primus
Snapback
Savior Monk
Fox’s Den School

Tech 2 card(s)
Get Paid - ($8)
Draw from technician
Worker - ($7)
Build Tech II (Ninjutsu) - ($3)
Summon Setsuki - ($1)
Setsuki casts Grappling Hook, swinging Dog into Lookout
Setsuki casts Shuriken Hail (doesn’t target), killing Dog (and wounding Elemental) - ($0)
IPN (5/5) kills Elemental, surviving as 5/1

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Setsuki Hiruki, Lv. 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Inverse Power Ninja (5/1, Gets bigger if you kill Sets)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]
Strength is interesting… I still think Versatile Style might be more useful than Advice, so I’m workering the cookie.

After the draw… Could be a lot worse. Can get the School out and an invisible blocker, maybe monk. Sneak through an IPN tech kill.
[/spoiler]

[/details]

I think we forgot our roles this game… This type of play is much more your thing!

Player 1 Turn 5


Tech, Starting Hand and Workers

TECH

Colossus
Entangling Vines


STARTING HAND

Mad Man
Charge
Dinosize
Doubling Barbarbarian


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch


Next Hand

Makeshift Rambaster
Gunpoint Taxman
Whitestar Grappler


Discard

Nautical Dog
Charge
Mad Man
Dinosize
Colossus
Entangling Vines


Tech 2 card(s)
Get Paid - ($8)
Recruit Doubling Barbarbarian - ($5)
It’s Zane the Insane, here for some shenanigans! - ($3)
Zane casts Charge on Barbarbarian, giving him haste and +2 ATK - ($1)
Arg exhausts to give Barbarbarian +2/+2a
Barbarbarian safely defeats Setsuki and overpowers 4 damage to your Tech II
Recruit Mad Man - ($0)
Mad Man finishes your Tech II; your Base takes 2 damage and Mad Man gets shot down by Tower
Zane blows up Inverse Power Ninja and takes 7 damage, leaving him very dead

Float ($0)
Discard 1, draw 3


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
  • Doubling Barbarbarian (3/5) (Overpower)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 4
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]What crazy inverse world are we in, where I’m playing lots of red cards in an all-out attack that forces me to skip a worker against ARMed_Pirate, who is using a mostly-white codex and has been playing it fairly conservatively?!

In any case, while I could have kept my hand size higher by just playing Barbarbarian and passing, that would let him have free reign to play whatever he wants. This way, it’s unlikely he’ll be able to accomplish much next turn and I should get a turn to breathe. I can’t afford to skip any more workers until I hit 10, though.[/spoiler][/details]

Ooooof. Well done, sir.

EDIT: Forgot base damage.

P2T5


Tech StartingHand Workers

TECH

Porcupine
Porcupine


STARTING HAND
Savior Monk
Snapback
Fox Primus
Fox’s Den School
Aged Sensei

WORKERS

Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus

NextHand

Grappling Hook
Shuriken Hail
Versatile Style
Morningstar Flagbearer

Discard

Inverse Power Ninja
Snapback
Fox’s Den School
Porcupine
Porcupine

Tech 2 card(s)
Get Paid - ($9)
Draw from Technician
Rebuild Tech II
Summon Grave, to midband - ($5)
Recruit Savior Monk - ($3)
Recruit Aged Sensei - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Savior Monk (2/2, Healing 1)
  • :exhaust: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Stormborne, Lv. 3 (3/4, Sparkshot, readiness)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts]
Terrible draw for next hand.

[/details]

Player 1 Turn 6


Tech, Starting Hand and Workers

TECH

Dinosize
Calypso Vystari


STARTING HAND

Gunpoint Taxman
Makeshift Rambaster
Whitestar Grappler


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster


Next Hand

Bombaster
Spirit of the Panda
Doubling Barbarbarian


Discard

Nautical Dog
Charge
Mad Man
Dinosize
Colossus
Entangling Vines
Gunpoint Taxman
Dinosize
Calypso Vystari


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Recruit Whitestar Grappler - ($4)

Float ($4)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Doubling Barbarbarian (3/5+2a) (Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Whitestar Grappler (3/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg Garg Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 1
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
Thoughts

Not much I can do this turn, but that’s fine. This patrol would be difficult to break through (something like Reversal + Sword Rune would work, but that’s both unlikely and expensive). I’m thinking that next turn I’ll tech up to Tech III and get a Tech Lab for Gunship. Not sure if I want two Gunships or one and Oathkeeper.

EDIT: Sensei is exhausted and can’t patrol. Moving him to back line accordingly.

P2T6


Tech StartingHand Workers

TECH

True Power of Storms
Fox’s Den Students


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Versatile Style
Shuriken Hail

WORKERS

Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus

NextHand

Glorious Ninja
Porcupine
Fox’s Den School
Glorious Ninja
Porcupine

Tech 2 card(s)
Get Paid + float - ($11)
Skip worker
Max Grave - ($7)
Grave casts Grappling Hook, swinging Barbarbar to Lookout
Sensei boosts Grave
Grave Readily kills Barbarbarian, taking 2
Grave exhausts to kill Grappler with a sword; you draw
Summon Sets to max - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Savior Monk (2/2, Healing 1)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Stormborne, Lv. 7 (4/3, Sparkshot, readiness)
  • Setsuki Hiruki, Lv. 6 (3/4, Costs $1 to attack)
  • Aged Sensei (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]
Maybe should have played Flabearer instead of Sets, but when you can have 2 max heroes with great abilities, might as well try it.

After the draw… no TPoS, but we’ll have to wait to see how his turn (with Zane+Charge) turns out. May have two more cards. The ideal is he kills my scavenger, and both heroes survive, and I can drop TPoS+GN+FDSchool. Seems unlikely, though.
[/spoiler]

[/details]

did u draw ur technician card? i do not see it :confused:

Oh, I had misread his turn. I’ll redo with the Technician draw accounted for later.

1 Like

Player 1 Turn 7


Tech, Starting Hand and Workers

TECH

Pirate Gunship
Pirate Gunship


STARTING HAND


Doubling Barbarbarian
Spirit of the Panda
Bombaster
Bloodrage Ogre


WORKERS

Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster
Bloodrage Ogre


Next Hand

Gunpoint Taxman
Pirate Gunship
Bombaster


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Recruit Doubling Barbarbarian - ($9)
Arg casts Spirit of the Panda on Barbarbarian - ($5)
Build Tech III - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Doubling Barbarbarian (7/9+2a) (Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Argagarg Garg Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda (Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5

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

  • Hand: 3
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Someone correct me if I’m wrong but I believe Barb with Panda attached is 7/9, not 5/7, as the +2/2 is doubled

2 Likes

Of course it is, and I had got that right on my first attempt at the turn… :sweat_smile:

P2T7


StartingHand Workers

STARTING HAND
Glorious Ninja
Glorious Ninja
Porcupine
Fox’s Den School
Porcupine
Morningstar Flagbearer
Fox’s Den Students

WORKERS

Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus
Porcupine

NextHand

True Power of Storms
Inverse Power Ninja
Grappling Hook
Snapback
Shuriken Hail

Discard

Fox’s Den Students
Fox’s Den School
Porcupine
Morningstar Flagbearer
Glorious Ninja

Tech 0 card(s)
Get Paid - ($10)
Draw 2 cards from Sets
Grave heals 1
Recruit a Glorious Ninja - ($5)
Sets casts Fox’s Den Students - ($1)
Sensei boosts Glorious Ninja
Ninjas hit your base for 9 damage
Worker - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+a, Healing 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave Stormborne, Lv. 7 (4/4, Sparkshot, readiness)
  • Setsuki Hiruki, Lv. 6 (3/4, costs $1 to attack)
  • Aged Sensei (1/1)
  • Glorious Ninja (4/3, Haste, swift strike)
  • Ninja Al (1/1)
  • Ninja Bob (1/1)
  • Ninja Chuck (1/1)
  • Ninja Dave (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]
Should have played Flabearer and teched another TPoS last turn, maybe?

I got unlucky missing my TPoS; I really would have loved to play that+Porcupine+FDS for 14 damage and some real protection.
There are no good answers here. He didn’t kill my scavenger, so the most I can play is two porcupines and FDS or FDSchool. That’ll keep me alive, but won’t further my agenda.
I could kill Arg, but that’ll only slow things down a bit, and maybe I could get lucky and he won’t draw the Dinosize?
I could play GN+FDSchool or GN+FDS or FDS+FDschool. FDSchool maybe gets me an extra 4 or 5 next turn, unless he just builds a Tower; then it’s 3 or 4 if I do FDS now.
I think this is dumb, but I’m going to hope he can’t kill me, hope he doesn’t kill Grave, and hope Troq can survive a turn or I can draw a wrecking ball at the right time.
[/spoiler]

[/details]

I think that’s game. Despite your claim that your codex is terrible (and I do think just taking mono-white would have been better), I have no clue how to beat the combination of Tower (locking out Anarchy stuff), Ninjutsu (good against Strength+Growth combo, especially if you get Porcupine) and Versatile Style (just threatening it means no MoLaC, which is this codex’s Plan A).