[LDT2] Round 3: rathyAro ([Finesse]/Peace/Truth) vs. hobusu ([Anarchy]/Strength/Growth)

Have fun! @Hobusu

"P1T1


StartingHand Workers

STARTING HAND
Fruit Ninja
Timely Messenger
Older Brother
Bloom
Helpful Turtle


WORKERS
Fruit Ninja


NextHand

Tenderfoot
Spark
Granfalloon Flagbearer
Brick Thief
Wither


Discard

Older Brother
Bloom
Helpful Turtle


Tech 0 card(s)
Get Paid - ($4)
Onimaru - ($2)
Timely Messenger - ($1)
Timely Messenger attacks your base to 19
Worker - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru (2/3+1Armor, Level 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Timely Messenger (1/1)
    [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
    "
1 Like

:thinking: :thinking: :thinking: :wink:

He snuck into the patrol zone. Pretend he’s not there.

1 Like

It didn’t end up mattering, but I thought it was amusing that he was trying to do both.

Player 2 Turn 1


Starting Hand and Workers

STARTING HAND

Bombaster
Scorch
Charge
Careless Musketeer
Nautical Dog


WORKERS

Scorch


Next Hand

Mad Man
Makeshift Rambaster
Pillage
Bloodburn


Discard

Charge
Careless Musketeer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Bombaster - ($2)
Recruit the Nautical Dog! - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bombaster (2+1/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1) (Frenzy 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts]Wish I had Ogre instead of Bombaster so I could put it in Lookout… Too risky to put a hero out right now, but hopefully the threat of Zane will keep him from doing anything too crazy. His codex seems to be “replace the weakest part of mono-blue with Finesse” build similar to what PtW.dec does with mono-black… But it also uses the neutral starter, which has Bloom and Wither (hence why it’s too risky to put a hero out right now). The change doesn’t add any upgrade removal, though, so MoLaC is still plan A. I expect the Peace Engine as the obvious play, so the challenge is to get MoLaC active before all the pieces of that come together.
[/details]

He’s an over achieving timely messenger =P

"P1T2


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Spark
Wither
Brick Thief
Granfalloon Flagbearer
Tenderfoot


WORKERS
Fruit Ninja
Granfalloon Flagbearer


NextHand

Wither
Bloom
Discord
Helpful Turtle
Older Brother


Tech 2 card(s)
Get Paid - ($5)
Onimaru kills Nautical Dog, you draw 1
Tenderfoot - ($4)
Worker - ($3)
Tech I - ($2)
Heroes Hall - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Timely Messenger (1/1+1Armor)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot (1/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (2/2, Level 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: 6
    "

I don’t like that Heroes’ Hall being there… Wish I could do something about it.

Player 2 Turn 2


Tech, Starting Hand and Workers

TECH

Gunpoint Taxman
Gunpoint Taxman


STARTING HAND

Makeshift Rambaster
Bloodburn
Mad Man
Pillage
Bloodrage Ogre


WORKERS

Scorch
Pillage


Next Hand

Makeshift Rambaster
Nautical Dog
Charge
Gunpoint Taxman
Gunpoint Taxman


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Build Tech I - ($4)
Recruit Bloodrage Ogre - ($2)
Summon Zane - ($0)
Zane kills Timely Messenger and takes 1 damage

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bombaster (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 1 (2/1) (Haste)
    [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: 7
Thoughts

Heroes’ Hall, huh? That sounds like he wants River out right away, but what would he want her for? Most likely either Discord or Two-Step, both of which help keep units alive after attacking. This may be a mistake, but I get the feeling that his Tech I is just lip-service to the normal tech progression and he’s really only teched one or both of those spells for his next turn – which means there won’t be any new units attacking (since Messenger is the only hasty unit he has without higher tech levels). If I’m right, I should remove one of the potential attackers this turn so he has a harder time getting to my own Tech I building. Both spells cost enough that after worker he’ll only have $1 left, and he won’t have a unit that costs that in hand, so Two Step won’t even work… So with my luck I’m expecting that he didn’t tech Two Step at all and/or he got a Tech I unit or two.

"P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Flagstone Garrison


STARTING HAND
Discord
Wither
Helpful Turtle
Bloom
Older Brother


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Bloom


NextHand

Discord
Wither
Brick Thief
Flagstone Garrison
Spark


Tech 2 card(s)
Get Paid - ($6)
River - ($4)
Discord - ($2)
Onimaru kills Bloodrage Ogre
Tenderfoot kills Bombaster, you draw 1
Worker - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: River (2/3+1Armor, Level 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (2/1, Level 1)
  • Tenderfoot (1/2)
    [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: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

Player 2 Turn 3


Tech, Starting Hand and Workers

TECH

Might of Leaf and Claw
Might of Leaf and Claw


STARTING HAND

Gunpoint Taxman
Nautical Dog
Gunpoint Taxman
Charge
Makeshift Rambaster
Careless Musketeer


WORKERS

Scorch
Pillage
Careless Musketeer


Next Hand

Bloodburn
Mad Man
Charge


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit Gunpoint Taxman - ($4)
Zane casts Charge on Taxman, giving him +1 ATK and haste this turn - ($2)
Taxman kills River, stealing $1 from your reserves and taking 2 damage; Zane gains 2 free levels - ($3)
Recruit Makeshift Rambaster - ($1)
Rambaster and Zane destroy your Tech I; your Base takes 2 damage
Recruit the Nautical Dog! - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+a) (Frenzy 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 3 (2/1) (Haste)
  • Gunpoint Taxman (3/1) (Anti-air)
  • Makeshift Rambaster (1/2) (+2 ATK vs buildings)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I’d originally planned to tech up this turn, but when the opportunity to take out either two heroes or a hero and a tech building presents itself… I decided on removing his Tech I over Onimaru, despite how scary Oni is, in order to delay his own tech progression a turn. Don’t want him getting funny ideas about building Garrisons before I can do anything about them, now do we? May regret that if he can find a way to break my Tech I, though… Teching both copies of MoLaC to guarantee that one of them gets into the hand after next – the first turn I could play one. That said, unless I desparately need the gold for something else, I’m planning to go Anarchy Tech II with a Growth Tech Lab since I only want MoLaC from the Growth path and I want all the haste and stealth of Anarchy (the latter especially to punish the Heroes’ Hall play, since now he’ll have to raze that if he wants a Tower later). This way gives the option of transitioning from Plan A into a Gunships-based Plan B.

"P1T4


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Brick Thief
Discord
Spark
Wither
Flagstone Garrison


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Bloom


NextHand

Helpful Turtle
Nimble Fencer
Discord
Timely Messenger (1/1+1Armor)
Older Brother


Discard

Tenderfoot (1/2)
Wither
Flagstone Garrison
Brick Thief
Spark
Discord
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($8)
Gold stolen - ($7)
Rebuild Tech I
Onimaru to level 5, midband - ($3)
Onimaru kills Nautical Dog
Tenderfoot trades with Gunpoint Taxman
Wither kills Captain Zane, Onimaru to level 7 - ($1)
Onimaru to level 8, maxband, make 3 soldiers - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Soldier (1/1+1Armor) #1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Soldier (1/1) #2
  • :pschip: [I]Technician[/I]: Soldier (1/1) #3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (4/5, Level 8)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

Player 2 Turn 4


Tech, Starting Hand and Workers

TECH

Surprise Attack
Disguised Monkey


STARTING HAND

Mad Man
Bloodburn
Charge


WORKERS

Scorch
Pillage
Careless Musketeer
Bloodburn


Next Hand

Might of Leaf and Claw
Gunpoint Taxman
Bombaster
Bloodrage Ogre


Discard

Nautical Dog
Gunpoint Taxman
Charge
Mad Man
Surprise Attack
Disguised Monkey


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Anarchy Tech II - ($3)
Build Growth Tech Lab - ($2)
Summon Argagarg and Wisp - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg Garg Lv. 1 (1/3+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2) (+2 ATK vs buildings, can’t patrol)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech Lab HP: 4 (Growth)

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts]Yeah, probably should have taken out Oni instead. This is not a pleasant situation, to say the least, though at least I can still build my Tech II…? Frankly I doubt it’ll survive the turn, but at least I’ve paid for it. Now all of my gold can go toward digging myself out of this mess… Depending on how things go I may end up having to go with the Gunships, but even though getting one down would probably win the game for me if I use it right, I’m not sure I could defend a Tech III building for that long. Though in conjunction with MoLaC, maybe I could get something through just from having too many things for him to shut down? Assuming, of course, that he doesn’t do the smart thing and just kill me.
[/details]

"P1T5


Tech StartingHand Workers

TECH
The Art of War
The Art of War


STARTING HAND
Timely Messenger (1/1+1Armor)
Nimble Fencer
Helpful Turtle
Discord
Older Brother


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Bloom
Discord


NextHand

Tenderfoot (1/2)
The Art of War
Flagstone Garrison
Brick Thief
Spark


Tech 2 card(s)
Get Paid - ($7)
Nimble Fencer - ($5)
Nimble Fencer attacks Argagarg
2 Soldiers trade with Argagarg
Soldier kills Wisp, you get 1 gold
Onimaru breaks your Tech II, your base to 18
Worker - ($4)
Tech II Peace - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru (4/5+1Armor, Level 8)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (2/2)
  • Soldier (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

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

Player 2 Turn 5


Tech, Starting Hand and Workers

TECH

Disguised Monkey
Chameleon Lizzo


STARTING HAND

Bloodrage Ogre
Bombaster
Might of Leaf and Claw
Gunpoint Taxman


WORKERS

Scorch
Pillage
Careless Musketeer
Bloodburn
Bloodrage Ogre


Next Hand

Gunpoint Taxman
Gunpoint Taxman
Disguised Monkey
Chameleon Lizzo
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Summon Rook at Lv. 8 - ($0)
Rebuild Tech II

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


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 8 (4/6+a) (Two Lives)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster (1/2) (+2 ATK vs buildings, can’t patrol)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech Lab HP: 4 (Growth)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts]Got a lucky split that left 1 MoLaC in my deck, and the scavenger wisp gave me enough gold to instantly max Rook. Not workering the MoLaC I can’t use this turn since I don’t know for sure whether I’ll be able to drop it next turn… Besides which, if the game goes on long enough I could drop a second one for +10/+10, though that’s extremely unlikely to either happen or be necessary. Not much to say here, since I’m just trying to survive long enough to do something.
[/details]

"P1T6


Tech StartingHand Workers

TECH
Flagstone Garrison
Spectral Hound


STARTING HAND
The Art of War
Flagstone Garrison
Spark
Tenderfoot (1/2)
Brick Thief
Overeager Cadet
Helpful Turtle


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Bloom
Discord
Spark


NextHand

Wither
Discord
Timely Messenger (1/1+1Armor)
The Art of War


Discard

Flagstone Garrison
Spectral Hound
The Art of War
Brick Thief
Helpful Turtle


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Tenderfoot, draw 1 - ($4)
Overeager Cadet, draw 1
The Art of War - ($1)
Onimaru breaks your Tech II, your bae to 16
Worker - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru (6/5+3Armor, Level 8, swift strike)
  • :psfist: [I]Elite[/I]: Tenderfoot (1+1Attack/2)
  • :ps_: [I]Scavenger[/I]: Soldier (1/1)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Nimble Fencer (2/2)
    [B]In Play:[/B]
  • Flagstone Garrison (4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
1 Like

That’s game. Without my Tech II there’s no way for me to contest the Peace Engine, especially with Onimaru quoting Sun Tsu at me. :wink:

@Bob199

1 Like

Lol, good game. This matchup feels terrifying from my side, because I’m pretty sure that if I let you do your growth thing for a turn I just instantly lose the game. Really fun matchup, hope I get to play it again.

1 Like

You’re not wrong about that… :smile:

The only major flaw my codex has is that all of its plans rely on the opponent not being able to break Tech II, at least for a couple turns (Growth Tech II is usually done being useful once MoLaC is dropped, and Anarchy Tech III needs Tech II long enough to be built). That can be hard as Player 2 against an Onimaru opening, especially when I was afraid to play Rook (my usual opening) for fear of Wither… It doesn’t help that I still have little experience against Blue in general, and that I’ve been player 1 every game before this one.

Yeah being able to go Onimaru + 1 drop felt great. The game becomes way harder when you can stick a rook so that’s what I was hoping to prevent. I haven’t tried it yet, but I could imagine going first might not be great for you, because being down a worker and having to pay the multicolor penalty adds up.

If you check my other games, I only lost one where I assumed (reasonably!) that my opponent would be able to sneak enough damage past me with stealth that I wouldn’t win the base race, and that’s only because I surrendered (well, and because he had upgrade removal… But we played it out and I barely won due to draw luck, so it was close). Yes, the economy problem is there, but a good opening split can put enough pressure on the opponent that they can’t really stop you from getting past that part of the game, and if they don’t have upgrade removal you can keep just enough defense to get MoLaC out and then just throw everything with haste out until it’s active.

1 Like