[LDT2] Zhavier [Anarchy]/Strength/Growth vs Frozenstorm [Future]/Peace/Necro

@FrozenStorm

GLHF! This should be interesting as player 1.

P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog
Mad Man
Bloodburn


WORKERS
Bloodburn


NextHand

Scorch
Charge
Careless Musketeer
Bombaster
Pillage


Discard

Mad Man
Makeshift Rambaster
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like

GL HF @zhavier!

Player 2, Turn 1

P1 [Anarchy]/Strength/Growth vs P2 [Future]/Peace/Necro

Starting Hand

Neo Plexus
Tinkerer
Hardened Mox
Nullcraft
Time Spiral

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except tech 1)
All Teched Cards

Main:

  • Nullcraft, kill dog (3)
  • Neo Plexus (1)
  • Worker (0)
Workers

Hardened Mox

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Plasmodium
Forgotten Fighter
Battle Suits
Fading Argonaut

End of Turn Discard

Time Spiral
Tinkerer

My Thoughts

So now I have to stop BAs as P2. Luckily he’s still pretty cut off from MoLaC with me having Future, so that’s useful at least. I’m going to try to threaten Rook early here with a double drop, I don’t want to give away free levels so no hero yet. Next turn probably Fargo + t1, maybe Garth + skele


P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Bird’s Nest


STARTING HAND
Bombaster
Charge
Pillage
Careless Musketeer
Scorch


WORKERS
Bloodburn
Pillage


NextHand

Mad Man
Nautical Dog
Careless Musketeer
Bird’s Nest
Gunpoint Taxman


Tech 2 card(s)
Get Paid + Scav - ($6)
Worker - ($5)
Bombaster - ($3)
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster 2/2
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Player 2, Turn 2

P1 [Anarchy]/Strength/Growth vs P2 [Future]/Peace/Necro

Starting Hand

Plasmodium
Forgotten Fighter
Battle Suits
Fading Argonaut

Events of Turn:


Upkeep:

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

Hooded Executioner, Overeager Cadet


Main:

  • Nullcraft pings your tech 1 to 4hp
  • Fading Argonaut (4)
  • Tech 1 (2)
  • Worker (1)
Workers

Plasmodium, Hardened Mox

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Fading Argonaut (2/3 fading 3)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Temporal Research
Overeager Cadet
Battle Suits
Hooded Executioner

End of Turn Discard
My Thoughts

Trying to keep my options open here, I feel like I may want to load up with Lich’s Bargain, or rush Peace Machine, or do some evasion with like Unphase to kill off Rook (and/or a backline BA). Grabbing OC and Hooded Exec, they feel like good additions. Teching up, grabbing FArgo, putting Neo in front as everything has 2 attack anyway, might as well split 3/3 rather than 4/2. Nullcraft pinging tech 1 as him teching up is definitely the threat, if I can keep tech buildings down I should win.

Nice reshuffle draw, I could end up really loading up the board with a draw like that.


P1T3


Tech StartingHand Workers

TECH
Blooming Ancient
Surprise Attack


STARTING HAND
Bird’s Nest
Careless Musketeer
Nautical Dog
Mad Man
Gunpoint Taxman


WORKERS
Bloodburn
Pillage
Careless Musketeer


NextHand

Bloodrage Ogre
Makeshift Rambaster
Charge
Scorch


Discard

Nautical Dog
Mad Man
Blooming Ancient
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Gunpoint Taxman - ($4)
Bird’s Nest - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+A
  • :psfist: Elite: Bombaster 3/2
  • :ps_: Scavenger: Bird 1/1
  • :pschip: Technician: Bird 1/1
  • :target: Lookout:

In Play:

  • Bird’s Nest
  • Rook 2/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

Building up our boards on either side, he could try for building his tech 2 here, and the way that opens up all his hero options, iam a little scared. My plan is still growth, try to kill his nullcraft or break his tech 2 if I can. If he forces my reshuffle, I will be happy with the trade. I’m probably teching and midband rook. Lich’s bargain might be a nuisance, but he can’t do that and tech up.

Player 2, Turn 3

P1 [Anarchy]/Strength/Growth vs P2 [Future]/Peace/Necro

Starting Hand

Temporal Research
Overeager Cadet
Battle Suits
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards (except tech 1)
All Teched Cards

Overeager Cadet, Flagstone Garrison
Hooded Executioner, Overeager Cadet


Main:

  • Overeager Cadet
  • Tower (5)
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Temporal Research, Plasmodium, Hardened Mox

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3 fading 2)
  • :psfist: Elite: Overeager Cadet (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Neo Plexus (2/2)
  • :target: Lookout: Nullcraft (1/1)

In Play:

  • none

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Time Spiral
Tinkerer
Forgotten Fighter
Hooded Executioner

End of Turn Discard
My Thoughts

I debated a lot between playing empty (Hoodie + Cadet + Suits + tower / skele+Garth), boosting Hoodie to take out a bird (making him reshuffle isn’t an awful idea here, he’s probably waiting to load the deck), or teching up. I don’t want to float gold just to have taxman steal it, so no patrolling scav and need to spend down. Ended up on this configuration b/c no matter what, it doesn’t look like I’ll be hitting back with enough to keep him off tech buildings, not when he gets a double-drop like Taxman + Birds. So I might as well spend the gold I’m going to spend anyway. I don’t really want to tech both Garrisons for a 50/50 draw, so I’ll just take the 25% and work with what I draw on the RS.

Hoodie isn’t bad, might get a good use from him if he gets aggressive. Likely he’ll tech up, I do need to be a little careful of an instant MoLaC activation. Might want to tech Assimilate next turn just in case.


P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Detonate


STARTING HAND
Bloodrage Ogre
Charge
Makeshift Rambaster
Scorch


WORKERS
Bloodburn
Pillage
Careless Musketeer
Scorch


NextHand

Blooming Ancient
Detonate
Nautical Dog
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bird 1 trades with nullcraft
Bloodrage Ogre - ($6)
Tech 2 Growth - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+A
  • :psfist: Elite: Bombaster 3/2
  • :ps_: Scavenger: Bloodrage Ogre 3/2
  • :pschip: Technician:
  • :target: Lookout: Bird 1/1

In Play:

  • Bird’s Nest
  • Rook 2/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Wonder if I psyched him into keeping FF?

Player 2, Turn 4

P1 [Anarchy]/Strength/Growth vs P2 [Future]/Peace/Necro

Starting Hand

Temporal Research
Overeager Cadet
Battle Suits
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards (except tech 1)
All Teched Cards

Assimilate, Knight of the Conclave
Overeager Cadet, Flagstone Garrison
Hooded Executioner, Overeager Cadet


Main:

  • Hooded Executioner + boost, kill lookout bird (3)
  • Onimaru (1)
  • Worker (0)
Workers

Time Spiral, Temporal Research, Plasmodium, Hardened Mox

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3 fading 1)
  • :psfist: Elite: Overeager Cadet (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Hooded Executioner (3/3)
  • :target: Lookout: Neo Plexus (2/2)

In Play:

  • Onimaru (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Flagstone Garrison
Overeager Cadet
Battle Suits
Tinkerer

End of Turn Discard
My Thoughts

Yeah I’m teching Assimilate, he’d be bold to go for that play but I’m going to respect the bold potential just in case. Guess I’ll take a KotC as well, and plan to flood next turn. He has just enough gold for Sharks + MoLaC, so it’s possible he’ll try for a rushdown, but I’m hoping it’s just BA and Arg instead (which isn’t exactly a lot better for me but I haven’t had a ton of good openings this game…)


Tinkerer on the turn, eh at least it’s a unit.


P1T5


Tech StartingHand Workers

TECH
Stampede
Detonate


STARTING HAND
Blooming Ancient
Detonate
Nautical Dog
Surprise Attack


WORKERS
Bloodburn
Pillage
Careless Musketeer
Scorch


NextHand

Detonate
Mad Man
Makeshift Rambaster
Charge
Blooming Ancient


Tech 2 card(s)
Get Paid + float + 2 new birds - ($10)
Blooming Ancient - ($6)
Arg to Max, BA+3 - ($0)
1 rune to Gunpoint, Kills Fargo
Brogre trades with Executioner, you draw
Bombaster trades with Cadet
Rook kills Neo Plexus

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 4/4+A, +1 Rune
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 1/1
  • :pschip: Technician: Bird 1/1
  • :target: Lookout: Wisp 0/1

In Play:

  • Bird’s Nest
  • Rook 2/1
  • Gunpoint Taxman 4/1, +1 Rune
  • Argagarg 1/5, lvl 5
  • Blooming Ancient 3/5, +1 Rune

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Heh, shame he killed the bird, and also its a shame he didn’t play flagstone, cause I have detonate in hand :confused: Oh well, small chance I will redraw it next turn…

Lol this is already seeming over

Player 2, Turn 5

P1 [Anarchy]/Strength/Growth vs P2 [Future]/Peace/Necro

Starting Hand

Flagstone Garrison
Overeager Cadet
Battle Suits
Tinkerer
Forgotten Fighter (OC)
Nullcraft (KotC)
Assimilate (Tinkerer)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except tech 1)
All Teched Cards

Lich’s Bargain, Doom Grasp
Assimilate, Knight of the Conclave
Overeager Cadet, Flagstone Garrison
Hooded Executioner, Overeager Cadet


Main:

  • Flagstone Garrison (6)
  • Overeager Cadet, draw 1
  • Knight of the Conclave, draw 1
  • Tinkerer (4)
  • Worker (3)
  • pray
Workers

Forgotten Fighter, Time Spiral, Temporal Research, Plasmodium, Hardened Mox

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Tinkerer (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Onimaru (2/3 lvl 1)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Knight of the Conclave (forecast 3)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Lich’s Bargain
Assimilate
Fading Argonaut
Battle Suits
Overeager Cadet

End of Turn Discard
My Thoughts

Pfff yea, BA is really bad… Idk that there’s much for me to do here honestly. I’m going to hope he greeds a MoLaC but can’t get lethal, or tech DG + LB and hope to stave off the inevitable double tech down that’s coming here.


You have 3g float unless I misunderstand.

1 Like

No that’s correct, my mistake. Feels bad your going to steal some but can’t really be helped

I’m really shocked you didn’t have more units to play out or summoning a hero.

P1T6

Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient #2, BA+1 - ($4)
Mad Man, BA+2 - ($3)
Makeshift Rambaster, BA+2 - ($1)
Gunpoint trades with Tinkerer, I steal 1g - ($2)
Rook trades with cadet, discard birds nest, Oni to lvl 3, you draw, then I summon zane, BA+2 - ($0)
8 runes total on BAs
move 1 to bird 1, tap arg to buff bird, kill Onimaru, Zane to lvl 3
move remaining 7 to BA1 hit base for 9
Zane hits base for 2
Elemental hits it for 4, to 5
rambaster hits it for 3
mad man suicides into base for 1
move 1 rune to wisp to finish it off. GG @bob199

2 Likes

GG WP, I suppose throwing Vir in front might have saved me lethal but honestly I was done either way.

I’m not really sure where I went wrong, perhaps I needed to 2x lichs bargain first tech? After that Taxman + birds drop, it didn’t feel like there were any good moves to make

1 Like

On turn 4, I was kinda expecting more of a board clear, but instead you just killed a bird. Admittedly access to my BA and a working bird would have caused you problems, it still seemed like letting me make the first move was a problem.

And I have said before that Blooming Ancients are strictly faster than the peace engine. There are two vulnerable pieces to the peace engine, costing 6g, and the best fuel for it are tech units, meaning you need to stuff the deck with 4-6 techs before it even gets off the ground, so even with a t3 tech 2, it is still rough getting everything lined up. In contrast, growth works right away with just the 1 unit, only costing 4g, and slightly harder to kill with 1 more hp than the Sergeant. Only a little fuel needs to be teched in, usually. Birds are very efficient, possibly one of the most efficient, techs for this, and they are just useful regardless. Arg is obviously amazing with BA, but BA doesn’t strictly rely on cards to generate runes, which is why it can be so much faster.

I agree with everything you said, but I’m still not sure where my opportunity to counterplay was :wink: perhaps unphase? I didn’t have a lot in the way of options on turn 4

maybe T1 summonning oni for not going down on cards and teching HE and elite training (for AA and sparkshot) cuz usually rook= birds? idk, zhavier is right, even if u played a garrison off the bat without a sarge and enough teched units peace engine is stuck in second gear. maybe as P2 could be worth trying sun tzu shenanigans?

I forgot elite training has anti air, that’s a good call. Hard to bring Oni on t1 when he would not have really been safe though

I’m not sure Oni wouldn’t have been safe. Fargo plus Oni, I would be hard pressed to deal 7 with only 4 on the table and 4g. Admittedly I could maybe afford to skip tech 1, but then I wouldn’t have gunpoint taxman.

I didn’t have Fargo in my T1 hand though :confused: I had Plexus, I suppose that’s reasonably safe. Definitely something to try next time (I’m reasonably confident we’ll be playing each other again soon!)