GL HF as we warm up here @codexnewb! As always, we’ll play til we both feel comfortable in how the matchup works in this thread 
Game 1 Player 1, Turn 1
P1 Red vs P2 White
Starting Hand
Careless Musketeer
Charge
Makeshift Rambaster
Bloodburn
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Makeshift Rambaster, your base to 17 (2)
- Nautical Dog (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
- Nautical Dog (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Scorch
Pillage
Mad Man
End of Turn Discard
My Thoughts
Not really sure about this matchup just yet so let’s play a bit and see how it goes!
sounds good!
[b]P2T1[/b]
StartingHand Workers
STARTING HAND
Sensei’s Advice
Snapback
Morningstar Flagbearer
Grappling Hook
Aged Sensei
WORKERS
Morningstar Flagbearer
NextHand
Safe Attacking
Smoker
Fox Viper
Savior Monk
Fox Primus
Discard
Grappling Hook
Sensei’s Advice
Snapback
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
aged sensei - ($3)
grave - ($1)
tech 1 - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 1, (2/3+A)
-
Elite:
-
Scavenger: Aged Sensei (1/1)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
gotta watch out for 1. base race, 2. tech 3 race.
let’s just work through HH, discipline, etc…
[b]P2T2[/b]
Tech StartingHand Workers
TECH
Rambasa Twin
Sparring Partner
STARTING HAND
Safe Attacking
Savior Monk
Fox Viper
Smoker
Fox Primus
WORKERS
Morningstar Flagbearer
Fox Viper
NextHand
Smoker
Sparring Partner
Snapback
Rambasa Twin
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
safe attacking - ($4)
mid grave, readily kills bombaster - ($2)
aged sensei safely kills dog
savior monk - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Savior Monk (2/2+A)
-
Elite:
-
Scavenger:
-
Technician: Grave, lvl 3, (3/2)
-
Lookout:
In Play:
- Safe Attacking
- Aged Sensei (1/1)
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
hmm, dont want to float any gold here. hero’s hall or savior monk? let’s go with the monk to be safe.
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Bird’s Nest
Training Grounds
STARTING HAND
Snapback
Smoker
Sparring Partner
Rambasa Twin
Sensei’s Advice
WORKERS
Morningstar Flagbearer
Fox Viper
Smoker
NextHand
Fox Primus
Bird’s Nest
Snapback
Grappling Hook
Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
rambasa twins - ($2)
sparring partner - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Rambasa Twin (3/2+A)
-
Elite:
-
Scavenger: Aged Sensei (1/1)
-
Technician: Rambasa Twin (3/2)
-
Lookout:
In Play:
- Safe Attacking
- Sparring Partner (2/2)
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
hmm, kidnapping…max drak…it’s all scary. this will be a headache. let’s not give more free levels. getting birds out would be great. just have to risk the pillage.
darn red…
[b]P2T4[/b]
Tech StartingHand Workers
TECH
Hidden Ninja
Training Grounds
STARTING HAND
Fox Primus
Grappling Hook
Bird’s Nest
Snapback
WORKERS
Morningstar Flagbearer
Fox Viper
Smoker
NextHand
Grappling Hook
Fox Primus
Savior Monk
Training Grounds
Sensei’s Advice
Tech 2 card(s)
Get Paid + float - ($9)
pillage…we both knew this could happen - ($8)
rook - ($6)
birds nest - ($4)
tap spartner, rune to twin #1, who safely kills drak, rook to lvl 3
tap sensei, boost twin 2, safelly kills taxman, takes 1, you draw
tech 2 discipline - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Rook, lvl 3, (2/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Birds Nest
- Sparring Partner (2/2)
- Rambasa Twin #1 (3/2)
- Rambasa Twin #2 (3/1)
- Aged Sensei (1/1)
- Bird (1/1)
- Bird (1/1)
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Thoughts
hmm, couple options, but i think we can work with this.
-
snapback drak for zane - counters surprise attack, get bloodlust and kidnapping out of here for a turn, no float (not a big risk), delay reshuffle, ping tech 2 down to 2
-
hit board as is, skipworker, tech up - skipping worker doesnt hurt too bad, but does give me solid options next turn. only risk of tech break is surprise attack/disgiuised monkey, which is low given 4/7 draw, and it seems unlikely that a monkey AND surprise attack are his second techs. i expect at least one steamtank if not two.
-
hit board, HH, etc… only way this works is to tech in a reversal, which is low odds to draw next turn.
i think i like option 2. let’s see how it goes… it’s a warm up after all.
teching a hidden ninja and training grounds to see how hero’s play out here.
Darn red…? DARN SAFE ATTACKING! This is brutal lol
Game 1 Player 1, Turn 5
P1 Red vs P2 White
Starting Hand
Charge
Gunpoint Taxman
Pillage
Bloodlust
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship, Gunpoint Taxman
Surprise Attack, Kidnapping
Steam Tank, Disguised Monkey
Gunpoint Taxman, Bloodlust
Main:
-
Disguised Monkey, rams Rook (6)
-
Zane, trade with Rook (4)
- Steam Tank (1)
- Worker (0)
Workers
Charge, Careless Musketeer, Scorch, Bloodburn
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader: Steam Tank (3/6+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Makeshift Rambaster
Mad Man
End of Turn Discard
My Thoughts
This looks really bad… I’m going to have to build the tech 3 just to stay afloat, but hopefully I’ll be able to swing back later.
well…(sheepish grin)
[b]P2T5[/b]
Tech StartingHand Workers
TECH
Earthquake
Earthquake
STARTING HAND
Sensei’s Advice
Training Grounds
Savior Monk
Grappling Hook
Fox Primus
WORKERS
Morningstar Flagbearer
Fox Viper
Smoker
T5 - Fox Primus
NextHand
Training Grounds
Snapback
Hidden Ninja
Rambasa Twin (3/1)
Tech 2 card(s)
Get Paid - ($8)
nest to discard
Worker - ($7)
training grounds - ($6)
grave - ($4)
setsuki, lvl 2 - ($1)
sensei’s advise Twin #2 and a bird - ($0)
Twin’s trade with steamtank, go to codex/discard
1/1 bird finishes monkey
spartner, boosted bird, aged sensei break tech 2, your base to 18
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 1, (3/3+A)
-
Elite:
-
Scavenger:
-
Technician: Sets, lvl 2, (2/3)
-
Lookout:
In Play:
- Safe Attacking
- Training Grounds: 4HP
- Sparring Partner (2/2)
- Aged Sensei (1/1)
- Bird (1/1)
- Bird (1/1)
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
Economy Info:
Cards:
Gold:
Thoughts
protecting training grounds is a must. no fear or detonate since zane is cooking next turn.
looks like upgrades and ongoign wells are my friends against red.
hasted taxman is a worry, but if it’s done with bloodlust, than he’s really going low on cards.
extra gold to sets, just in case. put her on tech in case taxman…
teching earthquakes. i think they’re solid for closing this out.
Note your base is on 14hp from Drakk death
Game 1 Player 1, Turn 6
P1 Red vs P2 White
Starting Hand
Bombaster
Makeshift Rambaster
Mad Man
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Detonate
Pirate Gunship, Gunpoint Taxman
Surprise Attack, Kidnapping
Steam Tank, Disguised Monkey
Gunpoint Taxman, Bloodlust
Main:
- Drakk + Midband (4)
-
Makeshift Rambaster, hit up Grave (2)
-
Mad Man, finish Grave, Drakk maxbands (1)
Workers
Charge, Careless Musketeer, Scorch, Bloodburn
-
-
Patrol as below
- Discard 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Drakk (3/4 lvl 6)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Surprise Attack
Steam Tank
Pillage
End of Turn Discard
My Thoughts
woops. noted. down to 13 after drak second death.
ive got a feeling this might be the only strong game i get here…
[b]P2T6[/b]
Tech StartingHand Workers
TECH
Hidden Ninja
Reversal
STARTING HAND
Hidden Ninja
Snapback
Training Grounds
Rambasa Twin (3/1)
WORKERS
Morningstar Flagbearer
Fox Viper
Smoker
T5 - Fox Primus
T6 - Hidden Ninja
NextHand
Earthquake
Grappling Hook
Birds Nest
Earthquake
Discard
Rambasa Twin (3/1)
Snapback
Hidden Ninja
Reversal
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
training grounds #2 - ($7)
mid sets (now 4/3) - ($5)
sets swift strike kills drak, maxbands, my base to 13
rook - ($3)
tap training grounds, maxband rook
tap spartner, rune to rook
birds pings tech 1 and 2
sensei hits your base to 17
tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Rook, lvl 8 (7/7+A)+
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Safe Attacking
- Training Grounds: 4HP
- Training Grounds: 4HP
- Sets, lvl 6, (5/4)
- Sparring Partner (2/2)
- Aged Sensei (1/1)
- Bird (1/1)
- Bird (1/1)
Buildings:
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
yeah…this oen really worked out well. shouldnt count on this happening again…
GG WP! I very much doubt it’ll be the only strong game! I’m struggling to think up where I went wrong there. Perhaps Rambaster off the cuff, just didn’t generate enough counter-pressure from that? Lets you get set up to dominate the board like you did.
Idk, I’ll have to ruminate a bit, go ahead and kick us off another!
im not sure. i definitely hit the jackpot turn 3 with twins and spartner.
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Safe Attacking
Savior Monk
Snapback
Grappling Hook
Aged Sensei
WORKERS
Savior Monk
NextHand
Morningstar Flagbearer
Fox Primus
Sensei’s Advice
Smoker
Fox Viper
Discard
Safe Attacking
Snapback
Grappling Hook
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
aged sensei - ($2)
grave - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave, lvl 1, (2/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
hmm, save safe attcking until T3/4 since i can’t use it right now. aged sensei and grave opening T1 is just fine.
Yeah but not a crazy lucky draw considering I gave you techn… Just hard to defend generally as red
Game 2 Player 2, Turn 1
P2 Red vs P1 White
Starting Hand
Careless Musketeer
Charge
Makeshift Rambaster
Bloodburn
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Careless Musketeer (3)
- Worker (2)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Careless Musketeer (2/1)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
Bloodrage Ogre
Nautical Dog
Bombaster
Mad Man
End of Turn Discard
My Thoughts
Ooof, really tough opening hand… I don’t think Bloodburn is the answer, so I guess scav Musketeer and hope to swing harder later? Maybe Surprise Attack early is required in this matchup, since it’s so hard to set up good defensive trades? I need to find some other example games to read up on for this matchup, I feel like last game went much worse than the matchup actually is and I did something obviously dumb but I’m just not seeing it
red float is never a good sign…
[b]P1T2[/b]
Tech StartingHand Workers
TECH
Bird’s Nest
Sparring Partner
STARTING HAND
Smoker
Fox Primus
Fox Viper
Morningstar Flagbearer
Sensei’s Advice
WORKERS
Savior Monk
Fox Primus
NextHand
Morningstar Flagbearer
Grappling Hook
Sensei’s Advice
Fox Viper
Bird’s Nest
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
hero’s hall - ($1)
smoker - ($0)
grave kills musketeer, you get a gold
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Smoker (1/1+A)
-
Elite:
-
Scavenger: Aged Sensei (1/1)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
hmmm, not feeling super great about this one. just need to force some bad trades. hero’s hall is still solid.
I’m curious why on turn 5 you traded in both twins. With safe attacking and advice, you could’ve saved one
I THINK I needed the sensei’s advise on the bird for the tech break, but I can’t remember my mindset at the time.
You advised the injured twin
Maybe a brain lapse then. Sorry, I’ll try and do a better job with the thoughts section.