[MMM1] WARM-UP: Red (FrozenStorm) vs White (CodexNewb)

Ok let’s see if I can figure this out, GL HF @codexnewb!

Game 3 Player 1, Turn 1

P1 Red vs P2 White

Starting Hand

Bloodrage Ogre
Bombaster
Bloodburn
Pillage
Scorch

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (2)
  • Worker (1)
Workers

Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Makeshift Rambaster
Nautical Dog
Charge
Careless Musketeer
Mad Man

End of Turn Discard
My Thoughts

Maybe I’ve been playing too hard against Snapback, and need to force it ? Or maybe I just need a bit more controlled aggro to eco better… idk. Snapback, Birds and Twins are tough to play around early


i certainly hope not. i actually dont feel like i have quite yet.

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Smoker
Fox Primus
Savior Monk
Snapback
Morningstar Flagbearer


WORKERS
Smoker


NextHand

Safe Attacking
Fox Viper
Aged Sensei
Grappling Hook
Sensei’s Advice


Discard

Fox Primus
Morningstar Flagbearer
Snapback


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
savior monk - ($2)
rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Savior Monk (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

note to self

rambasa twins all day every day
save birds for later
efficiently put units out to constantly swing back against red.


brogre huh? rook out front would require gg 6, worker 5, t1 4, zane 2->rook, drak 0, bro->rook, drak to L3. discard 4, reshuffle, draw 5, 5 in hand, 7 in deck?

not a great start. and worst case, i can gg 6, worker 5, t14, grave 2, grapple drak, sensei’s advise monk, kill drak?

teching a martial mastery and twin would assist with deck cycle.

Game 3 Player 1, Turn 2

P1 Red vs P2 White

Starting Hand

Makeshift Rambaster
Nautical Dog
Charge
Careless Musketeer
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Crash Bomber


Main:

  • Zane smacks Rook, dies, Rook level 3 (4)
  • Drakk (2)
  • Brogre trades Rook, Drakk to level 3
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Nautical Dog
Mad Man
Pillage
Crash Bomber
Gunpoint Taxman

End of Turn Discard
My Thoughts

Such a hard situation… I think I play w/ the hope there isn’t SA + Hook and trade some levels to Drakk. Hopefully next turn I can use that well


[b]P2T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Martial Mastery


STARTING HAND
Grappling Hook
Fox Viper
Aged Sensei
Sensei’s Advice
Safe Attacking


WORKERS
Smoker
Fox Viper


NextHand

Fox Primus
Martial Mastery
Aged Sensei
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
grave - ($2)
sensei’s advise monk - ($1)
grappling hook drak to lookout
super monk safely kills drak, my base to 19, grave to lvl 3

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 3, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Savior Monk (2/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

i can feed an extra level to grave, but i think it’s worth the risk of pillage if they go furhter down on cards due to spells. i can recover from a bloated deck via martial mastery.

looking at better odds than not to get twins out there.

Was really hoping that wasn’t the case :frowning:

Game 3 Player 1, Turn 3

P1 Red vs P2 White

Starting Hand

Nautical Dog
Mad Man
Pillage
Crash Bomber
Gunpoint Taxman

Events of Turn:


Upkeep:

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

Surprise Attack, Gunpoint Taxman
Gunpoint Taxman, Crash Bomber


Main:

  • Gunpoint Taxman (4)
  • Crash Bomber (3)
  • Jaina (1)
  • Worker (0)
Workers

Mad Man, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1 armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Jaina (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bombaster
Charge
Makeshift Rambaster
Bloodrage Ogre

End of Turn Discard
My Thoughts

Ugh…


[b]P2T3[/b]
Tech StartingHand Workers

TECH
Training Grounds
Training Grounds


STARTING HAND
Fox Primus
Martial Mastery
Aged Sensei
Morningstar Flagbearer
Rambasa Twin
Safe Attacking


WORKERS
Smoker
Fox Viper
Fox Primus


NextHand

Snapback
Sensei’s Advice
Grappling Hook


Discard

Morningstar Flagbearer
Martial Mastery
Training Grounds
Training Grounds
Savior Monk (3/2)
Aged Sensei


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
martial mastery, discard 1, draw 2, look at your hand - ($6)
rambasa twins - ($2)
grave and monk kill taxman
safe attacking - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 3, (3/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician:
  • :target: Lookout: Rambasa Twin (3/2)

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

hmm, got the twin on the MM draw. not sure what to do here. grave seems like he’ll die no matter what given the charge in their hand.

dropping the safe attacking to prevent the reshuffle here. next turn probably max rook? definitely not looking good.

That’s not so bad though

Game 3 Player 1, Turn 4

P1 Red vs P2 White

Starting Hand

Bombaster
Charge
Makeshift Rambaster
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Marauder, Steam Tank
Surprise Attack, Gunpoint Taxman
Gunpoint Taxman, Crash Bomber


Main:

  • Crash Bomber, kill Grave and deathbomb tech1 to 4hp, Jaina to level 3
  • Jaina trades with lookout
  • Bloodrage Ogre (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Mad Man, Careless Musketeer, Bloodburn

  • :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
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Scorch
Nautical Dog
Marauder
Crash Bomber

End of Turn Discard
My Thoughts

Maybe this is the time I can get to tech3? who knows…


yeah…that was a tough one. wasn’t quite sure what to do.

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Martial Mastery


STARTING HAND
Grappling Hook
Sensei’s Advice
Snapback


WORKERS
Smoker
Fox Viper
Fox Primus
Sensei’s Advice


NextHand

Martial Mastery
Training Grounds
Savior Monk (3/2)
Training Grounds


Tech 2 card(s)
Get Paid + float - ($9)
twin back to codex
Worker - ($8)
tech 2 discipline - ($4)
rook - ($2)
hero’s hall - ($0)
twin trades with brogre, you draw, my twin back to codex

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

learning that white v red means a lot of hero trades.

i dont want to give them the card, but kdinapping is too much a risk to leave my twins here.

teching another martial mastery to try and get these trainings grounds going.

teching back the twin i lost on freozenstorms turn to have a good patrol option.

Game 3 Player 1, Turn 5

P1 Red vs P2 White

Starting Hand

Scorch
Nautical Dog
Marauder
Crash Bomber
Steam Tank (techn)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Kidnapping, Disguised Monkey
Marauder, Steam Tank
Surprise Attack, Gunpoint Taxman
Gunpoint Taxman, Crash Bomber


Main:

  • Steam Tank (5)
  • Crash Bomber (4)
  • Drakk (2)
  • Worker (1)
Workers

Nautical Dog, Mad Man, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Drakk (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Surprise Attack
Gunpoint Taxman
Pillage
Makeshift Rambaster

End of Turn Discard
My Thoughts

Well at the very least I can strong establish a tech 2 presence this time. We’ll see where it goes from here. Wish I had not workered Mad Man lol… killing rook here would be nice


this was a tough one.

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Speed of the Fox
Earthquake


STARTING HAND
Savior Monk (3/2)
Martial Mastery
Training Grounds
Training Grounds
Snapback
Morningstar Flagbearer


WORKERS
Smoker
Fox Viper
Fox Primus
Sensei’s Advice
Savior Monk


NextHand

Grappling Hook
Martial Mastery
Aged Sensei


Discard

Martial Mastery
Speed of the Fox
Earthquake
Snapback
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
training grounds - ($7)
training grounds - ($6)
grave - ($4)
martial mastery, discard none, draw 2, look at your hand. - ($3)
snapback drak for zane - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (4/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave, lvl 1, (4/3)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds: 4HP
  • Training Grounds: 4HP

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

okay, let’s drop everything here and draw 2.


that surprise attack is a huge problem. i dont really see a way to maintain any board presence. im losing grave, rook, and both TG’s just shortof a mistake from froezenstorm, which one should never expect. haha.

tower wouldnt be very helpful since everything hitting a hero dies, and everything hitting a bilding lives.

im going with the snapback option since it requires him to go down on cards and skip tech 3 if they want to blow through all my stuff.

Ooof

Game 3 Player 1, Turn 6

P1 Red vs P2 White

Starting Hand

Surprise Attack
Gunpoint Taxman
Pillage
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Disguised Monkey, Marauder
Kidnapping, Disguised Monkey
Marauder, Steam Tank
Surprise Attack, Gunpoint Taxman
Gunpoint Taxman, Crash Bomber


Main:

  • Surprise Attack (5)
  • Jaina (3)
  • A shark hits Rook, Crash Bomber finishes him and pings a Training Ground, Zane to level 3
  • Other Shark kills Grave, you draw 1, Zane to level 5
  • Makeshift Rambaster, breaks the hurt TG (1)
  • Max Zane, break the other TG (0)
  • Steam Tank breaks the tech2, your base to 17
  • skip worker
Workers

Nautical Dog, Mad Man, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Jaina (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)
  • Makeshift Rambaster (1/2)
  • Steam Tank (3/6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Gunpoint Taxman
Charge
Pillage
Gunpoint Taxman

End of Turn Discard
My Thoughts

Not an awful idea Snapbacking Drakk, but I can still mess this up with Sharks XD


yep…didnt see a way around that one.

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Vigor Adept
Mind-Parry Monk


STARTING HAND
Aged Sensei
Martial Mastery
Grappling Hook
Rambasa Twin


WORKERS
Smoker
Fox Viper
Fox Primus
Sensei’s Advice
Savior Monk


NextHand

Training Grounds: 4HP
Snapback
Mind-Parry Monk
Martial Mastery


Tech 2 card(s)
Get Paid - ($10)
tech draw
rebuild tech 2, base to 17
rambasa twins - ($6)
sets - ($4)
break hero’s hall, base to 15, build tower - ($1)
aged sensei - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1+A)
  • :psfist: Elite: Sets, lvl 1, (2/3)
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

yep, it was going to happen no matter what.

Game 3 Player 1, Turn 7

P1 Red vs P2 White

Starting Hand

Gunpoint Taxman
Charge
Pillage
Gunpoint Taxman
Kidnapping (zane techn)

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Disguised Monkey, Marauder
Kidnapping, Disguised Monkey
Marauder, Steam Tank
Surprise Attack, Gunpoint Taxman
Gunpoint Taxman, Crash Bomber


Main:

  • Jaina kills AS and sparks Sets
  • Zane trades with Techn, we both draw1, sets to level 3
  • Drakk (7)
  • Kidnapping, Scav kills Sets, Drakk to level 3 (3)
  • Midband Drakk (2)
  • Rambaster and Tank hit your base to 3hp
  • Gunpoint Taxman (0)
Workers

Nautical Dog, Mad Man, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (2/3 lvl 4)
  • Makeshift Rambaster (1/1)
  • Steam Tank (3/5)
  • Jaina (2/1 lvl 1)
  • Gunpoint Taxman (3/3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Crash Bomber
Disguised Monkey
Marauder
Scorch
Disguised Monkey

End of Turn Discard

Pirate Gunship
Pirate Gunship
Kidnapping
Pillage
Charge
Gunpoint Taxman

My Thoughts

This should be gg


yep yep

[b]P2T7[/b]
StartingHand Workers

STARTING HAND
Martial Mastery
Mind-Parry Monk
Snapback
Training Grounds: 4HP
Grappling Hook


WORKERS
Smoker
Fox Viper
Fox Primus
Sensei’s Advice
Savior Monk


NextHand

Martial Mastery
Earthquake
Speed of the Fox
Training Grounds: 4HP
Vigor Adept


Discard

Rambasa Twin (3/2)
Aged Sensei (1/1+A)
Grappling Hook
Snapback
Martial Mastery


Tech 0 card(s)
Get Paid - ($10)
tech draw
twins to discard and codex
mind parry monk - ($5)
trainging grounds - ($4)
rook - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Grave, lvl 1, (3/3)
  • :pschip: Technician: Mind Parry Monk (5/4)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds: 4HP

Buildings:

  • :heart: Base HP: 3
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Max Jaina snipe your base, GG. Or 2x Dgrey Impersonators kill your base, ggwp

1 Like

that was a great game. i just couldnt deal with the surprise attack after i already dropped the x2 TG on turn 5.

well played!

1 Like

Ya I had better draw timings that game and I think that was the difference, as I didn’t do much else differently. GG WP, start another whenever you’re ready :slight_smile:

you got it. i think that steamtank did me it. perfect blocker i should have been ready for.

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Morningstar Flagbearer
Safe Attacking
Sensei’s Advice
Fox Primus
Snapback


WORKERS
Fox Primus


NextHand

Smoker
Aged Sensei
Savior Monk
Grappling Hook
Fox Viper


Discard

Sensei’s Advice
Snapback
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
rook - ($1)
safe attacking - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like

Definitely the Steam Tank was a champ

Game 4 Player 2, Turn 1

P2 Red vs P1 White

Starting Hand

Nautical Dog
Bloodrage Ogre
Mad Man
Pillage
Scorch

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (3)
  • Nautical Dog (2)
  • Worker (1)
Workers

Scorch

  • :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: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Charge
Bloodburn
Makeshift Rambaster
Careless Musketeer

End of Turn Discard
My Thoughts

Should be able to wreak havoc next turn unless Grappling Hook, and if that happens nbd should be able to get Bombaster down safe

Agh the 20%…


[b]P1T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Savior Monk
Smoker
Aged Sensei
Grappling Hook
Fox Viper


WORKERS
Fox Primus
Fox Viper


NextHand

Smoker
Rambasa Twin
Sparring Partner
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
aged sensei - ($2)
savior monk - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician: Rook, lvl 1, (2/4)
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6