yeah, I didn’t want to rely on Drakk being up but I think usually when I play too heavy around Snapback, I end up worse off. I could have played better for an incremental advantage. I feel like maybe Desperation needs to see more early use, especially as P2. Would help counter the Hero + t1 spam white succeeds on
Whacha think? I’m okay to start the series but wouldn’t mind one more pair of warm-ups
one more pair works for me! feel free to post your T1
Mmk cool, let’s each get one more shot at P2 to see a little more draw variance. GL HF!
Game 9 Player 1, Turn 1
Starting Hand
Pillage
Makeshift Rambaster
Bombaster
Nautical Dog
Bloodburn
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Jaina (2)
- Nautical Dog (1)
- Worker (0)
Workers
Bloodburn
-
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:
-
Technician:
-
Lookout:
In Play:
- Jaina (2/3 lvl 1)
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Mad Man
Careless Musketeer
Bloodrage Ogre
Scorch
Charge
End of Turn Discard
My Thoughts
Hmm. The more I think about it the more I wonder if putting a hero out is really advisable. Rook + Monk P2T1 as a response is tough to counter, same for Grave depending on what I lay.
But I think maybe w/ Sparkshot, we can make Jaina work. Maxing her early is risky w/ Snapback but I’m going to try playing less against Snapback
sounds good!
[b]P2T1[/b]StartingHand Workers
STARTING HAND
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer
Smoker
Safe Attacking
WORKERS
Morningstar Flagbearer
NextHand
Fox Viper
Savior Monk
Fox Primus
Snapback
Discard
Grappling Hook
Sensei’s Advice
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
smoker - ($3)
rook - ($1)
safe attacking - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Smoker (1/1+A)
-
Elite:
-
Scavenger:
-
Technician: Rook, lvl 1, (2/4)
-
Lookout:
In Play:
- Safe Attacking
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
no bro/dog? let’s drop rook and see if i can make something happen. at least they’ll have to trade a second unit or scorch rook?
Lucky me, no Monk
Game 9 Player 1, Turn 2
Starting Hand
Mad Man
Careless Musketeer
Bloodrage Ogre
Scorch
Charge
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Crash Bomber
Main:
- Jaina kills Smoker
- Bloodrage Ogre (3)
- Worker (2)
- Tech1 (1)
Workers
Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
- Jaina (2/2 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Pillage
Charge
Crash Bomber
Bombaster
Scorch
End of Turn Discard
My Thoughts
So far so good!
eh…
[b]P2T2[/b]Tech StartingHand Workers
TECH
Sparring Partner
Sparring Partner
STARTING HAND
Fox Primus
Fox Viper
Savior Monk
Snapback
WORKERS
Morningstar Flagbearer
Fox Primus
NextHand
Smoker
Fox Viper
Sparring Partner
Aged Sensei
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
savior monk - ($2)
hero’s hall - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Savior Monk (2/2+A)
-
Elite:
-
Scavenger:
-
Technician: Rook, lvl 1, (2/4)
-
Lookout:
In Play:
- Safe Attacking
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
hmm, ember sparks + mad man results in tech 1 break…let’s build the hero’s hall as well.
Game 9 Player 1, Turn 3
Starting Hand
Pillage
Charge
Crash Bomber
Bombaster
Scorch
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Brogre Trades Monk
- Mid Jaina, hit Rook, Dog kills, Jaina maxes (4)
- Crash Bomber (3)
- Worker (2)
Workers
Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Crash Bomber (2/2)
-
Lookout:
In Play:
- Jaina (4/3 lvl 6)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
End of Turn Hand
Mad Man
Gunpoint Taxman
Makeshift Rambaster
Surprise Attack
Bloodrage Ogre
End of Turn Discard
My Thoughts
Have to anticipate getting Snapback’d or Twins, either way should be in good shape to move towards anarchy
yuck
[b]P2T3[/b]Tech StartingHand Workers
TECH
Bird’s Nest
Fuzz Cuddles
STARTING HAND
Aged Sensei
Smoker
Sparring Partner
Fox Viper
Sparring Partner
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
NextHand
Fuzz Cuddles
Snapback
Sensei’s Advice
Grappling Hook
Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
grave - ($4)
sets - ($2)
sparring partner - ($1)
sparring partner - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Sets, lvl 1, (1/3+A)
-
Elite:
-
Scavenger:
-
Technician: Grave, lvl 1, (2/3)
-
Lookout:
In Play:
- Safe Attacking
- Sparring Partner (2/2)
- Sparring Partner (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
that’s not so bad. plays well into rook/snapback next turn.
editing… miscalculated dmg
Game 9 Player 1, Turn 4
Starting Hand
Mad Man
Gunpoint Taxman
Makeshift Rambaster
Surprise Attack
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (7+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Jaina kill Sets, levels fizzle
- CB trades with Grave, you draw 1, levels fizzle
- Bloodrage Ogre (7)
- Gunpoint Taxman (5)
- Worker (4)
- Tech 2 Anarchy (0)
Workers
Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3+1armor)
-
Elite: Bloodrage Ogre (3+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Jaina (4/2 lvl 6)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Marauder
Charge
Pillage
Nautical Dog
End of Turn Discard
Kidnapping
Steam Tank
Makeshift Rambaster
Surprise Attack
Crash Bomber
My Thoughts
Playing to maximize board presence and tech up, should be smooth sailing to tech 3
Tech StartingHand Workers
TECH
Reversal
Reversal
STARTING HAND
Grappling Hook
Sensei’s Advice
Snapback
Fuzz Cuddles
Savior Monk
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
savior monk
NextHand
Aged Sensei
Reversal
Fox Viper
Bird’s Nest
Tech 2 card(s)
Get Paid - ($8)
tech draw
Worker - ($7)
rook - ($5)
snapback jaina for zane - ($2)
fuzz cuddles - ($0)
tap spartners rune rook and cuddles
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Fuzz Cuddles (3/4+A)+
-
Elite:
-
Scavenger:
-
Technician: Rook, lvl 1, (3/5)+
-
Lookout:
In Play:
- Safe Attacking
- Sparring Partner (2/2)
- Sparring Partner (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
hmm, kind of experimenting here.
Game 9 Player 1, Turn 5
Starting Hand
Marauder
Charge
Pillage
Nautical Dog
Bombaster (zane)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship x2
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Max Zane, shove Fuzz to Scav (3)
- Gpt trades with Fuzz, I steal scav gold (4)
- Brogre smacks Rook around and Zane kills, we both draw
- Bombaster (2)
- Nautical Dog (1)
- Worker (0)
Workers
Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader: Bombaster (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
- Zane (4/1 lvl 6)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Bloodrage Ogre
Steam Tank
Surprise Attack
Gunpoint Taxman
End of Turn Discard
My Thoughts
Really good shape to push tech 3 XD
hmmm, where did drak come from, and where did he go?
No Drakk, sorry for confusion!
no worries!
[b]P2T5[/b]Tech StartingHand Workers
TECH
Entangling Vines
Hidden Ninja
STARTING HAND
Fox Viper
Aged Sensei
Bird’s Nest
Reversal
Snapback
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper
NextHand
Sensei’s Advice
Sparring Partner (2/2)
Grappling Hook
Snapback
Reversal
Tech 2 card(s)
Get Paid - ($9)
tech draw
Worker - ($8)
grave - ($6)
reversal bombaster, dies - ($3)
sparring partner safely kills dog, you draw
sparring partner trades with zane, grave to lvl 3
sets - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Sets, lvl 1, (1/3+A)
-
Elite:
-
Scavenger:
-
Technician: Grave, lvl 3, (3/4)
-
Lookout:
In Play:
- Safe Attacking
- Sparring Partner (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
okay, it’s not the worst thing in the world if they draw both gunships because of the tech draw. i just need to put the pressure on them to tech up…
10% chance they draw both as is
18% chance they draw both with tech
even a max drak with haste shinanigans isn’t that scary if they skip tech 3 for a turn. so let’s clear board and wall up.
float the gold because there really isnt any better place for it right now.
what to tech? im so tempted to double down on earthquake or FDS, but it just doesnt seem smart. ill go with other spells for now to have options.
Game 9 Player 1, Turn 6
Starting Hand
Bloodrage Ogre
Steam Tank
Surprise Attack
Gunpoint Taxman
Makeshift Rambaster (techn)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Steam Tank (6)
- Worker (5)
- Tech 3 (0)
Workers
Bloodrage Oger, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Steam Tank (3/6)
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Marauder
Pirate Gunship
Kidnapping
Crash Bomber
Charge
End of Turn Discard
Nautical Dog
Bombaster
Steam Tank
Marauder
Makeshift Rambaster
Gunpoint Taxman
Surprise Attack
My Thoughts
Possible I don’t get to gunship next turn if there’s SotF or Reversal, but otherwise should be well set
Tech StartingHand Workers
TECH
Fox’s Den Students
Fox’s Den Students
STARTING HAND
Sensei’s Advice
Reversal
Grappling Hook
Snapback
Sparring Partner (2/2)
WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper
NextHand
Aged Sensei
Hidden Ninja
Fuzz Cuddles
Entangling Vines
Bird’s Nest
Discard
Reversal
Snapback
Grappling Hook
Sensei’s Advice
Fox’s Den Students
Fox’s Den Students
Tech 2 card(s)
Get Paid + float - ($11)
sparring partner - ($10)
expensive reversal, disable steamtank - ($6)
grave and sparring partner break tech 3, your base to 18
max sets, hits your tech 2 down to 2 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Sparring Partner (2/2)
-
Elite:
-
Scavenger:
-
Technician: Grave, lvl 3, (3/4)
-
Lookout:
In Play:
- Safe Attacking
- Sets, lvl 6, (3/4)
- Sparring Partner (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
time to make a gamble. im teching FDS.
Game 9 Player 1, Turn 7
Starting Hand
Marauder
Pirate Gunship
Kidnapping
Crash Bomber
Charge
Events of Turn:
Upkeep:
- Get Gold (10)
- no techs
All Teched Cards
Steam Tank, Marauder
Pirate Gunship x2
Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber
Main:
- Drakk (8)
- Kidnapping, take SQL (4)
- Marauder, trades with Grave, you draw 1, Drakk to level 3 (1)
- Kidnapped partner trades with your backline partner
- Crash Bomber (0)
Workers
Bloodrage Ogre, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 2 ANARCHY
- Tech3 HP: 5
In Patrol:
-
Squad Leader: Drakk (1/3+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician: Crash Bomber (2/2)
-
Lookout:
In Play:
- Steam Tank (3/3)
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Pirate Gunship
Nautical Dog
Marauder
Pirate Gunship
End of Turn Discard
My Thoughts
Ok, hope for no 2x FDS
EDIT:
Miscounted the deck, I often eyeball it
are you tapping spartner for a rune or something?