Persephone (Monowhite) v. mdn1111 (Future/Law/Growth)

Tech 2 cards
  • Speed of the Fox
  • Glorious Ninja

Player 2, Turn 4


Workers make 8g. (8g)

Hire 9th worker for 1g. (7g, 4 cards)
  • Aged Sensei

Re-play :chibirook: Garus Rook for 2g, now with more depth of character. (5g)

Rook spends 2g to make a Bird’s Nest for the birds he made friends with in his backstory. (3g, 3 cards)

Rook patrols in Squad Leader. The birds patrol in Scavenger and Technician.

Discard 3 cards, draw 5.


Patrols:
:psblueshield: Squad Leader: :chibirook: Garus Rook, Lv. 1 (2 :crossed_swords: 4 :heart: 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger: Bird (1 :crossed_swords: 1 :heart:, Flying)
:pspuzzle: Technician: Bird (1 :crossed_swords: 1 :heart:, Flying)
:eye: Lookout:

Board:
Bird’s Nest
Entangling Vines [entangling Hardened Mox]

Base: 20 :heart:
├Spec: :fish_cake: Ninjutsu
└Tech Lab - :japanese_castle: Discipline : 4 :heart:
Tech I: 5 :heart:
Tech II: 5 :heart:

:pspig: 3g banked, 9 workers.


5 cards in hand
  • Training Grounds
  • Young Lightning Dragon
  • Fox Primus
  • Savior Monk
  • Safe Attacking
0 cards in deck
5 cards in discard
  • Fox Viper
  • Snapback
  • Sensei’s Advice
  • Speed of the Fox
  • Glorious Ninja

P1T5


Tech StartingHand Workers

TECH
Overeager Cadet
Flagstone Garrison


STARTING HAND
Nullcraft
Stewardess of the Undone
Origin Story
Stewardess of the Undone
Forgotten Fighter


WORKERS
Temporal Research
Tinkerer
Fading Argonaut
Time Spiral
Forgotten Fighter


NextHand

Origin Story
Drill Sergeant
Drill Sergeant
Plasmodium


Discard

Nullcraft
Stewardess of the Undone
Overeager Cadet
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Origin Story Rook (Man, reboots these days, am I right?) - ($4)
Stewardess of the Undone, elimintating a bird - ($1)
Pryn attacks and deals 1 to your tech II and keeping herself at 4 time

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Stewardess of the Undone
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Pryn (4 time)
    [B]In Play:[/B]
  • Battle Suits
  • Hardened Mox (exhausted)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Peace)

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

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

Bird’s Nest is sacrificed when Rook leaves. (6 discards)

Tech 2 cards (8 cards in discard)
  • Jade Fox * Snapback
  • Speed of the Fox
  • Bird’s Nest
  • Jade Fox
  • Fox Primus
  • Savior Monk
  • Mind-Parry Monk

Player 2, Turn 5


Workers make 9g. (12g)

Hire 10th worker for 1g. (11g, 4 cards)
  • Safe Attacking

Begin construction of Tech III building for 5g. (6g)

Hatch a **Young Lightning Dragon for 3g. (3g, 3 cards)

Build a Training Grounds for 1g. (2g, 2 cards)

Play Rook again. (0g)

Bird attacks your Tech II for 1 damage.

Rook patrols in Squad Leader. Young Lighting Dragon patrols in Lookout.

Discard 2 cards, draw 5.


Patrols:
:psblueshield: Squad Leader: :chibirook: Rook (3 :crossed_swords: 4 :heart: 1 :psblueshield)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout: Young Lightning Dragon (3 :crossed_swords: 3 :heart:, Resist 1)

Board:
Entangling Vines [entangling Hardened Mox]
:exhaust: Bird (1 :crossed_swords: 1 :heart:, Flying)
Training Grounds (4 :heart:)

Base: 20 :heart:
├Spec: :fish_cake: Ninjutsu
└Tech Lab - :japanese_castle: Discipline: 4 :heart:
Tech I: 5 :heart:
Tech II: 4 :heart:
Tech III: 5 :heart:

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Fox Viper
  • Sensei’s Advice
  • Glorious Ninja
  • Mind-Parry Monk
6 cards in deck
  • Snapback
  • Speed of the Fox
  • Bird’s Nest
  • Jade Fox
  • Fox Primus
  • Savior Monk
0 cards in discard

edit: forgot to list Training Grounds / Tech III in board state.

P1T6


Tech StartingHand Workers

TECH
Overeager Cadet
Flagstone Spy


STARTING HAND
Drill Sergeant
Plasmodium
Drill Sergeant
Origin Story


WORKERS
Temporal Research
Tinkerer
Fading Argonaut
Time Spiral
Forgotten Fighter


NextHand

Origin Story
Flagstone Garrison
Origin Story
Neo Plexus


Tech 2 card(s)
Get Paid + float - ($10)
Don’t Worker
Drill Sergeant - ($7)
Drill Sergeant, putting rune on the other one - ($4)
Put rune from Drill Sergeant on the Stewardess
Attack Rook w/ Stewardess, breaking the armor and dealing 3
Midband Pryn - ($1)
Attack Rook w/ Prynn, killing him and getting her to 4 time again
Pryn goes up 2 levels, to 6
Maxband Pryn, healing her - ($0)
Remove 2 time from Pryn to trash the dragon

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Drill Sergeant
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drill Sergeant
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Hardened Mox (entangled)
  • Stewardess of the Undone (4/1)
  • Pryn, Max, (3/5, 2 time)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 4 (Peace)

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

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

EV can target only patrollers, mox was sidelined.

Well that throws a wrench into things. How should we resolve it, @mdn1111?

edit: oh, I played that on turn 3, we’ve taken 2 turns each since then.

Simplest option would be for me to sacrifice the Vines at the start of your most recent turn, which would give you a patroller or an extra attack for 2.

Also, Young Lightning Dragon was in the Lookout patrol, so it costs 1g for Prynn to trash it.

Yeah, I’m fine just taking the last turn over. I’ll put it up quickly. As to the extra gold, do you think it’s fair we just give me one more gold to make up for the two unfairly entangled turns? I feel like I could definitely have gotten 1 gold of value out of those attacks.

Edit: If that seems too subjective, on my turn 4 and 5 you had no blockers and no haste available. I would thus have been attacking your Tech II with Mox, dealing 2 each time. We can set your Tech II to 1 health on my turn to simulate that.

I think think the second option makes more sense, if that’s how you would have used Mox on the turns you should have had it. Attacking Rook with the Mox on your most recent turn probably frees up enough gold to timelock my dragon.

P1T6


StartingHand Workers

STARTING HAND
Drill Sergeant
Plasmodium
Drill Sergeant
Origin Story


WORKERS
Temporal Research
Tinkerer
Fading Argonaut
Time Spiral
Forgotten Fighter
Plasmodium


NextHand

Nullcraft
Neo Plexus
Drill Sergeant
Flagstone Garrison


Tech 0 card(s)
Get Paid + float - ($10)
Worker - ($9)
Attack Rook w/ Mox, breaking armor and dealing 1
Attack rook w/ Stewardess, trading
Pryn goes up 2
Maxband Pryn - ($5)
Timelock the dragon - ($4)
Destroy your Tech II by attacking with Pryn, you take 2
Play Drill Sergeant, killing the Mox - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Drill Sergeant
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Pryn (2 time)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10
Tech 2 cards (+Entangling Vines is 3 discards)
  • Hero’s Monument
  • Mind-Parry Monk

Player 2, Turn 6


Workers make 10g. (10g)

Hire 11th worker for 1g. (9g, 3 cards)
  • Sensei’s Advice

Rebuild Tech II.

Play :codexgrave: Grave and :codexsetsuki: Setsuki for 2g each. (5g)
:exhaust: Training Grounds to maxband Grave. He gets a sword rune.
Pay 5g to put 5 levels on Setsuki, maxbanding her.

Bird attacks :codexprynn: Prynn for 1 damage.

Grave patrols in Squad Leader. Setsuki patrols in Elite.

Discard 3 cards, draw 5.


Patrols:
:psblueshield: Squad Leader: :codexgrave: Grave (5 :crossed_swords: 5 :heart: 1 :psblueshield:)
:psfist: Elite: :codexsetsuki: Setsuki (5 :crossed_swords: 4 :heart:)
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

Board:
:exhaust: Bird (1 :crossed_swords: 1 :heart:, Flying)
Training Grounds (4 :heart:)
[Trashed] Young Lightning Dragon

Base: 18 :heart:
├Spec: :fish_cake: Ninjutsu
└Tech Lab - :japanese_castle: Discipline: 4 :heart:
Tech I: 5 :heart:
Tech II: 5 :heart:
Tech III: 5 :heart:

:pspig: 0g banked, 11 workers.


5 cards in hand
  • Snapback
  • Speed of the Fox
  • Jade Fox
  • Fox Primus
  • Savior Monk
1 cards in deck
  • Bird’s Nest
6 cards in discard
  • Entangling Vines
  • Fox Viper
  • Glorious Ninja
  • Mind-Parry Monk
  • Mind-Parry Monk
  • Hero’s Monument

P1T7


Tech StartingHand Workers

TECH
Seer
Flagstone Spy


STARTING HAND
Neo Plexus
Nullcraft
Drill Sergeant
Flagstone Garrison
Stewardess of the Undone
Flagstone Spy
Origin Story
Origin Story
Hardened Mox
Stewardess of the Undone
Overeager Cadet


WORKERS
Temporal Research
Tinkerer
Fading Argonaut
Time Spiral
Forgotten Fighter
Plasmodium


NextHand

Stewardess of the Undone
Overeager Cadet
Neo Plexus
Hardened Mox
Origin Story


Tech 2 card(s)
Get Paid + float - ($11)
Play Flagstone Garrison - ($8)
Play Drill Sergeant, putting a counter on the other one, drawing a card - ($5)
Plat Nullcraft, drawing a card and putting a counter on eash Sergeant - ($3)
Play Flagstone Spy, drawing a card and putting a counter on each Sergeant - ($0)
Play Overeager Cadet , drawing a card and putting a counter on eash Sergeant
Sergeant A attacks and kills Grave
Sergeant B puts its counters on Nullcraft
Nullcraft attacks and kills Setsuki
Pryn attacks your Tech 3, dealing 3 to it

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drill Sergeant A (4 +1/+1, 5 damage)(8/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Drill Sergeant B 4/3
    [B]In Play:[/B]
  • Battle Suits
  • Flagstone Garrison (4hp)
  • Pryn (2time,3/4)
  • Nullcraft (3 +1+1) 4/4
  • Flagstone Spy
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Tech 0 cards

Player 2, Turn 7


Workers make 11g. (11g)

Hire 12th worker for 1g. (10g, 4 cards)
  • Savior Monk

Play :codexrook: Garus Rook for 2g. (8g)
:exhaust: Training Grounds to maxband Rook.

Make an offering of 8g for the honor of calling upon Jade Fox, Den’s Headmistress! (0g, 3 cards)
Jade Fox brings four 1/1 Ninjas with her. All of my Ninjas now have Flying and Swift Strike.

Bird attacks Flagstone Garrison for 1 damage.

Rook patrols in Lookout. The Ninja tokens patrol in the other four slots.

Discard 3 cards, draw 1, shuffle 9, draw 4.


Patrols:
:psblueshield: Squad Leader: Ninja (1 :crossed_swords: 1 :heart 1 :psblueshield, Flying, Swift Strike) )
:psfist: Elite: Ninja (2 :crossed_swords: 1 :heart:, Flying, Swift Strike)
:ps_: Scavenger: Ninja (1 :crossed_swords: 1 :heart:, Flying, Swift Strike)
:pspuzzle: Technician: Ninja (1 :crossed_swords: 1 :heart:, Flying, Swift Strike)
:eye: Lookout: :codexrook: Garus Rook, Lv. MAX (5 :crossed_swords: 6 :heart:, Two Lives, Resist 1)

Board:
:exhaust: Bird (1 :crossed_swords: 1 :heart:, Flying)
Training Grounds (4 :heart:)
Jade Fox (4 :crossed_swords: 8 :heart:, Flying, Swift Strike)
[Trashed] Young Lightning Dragon

Base: 18 :heart:
├Spec: :fish_cake: Ninjutsu
└Tech Lab - :japanese_castle: Discipline: 4 :heart:
Tech I: 5 :heart:
Tech II: 5 :heart:
Tech III: 2 :heart:

:pspig: 0g banked, 11 workers.


5 cards in hand
  • Bird’s Nest
  • Entangling Vines
  • Fox Viper
  • Mind-Parry Monk
  • Speed of the Fox
5 cards in deck
  • Glorious Ninja
  • Mind-Parry Monk
  • Hero’s Monument
  • Snapback
  • Fox Primus
0 cards in discard

Awkwardly, neither of my specs’ T3 units can block a ground attacker.

GG! The lack of a blocking Tech III was something that I realized last turn; I had been planning to try to destroy the building before I realized that only the heroes and their ultimate spells could hurt me.

That was a very fun game. I particularly enjoyed the many origins of your Rook, particularly in contrast to the way that my Bigby literally never did anything. In fact, Law as a whole did nothing for me this whole game; I should clearly consider a different third spec.

I’d be happy to play more if you’re up for it.

P1T8


Tech StartingHand Workers

TECH
Seer


STARTING HAND
Hardened Mox
Overeager Cadet
Origin Story
Neo Plexus
Stewardess of the Undone
Stewardess of the Undone
Seer
Flagstone Spy
Seer


WORKERS
Temporal Research
Tinkerer
Fading Argonaut
Time Spiral
Forgotten Fighter
Plasmodium


NextHand

Flagstone Spy
Stewardess of the Undone
Hardened Mox
Origin Story
Seer


Tech 1 card(s)
Get Paid - ($10)
Don’t worker
Play overeager cadet, drawing a card and putting a rune on both sergeants
Origin Story Rook - ($6)
Play Neo Plexus, drawing a card and putting a rune on both sergeants - ($4)
Play Seer, drawing a card and putting a rune on both sergeants, and a time rune on Pryn - ($3)
Play Stewardess, drawing a card and putting a rune on both sergeants, and bouncing a ninja token- ($0)
At this point, Drill Sergeant A has 8 runes and 12 power, while Drill Sergeant B has 4 runes and 8 power
All of your remaining patrollers have flying, and thus my Sergeants go underneath them.
I move all of my runes from B to A. A now has 12 runes and 16 power
Drill Sergeant A deals 16 to your base
Pryn, in recognition of her contributions this match, does the final 3, ending the game.

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


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Drill Sergeant B (4/3)
    [B]In Play:[/B]
  • Battle Suits
  • Flagstone Garrison (3hp)
  • Pryn (3time,3/4)
  • Nullcraft (3 +1+1) 4/4
  • Flagstone Spy
  • -Overeager CadetB
  • -Neo Plexus
  • -Seer
  • -Stewardess of the Undone
  • Drill Sergeant A (12 +1/+1, 5 damage)(16/10)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Peace)

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

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

Good game!

I thought that since Law was the only spec in common between the two games that you really wanted to try using Law things. The early turns when you mysteriously banked a ton of gold - I thought you were going to drop 7g on Bigby + Community Service to get T1/T2 units without making your teck building. So I teched more spells than I probably should have. I was also expecting Judgement Day / Rewind (and completely forgot about Origin Story until you played it), so that also pushed me more towards heroes.

That, and my screwup with Entangling Vines led to me losing T2 the turm I drew Mind-Parry Monk to stop the Origin Stories. (I teched the Lightning Dragon first, because I figured if you stole it I could chump-block it with birds forever & forgot that Origin Story existed.)

What I’m trying to figure out with White is what to do when being attacked. White’s starter just has nothing going for it on defense, all the spells & abilities only work if you’re attacking. The T1 units are weird in that it’s hard to tech 2 of anything - Boulder as a defense strategy fails really hard against Forgotten Fighter, and Inverse Power Ninja can’t be played with Bird’s Nest. It’s basically just Rook. None of the 12 non-ultimate spells do anything against ground units attacking you, either.

Yeah, that was definitely the idea at the beginning. I added Past (rather than Future) pretty much entirely for Origin Story, and the original goal was to synergize Hardened Mox with Judgment Day. But I had just been so thoroughly obliterated by your Rook last game that I Origin Story’d as soon as I could, and then I seemed to be able to keep you on the backfoot. The Judgment Day stuff was my plan until it became clear that you weren’t going to swarm me with units.

I see what you mean about the lack of non-Rook defense. I also found very comforting the total lack of haste and near-lack of pump - I was able to end each turn confident in Pryn’s survival, even without any particularly strong defense. On the other hand, last game I never really felt like I had a chance once I got behind.

Anyway, would you be interested in another game? If so, you can pick if you’d rather go first or second.

I’ve been playing two games concurrently, I think I should drop down to one b/c of other time commitments.

No worries! Thanks for the pair, it was fun and very informative