RACE #3: petE ([Anarchy]/Strength/Growth) vs. FrozenStorm (Mono White)

@FrozenStorm edited, over to you…

Player 2, Turn 6

P1 White vs P2 Black

[details=Starting Hand]
Mythmaking
Sensei’s Advice
Fox Primus
Sparring Partner
Morningstar Pass
Aged Sensei (sets max)
Snapback (sets max)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in
  • Draw 2 for sets maxband

[details=All Teched Cards]
Fox’s Den Students, Oathkeeper of Kor Mountain
Fox’s Den Students, Doubling Barbarbarian
Morningstar Pass, Jefferson DeGrey, Ghostly Diplomat
Mythmaking, Sparring Partner
Martial Mastery, Ardra’s Boulder
[/details]


###Main:

  • Mythmaking (7)
  • Sparring Partner (6)
  • Aged Sensei (5)
  • Snapback Rook for Zane (2)
  • Degrey kills Doubling Barb, takes 4 damage
  • Setsuki swift strikes nautical dog, takes 1 damage
  • Grave and Boulder break your tech 3, each take 1 damage, your base to 18hp
  • Worker Up (1)

[details=Workers]
Fox Primus, Morningstar Flagbearer, Smoker, Fox Viper, Safe Attacking
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Float 1g, Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC STRENGTH
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Aged Sensei (1/1)
  • Grave (4/1 from 4 damage, lvl 7)
  • Ardra’s Boulder (2/7 from 1 damage)
  • Degrey (6/1 from 4 damage)
  • Setsuki (3/3 from 1 damage lvl 6)
  • Mythmaking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Grappling Hook
Doubling Barbarbarian
Martial Mastery
Savior Monk
[/details]

[details=End of Turn Discard]
Snapback
Fox’s Den Students
Oathkeeper of Kor Mountain
Morningstar Pass
Sensei’s Advice
[/details]

[details=My Thoughts]
Okay, he opts to tech up so I better bring the house! Teching in the other FDS (he isn’t touching Sets without Sharks and I’ve seen enough of what he teched to guess it’s unlikely he’s holding them, my guess is he went for Dinosize or Panda Spirit), lock out the tech 3 to be safe, hope for no sharks! If there are sharks, I guess I go to tech 3 with him and try to turtle up, hope I out-draw him…
[/details]

Very nice play and teching! Nautical Dog was in Lookout not Technician slot, so I didn’t draw.

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Scorch
Mad Man
Bombaster
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


WORKERS
Pillage
Bloodburn
Makeshift Rambaster
Careless Musketeer
Bloodrage Ogre
Charge


[/spoiler][/details]

[details=NextHand][spoiler]
Entangling Vines
Dinosize
Chaos Mirror
Whitestar Grappler
Chaos Mirror


[/spoiler][/details]

[details=Discard][spoiler]
Scorch
Mad Man
Doubling Barbarian
Nautical Dog
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain
Bombaster


[/spoiler][/details]

Tech 0 card(s)
Get Paid - ($10)
Zane to maxband, shoves Sparring Partner to Elite, deals 1dmg - ($5)
Scorch kills Sparring Partner - ($2)
Mad Man arrives, kills DeGrey - ($1)
Zane trades with Setsuki, I pay $1 - ($0)
Tech 3 rebuilds

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Thanks! Unfortunately you’ve left my forces fairly depleted, just enough to down a tech building…

Player 2, Turn 7

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook (dc’d for next cycle)
Doubling Barbarbarian
Martial Mastery
Savior Monk
Fox’s Den Students (MM)
Fox’s Den Students (MM rs)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1float)
  • No techs

[details=All Teched Cards]
Fox’s Den Students, Oathkeeper of Kor Mountain
Fox’s Den Students, Doubling Barbarbarian
Morningstar Pass, Jefferson DeGrey, Ghostly Diplomat
Mythmaking, Sparring Partner
Martial Mastery, Ardra’s Boulder
[/details]


###Main:

  • Martial Mastery, discard 1 draw 1 rs draw 1 and check your hand (10) [Chaos Mirror, Dinosize, Chaos Mirror, Whitestar Grappler, Entangling Vines] So no haste next turn phew
  • Doubling Barbarbarian (7)
  • Savior Monk (5)
  • Tech 3 (0)
  • Aged Sensei buffs Grave, he takes down your tech 2 (since you don’t have a tech 3 in hand), your base to 16hp
  • Boulder hits your base to 14hp

[details=Workers]
Fox Primus, Morningstar Flagbearer, Smoker, Fox Viper, Safe Attacking
[/details]

  • :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 SPEC STRENGTH
  • Tech3 HP: 5
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Aged Sensei (1/1)
  • Grave (4/1 from 4 damage, lvl 7)
  • Ardra’s Boulder (2/6 from 2 damage)
  • Doubling Barbarbarian (3/5)
  • Savior Monk (2/2)
  • Mythmaking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Grappling Hook
Jefferson DeGrey, Ghostly Diplomat
Sensei’s Advice
Sparring Partner
[/details]

[details=End of Turn Discard]
Martial Mastery
Fox’s Den Students
Fox’s Den Students
[/details]

[details=My Thoughts]
Well it wasn’t sharks, but Sets and Degrey still die… Oh well, no blockers so take the tech 3 again, no haste coming so don’t leave any blockers, leaves his hand almost entirely dead. Martial Mastery here risked drawing something I wanted to play next cycle, but gave me better odds at drawing Oathkeeper for next turn. Didn’t work out, but the information I got was still valuable! Next turn I’ll just max sets back out
[/details]

P1 Turn8


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Dinosize
Chaos Mirror
Whitestar Grappler
Chaos Mirror
Entangling Vines


WORKERS
Pillage
Bloodburn
Makeshift Rambaster
Careless Musketeer
Bloodrage Ogre
Charge
Chaos Mirror


[/spoiler][/details]

[details=NextHand][spoiler]
Mad Man
Chaos Mirror
Bird’s Nest
Gunpoint Taxman
Scorch


[/spoiler][/details]

[details=Thoughts][spoiler]


Last chance saloon. Sadly didn’t draw any of the 4 Tech 3s in the 3 cards following the reshuffle.

[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Argagarg to maxband, summon Wisp and Water Elemental - ($3)
Rook - ($1)
Sacrifice Tower to build Tech Lab Anarchy, my Base to 12HP - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg lvl 5 (1/5 + 1)
  • :psfist: [I]Elite[/I]: Wisp (0/1)
  • :ps_: [I]Scavenger[/I]: Water Elemental (3/3)
  • :pschip: [I]Technician[/I]: Rook lvl 1 (2/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tech Lab: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

You’re not going to like this… On my phone apologies for any spelling issues

Player 2, Turn 8

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Jefferson DeGrey, Ghostly Diplomat
Sensei’s Advice
Sparring Partner
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • heal 1 for grave and Boulder
  • No techs

[details=All Teched Cards]
Fox’s Den Students, Oathkeeper of Kor Mountain
Fox’s Den Students, Doubling Barbarbarian
Morningstar Pass, Jefferson DeGrey, Ghostly Diplomat
Mythmaking, Sparring Partner
Martial Mastery, Ardra’s Boulder
[/details]


###Main:

  • Degrey, wisp and elemental die (7)
  • Sets + lvl 2 (4)
  • Sparring Partner (3)
  • sensei’s advice on doubling barb and Boulder (2)
  • Hook arg to lookout (2)
  • Aged Sensei buffs barb, now a 7/9, he takes rook and overpowers 3 to arg, sets to level 4, you get a card
  • Boulder kills arg, sets maxbands
  • Grave and Savior monk kill your tech 3, your base to 10hp

[details=Workers]
Fox Primus, Morningstar Flagbearer, Smoker, Fox Viper, Safe Attacking
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • float 2g, done teching

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC STRENGTH
  • Tech3 HP: 5
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Jefferson Degrey (6/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Aged Sensei (1/1)
  • Grave (4/2 from 3 damage, lvl 7)
  • Setsuki (3/4 lvl 6)
  • Ardra’s Boulder (2/7 from 1 damage)
  • Doubling Barbarbarian (3/5)
  • Savior Monk (2/2)
  • Sparring partner (2/2)
  • Mythmaking

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Morningstar Pass
Oathkeeper of Kor Mountain
[/details]

[details=End of Turn Discard]
Martial Mastery
Fox’s Den Students
Fox’s Den Students
Grappling hook
Sensei’s advice
[/details]

[details=My Thoughts]
This should seal it I think
[/details]

I’ll concede here, GG !
@EricF

Felt well outplayed throughout, your techs were spot on against whatever I was planning. Had aimed for a Doubling Barbarian set up with Birds, to play Dinosize/Chaos Mirror etc, but didn’t get to play those spells a single time, and the Birds barely got off the ground – in fact surprised given all this that the ending seemed quite close.

That’s partially because FrozenStorm teched 2 Fox Den Students that he never got to use, and two of his other choices were a tech 3 and a Martial Mastery.

Degrey was working overtime!

GG WP @petE!

Indeed my draws for my “big play” techs (FDS, Oathkeeper) did not come when they needed to. I also teched Morningstar Pass thinking I would be the one to go to tech3 first, and that’d be just enough stall to make it, but I switched gears on Turn 5 when I smelled blood and skipped a worker, muddling my game plan (I’m not nearly as good as @EricF of having a “deck construction” in mind and sticking to it, I tech very reactionarily and I think it shows poorly in my losses).

I’d contend that Martial Mastery did WORK this game though, two cycle speed-ups and valuable information helped me counterplay just how I needed to. I really like Martial Mastery though I know many consider it a “bad” card. Especially as player 2, it helps me a lot with teching and drawing the answers I need to stay even.

I think your deck combo is a little too telegraphed in how it wants to operate, especially early: With rook out turn 1, I could be pretty assured you would come with Birds there, and I drew well to get you off of them. You could have attacked better on turn 2 to only put 1 damage on rook (Dog + Mad Man take Savior, Rook kills Sensei), or not attacked Aged Sensei at all (kind of counter-intuitive to give up board position like that, but taking the damage on Rook costs your game plan for birds a lot, and my hand size would have been down then where I maybe don’t draw Grappling hook on the wrap-around)!

1 Like

You’re right on turn 2, I didn’t make the correct trade on Saviour Monk. Then with 2 damage on Rook, I was nervous about leaving Aged Sensei on the board given how well it combines with Rook.

I’ve find playing P1 multicolour can be difficult against P2 monocolour, as the multicolour penalty stacks up with the economic disadvantage of P1. Just have to learn to maintain the initiative/pressure without getting into bad trades.

Indeed I have also sometimes found it hard to play multicolor p1 vs mono p2: you have to be very careful not to get too far down on econ!