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Random Map/Deck Bonanza: YoungBuck and FrozenStorm

Player 2, Turn 3 (Random Bonanza! Game 7)

P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forest: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

[details=Starting Hand]
Bombaster
Dark Pact
Pillage
Bird’s Nest
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Twilight Baron, Gunpoint Taxman
Bird’s Nest, Dark Pact
[/details]


###Main:

  • Zane (5)
  • Rook (3)
  • Bird’s Nest (1)
  • Bloodrage Ogre smacks Quince and dies
  • Zane kills Quince and gains two levels
  • Pillage, I steal 1 gold and your base goes to 19hp
  • Worker (0)

[details=Workers]
Bombaster, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor)
  • :psfist: Elite: Tweetie Bird (1/1 flying)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Big Bird (1/1 flying)

####In Play:

  • Zane (2/1 from 1 damage, lvl 3)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Nautical Dog
Mad Man
Careless Musketeer
Makeshift Rambaster
[/details]

[details=End of Turn Discard]
Bloodrage Ogre
Pillage
Twilight Baron
Gunpoint Taxman
Charge
Dark Pact
[/details]

[details=My Thoughts]
Jeez he goes all in on cards just to stop Vandy threat, Rook’s decently safe here but could get killed by Hook or Advice, still worth it to get the birds down though even if he dies, and to get the base damage with Pillage in case I want to set up an earthquake. I also want to delay the cycle, just to allow for some reactive techs next turn (Metamorphosis, Earthquake, Tech 2s, Sharks are all on the table right now, depends on what he wants to do).
[/details]

#Player 1, Turn 4 (Random Bonanza! Game 6)
P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forrest: Instead of readying a hero or unit, can add +1/+1 instead

Starting Hand
Events of Turn:

[details=Starting Hand]
SB
Hook
Sensei
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)

###Main:

  • Worker (6)
  • Grave (4)
  • Snapback (1) Rook for Vandy
  • 1 Lobber takes Zane, Grave to L3
  • Lobber 2 takes +1/+1

[details=Workers]
SenseiViperFlag
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech 1: 5

####In Patrol:

  • :psblueshield: Squad Leader: Grave (3/4+1a L4)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Lobber (3/2 from 1 dmg)
Safe Atk
####Economy Info:

#####Cards:
Hand: 3
Deck: 2
Disc: 5

#####Gold:
Gold: 1
Workers: 8


[details=End of Turn Hand]
Advice
SP
Monk
[/details]


[details=My Thoughts]
Well this map isnt very exciting. Guess Ill try to use Lobbers and Sparring Partners for some early pressure to try to keep him off of an early metamorph, thats gotta be his strategy
[/details]

Player 2, Turn 4 (Random Bonanza! Game 7)

P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon

Map: Mystical Forest: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.

[details=Starting Hand]
Nautical Dog
Mad Man
Careless Musketeer
Makeshift Rambaster
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Dark Pact, Metamorphosis
Twilight Baron, Gunpoint Taxman
Bird’s Nest, Dark Pact
[/details]


###Main:

  • Midband Vandy (6)
  • Makeshift Rambaster (4)
  • Nautical Dog (3)
  • Tech 1 (2)
  • Vandy and the two birds slay Grave, Vandy maxbands and buffs Rambaster and lobber
  • Rambaster takes your tech 1, your base to 18
  • Worker (1)

[details=Workers]
Careless Musketeer, Bombaster, Bloodburn, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Float 1g, Discard 1 rs Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • Tweetie Bird (1/1 flying)
  • Big Bird (1/1 flying)
  • Vandy (4/5 lvl 5)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Dark Pact
Charge
Gunpoint Taxman
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Going all-in to metamorph Zane next turn, if I get free speech’ed I guess I’ll go to tech 2 and win there XD
[/details]

Could try to put up a fight, but I can see the metamorph coming and I have no answers

GG man! This map was pretty boring haha

This matchup was lopsided, but the map doesn’t really add much to playing standard (I don’t think it would change the base game much to always play with this rule, you can “rest” to get stronger after attacks essentially, but it adds confusion for a new player)

Ok new matchup below, I think Rich Earth looks purettty strong on this map o_0

Player 1, Turn 1 (Random Bonanza! Game 8)

P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 1g more to hire

[details=Starting Hand]
Bombaster
Nautical Dog
Pillage
Mad Man
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Nautical Dog (3)
  • Worker (1)

[details=Workers]
Bombaster
[/details]

  • :pspurpleshield: Patrol as below
  • Float 1g, Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Makeshift Rambaster
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn
[/details]

[details=End of Turn Discard]
Charge
Mad Man
Pillage
[/details]

[details=My Thoughts]
I feel like I’m going to git wrecked by Rich Earth, but we’ll see what I can do.
[/details]

#Player 2, Turn 1 (Random Bonanza! Game 7)
P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 2g

Starting Hand
Events of Turn:

[details=Starting Hand]
RE
Panda
Tiger
Trent
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Rich Earth (2) Really seems like this should be banned…
  • Worker (1)

[details=Workers]
Tiger
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech 1: 5

####In Patrol:

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

####In Play:
Rich Earth

####Economy Info:

#####Cards:
Hand: 5
Deck: 0
Disc: 3

#####Gold:
Gold: 0
Workers: 6


[details=End of Turn Hand]
Merfolk
Treebark
RG
VT
FF
[/details]


[details=My Thoughts]
So seems like Ill be bale to stay ahead of him on gold pretty easy. Probbly do lobbers and go for Growth
[/details]

Workers cost 1 with Rich Earth and this map in play. http://codexcarddb.com/card/rich_earth

So definitely makes sense, though the “Workers are now free” printing on the card directly contradicts his rule. I don’t know about you, but “Free” definitely doesnt mean “discounted” where I come from

Editted my turn to reflect rule

I believe the official ruling/explanation is that map cards apply after all other effects. So Rich Earth lowers the cost to 0, then the map card increases it to 1.

I suppose it all fits together then, but still take exception to “free” when it isnt free. The card should read “reduces the cost of workers by 1 g”. I realize this is literally the only situation where that would happen, but If I have a coupon for a free big mac, and then maccas decides to increase the price of a big mac by 50 cents after I got the coupon, do I have to pony up two quarters for that delicious burger?

No, I believe in that situation you would get the big mac for free.

1 Like

Haha well burgers on me next time then friend!

My rant was purely grammatical, the rule makes perfect sense. I just like to argue :slight_smile:

1 Like

Well, on the one hand I take exception with the card wording like YoungBuck does. Free means free.

OTOH, this seems way less tilted as a matchup now, and I understand the “favor simplicity” philosophy to word the card as “workers are free” when in fact, it is really meaning “workers cost 1 less gold”. Otherwise, the normal people NOT playing map cards would ask “So it costs one less than one? Why didn’t you just say it’s free, then?”

Player 1, Turn 2 (Random Bonanza! Game 8)

P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 1g more to hire

[details=Starting Hand]
Makeshift Rambaster
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1)
  • Tech 2 cards turn 1

[details=All Teched Cards]
Overeager Cadet x2
[/details]


###Main:

  • Makeshift Rambaster (4)
  • Rambaster and Dog take your base to 15hp
  • Worker (2)
  • Tech 1 (0)

[details=Workers]
Scorch, Bombaster
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

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

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

####In Patrol:

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

####In Play:

  • Nautical Dog (1/1)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Charge
Bloodburn
Pillage
Overeager Cadet
Careless Musketeer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Cheap sounds good here, so Cadets all the way. I don’t think Peace tech 2 is the right move to win here, I think probably a Drakk / Blood tech2 centric plan is best here? Perhaps Cala supports? Maybe General’s Hammer if it really looks like I can base race? No idea
[/details]

#Player 2, Turn 2 (Random Bonanza! Game 7)
P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 2g

Starting Hand
Events of Turn:

[details=Starting Hand]
RE
Panda
Tiger
Trent
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1 float)

###Main:

  • Ironbark (4)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
,VT,Tiger
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 15
  • Tech 1: 5

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark (1/2+3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Rich Earth

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 7


[details=End of Turn Hand]
Lobber
RG
Spore
Panda
FF
[/details]


[details=My Thoughts]
So seems like Ill be bale to stay ahead of him on gold pretty easy. Probbly do lobbers and go for Growth
[/details]

Player 1, Turn 3 (Random Bonanza! Game 8)

P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 1g more to hire

[details=Starting Hand]
Charge
Bloodburn
Pillage
Overeager Cadet
Careless Musketeer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards

[details=All Teched Cards]
Ferocity, Crash Bomber
Overeager Cadet x2
[/details]


###Main:

  • Drakk (4)
  • Overeager Cadet (4)
  • Pillage, your base to 14, I steal 1 gold (4)
  • Hero’s Hall (2)
  • Worker (0)

[details=Workers]
Careless Musketeer, Scorch, Bombaster
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1 armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

####In Play:

  • Drakk (1/3 lvl 1)
  • Makeshift Rambaster (1/2)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Bloodrage Ogre
Mad Man
Overeager Cadet
Bloodburn
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Yea, Ferocity might be really good considering he’s likely to grab things I can swift strike (plus it would surprise the snot out of Ironbark), Frenzy is good for a bunch of small dudes, I have to be a little careful of 2x lobber here so have to put the cadet in front. He can still pull off a Drakk kill with Forest’s Favor or Rampant Growth, but then we’re talking about 3 cards and a perfect draw, and I can survive without Drakk next turn… I think
[/details]

#Player 2, Turn 3 (Random Bonanza! Game 7)
P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 2g

Starting Hand
Events of Turn:

[details=Starting Hand]
RE
Panda
Tiger
Trent
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)

###Main:

  • Worker (6)
  • Panda (4)
  • Tech 2 - Growth (0)

[details=Workers]
Spore,VT,Tiger
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 RS Draw 2
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 14
  • Tech 1: 5
  • Tech 2: 5

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark (1/2+3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:
Rich Earth
Pnada (2/2)

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 7


[details=End of Turn Hand]
Lobber
RG
Spore
Panda
FF
[/details]


[details=My Thoughts]
So seems like Ill be bale to stay ahead of him on gold pretty easy. Probbly do lobbers and go for Growth
[/details]

Player 1, Turn 4 (Random Bonanza! Game 8)

P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 1g more to hire

[details=Starting Hand]
Bloodrage Ogre
Mad Man
Overeager Cadet
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards

[details=All Teched Cards]
General’s Hammer x2
Ferocity, Crash Bomber
Overeager Cadet x2
[/details]


###Main:

  • Midband Drakk (4)
  • Drakk and Cadet take Ironbark, cadet takes 1 damage
  • Maxband Drakk, he heals (2)
  • Bloodrage Ogre, now hasted (0)
  • Nautical Dog takes Wisp, you get 1 card
  • Fresh Cadet and Rambaster slap your base to 6hp
  • Overeager Cadet (0)
  • Skip worker

[details=Workers]
Careless Musketeer, Scorch, Bombaster
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

####In Play:

  • Drakk (3/4 lvl 6)
  • Makeshift Rambaster (1/2)
  • Overeager Cadet (2/1 from 1 damage)
  • Nautical Dog (1/1)
  • Bloodrage Ogre (3/2)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Pillage
Ferocity
Charge
Crash Bomber
[/details]

[details=End of Turn Discard]
Generals Hammer
Generals Hammer
Bloodburn
Mad Man
[/details]

[details=My Thoughts]
Screw Ferocity, I should have gone straight for the hammer last turn! This sets me up for great success though (who needs workers anyway?), I can run straight at his throat and I’m guaranteed to win in a few turns now unless he can finish me first (and I doubt that very much)
[/details]

#Player 2, Turn 4 (Random Bonanza! Game 7)
P1 [Blood]/Feral/Peace vs P2 [Growth]/Disease/Fire

Map: Hard Times Mill: Workers cost 2g

Starting Hand
Events of Turn:

[details=Starting Hand]
Lobber x 2
Trent
Merfolk
MoLaC
RG
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)

###Main:

  • Might of Leaf and Claw (5)
  • Lobber x 2 (3)
  • Arg (1) + wisp
  • Merolk (0)
  • Lobber 1 trades with TechN Cadet, you get 1 card
  • Lobber 2 and Panda trade with Drak, Arg midbands, 3 runes on MoLaC

[details=Workers]
,VT,Tiger
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 6
  • Tech 1: 5
  • Tech 2: 5

####In Patrol:

  • :psblueshield: Squad Leader: Arg (1/4+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Merfolk (1/1)
  • :target: Lookout:

####In Play:
Rich Earth

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
Lobber
RG
PS
[/details]


[details=My Thoughts]
So seems like Ill be bale to stay ahead of him on gold pretty easy. Probbly do lobbers and go for Growth
[/details]