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Random Map/Deck Bonanza: YoungBuck and FrozenStorm

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]

Note that your base is on 5hp from Drakk death :wink: And you DC2 Draw 4 after the technician to 6, and playing 4 cards?

Player 1, Turn 5 (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]
Pillage
Ferocity
Charge
Crash Bomber
Generals Hammer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Draw 1 from technician
  • Tech 2 cards

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


###Main:

  • Onimaru (5)
  • General’s Hammer your base to 2hp (2)
  • Crash Bomber (1)
  • BROgre + Dog kill Arg, Dog dies, Oni to lvl 3
  • Rambaster kills wisp, you get 1g
  • Skip Worker

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, 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: Crash Bomber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (2/1 from 1 damage)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Makeshift Rambaster (1/2)
  • Bloodrage Ogre (3/1 from 1 damage)
  • Onimaru (2/3 lvl 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Overeager Cadet
Bloodburn
Generals Hammer
Mad Man
Ferocity
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
BASE RACE I THINK I WIN
[/details]

GG man, did not respect the stupid dmg you can do even just with red starter!

Well that map wasn’t nearly as interesting as I thought it was going to be Im astonished with how much hurt you could put on my base even being 1g down most turns. Crazy

Will post next match with Pinnacle map shortly!

It caught me off guard as well, I certainly could have teched better turn 3 had I realized I’d be going for such a fast base race (I figured there was a good chance you’d tech 2x lobbers first, and wasn’t sure if you’d be drawing them staggered or together. Looks like you got simultaneously “lucky” to draw them together w/ MoLaC, and unlucky that you weren’t able to trade me off some of my guys on your turn 3). I think not drawing either t3 baited you into tech rushing when you really needed to flood patrol there.

#Player 1, Turn 1 (Random Bonanza! Game 8)
P2 [Blood]/Future/Demon vs P2 [Feral]/Past/Peace

Map: Pinnacle: Heroes can cast Ultimate spells at any levels, at any time. Take an extra turn out when killed

Events of Turn:

[details=Starting Hand]
Dog
Brogre
Rambaster
Mad Man
Pillage
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)

###Main:

  • Worker (3)
  • Rambaster (1)
  • Naughty Dog (0)
  • Rambaster hits your base to 17 Hp

[details=Workers]
Pillage
[/details]

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

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

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:
Rambaster (1/2)
Naughty Dog (1/1)

####Economy Info:

#####Cards:
Hand: 4
Deck: 1
Disc: 2

#####Gold:
Gold: 0
Workers: 5


[details=End of Turn Hand]
BB
Musk
Bombaster
Charge
[/details]


[details=My Thoughts]
Ugh I do not like this match up. Would eb fun to use Double Time, but I have no idea how I could actually use it. Might be a good back up in case he starts getting unit heavy. But he has art of war too, and undo, and I have almost 0 way to deal with Art of War aside from Future fliers, but he can chain Art of War and destory my tech buildings every freaking time!
[/details]

After the game

I would take metamorph over art of war in this matchup. Then again I have a bad track record predicting winners here.

Sun Tzu looks strong on this map, but we shall see.

Player 2, Turn 1 (Random Bonanza! Game 9)

P1 [Blood]/Future/Demonz vs P2 [Feral]/Past/Peace

Map: Pinnacle: Heroes can cast Ultimate spells at any levels, at any time. Take an extra turn out when killed

[details=Starting Hand]
Merfolk Prospector
Spore Shambler
Ironbark Treant
Playful Panda
Forest’s Favor
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Ironbark Treant (2)
  • Merfolk Prospector (1)
  • Worker Up (0)

[details=Workers]
Spore Shambler
[/details]

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

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

  • :heart: Base HP: 17

####In Patrol:

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

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Verdant Tree
Rampant Growth
Rich Earth
Tiger Cub
[/details]

[details=End of Turn Discard]
Forest’s Favor
Playful Panda
[/details]

[details=My Thoughts]
I want to get Oni out safely next turn, so I can Art of War with him turn 3. So blocking up, hoping to stop heavy aggro with Drakk, we’ll see how it goes!
[/details]

#Player 1, Turn 1 (Random Bonanza! Game 8)
P2 [Blood]/Future/Demon vs P2 [Feral]/Past/Peace

Map: Pinnacle: Heroes can cast Ultimate spells at any levels, at any time. Take an extra turn out when killed

Events of Turn:

[details=Starting Hand]
Dog
Brogre
Rambaster
Mad Man
Pillage
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Careless Muskateer (2)
  • Bombaster (0)

[details=Workers]
Bloodburn Pillage
[/details]

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

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

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:
Rambaster (1/2)
Bobaster (2/2)

####Economy Info:

#####Cards:
Hand: 3
Deck: 3
Disc: 1

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


[details=End of Turn Hand]
WD
Scortch
Mad Man

[/details]


[details=My Thoughts]
Ugh I do not like this match up. Would eb fun to use Double Time, but I have no idea how I could actually use it. Might be a good back up in case he starts getting unit heavy. But he has art of war too, and undo, and I have almost 0 way to deal with Art of War aside from Future fliers, but he can chain Art of War and destory my tech buildings every freaking time!
[/details]

Player 2, Turn 2 (Random Bonanza! Game 9)

P1 [Blood]/Future/Demonz vs P2 [Feral]/Past/Peace

Map: [Pinnacle: Heroes can cast Ultimate spells at any levels, at any time. Take an extra turn out when killed]

[details=Starting Hand]
Verdant Tree
Rampant Growth
Rich Earth
Tiger Cub
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in

[details=All Teched Cards]
Stewardess of the Undone, Centaur
[/details]


###Main:

  • Tap prospector, +1g (7)
  • Rich Earth (4)
  • Tiger Cub (2)
  • Tech 1 (0)
  • Worker Up (0)

[details=Workers]
Verdant Tree, Spore Shambler
[/details]

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

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

  • :heart: Base HP: 17
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Merfolk Prospector (1/1)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Young Treant
Centaur
Playful Panda
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Not safe to bring out Oni this cycle, that’s not a huge surprise; since he’s looking for card bankruptcy, I’ll go for econ and two card-efficient units, I think it’ll set me up well to get Oni out turn 3 / 4.
[/details]