Random specs: Marto vs Zhavier

@zhavier
I rolled [Bashing]/Strength/Peace. Might over Magic, that is.
I wait for your specs to start the game !
GL&HF :slight_smile:

1 Like

I got [Discipline]/Growth/Demonology

1 Like

Player 1, Turn 1

[details=Starting Hand]
Timely messenger
Tenderfoot
Older Brother
Fruit Ninja
Wither
[/details]

##Events of Turn:

###Upkeep:

  • Get 4 gold (4)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Play Tenderfoot (3)
  • Summon Onimaru (1)
  • Worker Up (0)

[details=Workers]
Fruit ninja
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, Draw 5
  • Float 0

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

  • :heart: Base : 20 HP

####In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Onimaru 2/3+1
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot 1/2
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Brick Thief
Helpful Turtle
Granfallon Flagbearer
Spark
Bloom
[/details]

[details=End of Turn Discard]
Timely messenger
Wither
Older Brother
[/details]

[details=My Thoughts]
.
[/details]

For Marto

Um… Is there a reason your thoughts on the last couple turns you’ve taken (across multiple games) are just a period? I’m pretty sure if you leave the Thoughts section of the sheet blank it’ll just omit the Thoughts spoiler. It’s disconcerting to open what ostensibly is a player’s insight on how the game is going and see… nothing.

I played quickly this morning before going to work, and didn’t take the time for some thoughts or comments. I’ll update them as soon as I return home. Sorry for that !

1 Like

P2T1


StartingHand Workers

STARTING HAND
Savior Monk
Grappling Hook
Sensei’s Advice
Smoker
Safe Attacking


WORKERS
Savior Monk


NextHand

Fox Viper
Morningstar Flagbearer
Snapback
Fox Primus


Discard

Grappling Hook
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
Safe Attacking - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Smoker 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6
Thoughts

I don’t think I like any opening here. Timely Messenger, Spark, Wither, and Bloom are all enough to clear my board with little trouble, no matter what I put down. So instead, I just want to get a half decent trade and try and simply recover later.

Player 1, Turn 2

[details=Starting Hand]
Brick Thief
Helpful Turtle
Granfallon Flagbearer
Spark
Bloom
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 5 gold (5)

[details=All Teched Cards]
2x Cadet[spoiler]

[/spoiler][/details]


###Main:

  • Play Brick Thief (3) your base loses 1 HP
  • Worker Up (2)
  • Build Tech I (0)
    - Tenderfoot kills Smoker, you gain 1 gold
    - Onimaru hits your base for 3 damage.

[details=Workers]
Fruit ninja, Helpful Turtle
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, rs, Draw 5
  • Float 0

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

  • :heart: Base : 20HP
  • Tech I: 5HP

####In Patrol:

  • :psblueshield: Squad Leader: Brick Thief 2/1 +1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • lvl 1 Onimaru 2/3, Tenderfoot 1/1

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Timely messenger
Wither
Overeager Cadet
Granfallon Flagbearer
Spark
[/details]

[details=End of Turn Discard]
Older Brother
Overeager Cadet
Bloom
[/details]

[details=My Thoughts][spoiler]
T1: that could be worse. Bashing is possibly my least favorite spec, especially with two different colors around, but Neutral starter is decent, while Strength and Peace offer solid geroes, good spells and a reliable Tech II plan. zhavier’s deck is fearsome, wih many cheap, efficient tech Is backed by Vandy’s spells, a decent Metamorphosis target with Grave. Growth II with ancients/MotL&C with Dark Pact and cheap bodies looks like a good plan, but hardly superior to the Peace engine. On top of all, white starter is a bit weak as P2, lacking solid blockers without Rook, especially facing Oni with neutral starter.

Basically, my plan will be putting enough pressure on early with Oni and neutral starter to prevent zhavier from setting up any threat around Metamorphosis; if I can harrass him away from T3 tech II, my endgame should beat his.

T2: I really don’t get zhavier’s plan ? Safe Attacking seems very bold, to say the least, as I see no hasty unit, nor any way to hasten them, and for the moment I should be able to break his board every turn. Not to mention he’s now down on cards. There must me some secret plan I missed ?

I’ll stick to the plan and go for double Cadets, keeping my gold for levelling Oni, Tech II and garrisons, or maybe Heroes Hall and Rook + birds.
[/spoiler][/details]
(thoughts for T1 and T2)

1 Like

(edited, I didn’t update my end-of-turn hand)

P2T2


Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Morningstar Flagbearer
Fox Primus
Fox Viper
Snapback


WORKERS
Savior Monk
Fox Primus


NextHand

Snapback
Grappling Hook
Morningstar Flagbearer
Rambasa Twin
Aged Sensei


Tech 2 card(s)
Get Paid + float + Scav - ($9)
Worker - ($8)
Maxband Argagarg - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]: Argagarg 1/5, lvl 5
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I was a little worried he might play the turtle and negate my playing the smoker entirely. The thief isnt great for me either though. He has 6 damage on the board, and reasonably 2-4 more damage potential in hand. I now have 10 hp on the table, so there is very little chance he completely wipe my board. He CAN leave only the wisp alive, though. and dealing that much damage should cost him heavily on cards. Just trying to survive long enough to overcome the white starter.

Player 1, Turn 3

[details=Starting Hand]
Timely messenger
Wither
Overeager Cadet
Granfallon Flagbearer
Spark
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 6 gold (6)

[details=All Teched Cards]
2x Cadet
2x Flagstone Garrison

[spoiler]

[/spoiler][/details]


###Main:

  • Midband Onimaru (2)
  • Oni kills Water Elemental, taking 3 damage back
  • Brick thief kills scav Wisp. You gain one gold, your tech I loses 1 HP
  • Overeager Cadet (2)
  • Worker up (1)

[details=Workers]
Fruit ninja, Helpful Turtle, Granfallon Flagbearer
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, draw 3, rs, Draw 2
  • Float 1

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

  • :heart: Base : 20HP
  • Tech I: 5HP

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2+1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • lvl 5 Onimaru 3/1, Tenderfoot 1/1, Brick Thief 2/1

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Older Brother
Overeager Cadet
Bloom
Wither
Flagstone Garrison
[/details]

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

[details=My Thoughts][spoiler]
Hmmm, I partly understand zhavier’s plan now, keeping some gold for max Arg, but still, why Safe Attacking ? Presumably he drew all the 1-cost cards on T1 and couldn’t play any on T2… Good news for me, as his deck cycling is now 1 card late, and tempo’s still in my favor.

Arguably I could’ve teched for agressive spells, like Elite training, or decide to suicide Oni and bring Rook while teching bird’s nest, but I decided to stick to the Peace plan. Snapback hits Onimaru slightly less, as he brings more value each time he attacks, and if maxed will leave behind a bunch of troopers !
Drawing both Garrisons is reasonably unlikely enough (10%), and one is more that enough on turn 5 (plus I may very well draw into the second copy), so I take the risk teching them early without getting low on cards.
[/spoiler][/details]
(thoughts for T1 and T2)

Your worker section is broken. Thankfully you had spoiler tags too, but I think the problem is that you need a blank line above the details tag.

1 Like

Fixed, thanks ! :slight_smile:

1 Like

P2T3


Tech StartingHand Workers

TECH
Dark Pact
Blooming Ancient


STARTING HAND
Aged Sensei
Snapback
Grappling Hook
Rambasa Twin
Morningstar Flagbearer


WORKERS
Savior Monk
Fox Primus
Grappling Hook


NextHand

Smoker
Fox Viper
Sensei’s Advice
Sparring Partner


Discard

Snapback
Aged Sensei
Rambasa Twin
Dark Pact
Blooming Ancient


Tech 2 card(s)
Get Paid+Scav - ($8)
Worker - ($7)
Snapback Oni for Troq - ($3)
Morningstar Flagbearer - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/5+A, lvl 5
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Morningstar Flagbearer 2/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

That went about as expected. He has 8 damage on the table. Still the chance for 2-4 damage in hand. I could cast Snapback and bring out Troq in order to stop the incoming Oni maxband, which will make my situation much much worse. It means giving up my tech 2 for this turn, but i probably wasnt going to make use of it next turn anyway. I could put down flagbearer and snapback, and get a potentially survivable position. Its not looking good though.

Player 1, Turn 4

[details=Starting Hand]
Older Brother
Overeager Cadet
Bloom
Wither
Flagstone Garrison
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 7 gold + float (8)

[details=All Teched Cards]
2x Cadet
2x Flagstone Garrison
2x Drill Sergent

[spoiler]

[/spoiler][/details]


###Main:

  • Cast Bloom (targets only a friendly unit) on Brick Thief (6)
  • Cadet, Brick Thief and Tenderfoot kill Arg. Tenderfoot dies, cadet and thief take 1 damage, as well as your tech I. Troq gains 2 levels
  • Troq kills Flagbearer, taking 2 damage back
  • Overeager Cadet (6)
  • Worker up (5)
  • Tech II Peace (1)

[details=Workers]
Fruit ninja, Helpful Turtle, Granfallon Flagbearer, Older Brother
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, draw 3, rs, Draw 1
  • Float 1

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

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Tech II - Peace: 5HP

####In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2+1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • lvl 3 Troq 2/1, Cadet 2/1, Brick Thief 3/1

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Timely messenger
Spark
Flagstone Garrison
Tenderfoot
[/details]

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

[details=My Thoughts]
I forgot last turn to explain why I didn’t put Oni on Lookout (he could thanks to readiness): I prefered him being snapbacked into Troq than risking a possible kill with grappling hook on cadet, the latter costing 2 less gold and leaving me without hero.
The Snapback option leaves zhavier without tech II, while I have my tech and a Garrison after redraw, plus some board against none. I hope I’m not being overconfident, but I have a very good feeling for this game.
[/details]


Sigh.

P2T4


Tech StartingHand Workers

TECH
Shadow Blade
Blooming Ancient


STARTING HAND
Fox Viper
Sparring Partner
Sensei’s Advice
Smoker


WORKERS
Savior Monk
Fox Primus
Grappling Hook
Fox Viper


NextHand

Aged Sensei
Rambasa Twin
Smoker
Blooming Ancient


Tech 2 card(s)
Get Paid + Scav - ($9)
Worker - ($8)
Sparring Partner - ($7)
Grave - ($5)
Tech 2 Growth - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring partner 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Ah, bloom. Wonder if I would have been better off with tech 2 instead of snapback. The result of that would have been a maxband Oni and 3 soldiers on the board, as well as that cadet in all likelihood. On net, I am facing less pressure, but not enough less to make this work out. he has 9, and always the 2-4 hiding in the deck somewhere. I can put up 6, more if I continue to ignore the need for tech 2. Though, tech 2 is unlikely to save me at this point.

Player 1, Turn 5

[details=Starting Hand][spoiler]
Timely messenger
Spark
Flagstone Garrison
Tenderfoot

Draws from Garrison: Bloom, Sergent, Wither
[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 8 gold + float (9)

[details=All Teched Cards]
2x Cadet
2x Flagstone Garrison
2x Drill Sergent
2x wrecking ball

[spoiler]

[/spoiler][/details]


###Main:

  • Play Flagstone Garrison (6)
  • Play Timely Messenger, draw 1 (5)
  • Play Tenderfoot, draw 1 (4)
  • Play Drill Sergent, draw 1 (1)
  • Both Cadets trade with Grave; Troq midbands and heals
  • Troq kills Sparring partner, taking 2 damage back. Your base takes 1 damage
  • Brick Thief and Timely Messenger destroy your tech II (3+1+1 from Thief’s ability). Your base takes 2 damage
  • Worker up (0)

[details=Workers]
Fruit ninja, Helpful Turtle, Granfallon Flagbearer, Older Brother, Bloom
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, draw 2, rs, Draw 2
  • Float 0

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

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Tech II - Peace: 5HP
  • Flagstone Garrison: 4HP

####In Patrol:

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

####In Play:

  • lvl 5 Troq 3/2, Drill Sergent, Brick Thief 3/1, Timely Messenger 1/1, Tenderfoot 1/2
  • Flagstone Garrison

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Drill Sergeant
Flagstone Garrison
Overeager Cadet
Spark
[/details]

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

[details=My Thoughts]
I think that’s it. On next turn I’ll hit for 12 +Sarges’ runes + 2x Wrechking Ball, probably enough for a lethal, and certainly enough to destroy both techs at the very least.
[/details]


GG :slight_smile:

Swap sides and keep these, or new random decks?

As you wish :slight_smile: anyway it seems fair you start this time, if you’re fine with these decks we can rematch !

"P1T1


StartingHand Workers

STARTING HAND
Smoker
Fox Viper
Snapback
Savior Monk
Aged Sensei


WORKERS
Fox Viper


NextHand

Safe Attacking
Morningstar Flagbearer
Grappling Hook
Sensei’s Advice
Fox Primus


Discard

Snapback
Smoker
Savior Monk


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

first should go a bit better, but I will almost certainly see nimble fencers.

"

Player 1, Turn 1

[details=Starting Hand]
Granfallon Flagbearer
Fruit Ninja
Spark
Bloom
Wither
[/details]

##Events of Turn:

###Upkeep:

  • Get 5 gold (5)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Summon Rook (3)
  • Cast Spark on Sensei (2)
  • Worker Up (1)

[details=Workers]
Fruit ninja
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, Draw 5
  • Float 1

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

  • :heart: Base : 20HP

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: lvl 1 Rook 2/4

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Timely messenger
Tenderfoot
Older Brother
Brick Thief
Helpful Turtle
[/details]

[details=End of Turn Discard]
Spark
Granfallon Flagbearer
Bloom
Wither
[/details]

[details=My Thoughts][spoiler]
I understand zhavier’s wish to swap sides, as White starter is very efficient as P1. Here, zhavier possibly has the best first two turns possible as White player: Grave + Sensei on T1, with possibly spells on T2, that would explain picking Grave over Vandy. He can smash whatever I play depending on his hand if I don’t kill Sensei (Grappling Hook and/or sensei’s advice). Even then, midband Grave + snapback does the trick.

The only solution I see is Sparking Sensei, then putting Rook in Lookout, so midband Grave + snapback would need to skip worker, even with scavenger.

I wonder why zhavier patrolled Sensei at all ? Anyway, I also drew Wither, but would have I drawn only Spark, I’d have had no solution. With only Wither and this patrol, I’d have favored withering Grave himself… So that patrolling option surprises me.

[/spoiler][/details]