I like Grave for threatening sparkshot on Bomber’s multitude of tokens. And Savior Monk on scav does ok against StW.
I wonder what the float is for… maybe Imp?
Hand: Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Thieving Imp, Jandra, the Negator
Tech: Bone Collector, Bone Collector
Worker: Jandra, the Negator
STARTING HAND
Safe Attacking
Snapback
Aged Sensei
Morningstar Flagbearer
Smoker
WORKERS
Fox Primus
Smoker
NextHand
Grappling Hook
Aged Sensei
Bone Collector
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Grave to midband - ($1)
Grave readily kills Imp.
Safe Attacking - ($0)
Savior Monk kills Javelineer, takes no damage, you draw.
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Grave lvl 1 (3/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Savior Monk (2/2)
Safe Attacking
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I think I need to pressure Bomber, so as to deter a Graveyard. I’m willing to give away the technician draw to keep tempo, even though I could lose Savior Monk to StW or Det+Haunt.
STARTING HAND
Grappling Hook
Bone Collector
Aged Sensei
Morningstar Flagbearer
WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
NextHand
Fox Viper
Sensei’s Advice
Snapback
Rambasa Twin
Discard
Savior Monk
Aged Sensei
Grappling Hook
Behind the Ferns
Ferocity
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Grave to maxband - ($2)
Grave readily kills SQL.
Exhaust Grave and spend sword to kill technician, you draw.
Bone Collector - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Bone Collector (3/3)
Technician:
Lookout:
In Play:
Grave lvl 7 (4/2)
Safe Attacking
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
I think the 4 gold into maxband Grave is an efficient answer to the 4 gold and 2 cards (1 after technician) Bomber invested in BCs. If I lose my own BC next turn, I could play Rambasa and tech up, otherwise I’ll probably just HH. Since I’m not reshuffling yet, I’ll stick with teching spells for now.
STARTING HAND
Fox Viper
Sensei’s Advice
Snapback
Rambasa Twin
WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
Fox Viper
NextHand
Vigor Adept
Behind the Ferns
Sensei’s Advice
Grappling Hook
Tech 2 card(s)
Get Paid - ($8)
Scavenger gold - ($9)
Worker - ($8)
Rambasa Twin, other Twin arrives - ($4)
Tech 2 (Discipline) - ($0)
Grave kills Garth, levels fizzle, you get 1 gold.
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Rambasa Twin (3/2)
Technician: Rambasa Twin (3/2)
Lookout:
In Play:
Grave lvl 7 (4/1)
Safe Attacking
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I wasn’t able to apply enough pressure, and now it’s Crashbarrow time… At least Bomber can’t afford all 3 of maxband Quince + Crashbarrow + Graveyard.
I regret teching Behind the Ferns last turn. I wanted it as an answer to Bugblatter/Quince/Graveyard, but at this rate I won’t have units to use it with. It’s also utterly useless against Crashbarrows. Murkwood Allies is much better for that. Other than that, I’ll take a Vigor Adept as an efficient way to get value out of Ferocity. YLDs lose to Gliders, and Focus Master is too situational. I’ll probably pull a MPM with Garth at some point.
Thieving Imp, Bone Collector, Bone Collector, Shoddy Glider, Sacrifice the Weak
Discard
Crashbarrow
Thinking intensifies
I wasn’t sure if going for the mirror was correct this turn. I could’ve just done worker things and put a javelineer in and blah blah blah, but then I was like “how about I just kill his stuff and then he can’t kill Quince (barring a reversal)?” But he probably has reversal so I think I’m going to be punished for my HUBRIS (but I still keep my Tech 2 so whatever)
Tech 2 card(s)
Get Paid - ($9)
Scavenger gold and technician draw - ($10)
Rebuild tech 2.
Worker - ($9)
Grappling Hook Quince to lookout.
Grave trades with Quince.
Garth - ($7)
Garth to maxband, fetch Rambasa Twin from discard, other Twin arrives - ($1)
Garth makes a skeleton - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Rambasa Twin (3/2)
Technician: Rambasa Twin (3/2)
Lookout:
In Play:
Garth lvl 7 (3/4)
Skeleton (1/1)
Safe Attacking
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
I don’t know why Bomber didn’t just maxband Quince, but thanks to Grappling Hook I can trade Grave for him and bring in Garth. Bomber’s Crashbarrow is in discard, ready to be fetched, but that would be the entire 8 gold, so I’m not too worried.
STARTING HAND
Ferocity
Bone Collector
Murkwood Allies
Snapback
Savior Monk
WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
Fox Viper
Behind the Ferns
Savior Monk
NextHand
Mind-Parry Monk
Young Lightning Dragon
Feral Strike
Feral Strike
Tech 2 card(s)
Get Paid - ($10)
Scavenger gold - ($11)
Worker - ($10)
Calamandra - ($8)
Bone Collector - ($6)
Ferocity - ($4)
Rambasa Twin swiftly pierces SQL’s armor and kills it.
My Garth kills your Garth, Calamandra to midband, you draw.
Calamandra to maxband - ($2)
Garth makes another skeleton - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Skeleton (2/1)
Scavenger:
Technician: Bone Collector (3/3)
Lookout:
In Play:
Garth lvl 7 (3/3)
Calamandra lvl 5 (4/5)
Rambasa Twin (3/2)
Skeleton (1/1)
Safe Attacking
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 11
Thoughts
I finally get a chance to strike, let’s make it count! I’m going to maxband Cal just for the chance of playing Feral Strike, which means I can’t afford Murkwood Allies, but that’s ok. Swift-Striking BC + skeleton on elite should be impervious to anything but Deteriorate + Shoddy Glider.
In the order played, your skeleton would not have ferocity. I assume you want that, so the skeleton would need to be created earlier in the turn, which is entirely feasible to do.
I didn’t number the skeletons (I had one from the previous turn), so technically the elite one could have Swift Strike. But you’re right of course, it would’ve been cleaner to create the skeleton earlier.
Shoddy Glider, Shoddy Glider, Crashbarrow, Deteriorate, Crash Bomber, Pirate Gang Commander, Captured Bugblatter, Captured Bugblatter, Sacrifice the Weak, Bone Collector, Free Speech
Bigger thinks
I sure did forget about ferocity while planning my turn. Good thing they posted or I would have totally posted an illegal turn.
I went through about three variations of this turn, but my motto remains the same. Keep up the tech 2, wait for crashbarrows. Might even build a Tech 3, but we’ll see.
Bone Collector
Feral Strike
Young Lightning Dragon
Mind-Parry Monk
Tech 0 card(s)
Get Paid + float - ($12)
Technician draw.
Worker - ($11)
Feral Strike, boosted to fetch and play Mind-Parry Monk and Rampaging Elephant - ($3)
Calamandra kills SQL.
Grave - ($1)
Skeleton #1 safely kills Mirror Illusion.
Skeleton #2 and Rambasa Twin safely kill Quince, Grave to midband, you get 1 gold.
Aged Sensei - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rampaging Elephant (6/7A)
Elite:
Scavenger:
Technician: Aged Sensei (1/1)
Lookout:
In Play:
Calamandra lvl 5 (4/2)
Grave lvl 3 (3/4)
Mind-Parry Monk (5/4)
Rambasa Twin (3/2)
Skeleton (1/1)
Skeleton (1/1)
Safe Attacking
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 12
Thoughts
I actually considered playing unboosted Feral Strike to just get MPM and YLD for cheap, but MPM + Elephant is insanely hard to counter (plus it keeps my handsize up).
Also it’s nice to get some value out of Safe Attacking.
I did not, in fact, read mind parry monk properly. Kidnapping is useless here.
I cannot see any possible path that could lead to me living through just the damage on your board, and you undoubtedly have combat tricks up your sleeve. I concede.