[XCAFS24] Round2: P1 Bryce_The_Rice vs P2 thehug0naut

@Bryce_The_Rice aka the Judge, it’s time to play a game

Active Changes
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1; cannot target illusions
Lich’s Bargain Base damage increased from 4 to 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

I choose Neutral Starter and Balance

Edit: Added changes

White starter, discipline, finesse.

1 Like

Then I’ll choose Strength and Disease

Thought I’d try a four colour deck since this format allows it! Strength was absolutely not because I don’t want to face Rook in your deck :sweat_smile:

[Neutral]/Strength/Balance/Disease

1 Like

Somehow, I find that hard to believe. But I still think it’s the correct choice.

Well I suppose I’ll finish out with Ninjutsu.


Turn 1

Hand: Safe Attacking, Fox Viper, Smoker, Sensei’s Advice, Grappling Hook
Workers: Fox Viper

Techs


  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Smoker ($2)
  4. Summon Grave Stormborne ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Grave Stormborne (2/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Smoker (1/1)

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

[spoiler]Morningstar Flagbearer, Aged Sensei, Fox Primus, Snapback, Saviour Monk/spoiler]

Discard

Safe Attacking, Sensei’s Advice, Grappling Hook

Think

I have no idea what that codex is meant to do. Oh well, let’s just play white pressure. No sensei turn 1 and no grappling hook turn 2 means this is a pretty bad opening hand for white. But I’m still playing white, so it’s a good hand.

I can neither confirm nor deny these allegations

P2T1


StartingHand Workers

STARTING HAND

Brick Thief
Spark → Worker
Older Brother
Wither
Granfalloon Flagbearer


WORKERS

Spark


NextHand

Helpful Turtle
Tenderfoot
Fruit Ninja
Bloom
Timely Messenger


Discard

Wither
Brick Thief
Older Brother
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Wither Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garus Rook 2/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Rook with Wither on Grave is sound play to me. Smoker can’t benefit from Sensei’s advice so he doesn’t have a route to kill. Will need to keep Snapback in mind as the game progresses

Turn 2

Hand: Morningstar Flagbearer, Aged Sensei, Fox Primus, Snapback, Saviour Monk
Workers: Fox Viper, Fox Primus

Techs

Turn 2: Nimble Fencer, Sparring Partner


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Build Tech 1 ($3)
  5. Summon Saviour Monk ($1)
  6. Summon Aged Sensei ($0)
  7. Smoker hits your Base for 1
  8. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Saviour Monk (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Grave Stormborne (1/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Aged Sensei (1/1)
    Smoker (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Nimble Fencer, Morningstar Flagbearer, Snapback, Sensei’s Advice

Discard

Think

Yeah, now that I look at it that was a pretty silly patrol. I should’ve kept smoker backline and put grave in lookout. No-one is forcing a kill on grave turn 1, and no-one is casting wither to return smoker to my hand. Oh well, I’ll get sparring partner to potentially return grave to strength (if he doesn’t die first).

P2T2


Tech StartingHand Workers

TECH

Sickness
Crypt Crawler


STARTING HAND

Bloom
Helpful Turtle
Timely Messenger
Tenderfoot
Fruit Ninja → Worker (Obviously)


WORKERS

Spark
Fruit Ninja


NextHand

Sickness
Helpful Turtle
Timely Messenger
Brick Thief


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Bloom Rook, kills Monk, takes 2 - ($1)
Tenderfoot - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot 1/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garus Rook 3/3 [+]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I don’t see anything to completely exclude Bloom Rook, kill Monk then Tenderfoot in SQL while I get to Tech I on time. Any other line feels pretty passive vs his growing board.

Yes, in this line he can kill Rook with Reversal + Midband Grave + Sensei buff, but that leaves Grave on 1HP and dead to a second Wither. He might risk it given the low value of maintaining a -1/-1 hero though. That would leave my empty board facing 2x units and a midband (albeit weak) Grave.

Safe Attacking + Rambasas would be my other plausible line for him, even if it does drop his hand size again. Then his 1 drops + Grave can kill Tenderfoot, also leaving Grave on 1HP but with 2x 3/2s in patrol and ready to swing next turn. I’d have to trade in Rook or midband him, both of which in kind of reluctant to do unless I have a strong hero shift play to compensate for the loss of value.

So that’s two pretty plausible options for him that preserve his 1 drops and a 1HP Grave, just with either no Rook and Grave at midband or with Rook alive but facing down 4x units with Safe Attacking and potentially Snapback in the wings.

I don’t think any of that feels like I should be teching in Birds Nest. I also don’t think I can risk a Tech rush. So let’s go with Sickness and Crypt Crawler. The former really ups my chance of a Grave kill and the latter gives me a 3/3 to patrol with. That extra HP will force much better trades from SQL or at least extra cards to use Grappling Hook. I think Tiny Basilisk is weak to cheap unit spam, especially with Sensei’s advice potentially in the wings.

Turn 3

Hand: Nimble Fencer, Morningstar Flagbearer, Snapback, Sensei’s Advice
Workers: Fox Viper, Fox Primus, Morningstar Flagbearer

Techs

Turn 2: Nimble Fencer, Sparring Partner
Turn 3: Nimble Fencer, Discord


  1. Tech 2 cards
  2. Get paid (+$6, $6)
  3. Hire a worker ($5)
  4. Summon Nimble Fencer ($3)
  5. Cast Sensei’s Advice on Aged Sensei and Nimble Fencer ($2)
  6. Sensei and Grave kill Tenderfoot
  7. Fencer kills Rook, Grave midbands
  8. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Smoker (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Grave Stormborne lvl 3 (2/3)
    Nimble Fencer (2/1)
    Aged Sensei (1/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 2
  • Hand: 3
  • Deck: 0
  • Discard: 5

Hand

Safe Attacking, Sparring Partner, Grappling Hook

Discard

Nimble Fencer, Discord, Sensei’s Advice, Snapback, Saviour Monk

Think

Hmm, nice and easy kill for me here. I am getting dangerously low on cards, so I’ll just aim to tech up next turn. Maybe maxband setsuki will come save me.
I’ll grab discord for now as that will be useful against everything they want to do at tech 1, and hold off on my tech 2 decision until next turn. Probably finesse, but could be discipline. Or maybe even glorious ninja…?

I think your units are feeling a little poorly

P2T3


Tech StartingHand Workers

TECH

Potent Basilisk
Wandering Mimic


STARTING HAND

Helpful Turtle → Worker
Sickness
Timely Messenger
Brick Thief


WORKERS

Spark
Fruit Ninja
Helpful Turtle


NextHand

Bloom
Older Brother
Granfalloon Flagbearer


Discard

Tenderfoot
Sickness
Potent Basilisk
Wandering Mimic
Brick Thief


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Orpal - ($4)
Sickness strikes down Fencer and Sensei - ($2)
Messenger - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Timely Messenger 1/1A [Haste]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Orpal Gloor 1/3 [Deals combat damage as -1/-1 runes]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Ahh yes Fencers, well let’s kill off his board without giving cards as a start. Next I need to patrol something in SQL with Orpal behind in Technician. 9g next turn is massive with 4/5 cards being 2g so let’s go with Messenger for economy reasons. I think I’m fine if he spends cards and stays low hand here or spends sword killing Orpal. I have a gut feeling that MM is pretty likely here, given the low hand and patrolling Technician. It does give him a well timed spy on my low hand but I don’t feel particularly vulnerable to that knowledge right now.

Edit: Fixed Thoughts typos/bad writing

Edit: Fixed base

Not to worry, a bit of sparring should keep them in shape.
Also your base is at 19.


Turn 4

Hand: Safe Attacking, Sparring Partner, Grappling Hook
Workers: Fox Viper, Fox Primus, Morningstar Flagbearer, Grappling Hook

Techs

Turn 2: Nimble Fencer, Sparring Partner
Turn 3: Nimble Fencer, Discord
Turn 4: Maestro, Grounded Guide


  1. Tech 2 cards
  2. Get paid (+$7, $9)
  3. Hire a worker ($8)
  4. Build Tech 2 Finesse ($4)
  5. Summon Sparring Partner ($3)
  6. Grave kills Messenger
  7. Discard 1, reshuffle, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Smoker (1/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Sparring Partner (2/2)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Grave Stormborne lvl 3 (2/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 3
  • Hand: 3
  • Deck: 7
  • Discard: 0

Hand

Discord, Snapback, Aged Sensei

Discard

Think

I could kill orpal but it would require workering safe attacking or skipping tech 2, and neither of those are things I want to do.
I’m really not sure what tech 2 plan they’re going for, but I would say disease most likely with balance second. I tossed up between discipline or finesse, but with access to plauge spitters
and crypt crawlers, it’d be hard to get value out of lightning dragons, so I opted for finesse with sparring partner support. I’ll probably end up maxing sets to get the card draw necessary too, since they don’t have a tonne of ways to kill heroes. I guess midori maxband, but they know I can slap down lizards.
Anyway, teching in regular big finesse threats and teching up first is pretty great. I’m still annoyed at myself for the turn 1 blunder, but I’m recovering it. The sickness play here is not a big deal, since it keeps them low on cards. They either spend a lot of resources killing sparring partner here, or I get big value from it.

@thehug0naut friendly poke

1 Like

Apologies for the few days delay, I needed quite a bit of thinking on this turn and my work schedule was absolutely rammed the back half of the week.

P2T4


Tech StartingHand Workers

TECH

Moment’s Peace
Moment’s Peace


STARTING HAND

Older Brother
Bloom
Granfalloon Flagbearer → Worker


WORKERS

Spark
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer


NextHand

Wither
Crypt Crawler
Potent Basilisk


Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)
Tech II Balance - ($4)
Brother - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L1 Orpal Gloor 2/3 [Deals combat damage as -1/-1 runes]
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I’m pretty confident he teched one Martial Mastery or Reversal, with the Spartner and 2x Fencers, given his willingness to allow Technician draw into a reshuffle earlier.

With no Martial Mastery it’s a 30% chance of any single card, or 53% chance of a Fencer. If I’ve done my maths right, 1xMM in deck changes those stats to a 63% chance of a Fencer and a 37% chance of any other single card.

Unfortunately with that board and the threat of Fencer(s) I don’t have a good way to Tech up and stop a Tech break here. I also can’t just invest into Orpal to shore up, given that Snapback is all but guaranteed to still be in his deck. With his board and big gold reserves, his 53-63% chance of a Fencer would mean a tech break. I think I’m essentially compelled to play Brother in Technician and Orpal in elite and hope he misses a draw here with the low hand. At least that way I have the gold for a HH, so I can still pivot to my other heroes if he gets the tech break.

Moment’s Peace seems absolutely essential so let’s grab both now for the reshuffle

Turn 5

Hand: Discord, Snapback, Aged Sensei
Workers: Fox Viper, Fox Primus, Morningstar Flagbearer, Grappling Hook, Aged Sensei

Techs

Turn 2: Nimble Fencer, Sparring Partner
Turn 3: Nimble Fencer, Discord
Turn 4: Maestro, Grounded Guide
Turn 5: Star-Crossed Starlet, Leaping Lizard


  1. Tech 2 cards
  2. Get paid (+$8, $11)
  3. Hire a worker ($10)
  4. Summon River Montoya ($8)
  5. Cast Discord ($6)
  6. Smoker kills Brother, you draw
  7. Sparring Partner spars with Grave
  8. Grave kills Orpal, River midbands
  9. Ready Sparring Partner ($4)
  10. Sparring Partner spars with Grave
  11. Ready Sparring Partner ($2)
  12. Sparring Partner spars with Grave
  13. Ready Sparring Partner ($0)
  14. Sparring Partner spars with River
  15. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: River Montoya lvl 3 (3/5)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Grave Stormborne lvl 3 (3/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Smoker (1/1)
    Sparring Partner (2/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 3
  • Deck: 4
  • Discard: 4

Hand

Safe Attacking, Grounded Guide, Sensei’s Advice

Discard

Discord, Snapback, Star-Crossed Starlet, Leaping Lizard

Think

Hmm, not a bad turn at all. Getting huge value out of sparring partner here. I’m in a fantastic position now after that early blunder, and they still have no haste (barring mimic, but I’m not planning on providing it just yet!)
I did bottom deck my fencers, but that is of little consequence. I can easily go to tech 3 next turn if I wish, or just wait and do it the turn after. Most likely I will want to lay down grounded guide and spar with him.

P2T5


Tech StartingHand Workers

TECH

Potent Basilisk
Wandering Mimic


STARTING HAND

Crypt Crawler → Worker
Wither
Potent Basilisk
Technician Draw → Timely Messenger


WORKERS

Spark
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer
Crypt Crawler


NextHand

Brick Thief
Tenderfoot
Sickness
Wandering Mimic


Discard

Older Brother
Potent Basilisk
Wandering Mimic
Wither
Timely Messenger


Technician Draw
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Potent Basilisk - ($4)
Rook - ($2)
Midori - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk 3/5A [Untargetable, Deathtouch]
  • :psfist: Elite: L1 Master Midori 3/3
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garus Rook 2/4
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well my prediction of Martial Mastery is out the window now. Discord was a surprise but Bryce is prone to moves out for left-field.

Obviously I 100% am playing Basilisk in SQL and then Rook in Technician or Elite. The question is do I also play Midori, knowing that I have Moment’s Peace in deck, or do I instead Wither Grave or patrol Crawler so I can keep Midori in reserve.

Grounded Guide (5g) feels pretty face up and gives him 5 attack amongst his units in play, so he’s still lacking one more to kill off the Basilisk. If he managed both Guide and Fencer he will hit his hand size down but he can trade a boosted Fencer and Smoker to clear the Basilisk, leaving Spartner, Grave and boosted River vs my patrol. Buffed maxband River can kill Rook, leaving Grave and a 3 attack Spartner vs my remaining patrol. If that patrol is Midori in Elite I feel pretty ok about it as he has to trade in his buff engine or Grave to kill him, unless he buffs Grave and then attacks him, but either way he has no way to break my Tech II.

My other thought is Rook in Elite and Crawler in Technician but River can sideline a Tech I so I’ve got no real guarantee of Technician draw. I guess the same is true of Heroes’ via Snapback. Yeah on second thoughts I don’t like the Crawler as a patrolling option. I think I’ll just worker it as I really want to keep both Wither for runes and Messenger for a way to give Mimics Haste.

Turn 6

Hand: Safe Attacking, Grounded Guide, Sensei’s Advice
Workers: Fox Viper, Fox Primus, Morningstar Flagbearer, Grappling Hook, Aged Sensei, Safe Attacking

Techs

Turn 2: Nimble Fencer, Sparring Partner
Turn 3: Nimble Fencer, Discord
Turn 4: Maestro, Grounded Guide
Turn 5: Star-Crossed Starlet, Leaping Lizard
Turn 6: Star-Crossed Starlet, Grounded Guide


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Hire a worker ($8)
  4. Summon Grounded Guide ($3)
  5. Sparring Partner spars with Grave
  6. Ready Sparring Partner ($1)
  7. Grave and Smoker kill Basilisk, Midori gains 2 levels
  8. River kills Midori and maxbands
  9. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Grounded Guide (4/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Sparring Partner (2/2)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    River Montoya lvl 5 (4/5)
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 1
  • Hand: 3
  • Deck: 1
  • Discard: 8

Hand

Maestro, Nimble Fencer, Nimble Fencer

Discard

Leaping Lizard, Grounded Guide, Star-Crossed Starlet, Star-Crossed Starlet, Smoker, Sensei’s Advice, Discord, Snapback

Think

Well, potent basilisk is the obvious choice. I think it’s still correct to go aggressive here, against the lack of haste. Pressing my advantage means less opportunity for counter-attack. They will likely build tech 3, but I think I can punish that with my next hand. I’m pretty sure this patrol keeps both units safe this turn as well, which is a boon.

@thehug0naut friendly poke

1 Like

*music intensifies*

P2T6


Tech StartingHand Workers

TECH

Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND

Brick Thief
Tenderfoot
Wandering Mimic
Sickness


WORKERS

Spark
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer
Crypt Crawler


NextHand

Bloom
Moment’s Peace
Moment’s Peace


Discard

Wandering Mimic
Wither
Potent Basilisk
Older Brother
Potent Basilisk
Timely Messenger
Sickness
Brick Thief
Tyrannosaurus Rex
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid - ($10)
Mimic - ($6)
Orpal - ($4)
Sickness River and Guide - ($2)
Tenderfoot - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wandering Mimic 4/4A
  • :psfist: Elite: L1 Orpal Gloor 2/3 [Deals combat damage as - runes]
  • :ps_: Scavenger: Tenderfoot 1/2
  • :pschip: Technician: L1 Garus Rook 2/4
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

The Tenderfoot slows my cycle but it seems really important in stopping him getting through to my Tech buildings. Assuming I can keep him out I should be able to Moment’s Peace and Tech up and go for TRexes for the win. Fingers crossed it works out!

Turn 7

Hand: Maestro, Nimble Fencer, Nimble Fencer
Workers: Fox Viper, Fox Primus, Morningstar Flagbearer, Grappling Hook, Aged Sensei, Safe Attacking

Techs

Turn 2: Nimble Fencer, Sparring Partner
Turn 3: Nimble Fencer, Discord
Turn 4: Maestro, Grounded Guide
Turn 5: Star-Crossed Starlet, Leaping Lizard
Turn 6: Star-Crossed Starlet, Grounded Guide
Turn 7: Blademaster, Blademaster


  1. Tech 2 cards
  2. Get paid (+$10, $11)
  3. Build Tech 3 ($6)
  4. Summon Maestro ($3)
  5. Summon Nimble Fencer ($3)
  6. Summon Nimble Fencer ($3)
  7. Summon Setsuki Hiruki ($1)
  8. Sparring Partner spars with a Fencer
  9. Buffed Fencer kills Mimic
  10. Grounded Guide kills Tenderfoot, you gain 1 gold
  11. Fencer kills Rook, you reshuffle and draw, Setsuki gains 2 levels
  12. River kills Orpal, Setsuki gains 2 levels
  13. Maxband Setsuki ($0)
  14. Discard 0, draw 1, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Maestro (3/5+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Setsuki Hiruki lvl 6 (3/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
  • Units/Heroes:
    Sparring Partner (2/2)
    Nimble Fencer (4/2)
    Nimble Fencer (5/1)
    Grounded Guide (3/2)
    River Montoya lvl 5 (1/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 2
  • Deck: 9
  • Discard: 0

Hand

Saviour Monk, Star-Crossed Starlet

Discard

Think

Well, that went pretty well actually. I now have many, many threats available, and they absolutely cannot deal with them all. I feel pretty good!

1 Like

P2T7


StartingHand Workers

STARTING HAND

Moment’s Peace
Moment’s Peace
Bloom
Brick Thief


WORKERS

Spark
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer
Crypt Crawler


NextHand

Tyrannosaurus Rex
Wandering Mimic
Potent Basilisk
Timely Messenger


Discard

Moment’s Peace
Bloom
Moment’s Peace
Brick Thief


Tech 0 card(s)
Technician Draw
Get Paid + float + Scavenger - ($12)
Midori - ($10)
Moment’s Peace - ($8)
Tech III - ($3)
Bloom Midori - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Master Midori 3/4A [+]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Not feeling super great about this now, if he’s gone for Starlets I might just not be able to maintain Tech III at all, but we’re committed to the plan nonetheless. Bloom on Midori is an attempt to avoid any heroes adding to my building fears. Let’s just hope I draw alright and he doesn’t have Snapback in hand.

Sorry, I have been forgetting to mark the correct attack from Grounded Guide. I have fixed that now.


Turn 8

Hand: Saviour Monk, Star-Crossed Starlet, Blademaster, Leaping Lizard
Workers: Fox Viper, Fox Primus, Morningstar Flagbearer, Grappling Hook, Aged Sensei, Safe Attacking

Techs

Turn 2: Nimble Fencer, Sparring Partner
Turn 3: Nimble Fencer, Discord
Turn 4: Maestro, Grounded Guide
Turn 5: Star-Crossed Starlet, Leaping Lizard
Turn 6: Star-Crossed Starlet, Grounded Guide
Turn 7: Blademaster, Blademaster


  1. Tech 0 cards
  2. Draw 2 from Setsuki
  3. Get paid (+$10, $10)
  4. Summon Saviour Monk ($9)
  5. Summon Star-Crossed Starlet ($9)
  6. Summon Blademaster ($9)
  7. Summon Leaping Lizard ($8)
  8. Summon Grave Stormborne ($6)
  9. Sparring Partner spars with River
  10. Ready Sparring Partner ($4)
  11. Sparring Partner spars with River
  12. Ready Sparring Partner ($2)
  13. Sparring Partner spars with Blademaster
  14. Ready Sparring Partner ($0)
  15. Sparring Partner spars with Grounded Guide
  16. River hits Midori
  17. Setsuki kills Midori, Grave midbands
  18. Discard 0, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Leaping Lizard (4/5+A)
    :psfist:Elite: Blademaster (10/7)
    :ps_:Scavenger: Star-Crossed Starlet (5/3)
    :pschip:Technician: Maestro (4/5)
    :target:Lookout: Nimble Fencer (5/1)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tech 3: 5
  • Units/Heroes:
    Saviour Monk (2/2)
    Sparring Partner (2/2)
    Nimble Fencer (4/2)
    Grounded Guide (4/3)
    Grave Stormborne lvl 3 (3/4)
    River Montoya lvl 5 (3/1)
    Setsuki Hiruki lvl 6 (3/4)
  • Base: 20
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 2
  • Deck: 5
  • Discard: 0

Hand

Star-Crossed Starlet, Blademaster

Discard

Think

Sparring Partner continues to bring insane value. I think I’ve won this, not even a t-rex will stop me here.