STARTING HAND
Porkhand Magistrate
Lawful Search
Spectral Aven
Jail
Arrest
WORKERS
Porkhand Magistrate
NextHand
Manufactured Truth
Reputable Newsman
Bluecoat Musketeer
Traffic Director
Building Inspector
Discard
Lawful Search
Jail
Arrest
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Spectral Aven from hand - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Spectral Aven (flying, illusion) 2/2
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
Thoughts
My quick assessment is that I want to do Blue stall into Peace beatdown with Stewardesses assisting. Blue as the starter makes it SUPER weird because you lose Battle Suits and Nullcraft. zhavier has direct removal and the potential to tech up into a Truth endgame so I have to stop that from happening with enough aggression. I drew Aven so let’s get ahead on board. Aven is REALLY hard for red starter to respond to; it takes Bombaster to do it, and leaves zhavier with no gold. Stewardesses and Cadets as tech candidates next turn so that I can deploy Onimaru and keep pumping gold into him.
STARTING HAND
Reputable Newsman
Bluecoat Musketeer
Traffic Director
Building Inspector
Manufactured Truth
WORKERS
Porkhand Magistrate
Bluecoat Musketeer
NextHand
Lawful Search
Manufactured Truth
Arrest
Traffic Director
Jail
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Summon General Onimaru - ($3)
Play Building Inspector from hand - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 General Onimaru (frenzy 1) 2/3+a
Elite:
Scavenger: Building Inspector (your first building costs +1) 1/1
Technician:
Lookout: Spectral Aven (flying, illusion) 2/2
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Can do Oni, Tech 1, and either Director or Inspector for my play. zhavier has 6 gold to work with, 4 gold after Tech 1. Limit that to 3 gold, or guarantee 3 damage on Tech 1? Limiting zhavier to 3 gold limits plays to…Mad Man plus Bombaster or Musketeer. I think I like that. Stewardess usually gives a way to bypass patrols to break Tech 1 anyway.
zhavier seems to be betting that Bloodburn is viable with Blue stall, we’ll see…
Reputable Newsman
Arrest
Boot Camp
Spectral Aven
Stewardess of the Undone
Tech 2 card(s)
Get Paid+scav - ($7)
Onimaru casts Lawful Search, I draw a card, look at your hand - ($6)
Midband Onimaru, Onimaru hits your Tech 1 for 4 - ($2)
Play Traffic Director from hand - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Traffic Director (unstoppable vs buildings, untargetable) 1/1
Technician:
Lookout:
In Play:
L5 General Onimaru (frenzy 1) 3/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
So. Lawful Search shows me Free Speech, there’s the lockdown incoming. Firebat as the next big play, I see. Quince is an easy way to pop Bat out of jail. I think I just throw Traffic Director down and midband Oni. That gives me a kill on Tech 1 next turn. And it’s completely safe against zhavier’s hand!
Tech 2 card(s)
Get Paid - ($7)
Maxband Onimaru, summon soldiers - ($4)
Onimaru casts Arrest on Firebat, disabling it. - ($2)
Onimaru breaks your Tech 2, your base takes 2
Traffic Director breaks your Tech 1, your base takes 2
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Soldier (sparkshot) 1/1+a
Elite:
Scavenger: Soldier (sparkshot) 1/1
Technician: Soldier (sparkshot) 1/1
Lookout: L8 MAX General Onimaru (frenzy 1, readiness) 4/5
In Play:
Traffic Director (unstoppable vs buildings, untargetable) 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 8
Thoughts
Gutsy move, but unfortunately…Arrest is a beautiful card. Double tech break, baby. I could also Boot Camp the Firebat instead, but I think this is a better way to seize tempo. I could also only break the Tech 2, and build my own Tech 2 to contest, but I think it’s better to double tech break here. It also stalls Bloodburn.
Tech 2 card(s)
Get Paid + float - ($9)
Onimaru kills Bloodrage Ogre, takes 3 damage, rune to BB
Soldier kills mirror, sparkshot to Quince, rune to BB
Traffic Director pings your Tech 1 for 1 damage
Play Building Inspector - ($8)
Build Tech 2 – Peace - ($4)
Build Tower - ($1)
Worker - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Soldier (sparkshot) 1/1+a
Elite:
Scavenger:
Technician: Building Inspector (your first build/rebuild is +1 cost) 1/1
Lookout:
In Play:
Traffic Director (unstoppable vs buildings, untargetable) 1/1
L8 MAX General Onimaru (frenzy 1, readiness) 4/2
Soldier (sparkshot) 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
My priority here is to protect Tech 2, and boy howdy what a whiff this draw is in the face of Free Speech. If I can get Tech 2 Peace up here, I have a good chance of hitting Garrison next turn and popping off. Kill BRO with Oni, and then let’s kill the Illusion with a soldier to stop mirror shenanigans. (That leaves the only mirror shenanigan as unit + Charge + mirror + mid Quince, which is 9 gold plus unit cost, literally impossible.) Firebat and Quince have to beat their way past Soldier + Building Inspector to get to Onimaru or Tech 2, and Firebat tapping down a SQL soldier leaves Quince to attack (assuming Bloodburn). The only realistic shot they have there is Charge + unit, and that can’t break Tech 2. (EDIT: okay so Inverse Power Ninja plus charge can do it, but how likely is that? Well, I guess Quince plus unit does it, that’s more likely, hm.) So I park in Technician and bank on drawing at least one Garrison, or I can park in Scav and really bank on that.
STARTING HAND
Overeager Cadet
Spectral Aven
Flagstone Garrison
Reputable Newsman
Overeager Cadet
Manufactured Truth
Flagstone Garrison
Drill Sergeant
Arrest
Elite Training
WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Jail
Stewardess of the Undone
Lawful Search
Spectral Aven
NextHand
Traffic Director (unstoppable vs buildings, untargetable) 1/1
Building Inspector (your first build/rebuild is +1 cost) 1/1
Manufactured Truth
Boot Camp
Elite Training
Tech 2 card(s)
Get Paid - ($9)
Play Flagstone Garrison from hand - ($6)
Play Overeager Cadet from hand, I draw
Play Overeager Cadet from hand, I draw
Play Drill Sergeant from hand, I draw - ($3)
Play Reputable Newsman from hand, I draw and add a rune to Drill Sergeant; I block spells/upgrades costing 3 - ($1)
Worker - ($0)
Rune from DS to Squad Leader, it pops the illusion
Soldier kills your Technician
Float ($0)
Discard 4, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Flagstone Garrison
Soldier (sparkshot) 1/1
Overeager Cadet
Overeager Cadet
Drill Sergeant
Reputable Newsman
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
It’s go time. Reputable Newsman to protect against Hotter Fire and Ember Sparks.
It can actually change the order of his units played if he drew an extra card before his turn. Not sure what is the right thing to do in a tourney play tho
I did draw for Technician, there was a Garrison draw somewhere in the middle that I must’ve missed. (I had the feeling I’d missed one but didn’t want to overdraw, thought I’d counted right but I realize my math was off because I forgot that I’d drawn one from Tech.)
Draws/plays have already given whatever information. If carpe had drawn too many, you might have to start over, but drawing too few is kinda irrelevant. The only way it would matter is if one of the cadets was drawn later, but based on the play, it was either the very first draw, or already in hand. That means the extra draw could really only effect worker.
Based on charnel’s response, I am going to proceed with my turn. But its not looking good.
P2T6
Tech StartingHand Workers
TECH
Hotter Fire
Firehouse
STARTING HAND
Hotter Fire
Firebat
Charge
Molting Firebird
Free Speech
WORKERS
Careless Musketeer
Nautical Dog
Bombaster
Makeshift Rambaster
NextHand
Lobber
Mad Man
Scorch
Pillage
Discard
Charge
Free Speech
Hotter Fire
Firehouse
Firebat
Hotter Fire
Based on the public info, DS could have been the second draw if Carpe forgot his technician draw, in which case, he could have played DS after the first OC if draw order is corrected. Since Carpe confirmed it was his third, charnel’s fix would work.