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[XCAPS22] Round8: P1 Bomber678 [Future]/Peace/Blood vs P2 zango [Finesse]/Ninjutsu/Feral

@zango Why did the algorithim choose this matchup? So we can play more codex!


Turn 1

Hand: Nullcraft, Fading Argonaut, Neo Plexus, Plasmodium, Forgotten Fighter
Workers: Plasmodium

Techs

  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Fading Argonaut ($1)
  4. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout: Fading Argonaut*** (2/3)

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

Economy:

  • Workers: 5
  • Gold: 1
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Battle Suits, Tinkerer, Time Spiral, Temporal Research, Hardened Mox

Discard

Neo Plexus, Nullcraft, Forgotten Fighter

Think

Kind of an awkward split, because I don’t want to play mox in this matchup. Might just be laying battle suits and daring them to come fight me.

:rofl: :+1:

XCAPS22 Round 7 P2T1

P1 [Future]/Peace/Blood vs. P2 [Finesse]/Ninjutsu/Feral


StartingHand Workers

STARTING HAND
Tenderfoot (1/2)
Timely Messenger (1/1)
Spark
Fruit Ninja (2/2)
Wither


WORKERS
Fruit Ninja (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Bloom
Brick Thief (2/1)
Older Brother (2/2)


Discard

Spark
Timely Messenger (1/1)
Wither


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cal - ($2)
tenderfoot - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

uff… not the split I was hoping for. Almost no combat tricks next hand and no two-drop this turn. Well, we’ll work with what we have.

Turn 2

Hand: Battle Suits, Tinkerer, Time Spiral, Temporal Research, Hardened Mox
Workers: Plasmodium, Time Spiral

Techs

Turn 2: Overeager Cadet, Overeager Cadet


  1. Tech 2 cards
  2. Get paid (+$5, $6)
  3. Hire a worker ($5)
  4. Build Tech 1 ($3)
  5. Research Battle Suits ($1)
  6. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Fading Argonaut** (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:
    Battle Suits

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 3
  • Discard: 0

Hand

Temporal Research, Nullcraft, Overeager Cadet, Forgotten Fighter, Overeager Cadet

Discard

Think

Hm well, proceed with plan A for now. I’m not sure what tricks they might have up their sleeve, but for now, I will hang back and try to build up my forces next turn. I probably need to put on some pressure to stop fast finesse tech 2.

XCAPS22 Round 7 P2T2

P1 [Future]/Peace/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Huntress (3/3)
Huntress (3/3)


STARTING HAND
Older Brother (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)


NextHand

Spark
Huntress (3/3)
Huntress (3/3)
Brick Thief (2/1)
Bloom


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
brother - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

tempting to go all in with TF+bloomed cal kill SL, midband heal & tech 1 while teching two feral strikes for my next cycle of then ten cards, but decided to go a more conservative route with Fargo only having one attack or patrol left if he is not going to TS surprise me.

Turn 3

Hand: Temporal Research, Nullcraft, Overeager Cadet, Forgotten Fighter, Tinkerer
Workers: Plasmodium, Time Spiral, Temporal Research

Techs

Turn 2: Overeager Cadet, Overeager Cadet
Turn 3: Flagstone Garrison, Flagstone Garrison


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Summon Overeager Cadet ($6)
  5. Summon Tinkerer ($4)
  6. Summon General Onimaru ($2)
  7. Discard 2, draw 3, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Fading Argonaut* (3/3+A)
    :psfist:Elite: Tinkerer (2/2)
    :ps_:Scavenger:
    :pschip:Technician: Overeager Cadet (3/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    General Onimaru (2/3)
  • Base: 20
  • Other:
    Battle Suits

Economy:

  • Workers: 7
  • Gold: 2
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Hardened Mox, Neo Plexus, Overeager Cadet, Forgotten Fighter

Discard

Think

Well as expected, looks like they’re going for fast tech 2. So I will play several things to increase my threat while also saving plenty of gold for teching up myself. Hopefully I can entice them into playing multiple cards and slowing down their cycle, so that they don’t hit too many tech 2 cards before I hit mine guaranteed turn 5. We’ll see what happens, I guess!

What a big difference there is about these 3 time runes on Fargo when comparing this match to our last… Lucky me!

XCAPS22 Round 7 P2T3

P1 [Future]/Peace/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Glorious Ninja (4/3)
Glorious Ninja (4/3)


STARTING HAND
Spark
Bloom
Brick Thief (2/1)
Huntress (3/3)
Huntress (3/3)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark


NextHand

Wither
Timely Messenger (1/1)
Helpful Turtle (1/2)
Glorious Ninja (4/3)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
2x huntress - ($4)
tech 2 - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3)
  • :psfist: Elite: Tenderfoot (1+1/2)
  • :ps_: Scavenger: Older Brother (2/2)
  • :pschip: Technician: Huntress (3/3)
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I think it’s safe to assume neo + cadet in his next hand. I really like my 50% chance here to draw a GN next turn, which then is a likely tech 2 break

@Bomber678 friendly poke

In the words of that one grizzled soldier man:
“Old soldiers never die… and they don’t fade away!”


Turn 4

Hand: Hardened Mox, Neo Plexus, Overeager Cadet, Forgotten Fighter
Workers: Plasmodium, Time Spiral, Temporal Research, Hardened Mox

Techs

Turn 2: Overeager Cadet, Overeager Cadet
Turn 3: Flagstone Garrison, Flagstone Garrison
Turn 4: Drill Sergeant, Kidnapping


  1. Fading Argonaut fades away
  2. Tech 2 cards
  3. Get paid (+$7, $9)
  4. Hire a worker ($8)
  5. Build Tech 2 Peace ($4)
  6. Summon Overeager Cadet ($4)
  7. Cast Forgotten Fighter on Older Brother ($1)
  8. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Overeager Cadet (3/2+A)
    :psfist:Elite: Tinkerer (2/2)
    :ps_:Scavenger: Overeager Cadet (3/2)
    :pschip:Technician: General Onimaru (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:
    Battle Suits

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 3
  • Deck: 0
  • Discard: 5

Hand

Flagstone Garrison, Nullcraft, Flagstone Garrison

Discard

Drill Sergeant, Kidnapping, Neo Plexus, Forgotten Fighter, Fading Argonaut

Think

This turn genuinely took me three days because I didn’t want to work out if I can survive glorious ninjas. I still don’t think I can, but I think this is my best shot at not losing my tech 2. I very much still could though, and I’m picking up a kidnapping to turn them back on my opponent. If by some miracle my tech 2 lives, I should win the game. If not… it’s an uphill battle.

1 Like

I got the 50% to probably just win the game. Lucky me you chose to not attack through the various turns.

XCAPS22 Round 7 P2T4

P1 [Future]/Peace/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Two Step
Two Step


STARTING HAND
Wither
Helpful Turtle (1/2)
Timely Messenger (1/1)
Glorious Ninja (4/3)
brother returned to hand


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark


NextHand

Helpful Turtle (1/2)
Wither
Brick Thief (2/1)
Glorious Ninja (4/3)
Bloom


Tech 2 card(s)
Get Paid - ($8)
GN murders SL - ($3)
huntress #1 kills elite, sparkshots scavenger
huntress #2 kills Oni, sparkshot kills scavenger cadet. cal midband, you gain 1, you reshuffle draw 1
messenger pings tech2 - ($2)
cal + tenderfoot break tech2, base to 18
river - ($0)
skip worker

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River (2/3A, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (3/4, lvl3)
  • Glorious Ninja (4/3)
  • Huntress (3/1)
  • Huntress (3/1)
  • Timely Messenger (1/1)
  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

YES! Tech 2 break possible and I even can have some protection against kidnapping. also this FF instead of neo is awesome! -1 gold for him, +1 card for me. going for the kill next turn with 70% chance to have 27 attack on the table if he kills nothing (+4 GN +4 two step +1 hero kill)

I don’t think it’s a coincidence that I’m losing a game I played Tinkerer


Turn 5

Hand: Flagstone Garrison, Nullcraft, Flagstone Garrison, Tinkerer
Swap: Overeager Cadet <-> Flagstone Garrison
Workers: Plasmodium, Time Spiral, Temporal Research, Hardened Mox

Techs

Turn 2: Overeager Cadet, Overeager Cadet
Turn 3: Flagstone Garrison, Flagstone Garrison
Turn 4: Drill Sergeant, Kidnapping
Turn 5: Drill Sergeant, Bloodlust


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $9)
  4. Rebuild Tech 2 ($9)
  5. Summon Vir Garbarean ($7)
  6. Swap a card ($6)
  7. Summon Overeager Cadet ($6)
  8. Summon Tinkerer ($4)
  9. Summon Nullcraft ($2)
  10. Nullcraft kills a Huntress
  11. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Vir Garbarean (2/3+A)
    :psfist:Elite:
    :ps_:Scavenger: Overeager Cadet (3/2)
    :pschip:Technician: Tinkerer (1/2)
    :target:Lookout:

  • Buildings:

Tech 1: 5
Tech 2: 5

  • Units/Heroes:
  • Base: 18
  • Other:
    Battle Suits

Economy:

  • Workers: 8
  • Gold: 2
  • Hand: 3
  • Deck: 4
  • Discard: 4

Hand

Flagstone Garrison, Neo Plexus, Forgotten Fighter

Discard

Drill Sergeant, Bloodlust, Nullcraft, Flagstone Garrison

Think

Well yeah, I’ve lost for sure here. Kind of weird how weak my deck is to ninjutsu, and to going first.

Well, tinkerer one turn sooner and therewith the possibility to keep Fargo staying in the game and everything looks completely different…

XCAPS22 Round 7 P2T5

P1 [Future]/Peace/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Bloom
Brick Thief (2/1)
Glorious Ninja (4/3)
Helpful Turtle (1/2)
Wither


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Wither


NextHand

Older Brother (2/2)
Two Step
Two Step
Nimble Fencer (2/3)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
gn #2 murders SL, cal to maxband - ($2)
gn #1 murders cadet, you gain 1
river kills tinkerer, you draw
brick thief, 1 damage to your tech 2 - ($0)
cal breaks Tech2, base to 16
huntress attacks base to 13
messenger attacks base to 12

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • Cal (4/5, lvl5)
  • Glorious Ninja (4/3)
  • Huntress (3/1)
  • Timely Messenger (1/1)
  • Glorious Ninja (4/3)
  • River (2/2, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

ok, maximum kidnapping protection while going for maximum instant base damage with my tech choices

I did the maths, you have lethal. It’s over.

It’s really stunning how P2 favored your deck is. Also it really was helpful to know that in your past games you heavily favored to not attack in the first few turns and that mox is nullified with my wither…

GG!

It’s a gold hungry deck, and needs to hit tech 2 fast, usually.
That’s partially why I’m so opposed to making garrison more expensive.

1 Like

OMG

End of turn hand T2

Start of turn 3 hand

Looks like your spreadsheet didn’t want you to have it easy :dizzy_face:
Where did the second cadet go?? That’s a difference like day and night!

@FrozenStorm : I’m calling you as a judge, what should be done in such a case?

Oh no, I know what happened there. I use Tabletop Sim to keep my game state safe for me; I had tinkerer the whole time, I must’ve mistyped the cadet when I did my turn. I was probably tired.

1 Like