[CAMS20] Carpeguitarrem Monored vs charnel_mouse [Necromancy]/Anarchy/Blood

GLHF @charnel_mouse!

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bloodburn
Mad Man
Scorch
Makeshift Rambaster


WORKERS
Bloodburn


NextHand

Pillage
Bombaster
Charge
Careless Musketeer


Discard

Makeshift Rambaster
Scorch


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Bloodrage Ogre from hand - ($1)
Play Mad Man from hand - ($0)
Mad Man deals 1 to your base

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mad Man (haste) 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

My number 1 priority is to pop some skeletons. Bone Collector and Garth are the key things I want to watch out for here, and I want to avoid Garthbarrows. The biggest things I’m worried about are Lich’s Bargain, so I need an answer to that while I whale on cm’s base. Fire spells (Ember Sparks and Flame Arrow) will be immensely helpful for clearing out token spam. Do I ever tech Detonate to kill Graveyard? My T1 opens are Rambaster + MM for 4 base damage, Bloodburn (lol), BRO + MM for 1 base damage. I think BRO + MM is the best mix here for allowing me to hold tempo on the board. Rambaster/MM is very weak to Zane and only gets me a little more base damage. Patrol BRO in SQL to avoid a pure trade with Zane, now Zane + Deteriorate necessary to kill it.

1 Like

…I’m not sure why it says I teched 2 cards there.

GL HF Carpe!

P2T1

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Graveyard
Deteriorate

Thoughts

I guess I play all my cheap stuff and see what happens. I’d like to put the Skeleton in Elite, but if Carpe has Rambaster in hand then that and Zane allow a Garth kill.


Get paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Garth raises a Skeleton - ($1)
Skeleton Javelineer - ($0)
Deteriorate, Mad Man dies
Pestering Haunt
Discard 1, draw 3


:psblueshield: Squad Leader: Skeleton 1/1+1A
:exhaust: Technician: Skeleton Javelineer 1/1 (javelin, lose javelin to gain long range)

Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Base HP: 19


Hand: 3

Skeletal Archery
Summon Skeletons
Sacrifice the Weak

Deck: 2

Thieving Imp
Jandra, the Negator

Discard: 2

Deteriorate
Graveyard

Card-count check (opponent-viewable)

Expected: 10
2 on board
3 in hand
2 in deck
2 in discard
1 in workers
Total: 10


Gold: 0
Workers: 6

5 x start
T1: Poisonblade Rogue

P1T2


Tech StartingHand Workers

TECH
Ember Sparks
Flame Arrow


STARTING HAND
Careless Musketeer
Bombaster
Charge
Pillage


WORKERS
Bloodburn
Charge


NextHand

Makeshift Rambaster
Flame Arrow
Careless Musketeer
Nautical Dog


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bombaster from hand - ($2)
Summon Jaina Stormborne - ($0)
Bloodrage Ogre kills your squad leader skeleton

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 Jaina Stormborne (sparkshot) 2/3

In Play:

  • Bloodrage Ogre 3/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

My plan for this turn: BRO must attack, therefore it kills a skeleton. Ember Sparks and Fire Dart–Ember Sparks can handle a wide board, Fire Dart takes out a Bone Collector or Horror behind the frontlines (and can tag a building for 2 damage if I need to break Tech 1/2). Considering that I might not build Tech 1 this turn due to CM not building one, I have 4 gold to work with. LB is probably coming in soon. I want to hang on to Pillage, then? I’ll need that base burn if LB is in play. I think Jaina Bombaster is the play here, Jaina’s sparkshot can clean things up even if I don’t draw my Fire spells. Also, we’re safe from Deteriorate this turn. Nothing can kill Jaina here, even Garth maxband (Javelineer and Haunt can’t take out Bombaster).

@charnel_mouse’s turn!

P2T2

Starting hand: 3

Skeletal Archery
Summon Skeletons
Sacrifice the Weak

Thoughts

Playing it “safe”, and going to stick to Jadiel’s default game plan while I work this deck out. Carpe playing Jaina here is not overly surprising, and starting with double Bone Collector means I don’t get punished as hard if he plays Ember Sparks to help get a Garth kill. I’m making an inefficient trade with Sacrifice the Weak here, but I don’t want Jandra to be accompanied by too large a board, and I still come out even after trading with the Ogre too.

Keeping Garth out of patrol: I don’t want Ember Sparks killing him, and I might need his midband to draw more than a Technician bonus could.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - ($6)
Worker - ($5)
Tech I - ($3)
Pestering Haunt trades with Bloodrage Ogre
Garth raises a Skeleton - ($2)
Sacrifice the Weak, Skeleton dies, Bombaster dies - ($0)
Discard 1, draw 2, reshuffle, draw 1


:psblueshield: Squad Leader: Skeleton Javelineer 1/1+1A (javelin, lose javelin to gain long range)

Garth L1 1/3

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


Hand: 3

Thieving Imp
Jandra, the Negator
Pestering Haunt

Deck: 6

Deteriorate
Graveyard
Bone Collector
Bone Collector
Sacrifice the Weak
Skeletal Archery

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
3 in hand
6 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Poisonblade Rogue
T2: Summon Skeletons

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Nautical Dog
Makeshift Rambaster
Flame Arrow
Careless Musketeer


WORKERS
Bloodburn
Charge
Makeshift Rambaster


NextHand

Ember Sparks
Pillage
Scorch


Discard

Bombaster 2/2+a
Bloodrage Ogre 3/1
Flame Arrow
Careless Musketeer
Lobber
Lobber


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina kills Skeleton Javelineer
Jaina casts Flame Arrow on Garth, killing him and leveling up twice - ($1)
Play Nautical Dog from hand - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Nautical Dog (frenzy 1) 1/1

In Play:

  • L3 Jaina Stormborne (sparkshot) 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

So what can we do this turn? Flame Arrow Garth (wow, I forgot to try teching Fire Dart instead), Jaina kills skellie, either L4 Jaina or Tech 1 (L3 Jaina dies to Zane). Don’t need Tech 1 yet. Preserving Jaina more important. I can also kill skellie, rambaster to put damage on Tech 1, I have 3 gold left (L4 Jaina? Still dies to max Garth swing) so maybe Careless in Lookout and Tech 1. Still leaves Jaina vulnerable to Deteriorate/StW. I think my priority is killing Garth. I can deal with having Zane in play. Flame Arrow Garth, play out Nautical Dog, Jaina kills skellie. She’s vulnerable to a midband Zane there if StW or Deteriorate. But that’s 5 gold sunk into killing her, and Deteriorate. 6 Gold if I patrol in Lookout, very little chance to deploy anything else, and Mad Man can clear Zane out there. I’m keeping initiative here, and it’s going to be hard for CM to pull out a Tech 2 without conceding the board completely.

@charnel_mouse’s turn!

1 Like

Come, let us destroy our hand sizes together.

P2T3

Starting hand: 3

Thieving Imp
Jandra, the Negator
Pestering Haunt

Thoughts

I suppose I could have teched Tech II cards straight away given how low on hand I was going, but there’s no way I could have built Tech II this turn with this back-and-forth, so it’s probably good that I didn’t. Losing Garth to a Flame Arrow isn’t great, but it’s gold-neutral at least, until Jaina midbands and starts shooting things.

Zane + Haunt + 3-cost unit looks good here, probably Thieving Imp. It puts us both really low on cards, but if Carpe’s focusing on spells instead of teching up then it potentially hurts him more, especially once I can bring Garth back in for Skeletons.

I was going to tech in Blood II units, but if patrols are this thin then something more immediate like Lich’s Bargain / Doom Grasp / Surprise Attack / Bloodlust might be worth adding first. I’ll add Blood units first anyway, I’ve got another tech cycle before reshuffling no matter what.

Putting the extra gold into a Tech Lab, because I suspect Zane’s going to die this turn anyway. Carpe’s probably not intending to sacrifice Jaina any time soon. Imp goes in Elite: Jaina just midbands and kills it in Squad Leader to open with Zane to any haste damage, same thing in Technician. This way, something from Carpe’s hand has to deal with it if he wants to hang on to Jaina, or he spends most of his gold on maxbanding her to shoot it, and wastes the levels from killing Zane.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider


Get paid - ($7)
Worker - ($6)
Captain Zane - ($4)
Pestering Haunt
Thieving Imp, you discard card #2 of 3 - ($1)
Tech Lab - ($0)
Zane kills Nautical Dog, takes 1 damage
Discard 0, draw 2


:psfist: Elite: Thieving Imp 1+2/2

Zane L1 2/1 (haste, 1 damage)
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech Lab HP: 4


Hand: 2

Deteriorate
Bone Collector

Deck: 4

Graveyard
Bone Collector
Sacrifice the Weak
Skeletal Archery

Discard: 3

Crashbarrow
Shoddy Glider
Skeleton Javelineer

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
2 in hand
4 in deck
3 in discard
3 in workers
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Poisonblade Rogue
T2: Summon Skeletons
T3: Jandra, the Negator

P1T4


Tech StartingHand Workers

TECH
Burning Volley
Gunpoint Taxman


STARTING HAND
Scorch
Pillage
Ember Sparks


WORKERS
Bloodburn
Charge
Makeshift Rambaster
Scorch


NextHand

Nautical Dog (frenzy 1) 1/1
Mad Man (haste) 1/1


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina casts Ember Sparks, killing the Imp and dealing 1 damage to your Tech 1. - ($3)
Midband Jaina, she heals - ($2)
Jaina kills Zane, levels to 6
Maxband Jaina, she heals - ($1)
Build Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 MAX Jaina Stormborne (sparkshot) 4/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Okay, significantly better than anticipated. Having to worker Scorch is obnoxious, but Jaina has turned into a 4-gold maxband hero. Ember Sparks to kill the Imp and then ping Tech 1, leaving me a lot of options for dealing with it. Midband Jaina, kill Zane, maxband Jaina. Burning Volley teched in case Jaina lives.5 gold so far, 1 more for Tech 1. Perfect. Even without ultimate, maxband Jaina gets me juicy card advantage as 3 free damage every turn.

@charnel_mouse’s turn!

P2T4

Starting hand: 2

Deteriorate
Bone Collector

Thoughts

Ouch, so he teched Ember Sparks too. Even worse, he could have that or Flame Arrow in hand again if he’s really lucky, or teched more Fire spells. Options:

  1. Worker, Bone Collector, Tech II to threaten Blood II and Gunships, float 1. The float makes me nervous here, if Carpe’s trying to burn me down then there’s a good chance that he’s hung on to Pillage, or is going into Taxmen. It would be nice to reach Tech II before the damage on my Tech I becomes a problem, though: Flame Arrow or Ember Sparks + Jaina maxband won’t be far away any time soon.
  2. Worker, Tech II Blood/Anarchy, Garth + Skeleton. Very light on health. I could run the Haunt into Jaina, and stick Garth in Elite and the Skeleton in Technician, to lessen the utility of Jaina’s maxband, but it’s a very dicey turn, and if Carpe’s drawn a unit + Charge or a Fire spell then I’m in serious trouble.
  3. Skip worker, Bone Collector, midband Garth + Skeleton. Garth has a little more health, but still dies to Flame Arrow. Jaina can’t kill him without trading if I hit her with Haunt now, though. Nothing too useful he can do with Jaina’s maxband or Ember Sparks. Worth thing is Jaina’s spells / ability destroying my Tech I.
  4. Worker, Bone Collector, Garth + Skeleton, hope Carpe doesn’t have Pillage to take my 2 float. Similar to above, but still at 2-card hand and with better economy. Garth is easier to kill, but Carpe has to have the spell in hand.

I think I go for Tech II + Bone Collector. The float is risky, but Carpe probably won’t want to spend a card playing Pillage at these hand sizes just to get 1 gold. Tech II also lets me fetch with Garth next turn, if it still stands. Keeping a Crashbarrow in the codex for that reason, Shoddy Glider can kill Jaina by itself if I draw it. Failing that, Zane’s ready to go again, fetching a Disguised Monkey also works fine.

What’s good to tech here with the Glider? Doom Grasp’s good for Jaina, maybe not as useful after that. Surprise Attack is also good, given her health levels and low patrol sizes, plus it’s a nice expensive card while we’re low on hand size that can’t be fetched. I’ll go with that.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Shoddy Glider, Surprise Attack


Get paid - ($8)
Worker - ($7)
Tech II Blood, Tech Lab Anarchy - ($3)
Bone Collector - ($1)
Pestering Haunt hits your Tech I to 4
Discard 0, draw 2


:psblueshield: Squad Leader: Bone Collector 3/3+1A

Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Base HP: 19
:heart: Tech I HP: 4
:heart: Tech II HP: 5 (Blood)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 2

Sacrifice the Weak
Skeletal Archery

Deck: 2

Graveyard
Bone Collector

Discard: 6

Crashbarrow
Shoddy Glider
Skeleton Javelineer
Thieving Imp
Shoddy Glider
Surprise Attack

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
2 in hand
2 in deck
6 in discard
4 in workers
Total: 16


Gold: 1
Workers: 9

5 x start
T1: Poisonblade Rogue
T2: Summon Skeletons
T3: Jandra, the Negator
T4: Deteriorate

P1T5


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Mad Man (haste) 1/1
Nautical Dog (frenzy 1) 1/1


WORKERS
Bloodburn
Charge
Makeshift Rambaster
Scorch
Nautical Dog (frenzy 1) 1/1


NextHand

Pillage
Bombaster 2/2+a


Discard

Mad Man (haste) 1/1
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Exhaust Jaina to deal 3 to Bone Collector
Play Mad Man, it trades with Bone Collector - ($6)
Tech 2 – Blood - ($2)

Float ($2)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 MAX Jaina Stormborne (sparkshot) 4/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Unfortunately we got a semi-dud round now. Can’t break through to the Tech 1. Mad Man plus Jaina kills BC. Worker. 6 gold left. Surplus, or Tech 2? Tech 2 + HH lets me sink gold into heroes if need be. Looks like we’re seeing a Gunship play. HH is superfluous probably, I only need 2 heroes out, and I can just sink lots of gold into maxband Zane.

@charnel_mouse’s turn!

P2T5

Starting hand: 2

Sacrifice the Weak
Skeletal Archery

Thoughts

Yeah, that could have been much worse. I just take out Jaina now, and destroy the Tech II by fetching a Crashbarrow. Phew. Garth will still be vulnerable to maxband Zane, though, so I can’t relax yet. Putting him in SQL and Skeleton in Scavenger, so at best Zane can share a Technician bonus if he wants to kill Garth without assistance. Bloodlust should come in handy as an additional tech.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Shoddy Glider, Surprise Attack
T5: Bloodlust, Crashbarrow


Get paid + float - ($10)
Garth Torken - ($8)
Captain Zane - ($6)
Pestering Haunt and Zane trade with Jaina, Garth hits level 3
Maxband Garth, fetch a Crashbarrow - ($2)
Crashbarrow destroys Tech II, your base to 18
Garth raises a Skeleton - ($1)
Worker - ($0)
Discard 1, draw 2, reshuffle, draw 1
Crashbarrow collapses, wreckage flies everywhere


:psblueshield: Squad Leader: Garth L7 3/4+1A
:ps_: Scavenger: Skeleton 1/1

:heart: Base HP: 19
:heart: Tech I HP: 4
:heart: Tech II HP: 5 (Blood)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 3

Graveyard
Bone Collector
Sacrifice the Weak

Deck: 9

Shoddy Glider
Skeleton Javelineer
Thieving Imp
Shoddy Glider
Surprise Attack
Bone Collector
Bloodlust
Crashbarrow
Pestering Haunt

Discard: 1

Crashbarrow

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
0 on board
3 in hand
9 in deck
1 in discard
5 in workers
Total: 18


Gold: 0
Workers: 10

5 x start
T1: Poisonblade Rogue
T2: Summon Skeletons
T3: Jandra, the Negator
T4: Deteriorate
T5: Skeletal Archery

P1T6


Tech StartingHand Workers

TECH
Kidnapping
Gunpoint Taxman


STARTING HAND
Bombaster 2/2+a
Pillage
Bloodrage Ogre 3/1


WORKERS
Bloodburn
Charge
Makeshift Rambaster
Scorch
Nautical Dog (frenzy 1) 1/1


NextHand

Lobber
Lobber
Ember Sparks


Discard

Mad Man (haste) 1/1
Crashbarrow
Crashbarrow
Kidnapping
Gunpoint Taxman
Pillage


Tech 2 card(s)
Get Paid + float - ($11)
Summon Zane, maxband him, shove Garth into Technician and deal 1 damage - ($4)
Zane kills Garth, we both draw a card
Play Bloodrage Ogre from hand - ($2)
Play Bombaster from hand - ($0)
Rebuild Tech 2

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster 2/2
  • :target: Lookout:

In Play:

  • L6 MAX Captain Zane (haste) 4/1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Let’s technician kill Garth and see what happens

@charnel_mouse’s turn!

P2T6

Starting hand: 3

Graveyard
Bone Collector
Sacrifice the Weak

Technician draw: 1

Pestering Haunt

Thoughts

Just short of doing Drakk + Zane, Zane + Skeleton trade with Ogre, Sac Bombaster, play rest of hand. Options:

  1. Midband Drakk for 5, midband Zane for 5. Zane trades with Ogre, Skeleton could trade with Bombaster. I have 2/3 Drakk, maybe Skeleton and/or Pestering Haunt, against 4/1 Zane and anything in hand. 5-card hand against 3/4-card hand.
  2. Maxband Drakk, Bone Collector gets haste and trades with Ogre, a Skeleton could trade with Bombaster. One gold spare, so I could worker or play Pestering Haunt. I have 3/4 Drakk, 1/1 Skeleton, maybe another Skeleton and/or Pestering Haunt, versus 4/1 Zane and anything in hand. 4/5-card hand versus 3/4-card hand.
  3. Zane + Skeleton trade with Ogre. Drakk, Bone Collector, Graveyard, maybe Pestering Haunt. Float 2/1, facing Bombaster and Zane with 1/3 Drakk, 3/3 Bone Collector. Graveyard might distract Carpe from destroying my Tech II. 3/4-card hand versus 3-card hand.
  4. Maxband Zane, shove Ogre, kill Bombaster, see what I draw. There are some cards I’d really like to draw (Blood II), and some I really don’t want to draw (Bloodlust, Surprise Attack). Two, maybe three I don’t want, out of 8. Only one (Crashbarrow) that helps me survive Carpe’s turn, by destroying the Tech II. I don’t think that’s worth the risk, even before accounting for the chance I let Carpe draw into his own Blood II units.

I think I use an option where I don’t have to kill the Bombaster, I want to minimise Carpe’s chances of having a Crashbarrow in hand, so Option 4 is out. I therefore want options where the Bombaster can’t attack and survive to blow up a patrolling unit, so Option 2 might be out because I can’t put both Skeletons in Elite, although Carpe needs to do some work to get past Drakk first. Option 1 just doesn’t leave me much in patrol, so it’s between Options 2 and 3. I think I go for Option 3, if Carpe does struggle to get through then that Graveyard will come in handy, or at least distract him. I just have to hope for no gold steal, Drakk goes in Scavenger instead of Technician in case something kills the Collector and lets Zane trade with him.

Teched cards: 0

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Shoddy Glider, Surprise Attack
T5: Bloodlust, Crashbarrow


Get paid - ($10)
Captain Zane - ($8)
Zane and Skeleton trade with Bloodrage Ogre, levels fizzle
Drakk Ramhorn - ($6)
Bone Collector - ($4)
Graveyard - ($2)
Discard 2, draw 4


:psblueshield: Squad Leader: Bone Collector 3/3+1A (attacks: I get a Skeleton)
:ps_: Scavenger: Drakk L1 1/3 (dies: 1 to your base)

:heart: Graveyard HP: 3

:heart: Base HP: 19
:heart: Tech I HP: 4
:heart: Tech II HP: 5 (Blood)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 4

Shoddy Glider
Shoddy Glider
Bone Collector
Crashbarrow

Deck: 4

Skeleton Javelineer
Thieving Imp
Surprise Attack
Bloodlust

Discard: 3

Crashbarrow
Sacrifice the Weak
Pestering Haunt

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
4 in hand
4 in deck
3 in discard
5 in workers
Total: 18


Gold: 2
Workers: 10

5 x start
T1: Poisonblade Rogue
T2: Summon Skeletons
T3: Jandra, the Negator
T4: Deteriorate
T5: Skeletal Archery

Technically you are supposed to announce the tech lab spec when you build it. No change required, just a note for reference.

No, if you build the Tech Lab first then you only declare when you build your Tech II. See here, for example.

1 Like

Oh! Thanks for the clarification. :smiley:

1 Like

P1T7


Tech StartingHand Workers

TECH
Ember Sparks
Chaos Mirror


STARTING HAND
Ember Sparks
Lobber
Lobber


WORKERS
Bloodburn
Charge
Makeshift Rambaster
Scorch
Nautical Dog (frenzy 1) 1/1


NextHand

Burning Volley
Gunpoint Taxman


Discard

Mad Man (haste) 1/1
Crashbarrow
Crashbarrow
Kidnapping
Gunpoint Taxman
Pillage
Bloodrage Ogre 3/2+a
Ember Sparks
Bombaster 2/2
Bloodrage Ogre 3/2+a
Ember Sparks
Chaos Mirror


Tech 2 card(s)
Get Paid - ($9)
Summon Jaina - ($7)
Jaina casts Ember Sparks, dealing 2 to the Bone Collector and 1 to Drakk - ($4)
Play two Lobbers from hand - ($2)
Bombaster trades with Bone Collector
Lobber (Arnie) kills Drakk (my base takes 1), levels to Jaina
Lobber (Bertol) hits your Tech 2 for 2 damage
Zane breaks your Tech 2, 2 to your base
Level Jaina to 4 - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L4 Jaina Stormborne (sparkshot) 3/3

In Play:

  • L6 MAX Captain Zane (haste) 4/1
  • Lobber Arnie (haste) 2/1
  • Lobber Bertol (haste) 2/2

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 12

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Okay, let’s go Jaina! Got the Tech 2 break, so we’re safe from gunships for now. And Crashbarrows. Let’s see if we win the 50/50 to have Jaina’s ult online in two turns. With Drakk down and Tech 2 down, Garth + Doom Grasp is the only way CM can put a dent in my defenses

@charnel_mouse’s turn!

P2T7

Starting hand: 4

Shoddy Glider
Shoddy Glider
Bone Collector
Crashbarrow

Thoughts

Bah, this would’ve been a great hand if I hadn’t lost the Tech II building. Carpe made the right call.

  1. Maxband Garth for something (Taxman?), spend the rest on Skeleton + Bone Collectors, and maybe be in decent shape.
  2. Tech III? I’d have 8 gold for defence, so Bone Collectors + Garth + Skeleton.
  3. Midband Garth, Skeleton, use it to draw. Half the cards I could draw would be really bad. On the other hand, I can still play Collectors + Taxman, so this is similar to Option 1 but I hit more cards after shuffling. Best draw is Thieving Imp to further drain Carpe’s hand, but the chances of that are slim, and I’m playing the Imp instead of a Taxman. At the moment I think I need board presence more than card drain, otherwise Jaina + Lobbers lock me out of Tech II indefinitely without Carpe playing anything else.

Not sure what to tech here, if anything, in addition to the Taxman I’m fetching. but I probably need spells / Tech Is in case I get locked out of Tech II for a long time. Given what Carpe’s played so far, that brings it down to Lich’s Bargain, Doom Grasp, Surprise Attack, Bloodlust. I think Doom Grasp is best out of those options: Horrors just get sniped by Jaina. Either that or a Gunship, just in case. I’ll go with Doom Grasp, Carpe likes feeding his heroes.

Putting Garth in patrol since I know I’m drawing Anarchy and Blood spells, let’s see if we can convince Carpe to kill him.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Shoddy Glider, Surprise Attack
T5: Bloodlust, Crashbarrow
T7: Doom Grasp, Gunpoint Taxman


Get paid + float + Scavenger - ($13)
Rebuild Tech II
Garth Torken - ($11)
Maxband Garth, Gunpoint Taxman arrives from discard - ($5)
Bone Collector arrives from Graveyard - ($3)
Bone Collector #2 - ($1)
Garth raises a Skeleton - ($0)
Discard 3, draw 4, reshuffle, draw 1


:psblueshield: Squad Leader: Gunpoint Taxman 3/3+1A (anti-air, kills patroller: I steal a gold)
:psfist: Elite: Skeleton 1+1/1
:ps_: Scavenger: Bone Collector #1 3/3 (attacks: I get a Skeleton)
:exhaust: Technician: Bone Collector #2 3/3 (attacks: I get a Skeleton)
:target: Lookout: Garth L7 3/4 (resist 0+1)

:heart: Graveyard HP: 3

:heart: Base HP: 17
:heart: Tech I HP: 4
:heart: Tech II HP: 5 (Blood)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 5

Skeleton Javelineer
Thieving Imp
Surprise Attack
Bloodlust
Shoddy Glider

Deck: 6

Crashbarrow
Sacrifice the Weak
Pestering Haunt
Doom Grasp
Shoddy Glider
Crashbarrow

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
4 on board
5 in hand
6 in deck
0 in discard
5 in workers
Total: 20


Gold: 0
Workers: 10

5 x start
T1: Poisonblade Rogue
T2: Summon Skeletons
T3: Jandra, the Negator
T4: Deteriorate
T5: Skeletal Archery

@zhavier I just realised I played Zane on two turns back-to-back, turns 5 and 6, should we go back and fix it?

Same problem as frozen game, too much info was revealed, I think, to roll back fairly. The game shall go on.

I will say the zane shenanigans in this game are frequent and brutal.

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