Careless Musketeer
Mad Man
Bloodrage Ogre
Scorch
Nautical Dog
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
Bloodrage Ogre (3)
Garth (1)
Worker (0)
Workers
Scorch
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Bloodrage Ogre (3/2+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Makeshift Rambaster
Mad Man
Bombaster
Nautical Dog
Bloodrage Ogre
End of Turn Discard
My Thoughts
Much better start to this game than last, though I don’t think I want to drop dog + Brogre for fear of Grappling hook or smoker trading off favorably with Safe Attacking. I want a hero down so Grave can’t get rid of Brogre trivially. So let’s go with Garth to pair, and next turn Skele + Bombaster + tech up can be the play, followed by LB if desired.
If he’s committing to Garth, I don’t need to worry about Pillage. I’ll try opening with Martial Mastery and Tax Collector, in hopes of selecting priority workers and/or facilitating combos.
Lich's Bargain
Lich's Bargain
Careless Musketeer
Bloodrage Ogre
Nautical Dog
End of Turn Discard
My Thoughts
Hmm, I’m not terribly fearful here… Either he spends a lot to kill Garth and doesn’t get free levels off it, or I can pretty safely roll forward with LB + Tech up. Feels like a win/win, so let’s do it
…
Drew both LB, that’s unfortunate but fine.
Wow, I’m out of it. I completely forgot that I need a Tech I building to play Tech I units, heh. May as well swap out this Tax Collector and check for Doom Grasp… Eww, double Bargain; Garth has to go. At least the rest of his hand isn’t an immediate threat, and the Smoker can deter Zane.
Lich's Bargain
Lich's Bargain
Careless Musketeer
Bloodrage Ogre
Nautical Dog
Events of Turn:
Upkeep:
Get Gold (7+1scav)
Tech 2 cards in (except for turn 1)
All Teched Cards
Nether Drain, Blooming Ancient
Lich’s Bargain x2
Main:
Bloodrage Ogre (6)
Nautical Dog (5)
Worker (4)
Tech 2 Growth (0)
Workers
Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Bloodrage Ogre (3/2+1armor)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Charge
Pillage
Mad Man
Makeshift Rambaster
End of Turn Discard
Bombaster
Blooming Ancient
Nether Drain
Lich's Bargain
Lich's Bargain
My Thoughts
Yeah that doesn’t seem terribly worth for him, kind of a stall… I suppose with MM he’s thinking to go TPOS? If so, no sweat, I can tech a Doom Grasp or Surprise Attack if I feel its needed. I considered T2 Anarchy here instead of Growth, but I don’t see that working out for me any better than growth will.
Can’t delay my Tech I any longer. Not sure how I should patrol, so I’ll peek again… and wow, that’s a lot of haste. Pretty sure MoLaC is incoming. Better drop the Flagbearer to protect my Tech I.
Blooming Elm, Bone Collector
Nether Drain, Blooming Ancient
Lich’s Bargain x2
Main:
Garth (6)
Zane, smacks into Grave, levels fizzle (4)
Mad Man, kills Grave, Garth to level 3 (3)
Make a skeleton (2)
Garth to midband (1)
Worker (0)
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (2/4 lvl 4)
Economy Info:
Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Blooming Ancient
Lich's Bargain
Mad Man
Charge
End of Turn Discard
My Thoughts
I mean I can just kill Grave? Just like that? Sure, okay Not sure why he’d want to give grave up like that, but I’ll take the free shot. Going to tech Blooming Elm and Bone Collector, and get Garth midbanded so it would take Hook + Advice to kill him, which is at least an unlikely draw. Arguably I should get Arg maxbanded off all this instead, but I kinda wanna go for the greedy play, so… yeah, Garth free levels #winning
Blooming Ancient, Surprise Attack
Blooming Elm, Bone Collector
Nether Drain, Blooming Ancient
Lich’s Bargain x2
Main:
Blooming Ancient (5)
Mad Man, +1rune (4)
Charge Ancient, it kills Prynn, Garth to level 6 (1)
Garth kills partner, you get a gold
Mad Man trades with Flagbearer
Make a skeleton, give it +2/2 from runes (0)
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Skeleton (3/3+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (2/2 lvl 6)
Blooming Ancient (2/3)
Economy Info:
Cards:
Hand: 3
Deck: 5
Disc: 5
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Bombaster
Bone Collector
Makeshift Rambaster
End of Turn Discard
Mad Man
Charge
Blooming Ancient
Surprise Attack
Lich's Bargain
My Thoughts
I get to kill Prynn too? What is going on? I hope this isn’t a bait or something… Going to keep Garth level 6 for hopefully a big splash of double-ancient rune-making next turn. I could have gone LB this turn, but I’m kind of expecting Judgment day or something
STARTING HAND
Grappling Hook
Sensei’s Advice
Jurisdiction
Martial Mastery
Snapback
WORKERS
Savior Monk
Fox Viper
Fox Primus
Safe Attacking
Smoker
Sensei’s Advice
NextHand
Seer
Judgment Day
Martial Mastery
Snapback
Martial Mastery
Tech 2 card(s)
Get Paid + Scavenger - ($10)
Worker - ($9)
Tech III - ($4)
Grave Stormborne - ($2)
Bigby Hayes - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Aged Sensei (1/1A)
Elite:
Scavenger: L1 Bigby Hayes (2/3)
Technician: L1 Grave Stormborne (2/3) Sparkshot
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Tech Lab HP: 4 (Law)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Well, I managed to protect my infrastructure long enough to get my infrastructure in place, but the way I did it makes drawing my combo next turn rather iffy. Still, I have to take the chance.
@FrozenStorm
While your runes account looks OK, it’d be nice if you could detail a little bit for spectators (ie when you move all runes on BA 1 before breaking Tech III, or one rune on patrolling skeleton).
Thanks
Pulled Judgment Day on my technician draw, completely derailing my plan to have Prynn slow you down and then Bigby clear the board next turn to buy time for me to recover. Workering Savior Monk on T1 was a mistake… I placed too much emphasis on getting a unit in play alongside Grave. GG WP. @zhavier