@Hobusu will be going first against @Anemone. Good luck and have fun!
Good luck, @Anemone!
Player 1 Turn 1
Starting Hand and Workers
STARTING HAND
Nautical Dog
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Scorch
WORKERS
Scorch
[details=Next Hand]Pillage
Bloodburn
Charge
Careless Musketeer
Bombaster
[/details]
Discard
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Nautical Dog - ($2)
Summon Drakk - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Drakk Ramhorn Lv. 1 (1/3)
-
[I]Lookout[/I]: Nautical Dog (1/1+a) [Frenzy 1]
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
[details=Thoughts][spoiler]Not sure how to deal with Black, so we’ll see how this goes! I figured with Sacrifice the Weak existing, it would be better to go for Nautical Dog and keep it in Lookout to discourage Deteriorate rather than bring out Bloodrage Ogre. Drakk goes well with Nautical Dog to threaten 3 damage from it next turn.
Workered Scorch because it’s too gold-hungry for my taste. We’ll see how things go, but perhaps I could use Jaina this game?[/spoiler][/details]
GLHF!
[b]P2T1[/b]StartingHand Workers
STARTING HAND
Poisonblade Rogue
Summon Skeletons
Thieving Imp
Pestering Haunt
Skeleton Javelineer
WORKERS
Poisonblade Rogue
NextHand
Jandra, the Negator
Deteriorate
Graveyard
Sacrifice the Weak
Skeletal Archery
Discard
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Collect 5 gold - ($5)
Worker - ($4)
Thieving Imp - discard a random card - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Thieving Imp (2/2+1)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 6
Since you didn’t specify which card to discard, I used random.org to decide.
Player 1 Turn 2
Tech, Starting Hand, and Workers
TECH
Lobber
Lobber
STARTING HAND
Bloodburn
Pillage
Charge
Bombaster
Careless Musketeer
WORKERS
Scorch
Careless Musketeer
[details=Next Hand]Bloodburn
Lobber
Pillage
Makeshift Rambaster
Charge
[/details]
Tech 2 card(s)
Get Paid - ($5)
Your Thieving Imp randomly discards my 3rd card
Hire a Worker - ($4)
Build Tech I - ($3)
Level Drakk to Lv. 4, giving my units Frenzy 1 - ($0)
Nautical Dog trades with Theiving Imp
Patrol as shown below
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
-
Lookout: Drakk Ramhorn Lv. 4 (2/3)
In Play:
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold: - Gold: 0
- Workers: 6
[details=Thoughts][spoiler]Well, I hate Black already… I’m almost tempted to play it some time just for how many ways it has to gain card advantage. Thankfully I was able to do what I wanted without playing a card, so I’m back up to 5 in hand.
Teched both Lobbers because I’m playing this by ear, and Lobber is good for quickly dealing with a problem (especially if I can keep Drakk alive for his midband).
Workered Careless Musketeer because lol 1 HP 2 gold unit against Black starter.[/spoiler][/details]
Tech StartingHand Workers
TECH
Soul Stone
Bone Collector
STARTING HAND
Graveyard
Skeletal Archery
Jandra, the Negator
Deteriorate
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Skeletal Archery
NextHand
Skeleton Javelineer
Sacrifice the Weak
Thieving Imp
Graveyard
Deteriorate
Tech 2 card(s)
Collect 6 gold - ($6)
Worker - ($5)
Jandra, the Negator - ($2)
Vandy - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Jandra, the Negator (3/3+1)
- [I]Elite[/I]:
- [I]Scavenger[/I]: L1 Vandy (2/3)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Player 1 Turn 3
Tech, Starting Hand, and Workers
TECH
Flame Arrow
Kidnapping
STARTING HAND
Bloodburn
Pillage
Charge
Lobber
Makeshift Rambaster
WORKERS
Scorch
Careless Musketeer
Bloodburn
[details=Next Hand]Lobber
Bloodrage Ogre
Nautical Dog
Mad Man
Bombaster
[/details]
Discard
Charge
Makeshift Rambaster
Pillage
Flame Arrow
Kidnapping
Tech 2 card(s)
Get Paid - ($6)
Hire a Worker - ($5)
Play Lobber - ($4)
Build a Tower - ($1)
Patrol as shown below
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Lobber (2/2+a)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Drakk Ramhorn Lv. 4 (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 5
[B]Gold:[/B] - Gold: 1
- Workers: 7
Thoughts
There was no way I was going to attack Jandra and have it be in my favor… So I’m turtling up a bit, trying to get a bit of advantage from Tower + possibly Technician. There’s all sorts of stuff that could just destroy my board, so I’m looking at going with either Blood or Anarchy (depending on whether I think a couple of Steam Tanks could hold him off to either Tech III or death by Stealth pokes.
Tech StartingHand Workers
TECH
Abomination
Gorgon
STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Thieving Imp
Graveyard
WORKERS
Poisonblade Rogue
Skeletal Archery
Thieving Imp
NextHand
Pestering Haunt
Summon Skeletons
Soul Stone
Bone Collector
Discard
Deteriorate
Sacrifice the Weak
Abomination
Gorgon
Tech 2 card(s)
Collect 7 gold - ($7)
Worker - ($6)
Graveyard - ($4)
Jandra trades with Lobber and goes to the Graveyard
Level Vandy to 3 - ($2)
Vandy kills Drakk and levels to 5. My base takes 1 damage.
Skeleton Javelineer - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Skeleton Javelineer (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Graveyard (3, Jandra)
- L5 Vandy (4/5)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 4
[B]Gold:[/B] - Gold: 1
- Workers: 8
Player 1 Turn 4
Tech, Starting Hand, and Workers
TECH
Surprise Attack
Crashbarrow
STARTING HAND
Bombaster
Lobber
Nautical Dog
Bloodrage Ogre
Mad Man
Charge (Technician)
WORKERS
Scorch
Careless Musketeer
Bloodburn
Mad Man
[details=Next Hand]Pillage
Flame Arrow
Lobber
Kidnapping
[/details]
Discard
Lobber
Nautical Dog
Charge
Bloodrage Ogre
Bombaster
Surprise Attack
Crashbarrow
Tech 2 card(s)
Shuffle and draw a card from Technician
Get Paid + float - ($8)
Worker - ($7)
Play Lobber - ($6)
Play Nautical Dog - ($5)
Summon Zane - ($3)
Zane casts Charge on Nautical Dog, giving it +1 ATK and Haste this turn - ($1)
Zane kills Skeleton Javelineer, takes 1 damage, and you gain 1 gold
Lobber and Nautical Dog trade with Vandy, giving Zane 2 free levels
Level Zane to Lv. 4, healing him - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Captain Zane Lv. 4 (3/3)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 7
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
My only real regrets are that I won’t be able to use either of the spells I teched last turn unless something goes really badly (which is probably fine, since they cost as much as the Tech II building I need), and that I couldn’t get rid of Graveyard (but killing max level Vandy seems more important). I’m definitely going Blood at this point, since I can’t guarantee keeping anything alive… Though now I wish I’d workered Pillage instead of Bloodburn last turn.
Tech StartingHand Workers
TECH
Gorgon
Cursed Ghoul
STARTING HAND
Pestering Haunt
Bone Collector
Soul Stone
Summon Skeletons
WORKERS
Poisonblade Rogue
Skeletal Archery
Thieving Imp
Pestering Haunt
NextHand
Deteriorate
Gorgon
Sacrifice the Weak
Gorgon
Soul Stone
Tech 2 card(s)
Collect 8 gold + float + Scavenger - ($10)
Worker - ($9)
Tech 2 (Disease) - ($5)
Play Jandra from Graveyard - ($2)
Garth - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Jandra, the Negator (3/3+1)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Graveyard (3)
- L1 Garth (1/3)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
Player 1 Turn 5
Tech, Starting Hand, and Workers
TECH
Captured Bugblatter
Crashbarrow
STARTING HAND
Lobber
Pillage
Kidnapping
Flame Arrow
WORKERS
Scorch
Careless Musketeer
Bloodburn
Mad Man
Pillage
[details=Next Hand]Makeshift Rambaster
Bloodrage Ogre
Kidnapping
Surprise Attack
[/details]
Tech 2 card(s)
Get Paid - ($8)
Hire a Worker - ($7)
Build Tech II - Blood - ($3)
Play Lobber - ($2)
Level Zane to Lv. 6, maxband ability shoves Jandra to Lookout and does 1 damage - ($0)
Lobber trades with Jandra
Zane destroys Graveyard, all buried units go to discard pile
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Captain Zane Lv. 6 (4/4)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
At least I got rid of the Graveyard, but I’m worried about the stuff Disease Tech II can do… If he decided to go for pure hand destruction I basically lose automatically, and a single Abomination makes Surprise Attack a dead card.
Tech StartingHand Workers
TECH
Cursed Crow
Abomination
STARTING HAND
Sacrifice the Weak
Soul Stone
Gorgon
Gorgon
Deteriorate
WORKERS
Poisonblade Rogue
Skeletal Archery
Thieving Imp
Pestering Haunt
Deteriorate
NextHand
Cursed Ghoul
Abomination
Cursed Crow
Summon Skeletons
Bone Collector
Tech 2 card(s)
Collect 9 gold - ($9)
Worker - ($8)
Gorgon - ($5)
Garth makes a Skeleton - ($4)
Tower - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Gorgon (2/4+1)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Skeleton (1/1)
- [I]Technician[/I]: L1 Garth (1/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 10
Player 1 Turn 6
Tech, Starting Hand, and Workers
TECH
Pirate Gunship
War Drums
STARTING HAND
Makeshift Rambaster
Kidnapping
Surprise Attack
Bloodrage Ogre
Bombaster
WORKERS
Scorch
Careless Musketeer
Bloodburn
Mad Man
Pillage
Bloodrage Ogre
[details=Next Hand]Lobber
Charge
Crashbarrow
Flame Arrow
Lobber
[/details]
Discard
Surprise Attack
Makeshift Rambaster
Bombaster
Kidnapping
Pirate Gunship
War Drums
Tech 2 card(s)
Get Paid - ($9)
Hire a Worker - ($8)
Summon Drakk - ($6)
Zane casts Surprise Attack to summon two 3/1 Sharks with Haste and Ephemeral - ($1)
Both Sharks trade with Gorgon, the 2nd Shark overpowers to Skeleton, you draw a card and gain 1 gold (Edit: I’m a fool. Ignore me!)
Zane kills Garth and takes 2 damage, we both draw a card
Drakk gains 2 free levels
Patrol as shown below
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Drakk Ramhorn Lv. 3 (1/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Captain Zane Lv. 6 (4/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 6
[B]Gold:[/B] - Gold: 1
- Workers: 10
[details=Thoughts][spoiler]I’m not out of the woods yet, but I’m starting to feel like this is possible now. It all depends on what he does with the cards I gave him… The next turn or two makes or breaks this game!
I teched Pirate Gunship because a Tech III building also helps by giving me an extra Hero (if I can fit it in), and the Tech Lab won’t cost much if that becomes an option. War Drums is there as a more reliable option (I say that, but it relies on Drakk living, so it’s not exactly foolproof either). Thankfully, neither one is going to be in my hand for a bit.[/spoiler][/details]
Wait what? Sharks don’t have Overpower?
Oops, my bad. I keep thinking of them as miniature Crashbarrows, so I assumed they had Overpower too. In that case, the Skeleton doesn’t die and he doesn’t get the gold from it dying. Nothing else changes about my turn.
Edit: There, I’ve stuck out that part of my post. It would help if I could see the tokens on codexcarddb.com, but that was entirely on me.
Zane also took 2 damage, so shouldn’t be 4/4
Apparently I was pretty distracted when taking this turn… Thanks for the correction! It’s fixed now.
Tech StartingHand Workers
TECH
Carrion Curse
Cursed Crow
STARTING HAND
Summon Skeletons
Cursed Ghoul
Bone Collector
Abomination
Cursed Crow
Sacrifice the Weak
Soul Stone
WORKERS
Poisonblade Rogue
Skeletal Archery
Thieving Imp
Pestering Haunt
Deteriorate
Summon Skeletons
NextHand
Sacrifice the Weak
Graveyard
Gorgon
Abomination
Jandra, the Negator
Tech 2 card(s)
Collect 10 gold + float - ($11)
Worker - ($10)
Skeleton attacks Drakk for 1 damage
Abomination - ($4)
Vandy - ($2)
Soul Stone on Abomination - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Abomination (7/7+1, Soul Stone)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]: L1 Vandy (2/3)
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 11
Sorry this took so long, IRL stuff kept cropping up. I think I’m going to lose now, but I’ll do what I can…
Player 1 Turn 7
Tech, Starting Hand, and Workers
TECH
Pirate Gunship
STARTING HAND
Lobber
Flame Arrow
Crashbarrow
Lobber
Charge
WORKERS
Scorch
Careless Musketeer
Bloodburn
Mad Man
Pillage
Bloodrage Ogre
[details=Next Hand]Crashbarrow
Captured Bugblatter
Crashbarrow
Nautical Dog
Lobber
[/details]
Tech 1 card(s)
Get Paid + float - ($11)
Play Crashbarrow - ($8)
Play Lobber - ($7)
Level Drakk to Lv. 4 - ($6)
All my units gain Frenzy 1
Lobber and Crashbarrow knock off Soul Stone and die (Frenzy 1 counteracts -1 from Abomination)
Crashbarrow’s overpower deals 1 damage to Vandy
Build Tech III - ($1)
Demolish my own Tower and build Tech Lab – Anarchy - ($0)
Patrol as shown below
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Captain Zane Lv. 6 (4/4) [Haste]
- [I]Scavenger[/I]:
- [I]Technician[/I]: Drakk Ramhorn Lv. 4 (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 10
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 10
Thoughts
Almost certain it’s over, but we’ll see. Nice thing is he’ll probably try to prevent my Tech III, letting me Double Crashbarrow freely!
No rush! Life happens. Now I just pray that you don’t actually have a gunship.
[b]P2T7[/b]StartingHand Workers
STARTING HAND
Abomination
Jandra, the Negator
Gorgon
Graveyard
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Skeletal Archery
Thieving Imp
Pestering Haunt
Deteriorate
Summon Skeletons
Jandra, the Negator
NextHand
Cursed Crow
Bone Collector
Cursed Ghoul
Gorgon
Cursed Crow
Discard
Soul Stone
Gorgon
Graveyard
Sacrifice the Weak
Notes: Your base is at 18 from demolishing your Tower, and Abominations don’t affect Heroes.
Tech 0 card(s)
Collect 11 gold - ($11)
Worker - ($10)
Abomination kills Zane. Vandy levels to 3.
Orpal - ($8)
Abomination - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Abomination (5/5+1) -1/-1
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L3 Vandy (3/4)
-
[I]Lookout[/I]: L1 Orpal (1/3)
[B]In Play:[/B] - Abomination (5/1) -1/-1
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 1
- Disc: 4
[B]Gold:[/B] - Gold: 2
- Workers: 12
Aaand I just realized that first Abomination would be dead, thanks to aboms not debuffing heroes and the Zane elite slot I missed. Mind if I adjust that play accordingly?