STARTING HAND
Bloom
Wither
Tenderfoot
Timely Messenger
Older Brother
WORKERS
Older Brother
NextHand
Granfalloon Flagbearer
Helpful Turtle
Brick Thief
Spark
Fruit Ninja
Discard
Bloom
Tenderfoot
Timely Messenger
Wither
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
General Onimaru - ($2)
Bloom: Onimaru - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 General Onimaru (3/4A) Frenzy 1 [1+]
Elite:
Scavenger:
Technician:
Lookout:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 6
Thoughts
Some tricky factions over there, but no particularly aggressive heroes… Well, with Black starter’s anti-unit spells and complete lack of buffs, haste, or anti-hero spells, I think my best defense here is a buffed Oni.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
General Onimaru kills Jandra, Haunt dies
Midband Onimaru - ($1)
Tech I - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 General Onimaru (4/5) Frenzy 1, readiness [1+]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
No Tower and Jandra’s not patrolled as Elite, which means easy pickings for Oni. I can’t take out Geiger, however, which means hasty units are a potential threat, and my cards in hand aren’t adequate to defend Oni. I think my best option here is to just buff Oni and tech up. If he wants to burn the resources to trade, I’ll just have to accept it.
Summon Skeletons
Deteriorate
Bone Collector
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Bone Collector - ($3)
Play Now! on Bone Collector - ($2)
Geiger runs into Onimaru
Play Garth - ($0)
Bone Collector trades with Oni and makes a skeleton; Garth to L3
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L3 Garth (1/3+A)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Oh, that was dumb. I originally had Jandra in Elite, but somehow confused myself into thinking she would survive in SQL. Luckily I have Now and Bone Collector, so it wasn’t too costly of a mistake. Hopefully he doesn’t have double Fencer to kill Garth with.
Alright, with Onimaru gone, I can’t expect to stop his tech progress. I guess I’ll go for Dreamscape with Flagbearers to protect Quince from Doom Grasp, and to that end, I’ll avoid workering Spark or Wither. If he drops Immortals, I’ll try to counter with Mind Control, but Chronofixer + Nether Drain worries me. At some point, I’ll need to start spamming Free Speech. This game seems like it’ll be rather tough.
STARTING HAND
Sacrifice the Weak
Deteriorate
Summon Skeletons
Bone Collector
WORKERS
Poisonblade Rogue
Skeletal Archery
Graveyard
Sacrifice the Weak
NextHand
Now!
Bone Collector
Jandra, the Negator (3/3+A)
Scribe
Discard
Deteriorate
Summon Skeletons
Injunction
Scribe
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Bone Collector - ($4)
Summon Skeleton - ($3)
Midband Garth - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3+A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L4 Garth (2/4)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 2
Workers: 8
Thoughts
Okay, it looks like he’s going for the Peace engine. Luckily, I have some good tools in Law to fight against it, including Injunction, Judgment Day, and Censorship Council. I’ll tech an Injunction now, and a Scribe for my other tech to keep my options open. Depending on what he does, I might still go for Present tech 2, or I may tech Judgment Day + Council to fight Peace.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II: Truth - ($4)
Midband Quince - ($2)
Mirror Illusion was actually a Bone Collector! - ($0)
Bone Collector and Quince kill Bone Collector
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Overeager Cadet (2/2A)
Elite:
Scavenger:
Technician: Overeager Cadet (2/2)
Lookout:
In Play:
L3 Sirus Quince (1/1) [3 damage]
Granfalloon Flagbearer (2/2) Tempting Target
Skeleton (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I’m surprised to not see him build a Tech II this turn, but I’m glad I don’t have to worry about a Skeleton Lord just yet. Though it’s a bit risky, I’m teching Garrisons now even though I can’t afford my Tech Lab just yet. It’s rather unlikely that I’ll draw both of them before I can build the Lab, and I want to recover my hard size quickly so I can start spamming Free Speech. I’m also holding back my Cadets, in part because I don’t want to burn a card for a flimsy defense, and in part to ensure that I see the Garrisons before I see the Cadets. Post-draw edit: I hate you, shuffler.
STARTING HAND
Now!
Scribe
Jandra, the Negator (3/3+A)
Bone Collector
Thieving Imp
WORKERS
Poisonblade Rogue
Skeletal Archery
Graveyard
Sacrifice the Weak
Jandra, the Negator (3/3+A)
NextHand
Injunction
Bone Collector (3/3+A)
Skeleton Javelineer
Pestering Haunt (1/1)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Garth + Skeleton kill SQL Cadet
Play Scribe - ($7)
Play Bone Collector - ($5)
Build Tech 2: Present - ($1)
Summon a Skeleton - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3+A)
Elite: Scribe (2/3)
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L4 Garth (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Oh, I was pretty confident that he was going for Peace engine after seeing double Cadet, but apparantly he’s going for Truth instead. In that case, I’ll go Present, which is always pretty good, and Tricycloid in particular seems absurd against illusions.
Squad Leader: Helpful Turtle {Copy of A} (1/2A) Healing 1
Elite: Helpful Turtle {A} (2/2) Healing 1
Scavenger: Overeager Cadet (2/2)
Technician: Overeager Cadet (2/2)
Lookout: Skeleton (1/1) Resist 1
In Play:
L5 Sirus Quince (1/5)
Granfalloon Flagbearer (2/2) Tempting Target
Mirror Illusion (0/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Stalling for time, reluctantly. Patrolling the real Turtle as Elite so Sacrifice the Weak can’t take both it and the copy. Against Tech II: Present, any defense I try to mount may be inadequate, but I’ll do what I can.
STARTING HAND
Pestering Haunt (1/1)
Skeleton Javelineer
Injunction
Bone Collector (3/3+A)
Deteriorate
WORKERS
Poisonblade Rogue
Skeletal Archery
Graveyard
Sacrifice the Weak
Jandra, the Negator (3/3+A)
Skeleton Javelineer
NextHand
Thieving Imp
Summon Skeletons
Deteriorate
Now!
Discard
Injunction
Bone Collector (3/3+A)
Tricycloid
Tech 2 card(s)
Get Paid - ($9)
Play Bigby - ($7)
Play Injunction, disabling the Cadets and Tech 1 - ($4)
Maxband Garth, getting Hyperion - ($1)
Bone Collector kills SQL turtle
Garth kills Elite turtle
Scribe kills your Skeleton
Skeleton and Hyperion kill Quince, Bigby to L3
The other skeleton kills your mirror
Play Pestering Haunt
Worker - ($0)
Tech 0 card(s)
Get Paid - ($10)
Scribe and Pestering Haunt trade with Flagbearer
Deteriorate Tenderfoot
Skeleton kills Tenderfoot
Hyperion hits base for 4, I draw
Maxband Bigby - ($8)
Bone Collector, Bigby, and a Skeleton hit your base for 7
Garth sacs 2 Skeletons to draw my last 2 cards
Garth trades with a Cadet
Play Geiger - ($6)
Play Tricycloid - ($1)
Now! on Tricycloid - ($0)
Tricycloid hits your base for 6, then removes its runes for the last 3