Okay, gearing up for deployment… let’s hope this works. 2 Bone Collectors means he’s probably going Necromancy, if so, that’s a nice change of pace, and I should probably plan for Judgment Day on my next cycle… don’t want to go for it just yet, though, in part because I don’t expect Bigby to survive, and in part because I want to have access to both Agents and Juggernauts… the Agents will hopefully accelerate my cycle, anyway. Though, in hindsight, I should probably have gone with Scribes instead of Flagbearers, despite the vulnerability to Shadow Blade, because they’re insurable and the card draw would help to offset the discard.
Death and Decay, Metamorphosis
Sickness, Dark Pact
Soul Stone, Bone Collector
Dark Pact, Bone Collector
Main:
Orpal (6)
Fresh BC Saddler kills SQL, takes 2, I get a skeleton
Midband Vandy, kill techn take 3, you draw 1 (3)
Soul Stone injured BC Grant (1)
BC Grant destroys your tower, your base to 18, I get a skeleton
Jav tosses his spear at Bigby
Haunt trades with Bigby, maxbands Vandy, dooming ready skeleton from last turn
Doom Skele and PBR break your tech 2, your base to 16
Worker (0)
Workers
Graveyard, Summon Skeletons, Jandra, the Negator, Skeletal Archery
Patrol as below
Discard 1 Draw 2 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (4/5 lvl 6)
Orpal (1/3 lvl 1)
Bone Collector Grant (4/2, soul stone attached)
Bone Collector Saddler (3/1)
Skeleton Javelineer (1/1, no rune)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (3/3, doomed)
Poisonblade Rogue (2/1)
Economy Info:
Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Sickness
Deteriorate
Death and Decay
End of Turn Discard
My Thoughts
Teching up was perhaps a little greedy, I can punish pretty hard here. Hoping to 3-hero Meta turn after next. Do want to get rid of Bigby b/c a Judgment Day before I can Meta would be sad indeed.
I can just delay when I do it to after the Flagbearer dies, the BC getting the Soul Stone doesn’t attack til after it dies anyway.
That is an interesting interaction though, I didn’t realize Soul Stone could go on opposing units! (Why would you ever want it to? Aside from popping illusions I guess?)
Squad Leader: Traffic Director {Copy of A} (1/1A) Untargetable
Elite:
Scavenger: Traffic Director {A} (1/1) Untargetable
Technician: L5 Sirus Quince (1/5)
Lookout:
In Play:
Reputable Newsman (0/3) $6 blocked
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Law)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
This is pure stall, with an emphasis on mitigating damage to hopefully deploy some Tech II units next turn. Not optimistic, but I don’t want to overextend and leave myself without a chance to recover. It looks like I’ll need Garrisons to accelerate my next cycle, so I’ll tech them in now, but there’s no point in building a Tech Lab just yet.
Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Worker - ($11)
Rebuild Tech II
General Onimaru - ($9)
Porkhand Magistrate - ($6)
Tower - ($3)
Float ($3)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Porkhand Magistrate (2/3)
Technician: L1 General Onimaru (2/3) Frenzy 1
Lookout:
Buildings:
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Law)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 3
Workers: 11
Thoughts
This is probably hopeless, but I’ll throw out some more defense… maybe I can stash a Garrison and switch to a Tech Lab later… No point in going for Oni’s maxband ability vs. Orpal, and I need the Tower in case of Meta.
It wasn’t that bad, but definitely was tougher than the Jandra opening games. You didn’t decimate my hand or bring Garth into the fray, but you still managed to overwhelm me in board presence.
No worries, it’s not like there’s any time constraint on these games, and also I needed time to deliberate after that solid beatdown last game. GL HF!
P2T1
StartingHand Workers
STARTING HAND
Porkhand Magistrate
Jail
Traffic Director
Spectral Aven
Building Inspector
WORKERS
Jail
NextHand
Manufactured Truth
Arrest
Lawful Search
Reputable Newsman
Bluecoat Musketeer
Discard
Spectral Aven
Porkhand Magistrate
Building Inspector
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Traffic Director - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Traffic Director (1/1A) Untargetable
Elite:
Scavenger:
Technician:
Lookout:
Buildings:
Base HP: 20
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
My immediate goal is to get my Tower up and have it stay up. After that… I think I’ll try using Scribes to help flood the batlefield as patrollers and try to build some kind of counteroffense behind them. I’m toying with the idea of attempting to use Mind Control, and maybe a $1 Newsman to prevent Garth from interfering with Nether Drain. With Deteriorate and Dark Pact bumped up to $1, it might be worth it in the short term, maybe?