He’s going Imp this time, eh? All the more reason to try Scribes. But, this does present an immediate problem for defense. I don’t really need to worry about a spell fetch, but I do need to be worried about teched spells. I’d really like to know what’s in his hand, but as usual, I can’t afford to play Lawful Search to find out. I guess I’ll just guard against the worst-case scenario, Shadow Blade, but then either Musketeer or a hero needs to SQL and protect the Newsman, that means there’s a strong chance that he’ll trade his units into the Musketeer. The absolute worst case would be if he leads with StW to take down the Newsman, then follows up with Shadow Blade to take down the SQL, so as additional insurance, I think I should use a Mirror Illusion to screen against StW.
STARTING HAND
Scribe
Lawful Search
Building Inspector
Porkhand Magistrate
Arrest
Manufactured Truth
WORKERS
Jail
Bluecoat Musketeer
Building Inspector
NextHand
Traffic Director
Free Speech
Scribe
Spectral Aven
Tech 2 card(s)
Get Paid - ($7)
Scribe - ($5)
Lawful Search your hand - ($4)
Manufactured Truth, Mirror to Collector - ($3)
“Collector” kills Imp
Quince kills Javelineer
Worker - ($2)
Mirror Illusion - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Scribe (1/3A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Mirror Illusion (0/1)
Lookout:
In Play:
L1 Sirus Quince (1/2)
Reputable Newsman (0/3) $3 blocked
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
No attack? I guess he wants to keep Quince alive on the assumption that he’s my least dangerous hero? I’d agree that he was when Haunt and Deteriorate made for super efficient ways to clear away Mirror Illusions, but it’s not clear that’s still the case with these changes. However, this isn’t a good hand for capitalizing on this opening, sadly. Aven, Truth, and/or Arrest would be very handy, but if I spend gold digging for them, I won’t have enough left to take full advantage of them. To make matters worse, if I go aggro, I’ll leave myself exposed to a counterattack. I’ll just have to improvise and see what the shuffler provides. As for tech choices… this is tough… guess I’ll just prep Free Speech for now, as it seems the most likely to be useful in the near future. … Search reveals Graveyard and Deteriorate of note. I’ll take out the Imp before it can be buried, and avoid using Newsman to do it, as that would leave him easy to pick off. Nether Drain is an interesting choice as well, seems he’s not gonna make it easy to use Mind Control or Mirror copies.
Using Aven, $6 can net me a Vandy kill, but I won’t get any free levels from it, which isn’t great, though it would set me up for Mind Control, barring a follow-up Drain or an outright kill on Quince, which without Free Speech is asking a lot. Though I don’t expect him to expect to need Doom Grasp so soon, and just having levels drainined wouldn’t be terrible… it’s more important to secure Quince from direct attacks. I kind of doubt he’ll do a 2-hero Meta with Garth before building a Tech II, though it’s not impossible, so killing Vandy isn’t exactly urgent… but letting her maxband on her own terms is enough of a problem even without Meta. I think it’s worth going for it.
Skeletal Lord, Necromancer
Soul Stone, Metamorphosis
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
Main:
Garth makes a skeleton (7)
Hooded Executioner + Boost, Newsie Dies (2)
Sacrifice the Weak, Aven + Mirror Aven die along with one of my skeletons, you rs draw 1 (0)
Garth hits Scribe, takes 2
BC trades with Scribe, I get a skeleton
skip worker
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 1 rs Draw 3
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: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (1/1 lvl 1)
Hooded Executioner (3/3)
Skeleton (1/1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Skeletal Lord
Necromancer
Deteriorate
End of Turn Discard
My Thoughts
that was really dumb… didn’t even consider Aven. Looks like time to pivot to Tech 2 skeletons and try to stem the bleeding.
…
What an AWFUL rs draw omg lol…
Squad Leader: Porkhand Magistrate {Copy of A} (2/3A)
Elite: Porkhand Magistrate {A} (3/3)
Scavenger:
Technician:
Lookout:
In Play:
L5 Sirus Quince (1/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
I kinda wish I could skip teching cards here… but that’s not an option yet. I’m leaning towards Injunction to shut down the path to tech III, though I kinda doubt I’ll have enough gold to bring Bigby in on the action… but I guess I can think of it as a long term investment. Actually… on second thought, since I’m running Free Speech, Brave Knights might be more viable… I think I’ll give them a try. As for defense… I’d be comfortable dropping Speech and doubling up on Porkhand if not for the threat of those Executioners… maybe I should screen with a Search.to check… but even if he has no spells, I’d need to use a Speech to prevent him from midbanding Garth and performing Skeleton draws in order to be confident in any defense. And it’s not like I’m likely to have a better option off the draw. I’ll just worker it and make use of Elite to mitigate the damage if another Executioner does drop… I think he won’t have enough gold to secure a kill on Quince. I gotta say, it’s really nice to not be the one pressured into skipping a worker for a change.
Squad Leader: Porkhand Magistrate {Copy of A} (2/3A)
Elite: Reputable Newsman (1/3) $1 blocked
Scavenger:
Technician: Porkhand Magistrate {A} (2/3)
Lookout:
In Play:
L5 Sirus Quince (1/5)
Mirror Illusion (0/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Injunction isn’t going to be fast enough to stop his Tech III from going up, so I need a proper detector to defend against Lord of Shadows. Going for Eyes. The more immediate concern, however, is a Lord of the Undead (or 2!!!) beefing up his Skeletons. Maybe I should go on the offensive here? No… it would take both Magistrates to bring down Orpal, and Quince could only kill 1 Skeleton… better to leave my units on defense.
Graveyard
Skeleton Javelineer
Dark Pact
Metamorphosis
Events of Turn:
Upkeep:
Get Gold (9+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector, Death and Decay
Sickness, Hooded Executioner
Skeletal Lord, Necromancer
Soul Stone, Metamorphosis
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
Main:
Midband Orpal and Garth, they take down SQL (4)
Vandy (2)
Graveyard (0)
Hoodie kills Newsie, takes 2
Haunt trades with backline mirror
Workers
Necromancer, Summon Skeletons, Jandra, the Negator, Poisonblade Rogue, Skeletal Archery
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 NECRO
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (2/1 lvl 4)
Orpal (2/1 lvl 4)
Vandy (2/3 lvl 1)
Hooded Executioner (3/1)
Graveyard (3hp, holding Pestering Haunt)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 9
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Bone Collector
Soul Stone
Thieving Imp
Nether Drain
Sacrifice the Weak
End of Turn Discard
Hooded Executioner
Sickness
Deteriorate
Skeletal Lord
Death and Decay
Bone Collector
Metamorphosis
Dark Pact
Skeleton Javelineer
My Thoughts
Continue to slap each other around a little, not going to make the mistake of leaving the mirror up this time, though.
Bone Collector
Soul Stone
Thieving Imp
Nether Drain
Sacrifice the Weak
Death and Decay (rs techn, uggghhh)
Events of Turn:
Upkeep:
Get Gold (9)
rs draw 1 techn
Tech 2 cards in (except turn 1)
All Teched Cards
Skeletal Lord, Necromancer
Bone Collector, Death and Decay
Sickness, Hooded Executioner
Skeletal Lord, Necromancer
Soul Stone, Metamorphosis
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
Indeed. Now, come… play your mightiest tech II unit for me!
P2T8
Tech StartingHand Workers
TECH
Liberty Gryphon
Liberty Gryphon
STARTING HAND
Brave Knight
Mind Control
Scribe
Arrest
Mind Control
WORKERS
Jail
Bluecoat Musketeer
Building Inspector
Traffic Director
Lawful Search
NextHand
Eyes of the Chancellor
Free Speech
Porkhand Magistrate
Mind Control
Eyes of the Chancellor
Tech 2 card(s)
Get Paid - ($10)
Mind Control SQL - ($5)
Bigby Hayes - ($3)
Brave Knights kill Orpal, fleeing before they die so as to not trigger his maxband; non-token version returns to hand
Quince kills Scavenger
Porky trades with Imp
Scribe kills Garth
Scribe - ($1)
Squad Leader: Bone Collector (3/3A) {Mind Control}
Elite:
Scavenger: Scribe (1/3)
Technician: L5 Bigby Hayes (3/4)
Lookout:
In Play:
L5 Sirus Quince (1/3)
Scribe (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Prioritizing the kill on Garth because Nether Drain or Doom Graps could thwart Mind Control. Technig Gryphons as a more persistent method of control, will stash if needed. Fielding a Scribe instead of a Knight so the Executioner will have a hard time removing the Bone Collector. My Achilles heel here is Shadow Blade… hopefully it won’t wreck me too hard.
I’m confused how this works… I can see the mirror one attacking first, then dying… so then where are the -1/1’s going when they spread? The normal BK and… something else? The BC maybe? or the Fresh scribe (assuming it could be played first?)
Brave Knight doesn’t die to combat damage, and Orpal’s maxband triggers when units die, so there are no runes to distribute. At least that’s my understanding… but upon further consideration, maybe because it’s a token, it still counts as a death despite his ability, maybe? Guess it’s worth asking about…
Oh hmm, I’ve never read that ability text as implying “does not die”. I can kind of see how you get there but I don’t think that’s how that works, definitely worth asking about
The mirror copies the text exactly, except for being a token. So yeah, the mirror really does return to your hand, and then it ceases to exist.
Just like how a Stewardess returning a token to hand doesn’t trigger “Dies:” patrol bonuses.
Hooded Executioner
Bone Collector
Dark Pact
Sickness
Metamorphosis
Deteriorate (techn)
Events of Turn:
Upkeep:
Get Gold (10+1scav)
draw 1 techn
Tech 2 cards in (except turn 1)
All Teched Cards
Skeletal Lord, Necromancer
Bone Collector, Death and Decay
Sickness, Hooded Executioner
Skeletal Lord, Necromancer
Soul Stone, Metamorphosis
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
Main:
Deteriorate backline Scribe (10)
Hooded Executioner from Graveyard + Boost, scav scribe dies (5)
Hooded Executioner + Boost from hand, BC dies and…? I think goes to my discard since it isn’t a unit of mine atm? (0)
Whenever an effect doesn’t specify owner or controller, it means controller. Owner is so rare that we spell that out specifically when it’s needed.
(Codex rulebook, p18)
If any units die (by taking damage equal or greater than their HP or by having 0 hp from debuffs) then put them in their owner’s discard pile face down.
(Codex rulebook, p5)
If you own a unit but do not control it, your cards which say “your” (like Graveyard) do not affect it, but it will go to your discard as normal.