Right you are, I’ll leave Bigby alone and ping the tech 1 instead, then
That works out better for you anyway, heh.
P1T5
Tech StartingHand Workers
TECH
Boot Camp
Boot Camp
STARTING HAND
Overeager Cadet
Arrest
Flagstone Garrison
Boot Camp
Arrest
WORKERS
Jail
Lawful Search
Building Inspector
Spectral Aven
Arrest
NextHand
Overeager Cadet
Flagstone Garrison
Scribe
Discard
Boot Camp
Tech 2 card(s)
Get Paid + float - ($10)
Maxband Bigby - ($8)
Bigby draws
Overeager Cadet
Magistrate disables Cadet - ($7)
Boot Camp: Bigby - ($6)
Worker - ($5)
Tech II: Peace - ($1)
Float ($1)
Stash 1, Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: L1 General Onimaru (2/3A) Frenzy 1
- Elite:
- Scavenger:
- Technician: Traffic Director (1/1) Untargetable
- Lookout:
In Play:
- L5 Bigby Hayes (4/5) [1+]
- Porkhand Magistrate (2/2)
- {Disabed} Overeager Cadet (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Peace)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 1
Gold:
- Gold: 1
- Workers: 9
This is a wacky game lol
Game 4, Player 2, Turn 5
P2 Black but no Vandy or her Spells vs P1 Blue
Starting Hand
Hooded Executioner
Zarramonde, the Obliterator
Poisonblade Rogue
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Shrine of Forbidden Knowledge, Blackhand Dozer
Banefire Golem, Zarramonde, the Obliterator
Nether Drain, Carrion Curse
Hooded Executioner x2
Main:
- Hooded Executioner #2 (7)
- Hoodie #1 and Haunt kill Oni, Garth to level 3
- Replay haunt from graveyard
- Imp kills TD, takes 1, you draw 1
- Midband Garth, kill Porky (6)
- Maxband Garth, fetch Blackhand Dozer (3)
- Orpal (1)
- Worker (0)
Workers
Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Jandra, the Negator
- 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 DEMONZ
In Patrol:
- Squad Leader: Hooded Executioner (3/3+1armor)
- Elite: Orpal (1+1/3 lvl 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Garth (3/4 lvl 1)
- Thieving Imp (2/1)
- Hooded Executioner (3/1)
- Blackhand Dozer (7/6)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 2
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Nether Drain
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
Bummer that I drew Zarra, not gonna tech up right away for the bluff. Better to lay down some serious firepower. I’ll get my other Hoodie out here, as well as a Dozer I fetch. Shrine will be the other tech, and we’ll see if it makes sense to tech another Zarra, or maybe Death Rites, or maybe Death and Decay…
Gotta try different things
P1T6
Tech StartingHand Workers
TECH
Spectral Hound
Spectral Hound
STARTING HAND
Flagstone Garrison
Scribe
Overeager Cadet
Scribe
Bluecoat Musketeer
Boot Camp
Flagstone Garrison
Reputable Newsman
Manufactured Truth
Spectral Hound
WORKERS
Jail
Lawful Search
Building Inspector
Spectral Aven
Arrest
NextHand
Porkhand Magistrate
Reputable Newsman
Boot Camp
Traffic Director
Spectral Hound
Discard
Spectral Hound
Boot Camp
Manufactured Truth
Bluecoat Musketeer
Tech 2 card(s)
Get Paid + float - ($10)
Flagstone Garrison - ($7)
Overeager Cadet
Scribe - ($5)
Flagstone Garrison - ($2)
Scribe - ($0)
Bigby kills SQL
Float ($0)
Stash 1, Discard 4, draw 4
Board Info:
In Patrol:
- Squad Leader: Overeager Cadet (2/2A)
- Elite:
- Scavenger: Scribe (1/3)
- Technician: Scribe (1/3)
- Lookout:
In Play:
- Flagstone Garrison (4)
- Flagstone Garrison (4)
- L5 Bigby Hayes (4/2) [1+]
- Overeager Cadet (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Peace)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
I really like the creative use of Boot Camp, Hero’s Hall, and Porky to draw yourself cards.
Unfortunately, I’m going to dump on it XD
Game 4, Player 2, Turn 6
P2 Black but no Vandy or her Spells vs P1 Blue
Starting Hand
Hooded Executioner
Zarramonde, the Obliterator
Poisonblade Rogue
Events of Turn:
Upkeep:
- Get Gold (10)
- Elect to Tech 2 cards in (except turn 1)
All Teched Cards
Death and Decay, Zarramonde, the Obliterator
Shrine of Forbidden Knowledge, Blackhand Dozer
Banefire Golem, Zarramonde, the Obliterator
Nether Drain, Carrion Curse
Hooded Executioner x2
Main:
- Nether Drain Bigby, give some levels to Orpal (9)
- Haunt kills Bigby, Orpal to level 5
- Orpal hits sql, takes 2
- Maxband Orpal (8)
- Make a skeleton, sacrifice it to put a -1/1 on SQL. It dies, spreading the sick to scav and backline Cadet (7)
- Deterioate the backline cadet, it dies
- Imp kills scav
- Dozer kills techn and overpowers to break a Garrison
- Garth and Hoodie break the other Garrison
- Replay hoodie from the grave (5)
- Tech 3 (0)
Workers
Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Jandra, the Negator
- Patrol as below
- Discard 1 Draw 2 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
In Patrol:
- Squad Leader: Hooded Executioner (3/3+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Garth (3/4 lvl 7)
- Orpal (2/5 lvl 6)
- Thieving Imp (2/1)
- Hooded Executioner (3/1)
- Blackhand Dozer (7/5)
- Graveyard (3hp, holding Pestering Haunt )
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Banefire Golem
Carrion Curse
Deteriorate
End of Turn Discard
My Thoughts
I think I’ve got this locked, that’s too wimpy a patrol to protect those Garrisons
Despite your best efforts, you still can’t play two things from the graveyard.
I also feel like neko is forgetting to draw from Scribe because you should’ve drawn 6 cards and only played five, and you started with three, so should’ve been discarding four.
There was also the technician draw, so I should’ve triggered a reshuffle and discarded 5 (or 4 and a stash).
Right you are, not sure where I’m getting the “and also haunt” idea… I’ll stick to Hoodie coming back, and haunt starting dead for now
@Nekoatl do whatever you gotta to fix your draw, no biggie
There’s no such thing as a free Nether Drain.
Indeed. Fixed that
Well, I’ll GG this one anyway and start the next.
P1T1
StartingHand Workers
STARTING HAND
Reputable Newsman
Lawful Search
Traffic Director
Spectral Aven
Jail
WORKERS
Jail
NextHand
Building Inspector
Manufactured Truth
Arrest
Bluecoat Musketeer
Porkhand Magistrate
Discard
Reputable Newsman
Spectral Aven
Lawful Search
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
General Onimaru - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Traffic Director (1/1) Untargetable
- Technician:
- Lookout:
In Play:
- L1 General Onimaru (2/3) Frenzy 1
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
GG WP!
Definitely feels like the match is closer with no Vandy. Kinda still feels black favored from the starters though? Idk, fun to observe
Game 5, Player 2, Turn 1
P2 Black but no Vandy or her Spells vs P1 Blue
Starting Hand
Thieving Imp
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Orpal (3)
- Skeleton Javelineer (2)
- Worker (1)
Workers
Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite: Orpal (1+1/3 lvl 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Skeleton Javelineer (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
Skeletal Archery
Graveyard
End of Turn Discard
My Thoughts
That’s a proper P1 Blue aggro start! Orpal seems like the best answer, at least his damage is sticky and neutering
Yeah, I’m starting to think so. It’s interesting… with Vandy, P2 seemed much more difficult for Blue, but without Vandy, P1 actually seems tougher. I think the Black starter is more gold-efficient, especially with Deteriorate able to kill Illusions outright, and Haunt able to kill back line Mirror Illusions without even having to trade. Having the P2 gold advantage partially offset that, I think, but now that P2 gold advantage goes to Black, I’m struggling more than I expected to.
P1T2
Tech StartingHand Workers
TECH
Spectral Flagbearer
Spectral Flagbearer
STARTING HAND
Porkhand Magistrate
Building Inspector
Bluecoat Musketeer
Manufactured Truth
Arrest
WORKERS
Jail
Bluecoat Musketeer
NextHand
Manufactured Truth
Spectral Flagbearer
Spectral Aven
Lawful Search
Arrest
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Porkhand Magistrate - ($0)
Traffic Director pings your Tech I
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Porkhand Magistrate (3/3)
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 General Onimaru (2/3) Frenzy 1
- Traffic Director (1/1) Untargetable
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
I agree, I strangely feel better off as P2 without Vandy. Imp, Deteriorate, Haunt and Graveyard have felt like the MVPs of the matchup so far
I didn’t build my tech1 last turn… but I see I didn’t edit it out of the copypasta either. I’ll pretend I did and didn’t float one, since clearly the understanding was that I did build it.
Game 5, Player 2, Turn 2
P2 Black but no Vandy or her Spells vs P1 Blue
Starting Hand
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
Skeletal Archery
Graveyard
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Hooded Executioner, Plague Spitter
Main:
- Midband Orpal (3)
- Pestering Haunt
- Graveyard (1)
- Worker (0)
Workers
Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 4
In Patrol:
- Squad Leader: Skeleton Javelineer (1/1+1armor)
- Elite: Orpal (2+1/4 lvl 4)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Deteriorate
Plague Spitter
Sacrifice the Weak
Thieving Imp
End of Turn Discard
My Thoughts
This might be rough. Teching PS and Hoodie, probably going to get Orpal killed but we’ll see. Almost might be worth getting a tower instead…
P1T3
Tech StartingHand Workers
TECH
Spectral Hound
Spectral Hound
STARTING HAND
Manufactured Truth
Arrest
Spectral Flagbearer
Lawful Search
Spectral Aven
WORKERS
Jail
Bluecoat Musketeer
Lawful Search
NextHand
Spectral Flagbearer
Arrest
Reputable Newsman
Building Inspector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arrest Javelineer - ($3)
Magistrate disables Orpal, you draw - ($2)
Onimaru breaks Graveyard
Spectral Flagbearer - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Traffic Director (1/1A) Untargetable
- Elite:
- Scavenger:
- Technician: Spectral Flagbearer (2/2) Tempting Target
- Lookout:
In Play:
- L1 General Onimaru (2/3) Frenzy 1
- Porkhand Magistrate (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Well, this isn’t what I planned, but let’s see if it works out…
Game 5, Player 2, Turn 3
P2 Black but no Vandy or her Spells vs P1 Blue
Starting Hand
Deteriorate
Plague Spitter
Sacrifice the Weak
Thieving Imp
Summon Skeletons (porky)
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Carrion Curse, Nether Drain
Hooded Executioner, Plague Spitter
Main:
- Deteriorate Flagbearer, you draw 1
- Thieving Imp, you discard #2 of 5 (4)
- Haunt smacks your tech1 to 4hp
- Plague Spitter (1)
- Worker (0)
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 1 Draw 2 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 4
In Patrol:
- Squad Leader:
- Elite: Thieving Imp (2+1/2)
- Scavenger:
- Technician:
- Lookout: Plague Spitter (3/3)
In Play:
- Pestering Haunt (1/1)
- Orpal (2/4 lvl 4)
- Skeleton Javelineer (1/1, jav rune)
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Hooded Executioner
Jandra, the Negator
Carrion Curse
End of Turn Discard
My Thoughts
Hmm, giving me cards and spending a lot just to get the graveyard… I don’t need the Graveyard quite yet, but I like trying something different. I’m going with Nether Drain (in case Orpal gets got but Oni limps away on 2hp, haunt can help surprise finish) and Carrion Curse (just generally very good). Patrolling to trade units, that’s even for me. We’ll see if MTruth comes out and gets Neko up on gold for a trade, but as long as I’m trading cards favorably I’m happy.
P1T4
Tech StartingHand Workers
TECH
Macciatus, The Whisperer
Reteller of Truths
STARTING HAND
Spectral Flagbearer
Building Inspector
Reputable Newsman
Arrest
Spectral Hound
WORKERS
Jail
Bluecoat Musketeer
Lawful Search
Building Inspector
NextHand
Reputable Newsman
Manufactured Truth
Spectral Hound
Spectral Aven
Discard
Arrest
Spectral Flagbearer
Porkhand Magistrate
Traffic Director
Spectral Flagbearer
Macciatus, The Whisperer
Reteller of Truths
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II: Truth - ($3)
Porkhand trades with Imp
Onimaru trades with Spitter.
Traffic Director trades with Javelineer
Bigby Hayes - ($1)
Spectral Hound - ($0)
Float ($0)
Stash 1, Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite: L1 Bigby Hayes (3/3)
- Scavenger:
- Technician: Spectral Hound (3/3)
- Lookout:
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Truth)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 7
Gold:
- Gold: 0
- Workers: 8
Thoughts
He doesn’t have a Tech II or Heroes’ Hall yet, so I could play 2 heroes and he’d only be able to collect free levels from one of them. That doesn’t feel like a great plan, but it might be my best option… especially because once he maxbands, he can’t level-up to heal, unless Garth Nether Drains him. I considered keeping the Traffic Director in the backline to protect the Hound from StW, but the Haunt would just kill the Director first, and the Skeleton could use his javelin. Trading proactively is better, and besides, I want to worker him at some point. Finally, there’s a small chance Death and Decay will be incoming, in which case, it’s better to trade away my stuff rather than let them be slaughtered without doing anything…
On second thought, I’d rather kill the Haunt than the Javilineer, if you don’t mind.
I don’t, in fact I’d rather you kill the Haunt also XD
Game 5, Player 2, Turn 4
P2 Black but no Vandy or her Spells vs P1 Blue
Starting Hand
Hooded Executioner
Jandra, the Negator
Carrion Curse
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Cursed Ghoul, Gorgon
Carrion Curse, Nether Drain
Hooded Executioner, Plague Spitter
Main:
- Jav hucks his rune at Bigby
- Orpal sacrifices Jav to target Hound, you discard him then rs draw 1
- Carrion Curse, What’s your rs draw 1 (5)
- Discard the MTruth then I guess, bummer of a whiff
- Worker (4)
- Tech 2 Disease (0)
Workers
Jandra, the Negator, Summon Skeletons, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 4
- Tech2 HP: 5 Disease
In Patrol:
- Squad Leader: Orpal (2/5+1armor lvl 6)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 8
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Graveyard
Sacrifice the Weak
Deteriorate
End of Turn Discard
Plague Spitter
Cursed Ghoul
Thieving Imp
Skeleton Javelineer
Pestering Haunt
Gorgon
Carrion Curse
Hooded Executioner
My Thoughts
This looks really bad…
Porkhand Magistrate