It’s an early game late game thing. The 1/1 means a lot more at start but becomes kinda meh in late game while the look at hand means a lot more after the second reshuffle.
You’re totally right, a peek at what’s coming is very valuable late-game.
I got the nightmare start this game, let’s see if the deck changes have made it any less horrific!
Game 16, Player 1, Turn 1
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Jandra, the Negator
Deteriorate
Pestering Haunt
Sacrifice the Weak
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Vandy (2
- Skeleton Javelineer (1)
- Pestering Haunt
- Worker (0)
Workers
Jandra, the Negator
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Skeleton Javelineer (1/1)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Graveyard
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
End of Turn Discard
My Thoughts
So that cantrip + 1/1 for 1g LS change is a bigger help early than I thought! Still though, I don’t see how it will keep the nightmare start at bay for Vandy, but let’s play it out!
P2T1
StartingHand Workers
STARTING HAND
Building Inspector
Bluecoat Musketeer
Jail
Traffic Director
Manufactured Truth
WORKERS
Jail
NextHand
Porkhand Magistrate
Lawful Search
Arrest
Spectral Aven
Discard
Bluecoat Musketeer
Manufactured Truth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Traffic Director - ($3)
Building Inspector - ($2)
Quince - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Traffic Director 1/1+A
- Elite:
- Scavenger: Mirror 0/1
- Technician: Building Inspector 1/1
- Lookout:
In Play:
- Quince 1/3
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Game 16, Player 1, Turn 2
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Graveyard
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Dark Pact, Shadow Blade
Main:
- Vandy kills SQL
- Haunt kills scav
- Jav hucks his spear at techn
- Graveyard (3)
- Worker (2)
- Tech1 (1)
Workers
Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (2/2 lvl 1)
- Skeleton Javelineer (1/1)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Thieving Imp
Summon Skeletons
Dark Pact
Deteriorate
End of Turn Discard
My Thoughts
Greedy to go for Quince here, I can create so much card advantage with Shadow Blade + Dark Pact, and Graveyard + Imp I’m drawing into… This should be one of those “threat of meta wins the game” starts
I just keep having ideas for upgrades to the blue starter while doing this… Its kinda fun imagining all the silly or OP possibilities… Latest idea: Building Inspector makes buildings cost 1 less for the controller in addition to its current ability, or perhaps instead of.
P2T2
Tech StartingHand Workers
TECH
Tax Collector
Free Speech
STARTING HAND
Arrest
Spectral Aven
Porkhand Magistrate
Lawful Search
Reputable Newsman
Free Speech
WORKERS
Jail
Porkhand Magistrate
NextHand
Building Inspector
Traffic Director
Tax Collector
Manufactured Truth
Discard
Lawful Search
Free Speech
Spectral Aven
Arrest
Tech 2 card(s)
Get Paid + Scav - ($7)
Lawful Search reshuffle, draw and get an admin - ($6)
Quince kills Haunt
Reputable Newsman, naming 3 - ($4)
Tech 1 - ($3)
Free Speech - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Administrator 1/1+A
- Elite:
- Scavenger:
- Technician: Reputable Newsman 0/3, naming 3
- Lookout:
In Play:
- Quince 1/2
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 0
- Workers: 7
Thoughts
I usually block 2 on principle, but shadow blade is so much more damaging than soul stone. Graveyard means he probably expects to be playing spells and keeping up hand size with the units he has, maybe 1 more. Imp would be annoying. But BCs are of course good and bad.
Game 16, Player 1, Turn 3
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Thieving Imp
Summon Skeletons
Dark Pact
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Nether Drain, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Vandy kills SQL
- Midband Vandy to heal (5)
- Thieving Imp, discard #2 of 4 (2)
- Haunt from graveyard
- Worker (1)
Workers
Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Skeleton Javelineer (1/1+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout: Thieving Imp (2/2)
In Play:
- Vandy (3/4 lvl 1)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Sacrifice the Weak
Shadow Blade
Skeletal Archery
Nether Drain
End of Turn Discard
My Thoughts
I like where this is going, he’s spending a lot to silence me.
P2T3
Tech StartingHand Workers
TECH
Scribe
Flagstone Garrison
STARTING HAND
Building Inspector
Traffic Director
Tax Collector
Manufactured Truth
WORKERS
Jail
Porkhand Magistrate
Manufactured Truth
NextHand
Arrest
Bluecoat Musketeer
Lawful Search
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tax Collector, steal that 1g float - ($5)
Tech 2 Peace - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Tax Collector 2/3+A
- Elite:
- Scavenger:
- Technician: Reputable Newsman 0/3, naming 3
- Lookout:
In Play:
- Quince 1/2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
Game 16, Player 1, Turn 4
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Sacrifice the Weak
Shadow Blade
Skeletal Archery
Nether Drain
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Metamorphosis, Dark Pact
Nether Drain, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Vandy and Haunt kills SQL
- Replay Haunt from Grave
- Maxband Vandy, Dooming Newsman and Skeleton (5)
- Worker (4)
- Tech 2 Disease (0)
Workers
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Skeleton Javelineer (3/3+1armor)
- Elite:
- Scavenger:
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Vandy (3/4 lvl 1)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Hooded Executioner
Dark Pact
Deteriorate
Shadow Blade
Metamorphosis
End of Turn Discard
My Thoughts
Coin flip, let’s hope he whiffed the Garrison this time. If I get Free Speech’d that’s what Hoodie is for amirite?
P2T4
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Bluecoat Musketeer
Arrest
Lawful Search
Flagstone Garrison
Scribe
Building Inspector
Spectral Aven
Traffic Director
WORKERS
Jail
Porkhand Magistrate
Manufactured Truth
NextHand
Arrest
Overeager Cadet
Spectral Aven
Traffic Director
Free Speech
Lawful Search
Discard
Reputable Newsman
Tech 2 card(s)
Get Paid + float - ($9)
Lawful Search, unit and draw - ($8)
Flagstone Garrison - ($5)
Bluecoat Musketeer, draw 1 - ($3)
Scribe, Draw 2 - ($1)
Building Inspector, draw 1 - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Newsman Dies, I draw a card.
Board Info:
In Patrol:
- Squad Leader: Administrator 1/1+A
- Elite: Scribe 2/3
- Scavenger: Bluecoat Musketeer 1/2
- Technician: Reputable Newsman 0/3, naming 3 (already dead)
- Lookout: Building Inspector 1/1
In Play:
- Flagstone Garrison
- Quince 1/2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 6
- Deck: 2
- Disc: 1
Gold:
- Gold: 0
- Workers: 8
Game 16, Player 1, Turn 5
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Hooded Executioner
Dark Pact
Deteriorate
Shadow Blade
Metamorphosis
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Cursed Ghoul, Cursed Crow
Metamorphosis, Dark Pact
Nether Drain, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Garth (6)
- Imp kills SQL
- Haunt trades with Inspector
- Metamorphosis, imp dies, Garth maxbands and fetches a Cursed Ghoul, who places a -1/1 rune on Scribe (0)
- Vandy kills Quince, levels fizzle
- Replay haunt from graveyard
Workers
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 4 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Cursed Ghoul (4/5)
In Play:
- Vandy (6/6 lvl 5 invisible)
- Garth (5/6 lvl 7 invisible)
- Pestering Haunt (1/1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Dark Pact
Sacrifice the Weak
Nether Drain
Cursed Crow
Shadow Blade
End of Turn Discard
My Thoughts
No free speech, yes Garrison oh well, we can work with that. Kill Quince, plan to spend next turn wrecking fools.
Backline, edited him in
I knew he was hiding back there… Also imp and Skeleton are missing from your graveyard.
P2T5
Tech StartingHand Workers
TECH
Air Hammer
Drill Sergeant
STARTING HAND
Free Speech
Arrest
Spectral Aven
Overeager Cadet
Traffic Director
Lawful Search
Tax Collector
Overeager Cadet
Drill Sergeant
Scribe
WORKERS
Jail
Porkhand Magistrate
Manufactured Truth
Spectral Aven
NextHand
Building Inspector
Air Hammer
Reputable Newsman
Scribe
Tax Collector
Tech 2 card(s)
Get Paid - ($8)
Tower - ($5)
Overeager Cadet, draw 1
Traffic Director, draw 1 - ($4)
Scribe dies on Ghoul
Overeager Cadet, reshuffle, draw 1
Drill Sergeant, Draw 1 - ($1)
Worker - ($0)
Float ($0)
Discard 5, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Traffic Director 1/1+A
- Elite:
- Scavenger: Overeager Cadet 2/2
- Technician: Overeager Cadet 2/2
- Lookout: Bluecoat Musketeer 1/2
In Play:
- Flagstone Garrison
- Drill Sergeant 3/3
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Game 16, Player 1, Turn 6
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Dark Pact
Sacrifice the Weak
Nether Drain
Cursed Crow
Shadow Blade
Dark Pact + Deteriorate (dp1)
Metamorphosis + Hooded Executioner (dp2)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Soul Stone, Plague Lab
Cursed Ghoul, Cursed Crow
Metamorphosis, Dark Pact
Nether Drain, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Dark Pact, base to 18 draw 2
- Dark Pact, base to 16 draw 2
- Garth kills sql, takes 2 and tower has detected intruders
- Vandy breaks your tech 1, your base to 18
- Deteriorate scav, haunt trades you get 1g, replay haunt from graveyard (7)
- Cursed Crow (4)
- Hooded Executioner (2)
- Make a skeleton (1)
- Worker (0)
Workers
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 4 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Skeleton (1/1+armor)
- Elite:
- Scavenger: Hooded Executioner (3/3)
- Technician: Cursed Ghoul (4/5)
- Lookout:
In Play:
- Vandy (6/6 lvl 5 invisible)
- Garth (5/4 lvl 7 invisible)
- Pestering Haunt (1/1)
- Cursed Crow (3/3)
- Graveyard (3hp, holding Thieving Imp and Skeleton Javelineer)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Deteriorate
Nether Drain
Sacrifice the Weak
Dark Pact
Plague Lab
End of Turn Discard
My Thoughts
He got the tower and a decent board out, not ideal but again, workable. I’ll try to turtle and break his tech 1, getting the Crow and Haunt together means he’ll have a tough time gaurding the tower next turn. I’ll probably get free speech’d, so I think a Plague Lab would help me break in a little better, too.
I’m pretty well sunk here, Tech 1 was a good choice.
P2T6
Tech StartingHand Workers
TECH
Drill Sergeant
Injunction
STARTING HAND
Air Hammer
Reputable Newsman
Building Inspector
Scribe
Tax Collector
Arrest
Free Speech
WORKERS
Jail
Porkhand Magistrate
Manufactured Truth
Spectral Aven
Tax Collector
NextHand
Drill Sergeant
Reputable Newsman
Arrest
Injunction
Lawful Search
Tech 2 card(s)
Get Paid + Scav - ($10)
rebuild tech 1
Air Hammer, draw 1, DS+1 - ($6)
Building Inspector, draw 1, DS+1 - ($5)
Quince - ($3)
Free Speech - ($1)
Cadet kills SQL
Drill Sergeant kills Ghoul
Move rune from DS to Building Inspector, DS dies
Worker - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Bluecoat Musketeer 1/2+A
- Elite:
- Scavenger: Quince 1/3
- Technician: Air Hammer 3/3
- Lookout: Building Inspector 2/2
In Play:
- Flagstone Garrison
- Overeager Cadet 2/1
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Peace)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
It’s usually the right choice in a peace engine
Game 16, Player 1, Turn 7
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Deteriorate
Nether Drain
Sacrifice the Weak
Dark Pact
Plague Lab
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Plague Lab, Abomination
Soul Stone, Plague Lab
Cursed Ghoul, Cursed Crow
Metamorphosis, Dark Pact
Nether Drain, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Cursed Ghoul from the Graveyard, -1/1 to Bluecoat (5)
- Plague Lab, SQL and backline OC die as well as unpictured mirror token, lookout BI and Hammer weakened (2)
- Haunt kills lookout
- Hoodie kills quince, levels fizzle
- Garth tosses some big ol skeleton bones at your tech 2, your base to 16
- Vandy suplexes your tech 1, your base to 14
- Worker (1)
Workers
Nether drain, Metamorphosis, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Cursed Crow (3/3+armor)
- Elite:
- Scavenger:
- Technician: Cursed Ghoul (4/5)
- Lookout:
In Play:
- Vandy (6/5 lvl 5 invisible)
- Garth (5/3 lvl 7 invisible)
- Hooded Executioner (3/1)
- Cursed Crow (3/3)
- Plague Lab (4hp)
- Graveyard (3hp, holding Thieving Imp, Pestering Haunt, and Skeleton Javelineer)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Shadow Blade
Dark Pact
Soul Stone
Dark Pact
Sacrifice the Weak
End of Turn Discard
My Thoughts
Should be game, even with the air hammer
Well, I cast injunction but my weakened air hammer is insufficient to the current task, namely killing either hero.
I’ll concede here. GG. Post another turn 1, but I’m thinking the lawful search change is maybe not quite the right effect to help close the gap substantially.
On second though let’s play this part out with injunction.
Plague lab cost 1 extra using that float btw.
"P2T7
Tech StartingHand Workers
TECH
Flagstone Spy
STARTING HAND
Lawful Search
Reputable Newsman
Drill Sergeant
Arrest
Injunction
Traffic Director
Free Speech
WORKERS
Jail
Porkhand Magistrate
Manufactured Truth
Spectral Aven
Tax Collector
NextHand
Overeager Cadet
Drill Sergeant
Scribe
Free Speech
Overeager Cadet
Tech 1 card(s)
Get Paid - ($11)
Rebuild tech 1
Bigby - ($9)
Lawful search unit and look at your hand - ($8)
Reputable Newsman, draw 1, naming 3, not that it will help against all that - ($6)
Traffic Director, draw 1 - ($5)
Injunction tech 2 - ($2)
Air hammer kills executioner, popping graveyard
Midband Bigby - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Traffic Director 1/1+A
- Elite:
- Scavenger: Reputable Newsman 0/3, naming 3
- Technician: Bigby 2/4
- Lookout: Admin 1/1
In Play:
- Flagstone Garrison
- Air Hammer 2/2, -1 rune
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 0 (Peace)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
"
Injunction is a pretty solid choice.
Game 16, Player 1, Turn 8
P1 Black w/ 1g Deteriorate vs P2 Blue w/ improved LS
Starting Hand
Shadow Blade
Dark Pact
Soul Stone
Dark Pact
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (10+0float as plague lab is expensive for BI)
- Elect to Tech 2 cards in
All Teched Cards
Hooded Executioner, Sickness
Plague Lab, Abomination
Soul Stone, Plague Lab
Cursed Ghoul, Cursed Crow
Metamorphosis, Dark Pact
Nether Drain, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Garth makes a skeleton (9)
- Sacrifice the Weak, Newsman and skeleton die (7)
- Soul Stone Cursed Crow (5)
- Vandy kills SQL, tower has detected
- Garth stealthily breaks tech 1, your base to 12
- Plague lab taps, Air Hammer weakens while Vandy and Garth gain strength (3)
- Hero’s Hall (1)
Workers
Nether drain, Metamorphosis, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Garth (6/4+1armor lvl 7 invisible)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (7/4 lvl 5 invisible)
- Cursed Ghoul (4/5)
- Cursed Crow (4/4, soul stone attached)
- Plague Lab (4hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Deteriorate
Plague Lab
Abomination
Hooded Executioner
Hooded Executioner
End of Turn Discard
My Thoughts
Injunction is a good stall tactic, I may lose a demon here. I could try to reshuffle draw 1 for a blocker, but I’d rather ensure I’m drawing into my tech 2 options next turn to force another injunction. Next turn we can spend on Orpal if need be.