Orpal went to Scav, not lookout?
Well if he didn’t you were short a gold so I guess so
"P1T5
Tech StartingHand Workers
TECH
Soul Stone
Dark Pact
STARTING HAND
Jandra, the Negator
Skeleton Javelineer
Nether Drain
Bone Collector
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
NextHand
Abomination
Sacrifice the Weak
Nether Drain
Tech 2 card(s)
Get Paid + float + scav - ($12)
Worker - ($11)
Garth - ($9)
Pestering Haunt hits Zane
Nether Drain Zane, Garth gets 4 lvls - ($8)
Tech 2 Disease - ($4)
Bone Collector - ($2)
Skeleton token - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Bone Collector 3/3+A
- Elite:
- Scavenger:
- Technician: Skeleton 1/1
- Lookout:
In Play:
- Garth 2/4, lvl 5
Buildings:
- Base HP: 18
- Tech I HP: 2
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Ya it was scav, sorry for the confusion
Game 7, Player 2, Turn 5
P2 Red vs P1 Black w/ 1g Deteriorate
Starting Hand
Bloodrage Ogre
Bombaster
Firebat
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Pirate Gunship x2
Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2
Main:
- Firebat (7)
- Worker (6)
- Tech 3 (1)
Workers
Bombaster, Pillage, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Firebat (3/3)
- Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Nautical Dog
Steam Tank
Bloodrage Ogre
End of Turn Discard
My Thoughts
Yea, I can’t protect the tech 3 but that’s just fine, he has it constantly in his way now and has to gamble against the 3 tech 2s and Zane spell I have floating around as well. This is decent position for me I think
P1T6
Tech StartingHand Workers
TECH
Cursed Ghoul
Hooded Executioner
STARTING HAND
Sacrifice the Weak
Abomination
Nether Drain
Deteriorate
Bone Collector
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
NextHand
Abomination
Dark Pact
Thieving Imp
Pestering Haunt
Skeleton Javelineer
Discard
Hooded Executioner
Deteriorate
Sacrifice the Weak
Nether Drain
Bone Collector
Tech 2 card(s)
Get Paid + float - ($10)
Make a skeleton, sac to draw - ($9)
Deteriorate Firebat - ($8)
Garth to Max, fetch Cursed Ghoul, places -1 on Firebat - ($6)
Existing Skeleton trades with Firebat
Bone Collector and Garth break your tech 3
Sac new Skeleton, draw
Abomination - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Cursed Ghoul 3/4+A
- Elite:
- Scavenger: Abomination 6/6
- Technician:
- Lookout:
In Play:
- Garth 3/4, lvl 7
- Bone Collector 2/2
Buildings:
- Base HP: 18
- Tech I HP: 2
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
Thoughts
Draw 2 or 3 out of 10, with 2 gunships certainly in there… High chances he draws one, 37% if i leave his hand alone, 53% if i give him technician.
Game 7, Player 2, Turn 6
P2 Red vs P1 Black w/ 1g Deteriorate
Starting Hand
Nautical Dog
Steam Tank
Bloodrage Ogre
Surprise Attack (not very useful against Abom…)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- No techs
All Teched Cards
Pirate Gunship x2
Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2
Main:
- Steam Tank (8)
- Jaina (6)
- Drakk (4)
- Bloodrage Ogre (2)
Workers
Bombaster, Pillage, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
In Patrol:
- Squad Leader: Steam Tank (2/5+1armor)
- Elite: Drakk (1+1/3 lvl 1)
- Scavenger:
- Technician: Jaina (2/3 lvl 1)
- Lookout: Bloodrage Ogre (2/1)
In Play:
- Makeshift Rambaster (0/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 3
Gold:
- Gold: 2
- Workers: 10
End of Turn Hand
Marauder
Chameleon Lizzo
Firebat
Pirate Gunship
End of Turn Discard
My Thoughts
Abom is an issue, makes surprise attack way less good. I will probably want a kidnapping in the deck, but not going to tech it just yet. I think it would be enough to just block with Jaina Drakk BRO and Steam Tank, but I straight up win if I can get a Gunship out, so let’s max protect and see if he can beat it.
No Tech 3, no 3 heroes
Ha, good point. No Zane the insane then
P1T7
Tech StartingHand Workers
TECH
Death Rites
Soul Stone
STARTING HAND
Pestering Haunt
Abomination
Dark Pact
Skeleton Javelineer
Thieving Imp
Doom Grasp
Soul Stone
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
NextHand
Doom Grasp
Bone Collector
Deteriorate
Death Rites
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($9)
Vandy - ($7)
Dark Pact
Soul Stone BC - ($5)
Doom Grasp, “sac” Bone Collector’s soul stone, destroy Steam Tank - ($1)
Ghoul Kills Jaina
BC trades with BRO
Garth kills Drakk, base to 15
Abom Breaks Tech 3
Worker - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Vandy 2/3+A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Garth 3/3, lvl 7
- Cursed Ghoul 3/2
- Abomination 6/6
Buildings:
- Base HP: 15
- Tech I HP: 2
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Damn wish I had enough gold for a tower as gunships arent eh only thing to fear. I think this is lost If I can’t build enough board to break both Tech 2 and 3, and chances are low he will let me build that much board
Game 7, Player 2, Turn 7
P2 Red vs P1 Black w/ 1g Deteriorate
Starting Hand
Marauder
Chameleon Lizzo
Firebat
Pirate Gunship
Pirate Gunship (darn, bad split…)
Events of Turn:
Upkeep:
- Get Gold (10+2float)
- Draw 1 techn
- Tech 2 cards in
All Teched Cards
Kidnapping x2
Pirate Gunship x2
Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2
Main:
- Zane (10)
- Chameleon Lizzo, stealth ganks Garth, Zane to level 3 (6)
- Marauder, slams Vandy to 1hp (3)
- Maxband Zane, shoving Vandy to lookout (0)
- Makeshift Rambaster breaks your tech 1, your base to 13
Workers
Bombaster, Pillage, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 3 Draw 2 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
In Patrol:
- Squad Leader: Zane (4/4+1armor lvl 6)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Makeshift Rambaster (0/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 3
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Charge
Mad Man
Marauder
Chameleon Lizzo
Firebat
End of Turn Discard
My Thoughts
Bad techn draw… but we can work with it. Marauder + Lizzo still give me good ways to hit back, and a SQL zane is tough to bargain with. Let’s just hope he doesn’t have Sickness + Spreading Plague, and we can rs draw a Kidnapping or Gunship
…
Well, two hasties again is good, but not an ideal draw… let’s hope it’s enough to stem the tide.
P1T8
StartingHand Workers
STARTING HAND
Death Rites
Deteriorate
Sacrifice the Weak
Bone Collector
Doom Grasp
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Death Rites
NextHand
Soul Stone
Dark Pact
Hooded Executioner
Thieving Imp
Abomination
Discard
Deteriorate
Sacrifice the Weak
Bone Collector
Doom Grasp
Tech 0 card(s)
Get Paid - ($10)
Orpal - ($8)
Deteriorate Rambaster - ($7)
Abom kills Zane
Orpal to lvl 3
Ghoul hits Tech 3 not enough, lets see if I lose…
Tower - ($4)
Orpal to Max - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Orpal 2/5+A, lvl 6
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Cursed Ghoul 3/2
- Abomination 6/2
Buildings:
- Base HP: 13
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 11
I drew pretty dead and thus you live to fight another (and perhaps many more) days
Game 7, Player 2, Turn 8
P2 Red vs P1 Black w/ 1g Deteriorate
Starting Hand
Charge
Mad Man
Marauder
Chameleon Lizzo
Firebat
Events of Turn:
Upkeep:
- Get Gold (10)
- No techs
All Teched Cards
Kidnapping x2
Pirate Gunship x2
Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2
Main:
- Jaina (8)
- Marauder, slap Orpal around (5)
- Chameleon Lizzo, kill Orpal (1)
Workers
Bombaster, Pillage, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 2
In Patrol:
- Squad Leader: Jaina (2/3+1armor lvl 3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Steam Tank
Pirate Gunship
Firebat
Kidnapping
Kidnapping
End of Turn Discard
My Thoughts
Dead draw blows this opportunity… might not get to even tech 2 next turn, which would be awful but let’s hope that doesn’t happen. SQL just b/c we want to keep Doom Grasp as the only patrol elimination possibility
P1T9
Tech StartingHand Workers
TECH
Doom Grasp
Cursed Crow
STARTING HAND
Thieving Imp
Hooded Executioner
Abomination
Dark Pact
Soul Stone
Soul Stone
Skeleton Javelineer
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Death Rites
NextHand
Abomination
Nether Drain
Bone Collector
Deteriorate
Tech 2 card(s)
Get Paid - ($11)
Vandy - ($9)
Dark Pact
Soul Stone on Cursed Ghoul, kills Jaina, Vandy to lvl 3 - ($7)
Abomination breaks tech 3
Thieving Imp discard 1 of 5 - ($4)
Soul Stone on Imp - ($2)
Hooded Executioner - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Thieving Imp 2/2+A, Soul Stone
- Elite:
- Scavenger:
- Technician: Vandy 3/4, lvl 3
- Lookout: Hooded Executioner 2/2
In Play:
- Cursed Ghoul 4/1, Soul Stone
- Abomination 6/2
- Soul Stone
- Soul Stone
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
uggghhhh
Game 7, Player 2, Turn 9
P2 Red vs P1 Black w/ 1g Deteriorate
Starting Hand
Steam Tank
Pirate Gunship
Firebat
Kidnapping
Kidnapping
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- Tech 2 cards in
All Teched Cards
Crashbarrow
Kidnapping x2
Pirate Gunship x2
Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2
Main:
- Drakk (9)
- Kidnapping on Imp, ram it into Hoodie, Soul stone off and Hoodie dies (5)
- Kidnapping on Abom, ram it into Vandy, you get a card, Drakk to level 3, units no longer receiving -1/1 (1)
- Tech Lab Blood (0)
Workers
Bombaster, Pillage, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
- Tech Lab HP: 4 BLOOD
In Patrol:
- Squad Leader: Drakk (1/3+1armor lvl 3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 13
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Nautical Dog
Bloodrage Ogre
Surprise Attack
Pirate Gunship
End of Turn Discard
Steam Tank
Chameleon Lizzo
Marauder
Kidnapping
Mad Man
Pirate Gunship
Kidnapping
Crashbarrow
Firebat
Crashbarrow
Charge
Makeshift Rambaster
My Thoughts
Okay that could have been way worse. Double Kidnapping at least helps break up the party, let’s hope he isn’t able to eliminate Drakk. I’m grabbing some Blood tech 2 stuff just in case
P1T10
Tech StartingHand Workers
TECH
Cursed Crow
STARTING HAND
Bone Collector
Nether Drain
Deteriorate
Abomination
Doom Grasp
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Death Rites
NextHand
Doom Grasp
Bone Collector
Dark Pact
Sacrifice the Weak
Cursed Crow
Discard
Abomination
Soul Stone
Hooded Executioner
Doom Grasp
Nether Drain
Deteriorate
Abomination
Bone Collector
Tech 1 card(s)
Get Paid - ($11)
Garth + Skeleton - ($8)
Nether Drain Drakk to Garth - ($7)
Doom Grasp Drakk sac skeleton, Garth to lvl 5, my base to 10 - ($3)
Ghoul Breaks Tech 3
Imp Hits Tech 2 to 3
Maxband Garth, Fetch Cursed Crow - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Garth 3/4+A, lvl 7
- Elite:
- Scavenger:
- Technician: Cursed Crow 3/3
- Lookout:
In Play:
- Cursed Ghoul 5/2, Soul Stone
- Soul Stone
- Thieving Imp 2/2
Buildings:
- Base HP: 10
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 8
Gold:
- Gold: 1
- Workers: 11
Of course the Doom Grasp comes…
Game 7, Player 2, Turn 10
P2 Red vs P1 Black w/ 1g Deteriorate
Starting Hand
Steam Tank
Pirate Gunship
Firebat
Kidnapping
Kidnapping
Events of Turn:
Upkeep:
- Get Gold (10)
- Tech 2 cards in
All Teched Cards
Pirate Gang Commander, Fire Dart
Crashbarrow x2
Kidnapping x2
Pirate Gunship x2
Steam Tank, Marauder
Chameleon Lizzo, Surprise Attack
Firebat x2
Main:
- Zane (8)
- Jaina (6)
- Surprise Attack, kill Garth, Jaina to level 3
- Zane trades with Imp
Workers
Bombaster, Pillage, Bloodburn, Careless Musketeer
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 2 ANARCHY
- Tech3 HP: 5
- Tech Lab HP: 4 BLOOD
In Patrol:
- Squad Leader: Jaina (2/3+1armor lvl 3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
- Hand: 5
- Deck: 14
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Nautical Dog
Firebat
Makeshift Rambaster
Marauder
Surprise Attack
End of Turn Discard
My Thoughts
This is a damn mess, I think I’m probably done but we shall see
Just trying to keep my stuff alive
"P1T11
Tech StartingHand Workers
TECH
Sickness
Spreading Plague
STARTING HAND
Doom Grasp
Bone Collector
Sacrifice the Weak
Dark Pact
Cursed Crow
Skeleton Javelineer
Soul Stone
WORKERS
Skeletal Archery
Graveyard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Death Rites
NextHand
Doom Grasp
Deteriorate
Abomination
Bone Collector
Discard
Dark Pact
Doom Grasp
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($12)
Vandy - ($10)
Dark Pact, danger!
Soul Stone Crow - ($8)
Crow kills Jaina
Ghoul Breaks Tech 3 base to 10, note tech 2 is at 3 not 2
Cursed Crow - ($5)
Bone Collector - ($3)
Skeleton Javelineer - ($2)
Max Vandy, Doom Skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Skeleton Javelineer 3/3+A
- Elite:
- Scavenger: Bone Collector 3/3
- Technician: Vandy 4/5
- Lookout: Cursed Crow 3/3
In Play:
- Cursed Ghoul 5/2, Soul Stone
- Soul Stone
- Soul Stone
- Cursed Crow 4/4, Soul Stone
Buildings:
- Base HP: 8
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 3
Gold:
- Gold: 0
- Workers: 11
"
thats gonna do it, I missed the draw on my only reprieve. GG WP!
Well that was certainly a breath away from you winning, toss of a coin. GG!
Indeed, that was truly an even game on a knife’s edge for draws. You teched really well though.
Not that deteriorate got a ton of play in this matchup to begin with, but it has been noticeably absent with the 1g cost. I thought that seemed a pretty fair cost adjustment for it, but maybe it is a little too harsh? Idk, whatchu think?
On to the next one, GL HF!
Game 8, Player 1, Turn 1
P1 Red vs P2 Black w/ 1g Deteriorate
Starting Hand
Nautical Dog
Bloodrage Ogre
Bloodburn
Charge
Bombaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Bloodrage Ogre (2)
- Nautical Dog (1)
- Worker (0)
Workers
Bloodburn
- 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: Nautical Dog (1/1)
In Play:
- Bloodrage Ogre (3/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Mad Man
Pillage
Careless Musketeer
Makeshift Rambaster
End of Turn Discard
Bombaster
Charge
My Thoughts
Standard nasty red start, I think it should work out well
P2T1
StartingHand Workers
STARTING HAND
Thieving Imp
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Jandra, the Negator
WORKERS
Jandra, the Negator
NextHand
Summon Skeletons
Deteriorate
Poisonblade Rogue
Graveyard
Discard
Pestering Haunt
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, discard 3 of 4 - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Thieving Imp 2/2+A
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer 1/1
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6