not an ideal start but at least I got something that costs 1, and have grappling hook in my next hand. as far as his deck, he’s got the mono vandy option and the mirrored omega, but without a strong vandy play his early game seems minimal without any really solid t1 mimions. KotC and dark pact?
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FYI- I will be leaving town for the rest of the week tomorrow, returning Sunday. I should be able to continue playing but probably won’t be quite as active as usual. If we can get in a few good rounds today and tomorrow morning I think we’ll be in fine shape.
was trying to decide between grapple kill and level up or smoker. I like the smoker as I already have safe attacking, and grave is still safe at level 1 patrolling. was either going tax collector or scribe, but after being imped I’m going scribe
Base HP: 20
*** Tech I HP: 5
**
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Not sure what to expect. Reversal? Rush to crashbarrows? I thought he would want to attack with Grave, so trying to avoid giving him anything to spark, so he’s have to use the hook for that.
The twins are a strong tempo play. If I had both deteriorate and stw together I could double use the imp to get rid of both twins. As it stands, I’m behind on board state and suffering from the fact I didn’t play Vandy earlier. He can easily wipe my patrol zone but the question is, can he get past it to Vandy. I hope he can’t. I’m going down a card to keep up with the board which is fine because of imp and dark pact but given safe attacking, hook and grave I don’t want him to attack
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
maxband heal grave - ($2)
grappling hook glax to elite
grave kills glax
grave swords the hound, it dies - ($1)
rambasa A safely kills imp
rambasa B safely kills vandy
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking (upgrade)
L7 Grave (4/1), sparkshot, readiness
Rambasa Twin (3/1)
Rambasa Twin (3/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
really wanted to go t2 this turn, but clearing his board and keeping both rambasas alive is pretty huge. looks like I got lucky on not drawing an agent yet.
Tech 2 card(s)
Get Paid + float - ($9)
Scav - ($10)
Vir - ($8)
Vir deteriorate a twin, goes to Codex - ($7)
Vir peaks at the top card, quietly curses
Heroes’ Hall
Jave - ($6)
Poisonblade Rogue - ($4)
Tech 2 - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Skeleton Javelineer 2/1 Rune
[I]Scavenger[/I]:
[I]Technician[/I]: Poisonblade Rogue 2/1
[I]Lookout[/I]:
[B]In Play:[/B]
Vir, L1 2/3
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
This is extremely bad for me. Given my thoughts last turn, you should think I’m crazy to have played Vandy. What advantage did that give me? a tough turn of events. I have been outplayed but I shall not despair. Decided to try and go for Tech 2, if I can keep the tech 2 building alive one turn than I can maybe start getting back into it by replaying Vandy, making some dark pacts and praying for a miracle. If he drew Grappling Hook, he’ll be able to sparkshot and clear my patrol with one attack and go after my hero or my tech 2/base. given stuff like Sensi’s advice, it would be enough to destroy a heros’ hall but hopefully not my tech 2. Clearly, he’ll get that grappling hook. I can smell it.
holy should have only 3 cards in discard (Dark Pact + 2 cards discarded at end of turn), but otherwise everything looks correct (Penatronic just needs to switch the order to Grave suicides -> Summon Drakk -> Rambassa kills Vir)