[CAMS18] Dreamfire [Demon]/Anarchy/Balance vs Zhavier [Anarchy]/Strength/Growth

@zhavier Taking on the current tourney leader is quite a responsibility, let’s see if I’m up for it! GL HF

P1T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Sacrifice the Weak
Pestering Haunt
Jandra, the Negator
Deteriorate


WORKERS
Jandra, the Negator


NextHand

Skeletal Archery
Graveyard
Summon Skeletons
Thieving Imp


Discard

Sacrifice the Weak
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Red starter and Rook are each a pain, and put together they’re a real hassle. I think I need to apply pressure right from the get go. Next turn will likely be Tech 1 and Graveyard, but I might midband Vandy (and rebuild hand) if I can get a kill on something.
As usual vs. Rook, I’ll want GPT and Tiny B early, but I’ll have to delay teching one of them to save a spot for Dark Pact. I might stay at Tech 1 if I can stick a Heroes’ Hall and go for Meta, otherwise… I’m not sure. I don’t think zhavier will go for MoLaC, but maybe I’ll go Balance anyway, just to be sure? Mimics can also benefit from Birds’ Nest and red’s haste. OTOH, I’m not sure Balance will be fast enough to stop Blooming Ancients+sharks…

1 Like

GLHF! Hard to argue with that opening… But we shall see.

"P2T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Mad Man
Careless Musketeer
Makeshift Rambaster
Bloodburn


WORKERS
Bloodburn


NextHand

Scorch
Bombaster
Charge
Pillage
Nautical Dog


Discard

Makeshift Rambaster
Careless Musketeer
Mad Man


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Rook 2/4
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
    "

Edit: fixed embarrassing typo

P1T2


Tech StartingHand Workers

TECH
Dark Pact
Shadow Blade


STARTING HAND
Thieving Imp
Graveyard
Summon Skeletons
Skeletal Archery


WORKERS
Jandra, the Negator
Skeletal Archery


NextHand

Shadow Blade
Poisonblade Rogue
Dark Pact
Thieving Imp
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy to midband, she kills Brogre - ($2)
Vandy to maxband, dooms Jav - ($0)
Jav and Haunt kill Rook, you get 1 gold

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (4/5)
  • Skeleton Javelineer (3/3), runeless and doomed

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

What I’d give for a Deteriorate in this hand…
Seeing as I can’t tech up while killing anything, and I can’t set up a proper patrol, I’m left with two choices: (a) kill Brogre with midband Vandy, and let zhavier kill her with midband Rook, or (b) maxband Vandy to kill both Brogre and Rook.
I don’t love either of those options, but I’ve actully seen zhavier win an (a) kind of situation before (granted, not against a deck with Tiny B’s). We should heed the lessons of history, right?

P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Scorch
Bombaster
Charge
Pillage
Nautical Dog


WORKERS
Bloodburn
Scorch


NextHand

Charge
Bloodrage Ogre
Gunpoint Taxman
Bird’s Nest
Pillage


Tech 2 card(s)
Get Paid + Scav - ($7)
Worker - ($6)
Tech 1 - ($4)
Arg - ($2)
Bombaster - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg 1/3+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout: Bombaster 2/2

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I could have an amusing response here, and kill his Vandy with zane and dog and charge, leaving me a gold. But its not really worth it. Losing Rook isn’t really that big a deal, he skipped tech 1. Anything I put out is just going to die to vandy at this point. I probably need a tower, but not until he builds a heroes hall really. If he teched only vandy spells, then dark pact is probably a given, and between soul stone and shadow blade, it would be more likely shadow blade. If he chanced it and stuck a tech 1 and dark pact, gunpoint and gargoyle seem reasonable choices. Card drain is likely the worst thing that could happen, so I’m going to guess my next hand will suck and try to handle things with Heroes until I can stabilize.

P1T3


Tech StartingHand Workers

TECH
Twilight Baron
Gunpoint Taxman


STARTING HAND
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Dark Pact
Shadow Blade
Deteriorate (DP)
Pestering Haunt (DP)


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue


NextHand

Gunpoint Taxman
Graveyard
Summon Skeletons
Shadow Blade
Twilight Baron


Tech 2 card(s)
Get Paid - ($6)
Javelineer dies tragically
Dark Pact, my base to 18, I draw 2
Worker - ($5)
Thieving Imp, discard #3 - ($2)
Pestering Haunt
Tech 1 - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Vandy lvl 5 (4/5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

For once, I’m actually bummed to have drawn my teched cards on T3. I’m considering Dark Pact just to speed up my cycle, and maybe drop a Haunt? Yeah, it’s not like it’ll surprise zhavier that I teched it.
But what do I tech now? Tiny B feels a little weak with no Rook around, especially against zhavier’s likely GPT. So how about a Twilight Baron? If I draw him, I’ll just HH instead of teching up.

Got both my 0-cost cards, nice. I see no point in giving zhavier free gold, though, so I’ll just drop Haunt and Imp.
Arg is pretty obviously here as a sacrificial lamb, so I’m just going to ignore him. Granted, a Dinosize next turn could mess me up, but I don’t think zhavier would gamble on that.

After the draw: got both Taxman and Baron, and redrew Shadow Blade. Plenty of options for next turn.

P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Charge
Gunpoint Taxman
Bird’s Nest
Bloodrage Ogre
Pillage


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Nautical Dog
Gunpoint Taxman
Mad Man
Careless Musketeer
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Mid Arg - ($4)
Tech 2 Growth - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argagarg 1/4+A, lvl 3
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout: Bombaster 2/2

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Metamorphosis
Potent Basilisk


STARTING HAND
Graveyard
Summon Skeletons
Gunpoint Taxman
Shadow Blade
Twilight Baron


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Summon Skeletons


NextHand

Sacrifice the Weak
Deteriorate
Dark Pact
Skeleton Javelineer
Twilight Baron


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy and Haunt kill Arg
Gunpoint Taxman - ($4)
Tech 2 (Balance) - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Gunpoint Taxman (3/3)

In Play:

  • Vandy lvl 5 (4/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

If I tech up with maxband Vandy, zhavier has to respect the threat of Meta. I’ll go with Balance, mostly for MoLaC insurance. I can always tech lab into Anarchy later for Gunships (though HH is still on the table).
Zhavier keeps dangling Arg as bait, but I’m going to take the bait this time. I’m scared of a Charged Taxman, so I’m not patrolling in scav. My own Taxman goes in lookout as a bit of a deterrent against Zane’s maxband.

After the draw: didn’t get my most dangerous cards, but I can always dig for them with Dark Pact.

P2T4


Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Mad Man
Nautical Dog
Careless Musketeer
Makeshift Rambaster
Gunpoint Taxman


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


NextHand

Bird’s Nest
Charge
Might of Leaf and Claw
Blooming Ancient
Bloodrage Ogre


Discard

Makeshift Rambaster
Mad Man
Nautical Dog
Surprise Attack
Surprise Attack


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rook - ($5)
Tower - ($2)
Gunpoint Taxman - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Rook 2/4
  • :target: Lookout: Bombaster 2/2

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Shame I didnt get blooming here. Decent chance he uses zane to break my tech 2. If that somehow doesnt happen, Im in a good spot, I think. Zane plus charge plus Bro could be a decent play, but its not looking great. Potent Bs and Mimics seem like plausible incoming, which would be annoying, but no birds means at least its not flying yet.

P1T5


Tech StartingHand Workers

TECH
Wandering Mimic
Surprise Attack


STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Dark Pact
Twilight Baron
Graveyard (DP)
Shadow Blade (DP)


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Twilight Baron


NextHand

Potent Basilisk
Pestering Haunt
Metamorphosis


Discard

Wandering Mimic
Surprise Attack
Dark Pact
Deteriorate
Shadow Blade
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($8)
Dark Pact, my base to 16, I draw 2
Deteriorate your Taxman
Shadow Blade Taxman, you discard #3 - ($5)
Midori - ($3)
Vandy kills Rook, sparkshot kills Wisp, Midori to lvl 3
Graveyard - ($1)
Taxman trades with Bombaster, steals your scav gold - ($2)
Skeleton Javelineer - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori lvl 3 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp (2/2)
  • :pschip: Technician:
  • :target: Lookout: Skeleton Javelineer (1/1)

In Play:

  • Vandy lvl 5 (4/1)
  • Graveyard (3), holding Gunpoint Taxman

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Looks like I’ve earned a turn as the aggressor, so I’ll tech accordingly in the hopes that I can keep it up. Let’s Dark Pact and see just how much punishment I can bring.

Didn’t get Meta, which is a bit of a bummer. Did get Shadow Blade, which could let me break the Tech 2. Vandy’d be left with 1 health, though, with Javelineer alone in patrol, which is just asking to be killed by Zane.
I’d rather keep some guys to patrol with, and take my chances with the tech 2. I still might lose Vandy to sharks or some other burst of red haste. In which case I’ll just play Potent B, and maybe tech up?

"P2T5


Tech StartingHand Workers

TECH
Blooming Ancient
Detonate


STARTING HAND
Charge
Bird’s Nest
Bloodrage Ogre
Blooming Ancient
Might of Leaf and Claw
Mad Man


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


NextHand

Might of Leaf and Claw
Nautical Dog
Surprise Attack
Makeshift Rambaster


Discard

Bombaster
Charge
Bird’s Nest
Bloodrage Ogre
Blooming Ancient
Detonate


Tech 2 card(s)
Get Paid - ($9)
Blooming Ancient - ($5)
Zane to lvl 2, BA+1 - ($2)
Charge BA - ($0)
BA kills Midori, zane to lvl 4
Zane kills Imp, we both get 1g - ($1)
Mad Man, BA +1, move 1 rune, kill skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Blooming Ancient 3/3, +1 rune
  • Zane 3/1, lvl 4
  • Mad Man 2/1 +1 rune

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well, that wasn’t the WORST thing… meta with max Zane is probably next. question is what will he do with it break both tech buildings? tower and tech 2… kill Zane and ancient? any of those leaves me options for next turn, and I don’t see how I can kill Vandy with this hand unfortunately. At least mimic meta and Zane aren’t possible with his gold.

"

P1T6


Tech StartingHand Workers

TECH
Surprise Attack
Maximum Anarchy


STARTING HAND
Potent Basilisk
Metamorphosis
Pestering Haunt


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Twilight Baron


NextHand

Surprise Attack
Metamorphosis
Deteriorate
Wandering Mimic


Tech 2 card(s)
Get Paid - ($9)
Scav gold - ($10)
Zane - ($8)
Metamorphosis, Zane’s maxband fizzles - ($2)
Zane kills Blooming Ancient, triggers Tower detection
Vandy invisibly breaks Tower, your base to 18
Exhaust Graveyard to replay Taxman - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (6/3)
  • Zane lvl 6 (6/2)
  • Graveyard (3), holding Thieving Imp, Skeleton Javelineer

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Nice play by zhavier, clearing my patrol without taking losses. But Vandy survived, meaning it’s Meta time!
There’s a lot I want to kill here, but I can only get 2 things. Letting Zane live is dangerous, especially since zhavier likely has sharks in hand, but I think the BA has almost as much explosive potential, plus more value over time.
The Tech 2 is the other obvious target, but if I break the Tower, I ensure both Vandy and Zane survive (plus it doesn’t rebuild for free). Then I can tech a couple more aggressive cards and hope for a big next turn.
Actually, while I don’t think zhavier can OTK me, I’m probably losing my Tech 2. So instead of Mimic/Fairie, maybe I’ll get Maximum Anarchy? As insurance, in case zhavier drops a 2nd BA and floods the board. It also has a tiny bit of synergy with Graveyard, I guess.
Skipping a worker to afford Taxman, who goes in SQL to make for an akward shark/maxband Zane target. Not playing Haunt to keep my handsize up, and my Graveyard unexploded.

After the draw: got me some sharks! Mimic would also be nice, if I somehow happen to keep my Tech 2.

"P2T6


Tech StartingHand Workers

TECH
Maximum Anarchy
Dinosize


STARTING HAND
Makeshift Rambaster
Might of Leaf and Claw
Nautical Dog
Surprise Attack


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


NextHand

Maximum Anarchy
Gunpoint Taxman
Mad Man
Surprise Attack


Tech 2 card(s)
Get Paid - ($9)
Tower - ($6)
Rook - ($4)
Max Zane, move GPT to lookout - ($2)
Mad man trades with GPT
Makeshift Rambaster, breaks graveyard - ($0)
Zane hits Tech 2 to 1

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 4/4, lvl 6
  • Makeshift Rambaster 1/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Yea, this has gone downhill, Im thinking if I had hit a better draw earlier, maybe I coulda done something. Maybe I really should have killed vandy earlier. Oh well, win some lose some. only way I win now is somehow kill one of those demons.

"

Am I right that you should’ve discarded 3, drawn 5? You started with 4 cards, and only played 1 that turn.

P1T7


Tech StartingHand Workers

TECH
Chaos Mirror
Moment’s Peace


STARTING HAND
Wandering Mimic
Surprise Attack
Deteriorate
Metamorphosis


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Twilight Baron


NextHand

Dark Pact
Maximum Anarchy
Pestering Haunt
Potent Basilisk


Discard

Gunpoint Taxman
Graveyard
Skeleton Javelineer
Thieving Imp
Surprise Attack
Wandering Mimic
Deteriorate
Metamorphosis
Chaos Mirror
Moment’s Peace


Tech 2 card(s)
Get Paid - ($9)
Surprise Attack - ($4)
Wandering Mimic, gains haste - ($0)
Sharks trade with Rook
Mimic trades with your Zane
My Zane breaks Tower, your base to 16
Vandy breaks Tech 2, your base to 14

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (6/3)
  • Zane lvl 6 (6/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

If I had 1 more gold to tutor for Dark Pact, I’d have lethal here. Instead, I’m forced to keep breaking things…
Definitely want to keep the tower down, and my heroes alive in the backline to cast more spells (I also feel that the 3 gold to rebuild really limited zhavier’s options last turn). And I’m still wary of sharks, so unfortunately Mimic will have to trade with Zane. I don’t mind the free shot at my Tech 2.
Zhavier is being very efficient with cards and gold, and my heroes are getting battered down, 1 health at a time. I hope I don’t run out of steam.
Teching cards which, one way or another, I don’t expect to play.

You are entirely correct I will redraw my cards from after the reshuffle. A card got “played” and never put back into hand for the discard.

Turn to come later.

"P2T7


Tech StartingHand Workers

TECH
Dinosize
Chaos Mirror


STARTING HAND
Gunpoint Taxman
Surprise Attack
Blooming Ancient
Dinosize
Bombaster


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


NextHand

Bloodrage Ogre
Nautical Dog
Mad Man
Might of Leaf and Claw
Blooming Ancient


Discard

Dinosize
Blooming Ancient
Surprise Attack
Gunpoint Taxman
Bombaster
Dinosize
Chaos Mirror


Tech 2 card(s)
Get Paid - ($9)
Tower and tech 2 rebuild - ($6)
Argagarg - ($4)
Dinosized Rambaster, base to 7 - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+A
  • :psfist: Elite:
  • :ps_: Scavenger: Argagarg 1/3, lvl 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster 1/2

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Of course he would have ALL the haste… Any second now, smash…

"

GG WP!

P1T8


Tech StartingHand Workers

TECH
T-Rex
T-Rex


STARTING HAND
Pestering Haunt
Potent Basilisk
Maximum Anarchy
Dark Pact
Sacrifice the Weak
Surprise Attack


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Twilight Baron


NextHand

Shadow Blade
Surprise Attack
T-Rex
Deteriorate
Dark Pact


Tech 2 card(s)
Get Paid - ($9)
Dark Pact, my base to 5, draw 2
Surprise Attack - ($4)
Sharks clear patrol zone
Vandy and Zane hit base for 12
Exhaust Vandy, discard and pay 1 to fetch Dark Pact from codex - ($3)
Dark Pact your base for 2 and lethal

Float ($3)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (6/2)
  • Zane lvl 6 (6/1)

Buildings:

  • :heart: Base HP: 5
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 14
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

Bold move by zhavier. A little bit too bold, in fact.
Whichever 2 cards I draw off Dark Pact let me clear the patrol zone, then Vandy+Zane hit for 12 and I can tutor for the 2nd Dark Pact and lethal!

4 Likes

And the undefeated finally falls. :slight_smile:

GG WP!

3 Likes