News Shop
Events Chat

[CAMS20] ROUND4 codexnewb [Anarchy]/Strength/Growth vs charnel_mouse [Necromancy]/Anarchy/Blood

@charnel_mouse

post coming shortly.

GLHF!!!

1 Like

GLHF, ready when you are :slight_smile:

here we go!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Scorch
Pillage
Bloodburn
Mad Man
Bombaster


WORKERS
Bloodburn


NextHand

Careless Musketeer
Makeshift Rambaster
Nautical Dog
Bloodrage Ogre
Charge


Discard

Bombaster (2/2)
Pillage
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
rook - ($1)
mad man - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Mad Man (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook, lvl 1, (2/4)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

that’s a scary codex combo there. clearly im going to need a standard gameplan against necro with this codex.

it’s nice to float gold!! been playing so many games against red that i forgot it’s even possible.


they can either go garth, sk, skj, haunt OR Imp.

so, is there an opening that gives me flexibility regarding either of these two options?


i think rook / mad man is best.

P1T1 - rook/mm, scav: mm

Option 1: Imp/Skjav
gg 5, worker 4, imp 1, sk jav 0
P1T2 - discard one, gg 5, worker 4, tech one 2, dog if possible, otherwise, float. maybe hero’s hall.
P2T2 - gg 6, worker 5, tech one 3, garth/sk | jandra | pbr - something like that.
the point is, my response to imp can simply be double vines, thunderclap/vines, etc…

Option 2: garth, sk, skj, haunt
P1T2 - gg 5, worker 4, dog 3, tech one 1, mm.dog out front.

P2T1

Starting hand: 5

Jandra, the Negator
Graveyard
Skeletal Archery
Deteriorate
Sacrifice the Weak

Thoughts

Pretty standard opening here, with Mad Man already gone Garth should be safe. Probably looking at Imp + Haunt + Skeleton next turn.


Get paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Deteriorate, Mad Man dies, you get a gold
Garth summons a Skeleton - ($1)
Discard 3, draw 5


:psblueshield: Garth L1 1/3+1A
:ps_: Skeleton 1/1

:heart: Base HP: 20


Hand: 5

Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Summon Skeletons

Deck: 0
Discard: 4

Deteriorate
Graveyard
Skeletal Archery
Sacrifice the Weak

Card-count check (opponent-viewable)

Expected: 10
0 on board
5 in hand
0 in deck
4 in discard
1 in workers


Gold: 1
Workers: 6

5 x start
T1: Jandra, the Negator

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Entangling Vines
Gunpoint Taxman


STARTING HAND
Charge
Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Nautical Dog


WORKERS
Bloodburn
Careless Musketeer


NextHand

Scorch
Mad Man (1/1)
Charge
Bloodrage Ogre (3/2)
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
scav gold - ($6)
Worker - ($5)
tech 1 - ($3)
nautical dog - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

well that’s not so bad. next turn expecting gg 6, float 7, worker 6, tech one 4, imp 1, make skeleton 0
sql: imp
scav: sk
tech, sk
backline: garth

based on previous games, i suspect double BC. but i wouldnt put it past to for early LB as well.


millino dollar question, do i kill garth and open myself to a T3 cycle with 3 hards in hand and 6 in deck?

i think a t3 garth kill is way better than a turn 2. he can just bring garth out t3 if i kill him right now.


what about a hero’s halll. gg 5, scav 6, worker 5, tech one 3, hero’s hall 1, dog 0.
rook still blocks everything. and i get to threaten zane.

BUT, honestly, i NEED tower to down these skeletons. so HH sounds good for a turn, but what do i do when there are 4 or 5 skeletons out there with archery?

HH is bad idea.

let’s just float the gold for now and see if i can snipe an imp with vines. bring a GPT as well to steal some scav gold from sk patrollers.

yuck, the whiff. well, looks like ti will be an interesting turn 3.

P2T2

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Summon Skeletons

Thoughts

Is it worth going for Taxmen over Collectors, in case of Birds? Maybe, but I could also just hold out for Skeletal Archery. Bone Collector’s ability is better for keeping pressure on, I think, which delays both Gunships and MoLaC.

Teched cards: 2

T2: 2 x Bone Collector


Get paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Thieving Imp, you discard card #5 of 5 - ($1)
Garth summons Skeleton #2 - ($0)
Pestering Haunt
Discard 2, reshuffle, draw 4


:psblueshield: Thieving Imp 2/2+1A
:ps_: Skeleton #1 1/1
:exhaust: Skeleton #2 1/1

Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

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


Hand: 4

Deteriorate
Skeletal Archery
Bone Collector
Bone Collector

Deck: 4

Graveyard
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Blooming Ancient
Surprise Attack


STARTING HAND
Charge
Scorch
Mad Man (1/1)
Makeshift Rambaster
Bloodrage Ogre (3/2)


WORKERS
Bloodburn
Careless Musketeer
Scorch


NextHand

Bombaster (2/2)
Entangling Vines
Gunpoint Taxman


Discard

Makeshift Rambaster
Mad Man (1/1)
Charge
Blooming Ancient
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($8)
discard #5
Worker - ($7)
rook/mad man kill imp - ($6)
tower - ($3)
brogre - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Rook, lvl 1, (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

whiff makes this turn easy.
tower, kill imp as efficiently as i can, force deteriorate and stw if they want to get the rook kill.

teching ancient and surprise attack to have options if rook dies.

P2T3

Starting hand: 4

Deteriorate
Skeletal Archery
Bone Collector
Bone Collector

Thoughts
  1. Don’t play Deteriorate, units trade with Ogre, Garth kills Dog and just survives. Block with Collectors + Skeleton against Rook.
  2. Deteriorate, units clear patrol, midband Garth, Garth kills Rook and hits level 6, 3 gold remaining. I can play Bone Collector, then either a Skeleton or replay the Imp. If the former, I can fetch the second Bone Collector next turn. Both keep Garth safe against Zane + Sharks, and he can’t afford Rambaster, Chaos Mirror, or Charge for that extra bit of required damage.

I think getting the board wipe is worth only playing one Collector, and fetching the Imp too keeps codexnewb’s hand size as small as mine. I don’t need to worry about Bird’s Nest, either.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider


Get paid - ($7)
Worker - ($6)
Deteriorate, Nautical Dog dies, you draw
Skeletons and Pestering Haunt trade with Bloodrage Ogre
Midband Garth - ($3)
Garth kills Rook, takes 3 damage, hits level 6
Bone Collector - ($1)
Garth summons a Skeleton - ($0)
Discard 1, draw 3


:psblueshield: Bone Collector 3/3+1A
:exhaust: Skeleton 1/1

Garth L6 2/1 (3 damage)

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


Hand: 3

Graveyard
Skeleton Javelineer
Summon Skeletons

Deck: 1

Sacrifice the Weak

Discard: 6

Thieving Imp
Crash Barrow
Shoddy Glider
Deteriorate
Pestering Haunt
Bone Collector

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
1 on board
3 in hand
1 in deck
6 in discard
3 in workers
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery

ah, unfortunately, garth can’t pull tech 0’s.

@charnel_mouse let me know when you’ve had a chance tp update.

1 Like

Fixed, Garth summons a Skeleton instead.

1 Like
[b]P1T4[/b]
Tech StartingHand Workers

TECH
Blooming Ancient
Surprise Attack


STARTING HAND
Bombaster (2/2)
Entangling Vines
Gunpoint Taxman
Pillage


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage


NextHand

Blooming Ancient
Surprise Attack
Nautical Dog (1/1)
Entangling Vines


Tech 2 card(s)
Get Paid + float - ($8)
tech draw
Worker - ($7)
gunpoint taxman - ($5)
tech 2 growth - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

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: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

yep, well at least the board cleared.

i can expect bc to trade, max garth, revive bc.

assuming their next turn is something like gg 8, worker 7, bc 5, tech two blood/necro 1, bc/sk->gpt, make sk, max garth, revive bc, garth hits tech 2 to 2
sql BC
tech sk

assuming the stw it’s gg 8, worker 7, stw, skeleton and taxman 5, max garth 4, summom BC, tech 2 necro/blood 0, garth/bc->tech 2, make sk
sql: bc
tech: sk
that’s honestly not that bad. better than GPT, BB, Arg, Wisp.

P2T4

Starting hand: 3

Graveyard
Skeleton Javelineer
Summon Skeletons

Thoughts

Growth instead of Anarchy means that I can attack with Garth here, since there are no Monkeys to fear.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider


Get paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Graveyard - ($1)
Bone Collector and Skeleton trade with Gunpoint Taxman, Skeleton arrives
Garth maxbands, Bone Collector arrives from discard - ($0)
Garth hits Tech II down to 2, takes 1 damage
Discard 1, draw 1, reshuffle, draw 2


:psblueshield: Bone Collector 3/3+1A
:exhaust: Skeleton 1/1

Garth L7 3/3 (1 damage)

:heart: Graveyard HP: 3 (Bone Collector)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 3

Sacrifice the Weak
Crashbarrow
Shoddy Glider

Deck: 6

Thieving Imp
Crash Barrow
Shoddy Glider
Deteriorate
Pestering Haunt
Skeleton Javelineer

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
1 in Graveyard
3 in hand
6 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 9

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Blooming Elm
Bird’s Nest


STARTING HAND
Blooming Ancient
Entangling Vines
Nautical Dog (1/1)
Surprise Attack


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)


NextHand

Bombaster (2/2)
Surprise Attack
Mad Man (1/1)
Blooming Ancient


Discard

Gunpoint Taxman
Entangling Vines
Surprise Attack
Blooming Elm
Bird’s Nest


Tech 2 card(s)
Get Paid + float - ($9)
worker - ($8)
blooming ancient - ($4)
arg, wisp, 2 runes - ($2)
rook, rune - ($0)
rune to wisp

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: BA (4/6+A)++
  • :psfist: Elite: Arg (2/3)
  • :ps_: Scavenger: Wisp (1/2)+
  • :pschip: Technician: Rook, lvl 1, (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

not looking good. odds are pretty high for a tech 2 over there. ill just wall up best i can and force some trades.

P2T5

Starting hand: 3

Sacrifice the Weak
Crashbarrow
Shoddy Glider

Thoughts

Interesting hand. Glider killing the Wisp lets me use Sacrifice the Weak on the Ancient and the Skeleton, definitely want to do that. Bone Collector trades with Argagarg, Crashbarrow kills Rook and destroys Tech II. That’s all for 6 gold, with Garth still available to attack. Options for the remaining 3 gold:

  • 1g: Summon a Skeleton for Sacrifice the Weak, so my original Skeleton can attack / patrol.
  • 1g: Worker, but I’ll need to sacrifice a Skeleton to do it. Chances of drawing a card I want to keep are high, so I think I want to skip.
  • 1g: Replay Shoddy Glider. This can kill Argagarg instead of Bone Collector, letting it attack buildings or patrol, and stopping my Graveyard from collapsing this turn. If Collector patrols, I won’t be left with any Skeletons, unless I summon one, and don’t worker or attack with the original. Chance of drawing something I want to keep is pretty high.
  • 2g: Second hero. Zane could help Garth destroy Tech I or the Tower.
  • 2g: Replay Bone Collector. No extra offense, but it replaces the one that trades with Argagarg, giving me another Collector + Skeleton patrol to defend against Sharks.
  • 3g: Replay Crashbarrow. Expensive.

Given I don’t want to draw for a worker, and I want a Collector on patrol, I need to either replay a Collector from Graveyard, or replay Shoddy Glider to kill Argagarg. That leaves the following options:

  1. Replay Collector, summon Skeleton, two Skeletons and new Collector patrol. Garth might attack. One Skeleton can help Garth destroy the Tower instead of patrolling.
  2. Replay Shoddy Glider, summon Skeleton. Collector and original Skeleton patrol. Garth might attack. One Skeleton on patrol instead of two, but I spend one less gold. I’ve got less chance of using Skeletons to recover my hand size next turn, however.
  3. Replay Shoddy Glider, Zane. Collector patrols by himself, but I get to destroy Tech I.
  4. Replay Crashbarrow. First attack kills Argagarg and leaves Rook on 1, second attack destroys Tech I, Garth destroys Tech II. Collector patrols by himself. Same end state as option 3, except that I don’t also have a 2/1 Zane on the board.

Option 3 is tempting, but Sharks let codexnewb kill Garth while having my Graveyard collapse, Mad Man lets him also kill Zane and still worker. How much of a problem is Garth dying? The only card I need him for next turn is Deteriorate. I really need him to help recover my hand size, though. Option 1 it is, with both Skeletons patrolling just in case of Mad Man. Garth can still die to Sharks + Mad Man + Rambaster, fingers crossed I don’t see that.

Bloodlust should be fine for punching through to Ancients, if I can keep up the pressure.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust


Get paid - ($9)
Garth summons Skeleton #2 - ($8)
Shoddy Glider - ($7)
Shoddy Glider trades with Wisp, you get a gold
Sacrifice the Weak, Skeleton #2 dies, Blooming Ancient dies - ($5)
Bone Collector trades with Argagarg, levels fizzle, Skeleton #2 arrives
Bone Collector returns from Graveyard - ($3)
Crashbarrow - ($0)
Crashbarrow, trades with Rook, destroys Tech II, you draw, your base to 18
Garth hits Tech I down to 2, takes 1 damage
Skip worker!
Discard 0, draw 2


:psblueshield: Bone Collector 3/3+1A
:ps_: Skeleton #1 1/1
:exhaust: Skeleton #2 1/1

Garth L7 3/2 (2 damage)

:heart: Graveyard HP: 3 (Bone Collector, Crashbarrow, Shoddy Glider)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 2

Crashbarrow
Skeleton Javelineer

Deck: 4

Thieving Imp
Shoddy Glider
Deteriorate
Pestering Haunt

Discard: 3

Bloodlust
Bloodlust
Sacrifice the Weak

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
3 in Graveyard
2 in hand
4 in deck
3 in discard
4 in workers
Total: 18


Gold: 0
Workers: 9

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Artisan Mantis
Artisan Mantis


STARTING HAND
Blooming Ancient
Bombaster (2/2)
Surprise Attack
Mad Man (1/1)


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)


NextHand

Bloodrage Ogre
Makeshift Rambaster
Charge


Discard

Gunpoint Taxman
Entangling Vines
Surprise Attack
Blooming Elm
Bird’s Nest
BA
Mad Man (1/1)
Surprise Attack
Blooming Ancient
Artisan Mantis
Artisan Mantis


Tech 2 card(s)
Get Paid - ($9)
tech draw, scav gold - ($10)
zane - ($8)
surprise attack - ($3)
mad man, shark, kill BC, topple graveyard - ($2)
shark kills scav skeleton, you get a gold
bombaster - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Zane, lvl 1, (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hmm, hard choice here. i THINK that i need as much patrol as I can muster, while wiping that graveyard out.

do what i can to not give them cards.

teching in double mantis to deal with this blood tech 2.

if i can get garth out of here, i might get a max rook next turn.

P2T6

Starting hand: 2

Crashbarrow
Skeleton Javelineer

Thoughts

Phew, no hasted Red units.

3g for Crashbarrow, 1g for worker, Garth destroys Tech II if no one better’s available, everything else is icing. So I’ll draw a bunch see what I get. Teching Death Rites to see if I can get one off, and because it might be my best crowd control option if a ton of Wisps turn up. Also teching Kidnapping, in case I can’t kill of an Ancient via combat.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Death Rites, Kidnapping


Get paid + Scavenger - ($10)

Garth sacrifices Skeleton, I draw

Deteriorate

Thoughts

Meh. I’ll raise a Skeleton and try again.

Garth raises a Skeleton, sacrifices it, I draw - ($9)

Pestering Haunt

Thoughts

Meh. I’ll play Javelineer and try one more time.

Skeleton Javelineer, Garth sacrifices it, I draw - ($8)

Thieving Imp

Thoughts

Not as good as the Glider, but I can work with it. Worker + Imp + Haunt + Barrow for 7g, or I can swap the worker/Imp for Zane.

Crashbarrow - ($5)
Worker - ($4)
Captain Zane - ($2)
Crashbarrow trades with patrollers, you get a gold, my Zane hits level 3
Garth and Zane destroy Tech II, your base to 16, take 1 damage each
Midband Zane - ($1)
Discard 2, draw 1, reshuffle, draw 3


Garth L7 3/1 (3 damage)
Zane L4 3/3 (haste, shares patrol bonus on kill)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 4

Shoddy Glider
Bloodlust
Bloodlust
Sacrifice the Weak

Deck: 11

Graveyard
Bone Collector
Crashbarrow
Shoddy Glider
Bone Collector
Death Rites
Kidnapping
Skeleton Javelineer
Crashbarrow
Deteriorate
Thieving Imp

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
0 on board
4 in hand
11 in deck
0 in discard
5 in workers
Total: 20


Gold: 1
Workers: 10

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
T6: Pestering Haunt

[b]P1T7[/b]
Tech StartingHand Workers

TECH
Bird’s Nest
Chaos Mirror


STARTING HAND
Makeshift Rambaster
Charge
Bloodrage Ogre


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)


NextHand

Blooming Elm
Bird’s Nest


Tech 2 card(s)
Get Paid - ($9)
scav gold - ($10)
Worker - ($9)
arg, wisp - ($7)
brogre - ($5)
rambaster - ($3)
charge brogre - ($0)
rambaster and brogre break tech 2, your base to 18

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


Board Info:
In Patrol:

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

In Play:

  • BRO (3/2)
  • MSR (1/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

P2T7

Starting hand: 4

Shoddy Glider
Bloodlust
Bloodlust
Sacrifice the Weak

Thoughts

Getting another Tech II destruction here requires bringing in Drakk, but I’d have to get Garth and Zane killed first, and get Drakk to maxband while also playing double Bloodlust. Not going to happen. I’ll just kill what I can, and see if I can keep Garth alive for Death Rites.

Teched cards: 0

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Death Rites, Kidnapping


Get paid + float - ($11)
Rebuild Tech II
Maxband Zane, he shoves Wisp to Elite and kills it - ($9)
Zane kills Argagarg, levels fizzle, takes 2 damage
Sacrifice the Weak, Makeshift Rambaster dies - ($7)
Garth raises a Skeleton - ($6)
Heroes’ Hall - ($4)
Discard 3, draw 5


:psblueshield: Skeleton 1/1+1A
:exhaust: Garth L7 3/1 (3 damage)

Zane L6 4/2 (haste, shares patrol bonus on kill, 2 damage)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)
:heart: Heroes’ Hall HP: 4


Hand: 5

Bone Collector
Crashbarrow
Skeleton Javelineer
Crashbarrow
Deteriorate

Deck: 6

Graveyard
Shoddy Glider
Bone Collector
Death Rites
Kidnapping
Thieving Imp

Discard: 4

Sacrifice the Weak
Shoddy Glider
Bloodlust
Bloodlust

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
0 on board
5 in hand
6 in deck
4 in discard
5 in workers
Total: 20


Gold: 4
Workers: 10

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
T6: Pestering Haunt

[b]P1T8[/b]
Tech StartingHand Workers

TECH
Chaos Mirror
Detonate


STARTING HAND
Blooming Elm
Bird’s Nest


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Nautical Dog (1/1)


NextHand

BA
Chaos Mirror
Bird’s Nest
Surprise Attack


Discard

MSR (1/2)
Bird’s Nest
Blooming Elm
Chaos Mirror
Detonate


Tech 2 card(s)
Get Paid - ($9)
max rook - ($0)
bro kills skeleton, takes 1

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 8, (4/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • BRO (3/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

P2T8

Starting hand: 5

Bone Collector
Crashbarrow
Skeleton Javelineer
Crashbarrow
Deteriorate

Thoughts

Yikes. Double Crashbarrows to the rescue here, I don’t think I could have dealt with Rook otherwise. Midband Drakk + Crashbarrows kills Rook, and either kills Ogre or hits a building for 1. Not quite enough to destroy both Tech II and the Tower. Maxband Drakk + Javelineer + Crashbarrows loses the free levels, but the Javelineer can help Garth destroy the Tech II after Zane takes the Tower down. That leaves Drakk to defend on his own, but the Crashbarrow can overpower to kill the Ogre, so I think it’s worth it.

If the hero deaths start racking up by my next turn, I’ll think about teching in Resurrectors. If not, I might want Nether Drain / Wraith for dealing with Rook.

Teched cards: 0

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: Death Rites, Kidnapping


Get paid + float - ($14)
Drakk Ramhorn - ($12)
Maxband Drakk - ($7)
Skeleton Javelineer, Drakk gives it haste - ($6)
2 x Crashbarrow - ($0)
Crashbarrow #1 crumbles Rook, dies
Crashbarrow #2 kills Rook and Bloodrage Ogre, dies
Zane destroys Tower, your base to 14, takes 1 damage
Garth and Skeleton Javelineer destroy Tech II, your base to 12
Discard 2, draw 4


:psblueshield: Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1, first unit played from hand gets haste)

Garth L7 3/1 (3 damage)
Zane L6 4/1 (haste, shares patrol bonus on kill, 3 damage)
Skeleton Javelineer 1/1 (Drakk: frenzy 1; javelin rune, lose javelin to gain long range that turn)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)
:heart: Heroes’ Hall HP: 4


Hand: 4

Graveyard
Shoddy Glider
Death Rites
Thieving Imp

Deck: 2

Bone Collector
Kidnapping

Discard: 8

Sacrifice the Weak
Shoddy Glider
Bloodlust
Bloodlust
Crashbarrow
Crashbarrow
Bone Collector
Deteriorate

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
1 on board
4 in hand
2 in deck
8 in discard
5 in workers
Total: 20


Gold: 0
Workers: 10

5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Summon Skeletons
T6: Pestering Haunt