Turn edited, should be good now. This is a lot worse for me, ouch…
Idk definitely messes with my plans lol
Game 2 Player 1, Turn 5
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Hooded Executioner
Skeletal Archery
Sacrifice the Weak
Shadow Blade
Meta (techn)
Events of Turn:
Upkeep:
- Get Gold (8)
- draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Fairie Dragon, Nether Drain
Metamorphosis, Lich’s Bargain
Tiny Basilisk, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Pestering Haunt hits tech 2 to 4
- Hero’s Hall (6)
- Hooded Executioner (4)
- Garth (2)
- Skeleton (1)
- Worker (0)
Workers
Skeletal Archery, Summon Skeletons, Graveyard, Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 4 rs draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Hooded Executioner (3/3+1armor)
- Elite:
- Scavenger:
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Garth (1/3 lvl 1)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Dark Pact
Skeleton Javelineer
Lich’s Bargain
Deteriorate
Fairie Dragon
End of Turn Discard
My Thoughts
That’s a bit of a bummer but oh well, we’ll get garth and a skeleton out here, grab a HH, put Hoodie out here, grab Fairie Dragon to maybe make hoodie a dive bomber, and a nether drain to see if we can’t recharge Vandy
I think you’re ahead, but at least this game is looking a lot closer
P2T6
Tech StartingHand Workers
TECH
Entangling Vines
Surprise Attack
STARTING HAND
Bombaster (2/2)
Blooming Ancient
Makeshift Rambaster
Surprise Attack
WORKERS
Bloodburn
Scorch
Nautical Dog
Careless Musketeer
NextHand
Bird’s Nest
Charge
Mad Man
Surprise Attack
Blooming Ancient
Tech 2 card(s)
Get Paid - ($9)
Blooming Ancient - ($5)
Arg, BM+2 - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Wisp, 2 runes (2/3a)
- Elite:
- Scavenger: Arg, lvl 1 (1/3)
- Technician:
- Lookout:
In Play:
- Blooming Ancient (2/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Growth)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thankfully I planned a backup to meta though XD
Game 2 Player 1, Turn 6
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Dark Pact
Skeleton Javelineer
Lich’s Bargain
Deteriorate
Fairie Dragon
Thieving Imp + Tiny Basilisk (DP)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Potent Basilisk, Wandering Mimic
Fairie Dragon, Nether Drain
Metamorphosis, Lich’s Bargain
Tiny Basilisk, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Vandy (7)
- Dark Pact, base to 16 draw 2
- Fairie Dragon, put a rune on BA (3)
- Deteriorate BA, it dies
- Lich’s Bargain, base to 12, workers to 8, I get a horde (1)
- Make a skeleton (0)
Workers
Skeletal Archery, Summon Skeletons, Graveyard, Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 4 rs draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Hooded Executioner (3/3+1armor)
- Elite: Skeleton (1/1)
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout: Zombie (2/2)
In Play:
- Garth (1/3 lvl 1)
- Vandy (2/3 lvl 1)
- Fairie Dragon (4/2)
- Horror (3/3)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Sacrifice the Weak
Metamorphosis
Nether Drain
Shadow Blade
Dark Pact
End of Turn Discard
My Thoughts
Behold black power! Dark Pact and Lich’s Bargain and Deteriorate + Feather rune, this is just rude lol. I should be able to run things over next turn, and I’m safe to even like Zane + Sharks + mad man
Yikes, this looks really bad… Hope I can hold for 1 more turn.
P2T7
Tech StartingHand Workers
TECH
Thunderclap
Thunderclap
STARTING HAND
Charge
Surprise Attack
Bird’s Nest
Mad Man
Blooming Ancient
WORKERS
Bloodburn
Scorch
Nautical Dog
Careless Musketeer
NextHand
Surprise Attack
Makeshift Rambaster
Gunpoint Taxman (3/3)
Bloodrage Ogre (3/2)
Bombaster (2/2)
Discard
Blooming Ancient (2/4)
Charge
Blooming Ancient
Surprise Attack
Mad Man
Thunderclap
Thunderclap
Tech 2 card(s)
Get Paid - ($9)
Rook - ($7)
Bird’s Nest, 2 birds - ($5)
Arg to level 3 - ($3)
Charge a bird, tap Arg ro give +1 - ($0)
Bird kills Vandy, Arg maxbands
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Elemental (3/3a)
- Elite: Wisp, 2 runes (3/3)
- Scavenger: Rook lvl 1 (2/4)
- Technician: Bird
- Lookout:
In Play:
- Arg, lvl 5 (1/5)
- Bird’s Nest
- Bird
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Growth)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 7
Gold:
- Gold: 0
- Workers: 9
Yep I think this’ll probably lock you out
Game 2 Player 1, Turn 7
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Sacrifice the Weak
Metamorphosis
Nether Drain
Shadow Blade
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Wandering Mimic, Moment’s Peace
Potent Basilisk, Wandering Mimic
Fairie Dragon, Nether Drain
Metamorphosis, Lich’s Bargain
Tiny Basilisk, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Nether Drain, Rook gives levels to Garth (7)
- Make a skeleton (6)
- Sacrifice the Weak, fresh skeleton and backline bird die (4)
- Hoodie and skeleton trade with SQL
- Zombie and Skeleton trade with wisp
- Fairie Dragon kills Rook, takes 1 from tower, you get 1g, nest drops, Garth to level 5
- Maxband Garth, fetch a wandering Mimic (2)
- Garth and skeleton break your tower, your base to 18, skeleton dies Garth takes 1
- Horror and Haunt break your tech2, your base to 16, hurray for 1-hero limits I don’t want Zane causing a fuss
- Midori (0)
Workers
Skeletal Archery, Summon Skeletons, Graveyard, Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 4 rs draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Midori (2/3+1armor lvl 1)
- Elite:
- Scavenger: Wandering Mimic (4/4 flying)
- Technician:
- Lookout:
In Play:
- Garth (3/3 lvl 7)
- Fairie Dragon (4/1)
- Horror (3/3)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 7
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Skeleton Javelineer
Potent Basilisk
Deteriorate
Wandering Mimic
Thieving Imp
End of Turn Discard
My Thoughts
LB too stronk, I can full clear nicely
I can probably drag this out a bit more, but that should be it. GGWP! I think I underestimated how much Balance can do against Growth, but I feel like I know what I need to do to win now. Let me know if you want to play again and feel free to start if you do.
I’m game to play another, either this deck or the other one you wanted practice against. What was it?
Actually this is the only one I have left to play against But if you want, I’m up for playing anything else against anything really
@FrozenStorm alright here we go again! GL HF!
P1T1
StartingHand Workers
STARTING HAND
Nautical Dog
Makeshift Rambaster
Pillage
Mad Man
Charge
WORKERS
Pillage
NextHand
Bloodrage Ogre
Scorch
Bombaster
Careless Musketeer
Bloodburn
Discard
Makeshift Rambaster
Mad Man
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Nautical Dog (1/1)
- Technician:
- Lookout:
In Play:
- Rook, lvl 1 (2/4)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
I have to eat my words earlier in saying that whoever chose Balance here did the right thing over choosing Finesse; Balance gives exactly what’s needed to thwart Miracle Grow. It was a smart choice
Game 3 Player 2, Turn 1
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator
Thieving Imp
Graveyard
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Thieving Imp, discard #3 of 5 (2)
- Worker (1)
Workers
Poisonblade Rogue
- Patrol as below
- Discard 3 draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Thieving Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Skeletal Archery
Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Jandra, the Negator
End of Turn Discard
My Thoughts
Imp’s solid, nothing is safe here, that’s okay.
I agree that it’s probably better against Miracle Grow, however I think it’s still worse against the other 2 decks that are participating.
P1T2
Tech StartingHand Workers
TECH
Gunpoint Taxman
Bird’s Nest
STARTING HAND
Bombaster
Bloodrage Ogre
Bloodburn
Careless Musketeer
Scorch
WORKERS
Pillage
Bloodburn
NextHand
Gunpoint Taxman
Nautical Dog (1/1)
Mad Man
Scorch
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook and Dog kill Imp, sad Dog dies
Tech 1 - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Bloodrage Ogre (3/2)
- Lookout:
In Play:
- Rook, lvl 1 (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Sure, perhaps, but they aren’t real threats as decks anyways XD
Game 3 Player 2, Turn 2
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Skeletal Archery
Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Jandra, the Negator
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Lich’s Bargain x2
Main:
- Jandra, the Negator (4)
- Tech 1 (2)
- Worker (1)
Workers
Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 3 rs draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Jandra, the Negator (3/3+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Deteriorate
Skeleton Javelineer
Graveyard
Summon Skeletons
Pestering Haunt
End of Turn Discard
My Thoughts
ehhhhh this is less good, Jandra is what I want to worker and also what I want to patrol SQL. I’ll tech LBx2 and just try to keep away
…
Ooof, whiffed, that’s bad
P1T3
Tech StartingHand Workers
TECH
Surprise Attack
Disguised Monkey
STARTING HAND
Mad Man
Gunpoint Taxman
Nautical Dog (1/1)
Scorch
WORKERS
Pillage
Bloodburn
Scorch
NextHand
Makeshift Rambaster
Bombaster
Careless Musketeer
Discard
Mad Man
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Surprise Attack
Disguised Monkey
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mad Man crashes into Jandra and takes her armor - ($4)
BROgre trades with Jandra
Rook deals 2 to your tech 1
Gunpoint Taxman - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- Lookout:
In Play:
- Rook, lvl 1 (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 5
Gold:
- Gold: 2
- Workers: 7
This is a weird game so far lol
Game 3 Player 2, Turn 3
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Deteriorate
Skeleton Javelineer
Graveyard
Summon Skeletons
Pestering Haunt
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Fairie Dragon
Lich’s Bargain x2
Main:
- Skeleton Javelineer (7)
- Graveyard (5)
- Worker (4)
- Tech 2 Balance (0)
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 2 draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 3
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1)
- Lookout:
In Play:
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Sacrifice the Weak
Lich’s Bargain
Thieving Imp
Lich’s Bargain
End of Turn Discard
My Thoughts
So I guess I just want to spend all my gold and present as many non-hero targets as possible. Garth + LBx2 + Skele + worker next turn? Seems good
EDIT: Rook is 2/1
Yeah, seems like you got unlucky with your first techs…
P1T4
Tech StartingHand Workers
TECH
Disguised Monkey
Chameleon Lizzo
STARTING HAND
Careless Musketeer
Makeshift Rambaster
Bombaster
WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
NextHand
Charge
Disguised Monkey
Disguised Monkey
Bird’s Nest
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 - Anarchy - ($4)
Rook kills Technician, you draw
GPT destroys GY
Float ($4)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rook, lvl 1 (2/1)
- Gunpoint Taxman (3/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 4
- Workers: 8
That’s a lot of float… Indeed as you can see, I did whiff my t3 draw, which is always bad news
Game 3 Player 2, Turn 4
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Sacrifice the Weak
Lich’s Bargain
Thieving Imp
Lich’s Bargain
Fairie Dragon (rs techn, damn not very useful right this minute)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Potent Basilisk, Moment’s Peace
Nether Drain, Fairie Dragon
Lich’s Bargain x2
Main:
- Garth (6)
- Lich’s Bargain x2, base to 12, bigtime horde arrives (2)
- Make a skeleton (1)
- Worker (0)
Workers
Thieving Imp, Summon Skeletons, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 2 draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 3
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Horror (3/3+1armor)
- Elite: Zombie (2+1/2)
- Scavenger: Skeleton (1/1)
- Technician: Zombie (2/2)
- Lookout: Skeleton (1/1)
In Play:
- Garth (1/3 lvl 1)
- Skeleton (1/1)
- Horror (3/3)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 8
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Nether Drain
Deteriorate
Pestering Haunt
Jandra, the Negator
End of Turn Discard
My Thoughts
Ooof I kinda didn’t want Fairie Dragon in that rs… not sure why I patrolled techn actually. Jandra or Haunt would have been the only really desirable rs draws, so maybe elite would have been better… Okay, well, I suppose LBx2 is the play? Hope I can swing back hard enough to make a difference?
That’s a lot of horde lol…
P1T5
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Bird’s Nest
Charge
Disguised Monkey
Disguised Monkey
WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer
Bird’s Nest
NextHand
Bombaster
Mad Man
Chameleon Lizzo
Discard
Disguised Monkey
Charge
Pirate Gunship
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Disguised Monkey - ($9)
Arg - ($7)
Monkey kills Garth, takes 1, Arg to level 3
Arg Maxbands - ($5)
Tower - ($2)
Disguised Monkey, trades with back Horror - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Elemental (3/3)
- Elite: Arg, lvl 5 (2/5)
- Scavenger: Gunpoint Taxman (3/3)
- Technician: Rook, lvl 1 (2/1)
- Lookout: Wisp (0/1)
In Play:
- Disguised Monkey (3/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
uhhhh are you not patrolling anything?
Sorry, I just noticed after posting that I forgot patrol on the spreadsheet (I did it on TTS and forgot to update)