STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Bloodburn
Pillage
Bombaster
WORKERS
Careless Musketeer
Bloodrage Ogre
NextHand
Detonate
Bombaster
Detonate
Scorch
Tech 2 card(s)
Get Paid, discard randomly - ($5)
Maxband Zane, move sql to scavenger - ($0)
kill scavenger, we both get gold - ($1)
Pillage, you base to 17, i steal your gold
Worker - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog(1/1) frenzy
Technician:
Lookout:
In Play:
L6 Zane(4/2) copies patroller effects
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
discard was number 5 - bloodburn
tech cards: the clear choice for them is to get weenies out to block sharks with numbers so imma do something different
WTF O.o I’ve never seen anyone use that card lol! this will be an interesting game
P2T3
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Jandra, the Negator
Deteriorate
WORKERS
Jandra, the Negator
NextHand
Thieving Imp (2/2)
Poisonblade Rogue
Graveyard
Discard
Deteriorate
Bone Collector
Bone Collector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Heroes Hall - ($1)
Skeleton trades with Zane, Vandy to level 3
Vandy, Javelineer and PH attack your base for 5 damage, down to 15
and now… tech race! other option was base race but I think this has higher chance of working
if they have particular cards they can defo get my tech 1 though hopefully they have to commit to do it and chose not to commit so hard cos of Zane and sharks threat
draw wasn’t the other marauder, good; discard was the marauder already in hand, great. Worst case they have 2 dark pacts in hand, gives them about a 3/4 chance of drawing one of 2 metamorphosi from 10 cards; that is too high; i have to build a tower instead of a tech 2 chance of them having dark pacts in decently high because i havw seen no teched cards and I know they teched vandy spells
Dark Pact
Metamorphosis
Dark Pact
Hooded Executioner
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Dark Pact, draw 2, base to 15
Thieving Imp + Skeleton trade with Bomber, my base to 14
Metamorphosis - ($0)
Garth kills GT, takes 4
Vandy attack your base for 6 (down to 9), takes 1 from tower
There is no way hooded executioner could have been in your discard: your dark pact draw reshuffled and you had to tech before you did any drqwing this turn; the fact that there was no way Garth could use his maxband was one of the few consolations i had as I feared an incoming Meta also if you teched after you dark pacted you had a higher chance of drawing meta as there should have been two extra not-Meta cards in your draw
Tech 2 card(s)
Get Paid - ($9)
Tech 2 Anarchy - ($5)
Lobber - ($4)
Jaina and Lobber kill Orpal, lvls to Jaina
Nautical Dog - ($3)
Charge Nautical dog into Garth (tower detects) - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Jaina(2/2) (-)
Lobber(1/1) (-)
Buildings:
Base HP: 9
Tech I HP: 5
Tech 2 5HP Anarchy
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 5
Gold:
Gold: 1
Workers: 9
Thoughts
my wish came through! a quieter turn lets me tech up; now we can start being scary with cards instead of just heroes (having said that i have few cards in hand but hopefully can have one turn of scary heroes and don’t need to worker much more so hand should recover) also Lizzos don’t mind a small hand
STARTING HAND
Bone Collector
Bone Collector
Soul Stone
Dark Pact
Shadow Blade
Hooded Executioner
WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Deteriorate
NextHand
Thieving Imp (2/2)
Dark Pact
Death Rites
Discard
Dark Pact
Doom Grasp
Nether Drain
Shadow Blade
Tech 2 card(s)
Get Paid + float - ($10)
No Worker
Vandy - ($8)
PH kills Lobber, goes to GY
Bone Collector - ($6)
Bone Collector - ($4)
Soul Stone BC - ($2)
Dark Pact, my base to 12
Hooded Executioner - ($0)
Tap GY to bring back PH