[Casual] charnel_mouse [Disease]/Discipline/Law vs. Dreamfire [Balance]/Truth/Present, [Truth]/Balance/Necromancy, [Peace]/Balance/Necromancy

P1T3


Tech StartingHand Workers

TECH
Plague Spitter
True Power of Storms


STARTING HAND
Deteriorate
Crypt Crawler
Graveyard
Sacrifice the Weak


WORKERS
Skeletal Archery
Jandra, the Negator
Graveyard


NextHand

Thieving Imp
Reversal
Summon Skeletons


Discard

Deteriorate
Skeleton Javelineer
Pestering Haunt
Poisonblade Rogue
Sacrifice the Weak
Plague Spitter
True Power of Storms


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Deteriorate, Building Inspector dies, you draw - ($4)
Crypt Crawler - ($2)
Pestering Haunt and Skeleton Javelineer trade with Traffic Director
Midband Grave - ($0)
Grave and Poisonblade Rogue destroy your Tech I, your base to 16, Rogue dies

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crypt Crawler 3/3 (sparkshot)
  • :target: Lookout:

In Play:

  • Grave L3 3/3 (sparkshot, readiness, 1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Having to worker Graveyard is pretty annoying.

Deteriorate lets me clear the patrol with my 1/1, then Level Grave and destroy Dreamfireā€™s Tech I, at the expense of only having Grave left alive. That seems like a pretty good trade against a Blue starter, and I can let Grave and the Crawler bully anything that comes out.

Putting the Crypt Crawler in Technician risks it being Arrested, but gets me a card if it gets hit with Sacrifice the Weak.

P2T3


Tech StartingHand Workers

TECH
Doom Grasp
Overeager Cadet


STARTING HAND
Lawful Search
Porkhand Magistrate
Overeager Cadet
Bluecoat Musketeer
Arrest


WORKERS
Spectral Aven
Jail
Lawful Search


NextHand

Brave Knight
Manufactured Truth
Reputable Newsman
Arrest


Tech 2 card(s)
Get Paid + float - ($8)
Technician draw.
Rebuild tech 1.
Worker - ($7)
Oni - ($5)
Porkhand Magistrate - ($2)
Bluecoat Musketeer - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Porkhand Magistrate (2/3A)
  • :psfist: Elite: Bluecoat Musketeer (2/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Onimaru lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Martial Mastery
Sickness


STARTING HAND
Summon Skeletons
Reversal
Thieving Imp


WORKERS
Skeletal Archery
Jandra, the Negator
Graveyard
Summon Skeletons


NextHand

Skeleton Javelineer
Sacrifice the Weak
Plague Spitter
Pestering Haunt


Tech 2 card(s)
Get Paid - ($7)
Heroesā€™ Hall - ($5)
Worker - ($4)
Maxband Grave - ($0)
Grave Sword Slashes Porkhand Magistrate

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crypt Crawler 3/3+1A (sparkshot)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave L7 4/5 (sparkshot, readiness)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Iā€™d like to just take the opportunity to get Tech II first here, but that leaves me with 2 gold and a hand full of 3-cost cards, so I have to be a bit more aggressive here. On the other hand, I canā€™t afford to send something to die in combat, so the best I can do is use Graveā€™s sword on something. I want Onimaru still on the board to stop Garth arriving, so I suppose Iā€™m killing the Porkhand.

P2T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Drill Sergeant


STARTING HAND
Manufactured Truth
Reputable Newsman
Brave Knight
Arrest


WORKERS
Spectral Aven
Jail
Lawful Search
Manufactured Truth


NextHand

Overeager Cadet
Traffic Director
Overeager Cadet
Building Inspector


Discard

Porkhand Magistrate
Arrest
Reputable Newsman
Flagstone Garrison
Drill Sergeant


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bluecoat pings the armor off Crypt Crawler from long range.
Oni trades with Crypt Crawler, levels fizzle.
Brave Knight - ($4)
Tech 2 (Peace) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Brave Knight (4/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bluecoat Musketeer (1/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

This seems as good a time as any to tech up. With me drawing into a couple of Cadets, I can play the ones I draw next turn while spending most of my gold next turn on either Garth + Doom Grasp, maxband Garth fetching a Drill Sergeant, or Midbandori.
Trading Oni away to deny free lvls to Orpal woā€™s likely to drop next. Brave Knight on elite with Bluecoat in the backline should take some non-negligible resources to get through.

P1T5


Tech StartingHand Workers

TECH
Censorship Council
Insurance Agent


STARTING HAND
Skeleton Javelineer
Plague Spitter
Pestering Haunt
Sacrifice the Weak


WORKERS
Skeletal Archery
Jandra, the Negator
Graveyard
Summon Skeletons
Skeleton Javelineer


NextHand

Poisonblade Rogue
Thieving Imp
Martial Mastery


Discard

Crypt Crawler
Sacrifice the Weak
Censorship Council
Insurance Agent


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Law - ($3)
Pestering Haunt
Plague Spitter - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Plague Spitter 3/3 (anti-air, deals damage in - runes)
  • :target: Lookout: Grave L7 4/5 (sparkshot, readiness)

In Play:

  • Pestering Haunt 1/1 (unstoppable)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Trying something different here, if I can make the Censorship Council stick then Flagstone Garrison canā€™t do much good. Iā€™ve got a lot of turns to whether before that happens, though. Probably teching in a Juggernaut or two next turn to go for the base kill, hopefully I can get TPoS to fire before Grave gets Doom Grasped.

P2T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Death Rites


STARTING HAND
Overeager Cadet
Building Inspector
Overeager Cadet
Traffic Director


WORKERS
Spectral Aven
Jail
Lawful Search
Manufactured Truth


NextHand

Arrest
Doom Grasp
Traffic Director
Death Rites


Tech 2 card(s)
Get Paid - ($9)
Skip worker
Garth, to maxband, fetch Drill Sergeant from discard - ($1)
Overeager Cadet X2, Sergeant gains 2 runes.
Move 2 runes to Brave Knight.
Brave Knight readily kills Grave, levels fizzle.
Bluecoat Musketeer pings Plague Spitter from long range.
Garth makes a skeleton - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (5/1A), ++
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Overeager Cadet (2/2)

In Play:

  • Garth lvl 7 (3/4)
  • Drill Sergeant (3/3)
  • Bluecoat Musketeer (1/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Donā€™t need to worry about Judgment Day yet, so letā€™s go bananas! Iā€™m skipping a worker just because I donā€™t want to give up either of the cards in my hand, and I donā€™t mind teching extra cards for now.

P1T6


Tech StartingHand Workers

TECH
Justice Juggernaut
Judgment Day


STARTING HAND
Martial Mastery
Thieving Imp
Poisonblade Rogue


WORKERS
Skeletal Archery
Jandra, the Negator
Graveyard
Summon Skeletons
Skeleton Javelineer
Poisonblade Rogue


NextHand

Sickness
Deteriorate
Martial Mastery


Discard

Crypt Crawler
Sacrifice the Weak
Censorship Council
Insurance Agent
Plague Spitter
Pestering Haunt
Justice Juggernaut
Judgment Day


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tower, my base to 18 - ($5)
Bigby Hayes - ($3)
Thieving Imp, you discard card #4 of 4 - ($0)
Stash
Plague Spitter trades with Brave Knight, it returns to your hand
Pestering Haunt suicides into Garth for 1 damage

Float ($0)
Stash 1, Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bigby L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp 2/2
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

P2T6


Tech StartingHand Workers

TECH
Drill Sergeant
Bone Collector


STARTING HAND
Doom Grasp
Arrest
Traffic Director
Death Rites


WORKERS
Spectral Aven
Jail
Lawful Search
Manufactured Truth
Doom Grasp


NextHand

Reputable Newsman
Porkhand Magistrate
Building Inspector


Discard

Death Rites
Arrest
Drill Sergeant
Bone Collector


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Midori - ($6)
Traffic Director, Sergeant gains a rune - ($5)
Brave Knight, Sergeant gains 2nd rune - ($2)
Move 2 runes to a Cadet.
Big Cadet kills Bigby, Midori to lvl 3.
Midori to midband, buffs Cadets and skeleton - ($0)
Skeleton trades with Imp, you draw.
Small Cadet and Bluecoat Musketeer break tower, your base to 16.
Garth and Drill Sergeant break tech 2, your base to 14.

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Midori lvl 5 (3/4)
  • :pschip: Technician: Traffic Director (1/1)
  • :target: Lookout: Brave Knight (3/3)

In Play:

  • Garth lvl 7 (3/3)
  • Drill Sergeant (3/3)
  • Bluecoat Musketeer (1/1)
  • Overeager Cadet (5/2), ++
  • Overeager Cadet (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I donā€™t really mind losing Death Rites, and Iā€™m happy (though surprised) to get the kill and Bigby and another turn free of Judgment Day. I guess charnel_mouse is planning a big Orpal play? I donā€™t think thereā€™s too much to be afraid of, though.
I also donā€™t mind going down on cards, since with Garth around Iā€™m guaranteed to draw a Garrison next turn.

GG, turns out deciding to do early pressure after several turns of teching and workering your Graveyard is a bad idea.

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