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:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Crypt Crawler 3/3 (sparkshot)
-
Lookout:
In Play:
- Grave L3 3/3 (sparkshot, readiness, 1 damage)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Having to worker Graveyard is pretty annoying.
Deteriorate lets me clear the patrol with my 1/1, then Level Grave and destroy Dreamfireās 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:
-
Squad Leader: Porkhand Magistrate (2/3A)
-
Elite: Bluecoat Musketeer (2/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
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:
-
Squad Leader: Crypt Crawler 3/3+1A (sparkshot)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Grave L7 4/5 (sparkshot, readiness)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroesā Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Iād 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 canāt afford to send something to die in combat, so the best I can do is use Graveās sword on something. I want Onimaru still on the board to stop Garth arriving, so I suppose Iām 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:
-
Squad Leader:
-
Elite: Brave Knight (4/3)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
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 woās 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:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Plague Spitter 3/3 (anti-air, deals damage in - runes)
-
Lookout: Grave L7 4/5 (sparkshot, readiness)
In Play:
- Pestering Haunt 1/1 (unstoppable)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Heroesā Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Trying something different here, if I can make the Censorship Council stick then Flagstone Garrison canāt do much good. Iāve 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:
-
Squad Leader: Brave Knight (5/1A), ++
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Overeager Cadet (2/2)
-
Lookout: Overeager Cadet (2/2)
In Play:
- Garth lvl 7 (3/4)
- Drill Sergeant (3/3)
- Bluecoat Musketeer (1/2)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Donāt need to worry about Judgment Day yet, so letās go bananas! Iām skipping a worker just because I donāt want to give up either of the cards in my hand, and I donāt 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:
-
Squad Leader: Bigby L1 2/3+1A
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp 2/2
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
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:
-
Squad Leader:
-
Elite:
-
Scavenger: Midori lvl 5 (3/4)
-
Technician: Traffic Director (1/1)
-
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:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I donāt really mind losing Death Rites, and Iām 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 donāt think thereās too much to be afraid of, though.
I also donāt mind going down on cards, since with Garth around Iām 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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