STARTING HAND
Bombaster
Careless Musketeer
Charge
Bloodburn
Makeshift Rambaster
WORKERS
Pillage
Bloodburn
NextHand
Bombaster (3/2)
Careless Musketeer
Bloodrage Ogre
Mad Man
Now
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
expensive Tower - ($0)
Nautical Dog runs into Janda for armor and 1 damage.
Float ($0)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: L1 Drak 1/3
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
hmmm, unfortunate opening hand for him to drop against me. need to mid drak for him to survive and me not to make unnecessary trades.
teching double NOW to maximize draw. need a l;ucky hand here. will go down on cards to gain board position. AND need to kill Vandy so he cant recover cards too easily with Dark pact.
It’s temping to trade Jandra to get free levels for Vandy, but I feel like I’m being baited into it… and while it would be a slightly favorable trade for me in terms of gold value, it would give away a card draw. Moreover, the fact that he built a tower rather than a Tech I or Heroes Hall suggests he’s teching spells for a specific hero… and probably not for Drakk since I’m being invited to trade, I’m guessing? So, I’ll hold Jandra on defense. I’m tempted to tech 2x Dark Pact to recover hand size, but that would reduce the chances of being able to play my early game power cards next turn, so I’ll hold off and tech buffs for Jandra. Worst case scenario, I can spend some gold to cheat out a Dark Pact with Vandy’s midband.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Mythmaking - ($4)
Soul Stone: Jandra - ($2)
Jandra kills Drakk and Ogre, you draw 1
Vandy and Haunt kill Tower, your base to 18 HP
Replay Haunt from Graveyard
Heroes Hall - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Mythmaking
Graveyard (3)
Jandra, the Negator (6/3) Overpower {Soul Stone} [3 dmg]
I’m a bit hesitant about leaving my patrol zone empty, but the chance to clear that annoying Tower is too tempting to pass up. Building a Heroes Hall to expand my defensive options on future turns.
STARTING HAND
Skeletal Archery
Deteriorate
Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Skeleton Javelineer
Thieving Imp
Deteriorate
Galina Glimmer
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Garus Rook - ($0)
Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Garus Rook (2/4A)
Elite:
Scavenger:
Technician: Jandra, the Negator (3/3) Overpower
Lookout:
In Play:
Pestering Haunt (1/1) Unstoppable
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Hmm… an awkward situation. I’m tempted to have Jandra kill the Bombaster and Vandy Deteriorate the Madman, but a Drakk/Charge/Ogre combo could kill Vandy even with a point of armor. I guess I’ll play Rook defensively to protect Jandra. I won’t tech Soul Stone because Rook might survive, leaving me unable to play it, so I’ll go with Galina as my second card.
STARTING HAND
Nautical Dog
Bloodburn
Pillage
Careless Musketeer
WORKERS
Scorch
Bloodburn
NextHand
Careless Musketeer
Mad Man (1/1)
Bloodrage Ogre
Bombaster (2/2)
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
mid drak - ($1)
bombaster and mad man trade with rook
free lvls to drak, drak maxbands
nautical dog, gains haste - ($0)
dog trades with jandra, who exploding and destroying your non demon haunt.
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L6 Drak, (3/4)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
hmmm, i expected him to be more aggressive, but that worked out nicely. teching in double war drums to gain a lead here.
Welp, I’m thorougly on the defensive now. I wish I had teched Boulder last turn instead of Galina. It’s a long shot, but I’ll see if 2 patrollers is enough to make Galina stick.
STARTING HAND
Bloodrage Ogre
Bombaster (2/2)
Careless Musketeer
Mad Man (1/1)
WORKERS
Scorch
Bloodburn
Careless Musketeer
NextHand
war drums
war drums
Discard
Bombaster (2/2)
Mad Man (1/1)
argo
argo
Tech 2 card(s)
Get Paid - ($7)
discard #4
Worker - ($6)
Bro, hasted - ($4)
Mad Man - ($3)
hero’s hall - ($0)
Drak Kill Theiving Imp
Bro kill Skeleton
Mad Man trade with Glimmer
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L6 Drak, (3/2)
Bro 3/1
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 4
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
despite the offensive stride im in, this still sint looking good. need to bring the hurt next turn with hopefully nautical dog andmakeshift rambaster. ill need lucky draws to make this work.
hero’s hall will be good though. can at least try to flicker something.
Jandra, the Negator (6/3) Overpower {Soul Stone} [3 dmg]
Pestering Haunt (1/3) Unstoppable, doomed
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
That wasn’t nearly as bad as I’d feared; maybe the Imp’s discard helped me? Teching Pacts to recover hand size, even though it means Vandy won’t be able to fetch them… mainly because I’m not sure what else to tech without my Tech II up. Hopefully I’ll draw one or both for my next hand (not very likely).
Pestering Haunt
Sacrifice the Weak
Morningstar Pass
Jefferson DeGrey, Ghostly Diplomat
Tech 2 card(s)
Get Paid + float - ($8)
Haunt dies
Graveyard - ($6)
Jandra kills Midori and Dog, you draw 1
Thieving Imp, discard #4 of 4 - ($3)
Vandy and Boulder break Tech II, your base to 18 HP
Float ($3)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Mythmaking
Graveyard (3)
L5 Vandy Anadrose (4/5) Sparkshot, Resist 1
Jandra, the Negator (6/1) Overpower {Soul Stone} [5 dmg]
Ardra’s Boulder (2/8)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 4
Gold:
Gold: 3
Workers: 7
Thoughts
I can now tech Tech II cards even without building a Tech II building because of my fat deck. If possible, I want to keep Potent Basilisk from being played.