Tech 2 card(s)
Get Paid + float - ($10)
Technician draw
Worker - ($9)
Argagarg Garg, Wisp arrives - ($7)
Captain Zane - ($5)
Nautical Dog - ($4)
Charge, Dog gets haste and +1 attack - ($2)
Nautical Dog and Zane trade with Vandy, Argagarg hits level 3 (midband)
Maxband Argargarg, Water Elemental arrives - ($0)
Float ($0)
Discard 0, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Water Elemental 3/3+1A (anti-air)
Elite:
Scavenger: Wisp 0/1
Technician: Argagarg L5 1/5
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 2
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Mmph, couldāve done without that. I could kill Vandy this turn if I trade Zane and a Charged Dog into her, for 5 gold. Thatās going to leave me down on cards again, though. However, I can then afford to worker, and get out Argagarg to be maxbanded. Thatās compared to just hitting the base with Zane and ending my turn with 2 cards instead of none. Given I havenāt seen any Fencers yet, I think Metamorphosis is pretty likely, so I think itās worth the card loss. Might as well see if I can pull off a Stampede, given how much Iāve taken off of Jamesās base already.
ā¦ Lucky draw on MoLaC, hope James hasnāt drawn back into that Imp.
EDIT: Oh, he might also be going for Terras Q + Discord. Going to need to urgently tech Polymorph Chaos Mirror next turn.
Skeletal Archery
Graveyard
Blackhand Dozer
Metamorphosis
Sacrifice the Weak
Discard
Skeleton Javelineer (1/1)
Thieving Imp (2/2A)
Bone Collector
Blackhand Dozer
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth - ($6)
Max Garth - ($0)
Ressurect a Voidblocker from my discard
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Voidblocker (2/6A) Exhausts a second unit or hero when attacked
Elite:
Scavenger:
Technician: Garth Torken L7 (3/4)
Lookout:
In Play:
*
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Oh dear, those metamoprhoses seem like a bad investment now. My goals now: Tech III to win I guess. Threats: Stampede, MoLaC. Options this turn: Tech III and three cards to defend. Not worth it, as no way Iāll draw into it. Defence in its various forms: dump my hand on him, or Garth and ressurect something I tech (Either a Dozer or a Voidblocker). I like the latter better as it means a good draw next turn, and closes down both Stampede and MoLaC a lot. Tech up next turn, destroy his heroes or MoLaC with Zarramonde, win.
Tech 2 card(s)
Get Paid - ($9)
Skip worker!
Might of Leaf and Claw - ($5)
Surplus - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Water Elemental 3/3 (anti-air)
Elite:
Scavenger: Wisp 0/1
Technician: Argagarg L5 1/5
Lookout:
In Play:
Might of Leaf and Claw
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Surplus HP: 4
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
Chaos Mirror in case of Terras Q / Zarramonde, Giant Panda for more bodies, and more card-efficient bodies while I get my hand size back up. Skipping a worker to get up a surplus, Iād rather take the time to set up activating MoLaC while thereās nothing with obliterate on Jamesās board.
Tech 2 card(s)
Get Paid - ($10)
Tech III - ($5)
Blackhand Dozer - ($1)
Garth summons a skeleton - ($0)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Voidblocker (2/6) Exhausts a second unit or hero when attacked
Elite:
Scavenger:
Technician: Blackhand Dozer (7/6) - Dies, active player destroys a lowest tech unit of mine
Lookout:
In Play:
Garth L7 (3/4)
Skeleton (1/1)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
ANd thereās the MoLaC. Eep. But the plan holds, my Blocker will delay him setting it off! Tech up. Now what else? I need more defense, a stampede big Zane shift or something could take out my Blocker fairly fast. A Dozer with a backline skeleton would be fine. Alts - heores? I canāt quite max Vandy again, so sheās out really for now. Skele and sac - a wisp. Nah man. Keep it simple, dozer up.
I switched a Blooming Ancient out for a Chaos Mirror, on top of the one I teched on Turn 6. Thatā¦ is a card I really need in response to Jamesās Turn 6, but it was legitimately a card I thought about teching at the time.
Blooming Ancient
Nautical Dog
Blooming Ancient
Mad Man
Charge
Discard
Makeshift Rambaster
Chaos Mirror
Giant Panda
Might of Leaf and Claw
Surprise Attack
Chaos Mirror
Stampede
Birdās Nest
Pillage
Tech 2 card(s)
Get Paid - ($9)
Surplus draw
Captain Zane - ($7)
Chaos Mirror, attack values on Wisp and Blackhand Dozer are swapped - ($5)
Wisp trades with Voidblocker, Argagarg is exhausted, MoLaC gets a rune
Midband Zane - ($2)
Water Elemental and Zane kill Blackhand Dozer, we draw, Skeleton dies, MoLaC gets 2 runes
Gunpoint Taxman - ($0)
Skip worker!
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman 3/3+1A (steals gold on patroller kills)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Might of Leaf and Claw (3 rune)
Zane L4 3/3 (haste, copies patrol death bonuses)
Water Elemental 3/3 (anti-air)
Argagarg L5 1/5
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 9
Gold:
Gold: 0
Workers: 9
Thoughts
Teching up makes sense for James here, Iād forgotten Zarramonde can destroy upgrades. Better tech another one! Iām also adding a Surprise Attack to get those runes coming in more quickly.
ā¦ Well. Thatās quite a hand. I donāt have Ancients any more, but I can blow through the current patrol a bit. 4 gold gets me Zane + Chaos Mirror on that Dozer and my Wisp. 1 gold off a Stampede too! Iāll just midband Zane and share on that technician draw.
ā¦ Drew a Taxman. Iām skipping a worker to play it, but it adds some more buffer against Zarramonde.
ā¦ Going to have a pretty sweet turn here if Zarramonde doesnāt appear. If he does, Iāll be practically trading my whole board for himā¦
Bone Collector
Graveyard
Sacrifice the Weak
Metamorphosis
Blackhand Dozer
Discard
Voidblocker (2/6) Exhausts a second unit or hero when attacked
Blackhand Dozer (7/6) - Dies, active player destroys a lowest tech unit
Nimble Fencer
Shadow Blade
Thieving Imp (2/2A)
Skeleton Javelineer (1/1)
Skeletal Archery
Metamorphosis
Tech 0 card(s)
Get Paid - ($10)
Nimble Fencer - ($8)
Nimble fencer runs into Taxman and dies
Vandy - ($6)
Shadow Blade - Taxman dies, you discard #1 of 5 - ($3)
Garth kills the Elemental, takes 3 damage
Midband Vandy - ($1)
Garth Summons Skeleton - ($0)
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Vandy L3 (3/4) Resist 1+1 = 2
In Play:
Garth L7 (3/1)
Skeleton (1/1)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
Oh man, I forgot about chaos mirror. There is now a stampede coming, I can feel it - that Argagarg has been max level for too long. I need to defend my Tech III this turn for the Zarramonde next turn. That means bodies - it could also mean make him discard and hope he loses the Stampede if he has it (unless it is in his discard as a recent tech). OK, plays. Fencer and Blade kill that Taxman (-2),Garth kills the water Ele, patrol Vandy and then he has no units to benefit from a Stampede or MoLaC anyway. Seems good. Imp and skeletons alone - bad. Passivity --> MoLaC pops. it is time for action. What after the ele is dead? I need to worry about the Zane Shuffle - anything I patrol is liable to be shifted with 1 damage. A skeleton is actually just a pointless patrol then. I could Imp and low level Vandy - but the Imp is killed by Argagarg after shuffle, and Vandy easily by Zane. If I mid Vandy and put her in Lookout, however - shifitng her costs 2, and doing a shift is NOT optional on maxing Zane, so it increases the cost of Zaning. If he doesnāt level Zane, he canāt kill her without losing Zane - but if he does, he wastes gold and either has to damage his Argagarg by putting me in SQL, give me a gold or card (which he will aslo get admittedly), or lose Zane to Elite. Seems like an interesting less is more situation. Spam a skel at the back for a potential draw next turn too.
Wow. Cards in deck = 2, and they are both Zarramonde.
Tech 2 card(s)
Get Paid + float from turn 6 overspend - ($10)
Surplus draw
Blooming Ancient - ($6)
Nautical Dog, Blooming Ancient gets a rune - ($5)
Charge, Nautical Dog gets haste and +1 attack - ($3)
Argagarg exhausts to boost Nautical Dog
Nautical Dog trades with Vandy, Zane maxbands, MoLaC gets a rune
Zane kills Garth, takes 3 damage, MoLaC gets a rune and activates
Mad Man, Blooming Ancient gets a rune - ($2)
Mad Man destroys your Tech III, your base to 12
Gunpoint Taxman, Blooming Ancient gets a rune - ($0)
Voidblocker (2/6) Exhausts a second unit or hero when attacked
Zarramonde, the Obliterator
Zarramonde, the Obliterator
Soul Stone
Skeleton Javelineer (1/1)
Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech III
Bone Collector - ($8)
Blackhand Dozer - ($4)
Summon Skeleton - ($3)
River - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite: Bone Collector (4/3)
Scavenger: Blackhand Dozer (
Technician: Garth L7 (3/1)
Lookout: River (2/3)
In Play:
Skeleton (1/1)
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Well, I overthought that. If I had just patrolled my skeleton it might have protected me from hasty things which I knew he had. OOPS.I can get up five blockers though, so may be able to hold Tech III and Zarramonde that MoLaC next turn. The Skele goes in SQL so that he has to kill it to reach the Dozer, and then when the Dozer dies it is the backline skele that goes with it. Thatās the theory, anyway.
Tech 2 card(s)
Get Paid - ($9)
Surplus draw
Nautical Dog, Blooming Ancient gets a rune - ($8)
Chaos Mirror, Mad Man and Blackhand Dozer swap base attack values, Mad Man is 12/6 this turn - ($6)
Stampede, Mad Man is now at 15/6+3A this turn - ($0)
Blooming Ancient gives all 4 runes to Mad Man, itās now at 19/10+3A attack
Argagarg kills Skeleton, takes 1 damage
Mad Man kills Garth and single-handedly hits your base for 18, pow!
Then Iāll go with [Disease]/Discipline/Law, back to you!
Thoughts
Grave for chucking a sword at Vandy, Injunction for dealing with lots of units coming out for Ancients, Versatile Style for MoLaC or Mythmaking. Probably not the latter, lack of black starter makes a legendary deck a bit less viable.