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[Casual] flagrantangles vs CarpeGuitarrem

P1T4


Tech Starting Hand Workers

TECH
Injunction
Insurance Agent


STARTING HAND
Scribe
Lawful Search
Jail
Boot Camp
Manufactured Truth
Arrest


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth


Next Hand

Tax Collector
Bluecoat Musketeer
Traffic Director
Lawful Search


Tech 2 card(s)
Get Paid + float - ($8)
Onimaru performs a Lawful Search of your hand and draws a card. - ($7)
Onimaru casts Boot Camp on your SQL Skeleton, sidelining it and then drawing a card. - ($6)
Scribe kills the Scavenging Skeleton.
Midband and heal Onimaru. - ($4)
Onimaru kills River and gains 2 levels.
Maxband Onimaru. - ($3)
Hire a Scribe and draw a card. - ($1)
Worker. - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 2 1/3A
  • :psfist: Elite: Soldier 1 2/1
  • :ps_: Scavenger: Soldier 2 1/1
  • :pschip: Technician: Soldier 3 1/1
  • :target: Lookout:

In Play:

  • Onimaru (8) 4/5
  • Reputable Newsman 0/2 [2]
  • Scribe 1 1/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I don’t see any reason not to kill River here. Now we have a fully empowered Onimaru and that’s gonna be pretty threatening. If we get through the Patrol Zone, that’s a free kill for us. I think we should fully expect a Doom Grasp incoming though so we won’t go for Art of War.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut -
  5. Insurance Agent, Free Speech -

@CarpeGuitarrem’s turn!

1 Like

"P2T4


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Graveyard
Nimble Fencer
Nimble Fencer
Two Step
Skeleton Javelineer


WORKERS
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Two Step


NextHand

Deteriorate
Poisonblade Rogue
Summon Skeletons


Discard

Graveyard
Shoddy Glider
Shoddy Glider


Tech 2 card(s)
Get Paid + float + scavenger - ($10)
Worker - ($9)
Bootcamped skeleton and Thieving Imp kill Scribe
Summon two Nimble Fencers - ($5)
One Nimble Fencer kills the Elite Soldier
Summon a Skeleton Javelineer - ($4)
Build Tech 2 – Blood - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer 1/1 +a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nimble Fencer Nancy 2/3
  • :target: Lookout:

In Play:

  • Nimble Fencer Morgan 2/1
  • Thieving Imp 2/1
  • Skeleton 2/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Bleh. I realized Two Step was useless anyhow, without a way to get to the Newsman. Just gonna plug the gaps…setting up for Shoddy Gliders eventually

@flagrantangles’s turn!
"

P1T5


Tech Starting Hand Workers

TECH
Justice Juggernaut
Justice Juggernaut


STARTING HAND
Bluecoat Musketeer
Tax Collector
Traffic Director
Lawful Search
Boot Camp
Arrest


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth
Traffic Director


Next Hand

Justice Juggernaut
Injunction
Insurance Agent
Scribe
Jail


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Tech II - Law. - ($3)
Onimaru performs a Lawful Search of your hand and draws a card. - ($2)
Onimaru kills the Skeleton Javelineer.
Onimaru sends one of the Soldiers to Boot Camp and draws a card. - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1 1/2A
  • :psfist: Elite:
  • :ps_: Scavenger: Reputable Newsman 0/2 [2]
  • :pschip: Technician: Soldier 2 1/1
  • :target: Lookout:

In Play:

  • Onimaru (8) 4/4
  • Soldier 1 2/2 +

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I could have gotten through to destroy his Tech II but he doesn’t have any of those units so I don’t see the point. I suppose I could have gone for his base instead. I think we’ll just try to speed up the cycle and get those Juggernauts out sooner.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut - Completed
  5. Insurance Agent, Free Speech -

@CarpeGuitarrem’s turn!

1 Like

"P2T5


Tech StartingHand Workers

TECH
Crashbarrow


STARTING HAND
Deteriorate
Poisonblade Rogue
Summon Skeletons


WORKERS
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Two Step
Poisonblade Rogue


NextHand

Kidnapping
Skeleton Javelineer
Sacrifice the Weak


Tech 1 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Garth - ($6)
Deteriorate the Scribe
Thieving Imp kills the Scribe
Nimble Fencer Nancy kills the Newsman
Maxband Garth, pull a Crashbarrow from the discard - ($0)
Crashbarrow kills the Technician Soldier and overpowers 5 damage to your Tech II, breaking it
Nimble Fencer Morgan and the Skeleton kill Onimaru; levels fizzle

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 MAX Garth Torken 3/4+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Thieving Imp 2/1
  • Nimble Fencer Nancy 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I can clear a bunch of stuff, but that still leaves Oni out in the open. Deteriorate is probably not worth it. Garth Maxband is 2 + 6 = 8, hmm. Now that’s promising.

@flagrantangles’s turn!
"

P1T6


Tech Starting Hand Workers

TECH
Insurance Agent
Free Speech


STARTING HAND
Injunction
Insurance Agent
Jail
Scribe
Justice Juggernaut
Lawful Search
Arrest
Boot Camp


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth
Traffic Director
Arrest


Next Hand

Insurance Agent
Justice Juggernaut
Tax Collector
Injunction
Bluecoat Musketeer


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Rebuild Tech II.
Hire a Scribe and draw a card. - ($9)
Summon Bigby Hayes. - ($7)
Bigby performs a Lawful Search of your hand and draws a card. - ($6)
Worker. - ($5)
Build a Jail. - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger: Bigby Hayes (1) 2/3
  • :pschip: Technician: Soldier 1 2/2 +
  • :target: Lookout:

In Play:

  • Jail

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Damn, I did not see that coming! I don’t think he can get much out of the current arrangement even with Kidnapping. Sacrifice the Weak will give me a card and the Jail will slow down his cycle pretty significantly.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut - Completed
  5. Insurance Agent, Free Speech - Completed

@CarpeGuitarrem’s turn!

1 Like

P2T6


Tech StartingHand Workers

TECH
Desperation


STARTING HAND
Kidnapping
Sacrifice the Weak
Skeleton Javelineer


WORKERS
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Two Step
Poisonblade Rogue


NextHand

Summon Skeletons
Crashbarrow
Shoddy Glider
Graveyard


Discard

Thieving Imp
Kidnapping
Sacrifice the Weak
Skeleton Javelineer
Desperation


Tech 1 card(s)
Get Paid - ($10)
Summon Drakk - ($8)
Level Drakk three times to midband - ($5)
Nimble Fencer and Thieving Imp kill Scribe
Cast Kidnapping on the Soldier - ($1)
Frenzied Soldier trades with Bigby; Drakk maxbands
Garth kills the Jail
Garth makes a skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L6 MAX Drakk Ramhorn (Dies:*) 3/4
  • :target: Lookout:

In Play:

  • Nimble Fencer Nancy 2/2
  • L7 MAX Garth Torken 3/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

So let's see. I'm almost 100% certain that we can Midband Drakk, Kidnapping, kill the Scribe with Fencer/Imp, Kidnap the Soldier and kill Bigby, leaving us with a maxband Drakk and Garth gets a clear path to break the annoying Jail. Let's tech in Desperation to let us blitz through our deck in the future, should be able to play everything and just explode with haste

@flagrantangles's turn!

P1T7


Tech Starting Hand Workers

TECH
Censorship Council
Lawbringer Gryphon


STARTING HAND
Insurance Agent
Justice Juggernaut
Tax Collector
Bluecoat Musketeer
Injunction
Boot Camp
Justice Juggernaut


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth
Traffic Director
Arrest
Bluecoat Musketeer


Next Hand

Free Speech
Scribe
Reputable Newsman
Insurance Agent


Discard

Scribe
Jail
Censorship Council
Lawbringer Gryphon
Boot Camp
Justice Juggernaut
Injunction


Tech 2 card(s)
Get Paid + float + Scavenger - ($13)
Hire a Justice Juggernaut - ($7)
Summon General Onimaru. - ($5)
Onimaru sends the Juggernaut to Boot Camp and draws a card. - ($4)
Hire a Tax Collector. - ($2)
Hire an Insurance Agent, who insures the Tax Collector. - ($1)
Worker. - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector 2/3A - Insured
  • :psfist: Elite:
  • :ps_: Scavenger: Insurance Agent 2/2
  • :pschip: Technician: Onimaru (1) 2/3
  • :target: Lookout:

In Play:

  • Justice Juggernaut + 5/7

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Well, he’s certainly barreling through all of our defenses. I’m gonna put a Censorship Council in the deck to try and limit his explosive power. On the plus side, we were able to get the Juggernaut out and that should help us quite significantly. We can keep his Tech II locked down quite effectively.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut - Completed
  5. Insurance Agent, Free Speech - Completed

@CarpeGuitarrem’s turn!

1 Like

P2T7


StartingHand Workers

STARTING HAND
Crashbarrow
Graveyard
Summon Skeletons
Shoddy Glider
Deteriorate
Nimble Fencer


WORKERS
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Two Step
Poisonblade Rogue


NextHand

Desperation
Sacrifice the Weak
Crashbarrow
Shoddy Glider


Tech 0 card(s)
Get Paid - ($10)
Summon Skeletons - ($7)
Garth eats both of those skeletons to draw 2 cards
Summon Crashbarrow - ($4)
Frenzied Crashbarrow kills Tax Collector and overpowers 3 damage onto Onimaru (you collect insurance)
Frenzied Skeleton kills Insurance Agent
Summon Nimble Fencer - ($2)
Summon Shoddy Glider - ($1)
Garth (3 damage), Drakk (3 damage), both Frenzied Nimble Fencers (3 damage each), and the Frenzied Shoddy Glider (4 damage) hit your base for 16 damage total, down to 2
Garth makes a skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nimble Fencer Nancy 2/2
  • L7 MAX Garth Torken 3/4
  • Nimble Fencer Idris 2/3
  • L6 MAX Drakk Ramhorn (Dies:*) 3/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Okay, Justice Juggernaut is scary. Four-turn clock on the game. That's fine. Drakk lets me use Kidnapping to accelerate the clock on my side. Let's look at my field. I have a 3-attack, a 2-attack, and two more 3-attacks (heroes). I can summon a 4-attack and a 7-attack, and eat the skeleton to draw into either a 3-attack or a 4-attack (or flub it with Deteriorate). I need a 4-attack, a 2-attack, and a 3-attack. Obvious first play is Crashbarrow to kill Tax Collector and Oni. I can even send Shoddy Glider into Insurance agent to avoid the gold tax, but that seems a bit overkill since that's then wasted damage. I can then send 9 damage guaranteed at the base with Fencer, Garth, Drakk. 13 damage with Glider. The second Glider and Fencer are lethal. Now the golden question: how much gold? Crashbarrow is 3, Glider is 4, Summon Skeletons is 7, Fencer is 9, Shoddy Glider is 10. If I don't hit Deteriorate, that's lethal. If I miss the Shoddy Glider draw, that's 16 damage, plus 1 damage from Drakk dying eventually, which leaves me 1 off lethal, and Kidnapping guarantees that with the Juggernaut as long as I stay alive and am able to summon Drakk. That's my line.

@flagrantangles's turn!

P1T8


Starting Hand Workers

STARTING HAND
Free Speech
Reputable Newsman
Scribe
Insurance Agent
Lawful Search
Injunction
Jail
Scribe


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth
Traffic Director
Arrest
Bluecoat Musketeer


Next Hand

Boot Camp
Justice Juggernaut
Censorship Council
Tax Collector
Lawbringer Gryphon


Discard

Insurance Agent
Injunction
Free Speech
Lawful Search
Scribe
Reputable Newsman
Jail


Tech 0 card(s)
Get Paid + Scavenger - ($11)
Insurance - ($13)
Summon Bigby Hayes. - ($11)
Bigby performs a Lawful Search of your hand and draws a card. - ($10)
Bigby serves your Tech II with an Injunction, disabling it. - ($7)
Summon Sirus Quince and his Mirror Illusion. - ($5)
Quince casts Free Speech, removing your heroes’ abilities and preventing them from casting spells. - ($3)
Hire a Scribe and draw a card. - ($1)
Hire an Insurance Agent to insure the Scribe. - ($0)
Justice Juggernaut slams into your base for 5 WHOLE damage.

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3A - Insured
  • :psfist: Elite: Quince (1) 2/3
  • :ps_: Scavenger: Mirror Illusion 0/1
  • :pschip: Technician: Insurance Agent 2/2
  • :target: Lookout:

In Play:

  • Justice Juggernaut + 5/7
  • Bigby Hayes(1) 2/3

Buildings:

  • :heart: Base HP: 2
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Well, it turns out that we’re in a pretty bad position. That said, we do basically force him to do almost nothing in this coming turn and that’s good for us.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut - Completed
  5. Insurance Agent, Free Speech - Completed

@CarpeGuitarrem’s turn!

1 Like

Okay, so, I know that mirror illusions are Quince’s thing, but…is he patrolling in Elite or is he in the backline?

1 Like

He’s in Elite!

1 Like

P2T8


StartingHand Workers

STARTING HAND
Shoddy Glider
Crashbarrow
Desperation
Sacrifice the Weak


WORKERS
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Two Step
Poisonblade Rogue
Sacrifice the Weak


NextHand

Skeleton Javelineer
Summon Skeletons
Thieving Imp
Shoddy Glider
Deteriorate


Discard

Shoddy Glider
Crashbarrow
Desperation


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Drakk deals 2 damage to the Scribe after armor
The skeleton trades with the Scribe and finishes it off
Garth kills Quince, levels fizzle
Build a Surplus - ($4)

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer Nancy 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nimble Fencer Idris 2/3
  • :target: Lookout:

In Play:

  • L7 MAX Garth Torken 3/2
  • L6 MAX Drakk Ramhorn (Dies:*) 3/3

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 4
  • Workers: 11
Thoughts

FREE SPEECH NO. INJUNCTION NO. Still, Kidnapping is my big out, which probably means that Drakk isn't long for this world. Along with Justice Juggernaut team-up…so I really need Quince dead. Drakk and the skeleton take out the Scribe. Garth kills Quince. I hold the line and build an add-on–Surplus, for max Kidnapping chance.

@flagrantangles's turn!

Things are really heating up. :open_mouth:

P1T9


Starting Hand Workers

STARTING HAND
Tax Collector
Boot Camp
Justice Juggernaut
Lawbringer Gryphon
Censorship Council
Lawful Search
Scribe
Injunction


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth
Traffic Director
Arrest
Bluecoat Musketeer


Next Hand

Censorship Council
Reputable Newsman
Free Speech
Jail
Insurance Agent


Discard

Lawful Search
Injunction
Boot Camp
Lawbringer Gryphon


Tech 0 card(s)
Get Paid - ($11)
Insurance - ($13)
Hire a Tax Collector who steals one of your floating golds. - ($12)
Bigby performs a Lawful Search of your hand and draws a card. - ($11)
Hire another Justice Juggernaut. - ($5)
Hire a Scribe and draw a card. - ($3)
Bigby serves your Tech II with another Injunction, disabling it. - ($0)
Justice Juggernaut 1 kills Drakk and my based takes a point of damage.

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tax Collector 2/3A
  • :psfist: Elite: Scribe 2/3
  • :ps_: Scavenger: Mirror Illusion 0/1
  • :pschip: Technician: Insurance Agent 2/2
  • :target: Lookout:

In Play:

  • Justice Juggernaut 1 + 5/4
  • Justice Juggernaut 2 4/6
  • Bigby Hayes(1) 2/3

Buildings:

  • :heart: Base HP: 1
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Well, it turns out that we’re in a pretty bad position. That said, we do basically force him to do almost nothing in this coming turn and that’s good for us.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut - Completed
  5. Insurance Agent, Free Speech - Completed

@CarpeGuitarrem’s turn!

1 Like

"P2T9


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Thieving Imp
Deteriorate
Summon Skeletons
Shoddy Glider
Graveyard


WORKERS
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Two Step
Poisonblade Rogue
Sacrifice the Weak


NextHand

Skeleton Javelineer
Kidnapping
Desperation
Crashbarrow
Shoddy Glider


Tech 0 card(s)
Get Paid + float - thievery - ($14)
Draw a card in upkeep
Thieving Imp, you discard #4 of 5 - ($11)
Build a Graveyard - ($9)
Garth Summons Skeletons - ($6)
Garth makes a skeleton - ($5)
Build Tech III - ($0)
Both Nimble Fencers kill the Tax Collector; Nancy goes to the Graveyard
Garth kills the Mirror Illusion

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+a
  • :psfist: Elite: Skeleton 2/1
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • L7 MAX Garth Torken 3/2
  • Nimble Fencer Idris 2/1
  • Graveyard (3 HP) – Nimble Fencer

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

We are just barely alive! And I may have absolutely lucked out by not drawing Kidnapping with Surplus. Maybe having Tech III up is a nice diversion; I really ought to have teched the piratey fellow, but I reflex-clicked on that Surplus draw first. Oh well.

Hopefully having DISTRACTIONS EVERYWHERE will disrupt whatever nonsense flagrant has in store.

@flagrantangles’s turn!
"

Hold up, need to change something real quick to not be checkmated

EDIT: okay, I’m good now

1 Like

P.S. You couldn’t build Tech III because your Tech II was disabled via Injunction.

1 Like

Oh, right. I guess I float 5 gold then.

1 Like

P1T10


Starting Hand Workers

STARTING HAND
Censorship Council
Free Speech
Jail
Reputable Newsman
Insurance Agent
Scribe
Boot Camp
Lawful Search
Insurance Agent


WORKERS
Spectral Aven
Porkhand Magistrate
Building Inspector
Manufactured Truth
Traffic Director
Arrest
Bluecoat Musketeer


Next Hand

Jail
Injunction
Tax Collector
Lawbringer Gryphon


Discard

Free Speech
Lawful Search
Boot Camp
Censorship Council


Tech 0 card(s)
Get Paid + Scavenger - ($12)
Hire an Insurance Agent who insures your Thieving Imp. - ($11)
Scribe and Insurance Agent 1 kill the Thieving Imp; I collect insurance. - ($14)
Summon Sirus Quince and his Mirror Illusion. - ($12)
Hire a Scribe and draw a card. - ($10)
Quince casts Free Speech, removing your heroes’ abilities and preventing you from casting spells. - ($8)
Justice Juggernaut 1 destroys your Tech II, dealing 2 damage to your base.
Maxband Bigby. - ($4)
Exhaust Bigby to draw a card.
Bigby performs a Lawful Search of your hand and draws a card. - ($3)
Hire a Reputable Newsman who opposes spells and upgrades that cost 4. - ($1)
Hire an Insurance Agent who insures my Scribe. - ($0)
Justice Juggernaut 2 destroys your Graveyard.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 2 1/3A - Insured by 2
  • :psfist: Elite: Insurance Agent 1 3/2
  • :ps_: Scavenger: Reputable Newsman 0/3 [4]
  • :pschip: Technician: Insurance Agent 2 2/2
  • :target: Lookout:

In Play:

  • Justice Juggernaut 1 + 5/4
  • Justice Juggernaut 2 4/6
  • Bigby Hayes(5) 3/4
  • Quince (1) 1/3
  • Scribe 1 1/2
  • Mirror Illusion 0/1

Buildings:

  • :heart: Base HP: 1
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Thank heavens I have so much card draw in my deck. It’s the only thing that’s letting me survive and keep him locked down. I think we have toshut down the Graveyard to prevent that + Fencers getting us in the bits. If I can keep Quince and the mirror illusion alive next turn, I can kill him directly with the Juggernauts. FINGERS CROSSED.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Boot Camp, Tax Collector - Completed
  3. Injunction, Insurance Agent - Completed
  4. Justice Juggernaut, Justice Juggernaut - Completed
  5. Insurance Agent, Free Speech - Completed

@CarpeGuitarrem’s turn!

Yeah, I can’t keep that up. GG! Undone by Free Speech yet again!

2 Likes

Free Speech is stupendous. and it feels especially good against your deck since you can get so much mileage out of Drakk and Garth.

1 Like