GL HF @AncientSlumber! I think this deck will probably be a little more trouble than the one I just played XD A little odd why Future was chosen though, any idea why? Did I see the spreadsheet right that Finesse was open?
Game 1 Player 1, Turn 1
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Sacrifice the Weak
Pestering Haunt
Skeletal Archery
Deteriorate
Graveyard
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Rook (2)
- Pestering Haunt
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Rook (2/4 lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Thieving Imp
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
End of Turn Discard
My Thoughts
This should be a much closer matchup (I hope), Future is a bit of an odd fit but at least it gives me an out against MoLaC. Probably going Imp + Tech1 next turn, with Birds on deck
GL HF! You did see it correctly that finesse was open ^^ I can’t speak for the person who chose this, but if I had to guess, Future is considered as the anti-upgrade/building spec in our group. Seeing the we have Peace and Growth, I assume it was taken as an answer to MoLaC and FG.
I’m going to try something a little different this game, let’s hope I don’t crash spectacularly
P2T1
StartingHand Workers
STARTING HAND
Forest’s Favor
Rampant Growth
Rich Earth
Tiger Cub
Merfolk Prospector
WORKERS
Forest’s Favor
NextHand
Young Treant
Playful Panda
Ironbark Treant
Verdant Tree
Spore Shambler
Discard
Merfolk Prospector
Rampant Growth
Tiger Cub
Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
NGL I don’t like that start
Game 1 Player 1, Turn 2
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Thieving Imp
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Mythmaking, Ardra’s Boulder
Main:
-
Thieving Imp, discard # 3 of 5 (3)
- Rook and haunt hit your base to 17
- Worker (2)
- Tech 1 (0)
Workers
Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 3 rs draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Pestering Haunt (1/1)
- Rook (2/4 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Ardra’s Boulder
Graveyard
Mythmaking
Deteriorate
Skeleton Javelineer
End of Turn Discard
My Thoughts
My tech 1 suuuuuucks lol. Like I guess Mythmaking could make Jandra pretty elite? and I probably want to go DeGrey, so I spose Mythmaking is a decent option… Yeah actually. Okay. We’ll go with that. Bird’s Nest isn’t as good for me, I spose Vandy would have been a better threat here. Oh well.
You don’t like that start as in you think I made a mistake or you don’t like it for yourself? ^^ It might have been too greedy, not sure. Nice! hit the jackpot with the YT draw this time
P2T2
Tech StartingHand Workers
TECH
Lich’s Bargain
Lich’s Bargain
STARTING HAND
Young Treant
Spore Shambler
Playful Panda
Ironbark Treant
Verdant Tree
Lich’s Bargain
WORKERS
Forest’s Favor
NextHand
Merfolk Prospector
Lich’s Bargain
Ironbark Treant
Rampant Growth
Discard
Lich’s Bargain
Playful Panda
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($8)
Worker
Young Treant, draw a card - ($6)
Garth - ($4)
Lich’s Bargain, my base to 13, sac a worker, horde arrives - ($2)
Garth summons a skeleton - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2a)
-
Elite:
-
Scavenger: Zombie (2/2)
-
Technician: Skeleton (1/1)
-
Lookout: Skeleton (1/1)
In Play:
- Rich Earth
- Horror (3/3)
- Garth, lvl 1 (1/3)
Buildings:
-
Base HP: 13
Economy Info:
Cards:
Gold:
I don’t think it’s a smart decision for you. But time shall tell XD good 50/50 on LB there
Game 1 Player 1, Turn 3
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Ardra’s Boulder
Graveyard
Mythmaking
Deteriorate
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder
Main:
- Imp and Haunt kill SQL
- Rook kills lookout, takes 1
- Mythmaking (4)
- Ardra’s Boulder (2)
- Worker (1)
Workers
Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 3 rs draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite: Ardra’s Boulder (2+1/8)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Pestering Haunt (1/1)
- Rook (2/3 lvl 1)
- Thieving Imp (2/2)
- Mythmaking
Economy Info:
Cards:
Gold:
End of Turn Hand
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Jefferson DeGrey, Ghostly Diplomat
End of Turn Discard
My Thoughts
Going to just bait a Rook kill here, I think AS will probably sac the horror to take it, next turn I’ll lay Jandra and tech up, and just dominate all those puny tokens with DeGrey. Easy money? Let’s hope so XD
That boulder though XD
P2T3
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Rampant Growth
Ironbark Treant
Lich’s Bargain
Merfolk Prospector
Tiger Cub
WORKERS
Forest’s Favor
NextHand
Tiger Cub
Bone Collector
Young Treant (0/2a)
Tech 2 card(s)
Get Paid + float - ($7)
Worker
Horror trades with Boulder
Rampant Growth Skeleton, kills Rook, Garth to level 3 - ($4)
Zombie trades with Imp
Garth kills PH and takes 1
Lich’s Bargain, base to 9, horde arrives - ($2)
Tech 1 - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Zombie (2/2)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Rich Earth
- Horror (3/3)
- Garth, lvl 3 (1/2)
- Skeleton (1/1)
Buildings:
-
Base HP: 9
Economy Info:
Cards:
Gold:
So I’m a little confused. I think you should have a skeleton backline (as it survived the Rook kill with armor) and not patrolling (LB makes 1, you had one that attacked, that’s 2 total)
I also just want to make sure you have discard 1, draw 1 rs draw 2 yeah? Last turn you were 4/1/2, you made a worker + LB + RG?
1 Like
Ah, I’ll move 1 skeleton back, you’re right. And yes, discard 1, draw 1 rs draw 2 is correct
It’s edited now. at first I sacced a skeleton to draw, but then right after posting I realized I can’t do that at lvl 3 so I redrew 3 instead of 4 and edited the turn to reflect
1 Like
No problem!
Game 1 Player 1, Turn 4
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Jefferson DeGrey, Ghostly Diplomat
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Soul Stone, Dark Pact
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder
Main:
- Jandra, the Negator (5)
- Worker (4)
- Tech 2 Strength (0)
Workers
Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 2 Draw 3 rs draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Jandra, the Negator (5/5)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Skeleton Javelineer
Jefferson DeGrey, Ghostly Diplomat
Jefferson DeGrey, Ghostly Diplomat
End of Turn Discard
My Thoughts
Hmm I guess I go DP + Soul Stone, lay Jandra and Tech up so the tech 2 becomes must-kill moving forward. Can always use Vir to manipulate the DeGrey into the deck, tower up, max Rook as defensive options… I’ll go technician to maximize chances to keep cycling everything.
…
Ooof this is bad… did not want both in the same hand… I’ll probably have to use vir, hope I get something else I can patrol from techn / topdeck
Wow, that seems bold to go for tech 2 there
P2T4
Tech StartingHand Workers
TECH
Hooded Executioner
Death Rites
STARTING HAND
Bone Collector
Young Treant (0/2a)
Tiger Cub
WORKERS
Forest’s Favor
Young Treant (0/2a)
NextHand
Rampant Growth
Playful Panda
Lich’s Bargain
Discard
Tiger Cub
Hooded Executioner
Death Rites
Tech 2 card(s)
Get Paid - ($6)
Worker
Horror trades with Jandra, you draw
Bone Collector - ($4)
Garth to maxband, Fetch BC#2 - ($0)
Garth + Zombie destroy Tech 2, your base to 18
2 Skeletons deal 2 to your tech 1
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rich Earth
- Garth, lvl 7 (3/4)
- Skeleton (1/1)
- Skeleton (1/1)
- Zombie (2/2)
- Bone Collector (3/3)
- Bone Collector (3/3)
Buildings:
-
Base HP: 9
Economy Info:
Cards:
Gold:
Not if you plan for it to get killed XD
Game 1 Player 1, Turn 5
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Deteriorate
Skeleton Javelineer
Jefferson DeGrey, Ghostly Diplomat
Jefferson DeGrey, Ghostly Diplomat
Dark Pact (yay)
Soul Stone + Haunt (ouch, no imp no boulder, bad luck)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Ardra’s Boulder, Soul Stone
Soul Stone, Dark Pact
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder
Main:
- Vandy (6)
- Dark Pact, draw 2 base to 16
- Deteriorate skeleton
- Skeleton Javelineer (5)
- Soul Stone Javelineer (3)
- Tower (0)
Workers
Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 3 Draw 3 rs draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 3
- Tech2 HP: 5 STRENGTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Skeleton Javelineer (2/2+1armor, soul Stone)
-
Elite:
-
Scavenger:
-
Technician: Vandy (2/3 lvl 1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Thieving Imp
Ardra’s Boulder
Sacrifice the Weak
Jefferson DeGrey, Ghostly Diplomat
Dark Pact
End of Turn Discard
My Thoughts
Dark Pact! My odds are good for Imp or Boulder! Teching another Soul Stone, and another Boulder. It’s now just a game of stay alive
…
Booooo! Haunt and Soul Stone! Well at least I didn’t bottom deck ALL THREE. So I guess I Soul Stone the jav and tower, and det a skeleton, He’ll just barely be able to break the tech2 again
I am not sure how you’re coming back from this, but you keep surprising me so I can’t wait to find out lol
P2T5
Tech StartingHand Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Playful Panda
Lich’s Bargain
Rampant Growth
WORKERS
Forest’s Favor
Young Treant (0/2a)
Lich’s Bargain
NextHand
Crashbarrow
Merfolk Prospector
Lich’s Bargain
Spore Shambler
Tech 2 card(s)
Get Paid - ($7)
Worker
BC suicides on SQL, SS down, summon skel
Skeleton trades with SQL
Garth kills Vandy, you draw, lvls fizzle
BC and Zombie destroy tech 2, your base to 14
Tech 2 - Blood - ($3)
Garth summons a skeleton - ($2)
Float ($2)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Rich Earth
- Garth, lvl 7 (3/1)
- Skeleton (1/1)
- Zombie (2/1)
- Bone Collector (3/2)
Buildings:
-
Base HP: 9
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
I actually feel pretty confident, perhaps that’s misplaced but my position feels good
Game 1 Player 1, Turn 6
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Thieving Imp
Ardra’s Boulder
Sacrifice the Weak
Jefferson DeGrey, Ghostly Diplomat
Dark Pact
Jandra (techn, sick)
Events of Turn:
Upkeep:
- Get Gold (8)
- draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Morningstar Pass, Bird’s Nest
Ardra’s Boulder, Soul Stone
Soul Stone, Dark Pact
Jefferson Degrey, Ghostly Diplomat x2
Mythmaking, Ardra’s Boulder
Main:
- Ardras Boulder (6)
- Jandra, the Negator (3)
-
Thieving Imp, discard #2 of 4 (0)
Workers
Graveyard, Summon Skeletons, Skeletal Archery
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 3
- Tech2 HP: 5 STRENGTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Ardras Boulder (2/8+1a)
-
Elite:
-
Scavenger: Thieving Imp (2/2)
-
Technician: Jandra, the Negator (5/5)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Ardra’s Boulder
Soul Stone
Jefferson DeGrey, Ghostly Diplomat
Pestering Haunt
End of Turn Discard
My Thoughts
This sets up well I think, really just death rites would be an issue
GGWP! Got a bit lucky with drawing Death Rites right on the first draw there, but worst case scenario I think I would have killed your tech 2 here with a leftover horde.
FYI, your base was written as 16, but it was on 14 from my last turn.
P2T6
Tech StartingHand Workers
TECH
Bloodlust
Kidnapping
STARTING HAND
Spore Shambler
Merfolk Prospector
Lich’s Bargain
Crashbarrow
Death Rites
Bone Collector (3/3)
Rampant Growth
Tiger Cub
WORKERS
Forest’s Favor
Young Treant (0/2a)
Lich’s Bargain
NextHand
Playful Panda
Crashbarrow
Lich’s Bargain
Rampant Growth
Hooded Executioner
Tech 2 card(s)
Get Paid + float - ($10)
Worker
Summons a skeleton and sac to draw a card - ($9)
Death Rites - ($5)
Sac a skeleton to draw, Imp dies
Sac a skeleton to draw, Jandra dies
Lich’s Bargain, my base to 5, sac a worker, horde arrives - ($3)
Sac a skeleton to draw, Boulder dies
Crashbarrow deals 6 to your base, down to 8 - ($0)
BC + Garth + Zombie deal 8 to your base, GG!
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rich Earth
- Garth, lvl 7 (3/1)
- Skeleton (1/1)
- Bone Collector (3/1)
- Zombie (2/1)
- Zombie (2/2)
- Horror (3/3)
Buildings:
-
Base HP: 5
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Oh wow, crashbarrow and death rites! Very fortunate. GG WP! I’ll have to check your techs to see how that lined up. Your turn to go first!
1 Like
Hmm so I’m really confused by something; you teched 2x bone collector on turn 3, then reshuffled them into your deck for a draw 2 of 9. Then you played one and maxbanded for the other? I don’t think that’s possible, how was the second one in your discard?
1 Like
Oh my, I think I screwed up there… I’m not sure it would have mattered (I was debating if it was worth doing at the time), but that’s annoying We could replay the game if you’d like.
And yeah, I got lucky with my draws in that last turn for sure. Maybe I was in a worse spot than I thought and just got lucky…
It’s all for fun not a biggie. I do think that matters though, the skeletons added up to a lot of draws for you. Top decking crashbarrow and death rites is very lucky out of a 9 card deck, 8% chance. Even getting two of those three (cbx2 and Dr) out if the first 4 cards in the deck is only 40%, and really the death rites was the critical piece
Why don’t you start the next one and if you want to try again on p2 after, I’m game for it
1 Like
I was thinking of leaving Garth to max after my tech 2 is complete which might have been better, but I definitely see your point. I really wonder if I would have won the game otherwise.
Looking at your next hand I think it would have been hard to bypass, better be lucky than good I guess lol. The Rich Earth felt good, but I think it probably destroyed my tempo more than I realized. I also had an opportunity to flood the board with even more LBs at certain points in the game but decided against it, which I’m not sure was right… Anyway, enough random thoughts, here we go!
P1T1
StartingHand Workers
STARTING HAND
Rich Earth
Tiger Cub
Merfolk Prospector
Rampant Growth
Verdant Tree
WORKERS
Verdant Tree
NextHand
Young Treant
Forest’s Favor
Playful Panda
Ironbark Treant
Spore Shambler
Discard
Rampant Growth
Rich Earth
Tiger Cub
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Garth - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Merfolk Prospector
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold: