GGWP, another win for you! Gah i need to up my game
My final (but nowhere near first) mistake this game was putting Max in technician instead of scavenger… i should have realised that the extra help in drawing rewind wasn’t worth it when I’d be one gold short of playing it anyway😂 (i did in fact draw it even pre- technician draw)
I’m enjoying these games a lot though, I want to try mono Black next as I havent used it in a long time; if you want to play another you can pick a deck and go first
(Also if you have a burning hatred of playing against Black for whatever reason or you just want to get practice against something else feel free to pick my deck for me )
Hehe thoughts-readin’ time! I am definitely terrified of Black, but I gotta learn how to play against it someday! Also, I presume you’ll be P1? I’ll play White, I think.
Poisonblade Rogue
Deteriorate
Sacrifice the Weak
Jandra, the Negator
Discard
Thieving Imp
Graveyard
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Pestering Haunt
aaaaand… Javelineer! - ($0)
enjoy the disgusting amount of pressure this Black opening gives
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy(2/3) sparkshot
Pestering Haunt(1/1) unstoppable, 1atk only
Skeleton Javelineer(1/1) javelin
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 5
Thoughts
ok so mono-black… I’ve definitely played against this more than I’ve played with it so let’s see what i can do from this side. tbh very open to any tactic atm, i always have a sweet spot for disease cos i think it’s cool but we’ll see my what a lovely hand split: both weenies in this hand and both spells in the next!
STARTING HAND
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Sacrifice the Weak
WORKERS
Summon Skeletons
Jandra, the Negator
NextHand
Skeletal Archery
Sacrifice the Weak
Graveyard
Deteriorate
Thieving Imp
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
midband vandy - ($2)
tech 1 - ($1)
Pestering haunt pesters ur base
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton Javelineer(1/1) javelin
Lookout:
In Play:
L3 Vandy(3/4) sparkshot, spell grab, resist 1
Pestering Haunt(1/1) unstoppable, 1atk only
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
grumblegrumbleRookgrumblesomuchforpressure im scare of his midband now too teching a gargoyle cos he’s low on anti-air ( unless they goes birds which tbf there is a decent chance) so teching plague spitter for anti-bird
My first tech cards can’t chanhe any story if I whiff them both xd
P1T3
Tech StartingHand Workers
TECH
Plague Lab
Terras Q, the Shackled
STARTING HAND
Skeletal Archery
Deteriorate
Graveyard
Sacrifice the Weak
Thieving Imp
WORKERS
Summon Skeletons
Jandra, the Negator
Skeletal Archery
NextHand
Plague Spitter
Deteriorate
Gargoyle
Poisonblade Rogue
Terras Q, the Shackled
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Maxband Vandy, boost Javelineer and foz primus - ($4)
javelineer kills saviour monk
sac the weak, cant sac pestering haunt so javelineer and fpx primus are sacrificed - ($2)
Vandy and Haunt take out your tech 1, if i dont get any tech 1s neither do you!
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Vandy(4/5) sparkshot, spell grab, resist 1
Pestering Haunt(1/1) unstoppable, 1atk only
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 2
Workers: 7
Thoughts
so i can play passive with an imp and a graveyard, or aggro with a vandy maxbsnd
problem eith graveyard is i dont want either of javelineer or haunt in there really (maybe haunt) so would have to kill them off
aggro plans can aim for rook or tech 1, i think considering how expensive Rook’s midband is (they couldnt snapbsck vandy and midband him) we gp for tech 1
for my techs: I’ll go for tech 2s, hopefully they spend 4g snapbacking Vandy and lose enough momentum my tech 2 comes out okay… going for a dumb plan on tech 2 but i thijk the time is right
Tech 2 card(s)
Technician draw
Get Paid + float - ($8)
Worker - ($7)
Snapback Vandy for Orpal (paying Resist 1) - ($3)
Heroes’ Hall - ($1)
Smoker - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Rook 2/4a L1
Elite:
Scavenger: Smoker 1/1 (Stealth, Bounce if targeted)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Ok, so no sparring partner, which is probably fine. We’ll draw IPN next turn and stabilize, if all goes well. I think snapback is necessary to not get blown out here…
Terras Q, the Shackled
Gargoyle
Deteriorate
Plague Lab
Terras Q, the Shackled
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 Disease - ($4)
Plague Spitter - ($1)
pestering haunt hits your base to 18
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Plague Spitter(3/3a) spits plague
Elite: L1 Orpal Gloor(1+1/3) gloors orpal
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt(1/1) unstoppable, 1atk only
Buildings:
Base HP: 20
Tech I HP: 5
tech 2 5HP Disease
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 8
Thoughts
dumb plan continuing despite setback of drawing TQ this turn: will put disease tech 2 for now and tech lab next turn, saving flexibility in the 1g not yet spent (will tech another plague lab as they are good in pairs anyway (first one can duplicate second one’s contribution) and so hopefully i have one ready for TQ)
i see no good way to hire a plague spitter and patrol that allows for a grappling hook and Rook midband; however Orpal gloor midband can deter a rook by himself in SQL
sidenote: it kinda looks like i predicted the Orpal choice for snapback considering i’ve gone for disease and a plague spitter loll how lucky
Another scary turn of potential tech-advantaged drops…
P2T4
Tech StartingHand Workers
TECH
Whitestar Grappler
Whitestar Grappler
STARTING HAND
Inverse Power Ninja
Grappling Hook
Morningstar Flagbearer
Entangling Vines
Sparring Partner
WORKERS
Aged Sensei
Fox Viper
Sensei’s Advice
Grappling Hook
NextHand
Safe Attacking
Snapback
Martial Mastery
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Attach Entangling Vines to Plague Spitter - ($4)
Kill Orpal with Rook and Smoker, levels to (now-weakened) Rook
Play Sparring Partner - ($3)
Play Inverse Power Ninja - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Inverse Power Ninja 4/4 (bigger if allies leave)
Lookout:
In Play:
Rook 0/2 L3
Sparring Partner 2/2 (gives +1/+1 runes)
Entangling Vines (attached to Plague Spitter)
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
Going down on cards and playing IPN instead of using my heroes’ hall, because I think I might need a lot of damage to kill an abomination next turn. Since I’ll be down cards, gonna tech my bigger stuff instead of going for more spells.
Plague Lab
Terras Q, the Shackled
Terras Q, the Shackled
Wight
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
plague lab, rune on spartner and ninja - ($5)
haunt trades with spartner
spec lab demonz - ($4)
Garth - ($2)
skele from garth - ($1)
skeleton javelineer - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: skeleton(1/1)
Technician: Skeleton Javelineer(1/1) javelin
Lookout:
In Play:
entangled: Plague Spitter(3/3) spits plague
Plague Lab(4) 2g+tap: increase runes
L1 Garth(1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
hmm i nice entangling vines… at least it’s an even trade for me and orpal got some runes on rook so plague lab can increase them
idk what to tech though, maybe a garth spell and random tech 2? basically i wanna draw a terras and a plague lab together but cant guarentee so i need other stuff to do
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Build Tech II (Ninjutsu) - ($4)
Build Tech Lab (Strength) - ($3)
Hire Grave - ($1)
Medium sized ninja kills Technician, you draw a card
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Rook 0/2a L3
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Grave 2/3 L1 (sparkshot)
Entangling Vines (attached to Plague Spitter)
Inverse Power Ninja 3/2a (bigger if allies leave)-
Buildings:
Base HP: 16
Tech I HP: 5
Tech II (Ninjutsu) HP: 5
Tech Lab (Strength) HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Looking bad – opponent is clearly going for Terras Q. Maybe I can kill it with porcupines, but the plague lab will probably neuter those… Nothing for it but to try!
edit: decide how you’re gonna change your turn based on posts below before looking at my turn pls; i doubt my turn will change though unless you drastically change yours, so once you’ve edited your turn feel free to look at mine/ start your next turn
myTurn
high-pitched and waving my arms it worked! My dumb plan worked! Thank you to the luck gods
P1T6
Tech StartingHand Workers
TECH
Shrine of Forbidden Knowledge
Plague Spitter
STARTING HAND
Terras Q, the Shackled
Plague Lab
Terras Q, the Shackled
Wight
Nether Drain
Deteriorate
Sacrifice the Weak
Pestering Haunt(1/1) unstoppable, 1atk only
Gargoyle
Thieving Imp
Discard
Skeleton Javelineer(1/1) javelin
Wight
Terras Q, the Shackled
Nether Drain
Shrine of Forbidden Knowledge
Plague Spitter
Tech 2 card(s)
Get Paid - ($9)
Summon Terras Q to rule over the many worlds, but wait, 4 traitorous warlocks have joined your side to prevent him from rampaging - ($3)
Build a second plague lab! all your units get -1, all warlocks die and terras is released - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: skeleton(1/1a)
Elite:
Scavenger:
Technician:
Lookout: Terras Q, the Unshackled(15/15) obliterate 2, resist 3+1
@GBudee you had a heroes’ hall before actually so you could just hire Grave before you replace it with tech lab (also replacing an add-on means destroying the first and taking 2 base dmg)
Ok, yeah I think every time I, say, forget to move a worker over or something I accrue more spreadsheet mistakes. It sounds like the turn works as-is, assuming the heroes’ hall had been correctly recorded?
Yep it works fine as long as you hire Grave before you build the tech lab (i.e. whilst u still have a heroes’ hall) but no need to edit, I can understand.
And don’t feel any shame for spreadsheet mistakes, there’s more things to actively keep track of than when you’re playing irl and the cards are less prone to mysteriously disappearing😂 you get used to the ways to fix it that work and the ways that leave inconsistencies after a while xd
When all else fails there is always “see previous versions” of the spreadsheet and revert it to before any mistakes were made😂