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Casual: Holytispon ([Feral/law/fire) vs Armed_Pirate ([Law]/Blood/Future)


#14

That’s rich, literally, coming from someone who has assimilated the rich soil of my youth and just recently kidnapped a citizen from his lawfully ordained community service.

"P1T7


Tech StartingHand Workers

TECH
Doubleshot Archer
Hotter Fire


STARTING HAND
Scribe
Ember Sparks
Community Service
Molting Firebird
Huntress


WORKERS
Playful Panda
Tiger Cub
Verdant Tree
Ironbark Treant
Forest’s Favor
Rampant Growth


NextHand

Scribe 1/2[3]
Flame Arrow
Lobber 2/1[2]

Lobber
Huntress


Discard

Spore Shambler
Doubleshot Archer
Hotter Fire
Ember Sparks
Huntress 3/3, Sparkshot, anti-air
Community Service
Molting Firebird


Tech 2 card(s)
Get Paid + float - ($11)
Scav - ($12)
Scribe, I draw - ($10)
Tech 2 Fire - ($6)
Jaina - ($4)
Jaina casts Ember Sparks on your tech 2 building - ($1)
Prospector walks over and breaks your tech 2 with his beloved hoe, your base to 18

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Scribe 1/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector 1/1
  • Young Treant 0/2, disabled
  • L1 Jaina 2/3, Sparkshot
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

#15

P2T7


Tech StartingHand Workers

TECH

Pirate-Gang Commander
Judgment Day


STARTING HAND
Reputable Newsman
Spectral Aven
Injunction
Injunction

WORKERS

Bluecoat Musketeer
Traffic Director
Jail
Manufactured Truth
Assimilate

NextHand

Community Service
Ogre Recruiter
Building Inspector

Tech 2 card(s)
Get Paid - ($10)
Summon Bigby - ($8)
Bigby casts Injunction, disabling your Tech I and Scribe - ($5)
Bigby casts a second Injunction, disabling your Tech II - ($2)
Drakk kills Prospector, taking 1 and surviving
Porkhand trades with Jaina; Drakk to Lv. 5, healing
Recruit Reputable Newsman, who has a story about a conspiracy to cast $5-cost spells: don’t let them get away with it! - ($0)
Rebuild Tech II
Skip worker

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bigby Hayes, Lv. 1 (2/3)
  • :exhaust: [I]Technician[/I]: Reputable Newsman (0/3, You can’t play spells/upgrades costing $5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth (Used to be yours; mine now)
  • Drakk Ramhorn, Lv. 5 (2/3, Hits your base for 1 when he dies)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 13
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts]
That’s better. Ogre Recruiter + Tech III next?

[/details]


#16

Double injunction! I do believe you got me. I have 5 dead cards in hand and I can’t even build tech 3, so I think it’s fair to say: GG! well played sir, well played.


#17

Whew!

I was worried you had another Jurisdiction in hand; you could’ve done Bigby->Jurisdiction->Fire Dart to kill Newsman->Community Service to steal the Recruiter out of my hand. I got lucky on your draw!

I built a deck specifically to take all your stuff, and then you go ahead and tech cheapies and hit your Community Service before I do! It was very disconcerting! Well played!

I think that was best use of Jurisdiction I’ve seen, too. Bigby really benefited from the burn, even if it was expensive. I wonder if he might pair well with Garth or Vandy, to snag Nether Drain or Dark Pact as needed.


#18

Alas, Jurisdiction is the last card in my deck, and the five others in my hand are not useful.

jurisdiction + burn is fun. It’s expensive, but that’s why I started with rich earth, which you stole, and prospector. Feral has some cheap spells that work well with Lobbers etc. but I never got to use that. Jurisdiction into ferocity + two lobbers is just 6 gold and gives you two hasted 2/2 with first strike. Not too bad. If Cala is in play, you can cast jurisdiction into behind the ferns and get 2 hasted and stealthy lobbers, which can be quite a surprise. But that never became reality. I like that you try stuff that’s unusual! I had just had in mind to try demon-fire-past. It’s just kind of fun to try out all sorts of decks.


#19

Yeah, Behind the Ferns goes pretty well with those Lobbers, too! Your deck definitely has some good synergy. (:

I thoroughly agree. I’ve basically been making my way through the theme decks thread trying out anything that looks interesting. Several have been surprisingly fun and/or effective!


#20

What’s next in your crazy deck list to play?


#21

Probably [Peace]/Strength/Fire or [Truth]/Present/Balance, though it’s also been a long time since I’ve played [Truth]/Anarchy/Present, and I wouldn’t mind trying it out again.


#22

I’ll play you as necro-future-truth. wanna start?


#23

[Peace]/Strength/Fire it is, to avoid the Truth mirror. (There’s enough Mirrors in Truth already.)

P1T1


StartingHand Workers

STARTING HAND
Reputable Newsman
Traffic Director
Spectral Aven
Lawful Search
Building Inspector

WORKERS

Lawful Search

NextHand

Jail
Bluecoat Musketeer
Arrest
Porkhand Magistrate

Discard

Reputable Newsman
Traffic Director

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Spectral Aven - ($1)
Recruit Building Inspector - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Building Inspector (1/1, Your first building costs $1 more to build)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Spectral Aven (2/2, Flying, illusion, resist 1 from Lookout)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=Thoughts][spoiler]
This is my variant of the “Birds!” deck. I would have preferred Aven in my second hand, so that I could drop Rook this turn, but not too bad. I’m putting BI in Scav, because I’d always rather have more money than cards early in the game.

The plan is to put out Rook or Oni next turn, tech in Birds+Ember Sparks/General’s Hammer/Lobber/Overeager Cadet. Heroes will die a lot, but they’ll be my front line as I move into Tech II Peace+Tech Lab Fire for Air Hammer+Molting Firebird + more spells.

Deteriorate is going to be my bane, and might be enough to lose me the game on this plan!
[/spoiler]

[/details]


#24

I hope you can make Fire work!

"P2T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Poisonblade Rogue


NextHand

Pestering Haunt
Deteriorate
Skeletal Archery
Jandra, the Negator
Graveyard


Discard

Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer 1/1 %


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Theiving Imp, discard #2 - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp 2/2A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

I don’t have deterioriate in hand, so I’m going to save Garth to next turn to get rid of the annoying Aven. He’s going to get some free damage on my base but I think that’s better for now than the risk of losing garth (if he has manufacutred truth in hand and can make the inspector become another aven). I also conisdered playing Jave, Garth + skele which would put up a wall of skeles but be vulnerable to MT play. instead, abusing the fact he already went down on cards and go for the imp to hurt him even further. He’ll probably tech boot camp to keep up with cards.

"


#25

P1T2


Tech StartingHand Workers

TECH

Bird’s Nest
Brave Knight


STARTING HAND
Bluecoat Musketeer
Arrest
Porkhand Magistrate
Jail

WORKERS

Lawful Search
Porkhand Magistrate

NextHand

Brave Knight
Jail
Manufactured Truth
Bluecoat Musketeer

Tech 2 card(s)
Get Paid - ($5)
Discard card #2 of four
Worker - ($4)
Aven hits your base for 2
Summon Garus Rook - ($2)
Build Tech I - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook, Lv. 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Building Inspector (1/1, Your first building costs $1 more to build)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spectral Aven (2/2, Flying, illusion)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
The more I thought about it, the more I decided that his units were so beefy that a Lobber or Cadet wouldn’t do. That meant Firebat/Brave Knight/Boulder. Firebat fits more with my goal of building-bashing and base-racing, but he costs $1 every time I want to use him, and he can’t take down a building, even teamed up with two birds or one aven. Ultimately, I decided on Brave Knight because he has a bird on his shield. Sac the Weak and Deteriorate deal with him neatly, so it was probably another bad decision. (:

I decided to hit base instead of Imp because that Imp will die if he attacks Rook with or without 1 damage on him. I shifted BI to Technician to deal with my ongoing card problem now. (I would have been back up to 5-card-hands if not for the Imp.) I’m expecting Garth+Deteriorate+StW+Skele+Tech I this turn. My eventual win will be with Air Hammers and EQs. I’m okay with him going down on cards and me going up; if he doesn’t kill BI, then he’s paying more for Tech I/HH, which I’m okay with. He’ll be a tad ahead on econ either way, but that’s his prerogative as P2 and as someone with Black starter’s insanely cheap spells/units.

After the draw…I’ll probably play Jail or Brave Knight next turn, +Birds if I draw them off Technician. Alternatively, I might midband Rook and save $1 for that Tech Lab when I build Tech II.
[/spoiler]

[/details]


#26

"P2T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Graveyard
Jandra, the Negator
Deteriorate
Skeletal Archery
Pestering Haunt


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Lich’s Bargain
Sacrifice the Weak
Lich’s Bargain
Skeleton Javelineer 1/1 %
Graveyard


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Garth + skeleton - ($3)
Deteriorate Aven
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp 2/2A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth 1/3
    [B]Buildings:[/B]
  • :heart: Base HP: 18

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

#27

P1T3


Tech StartingHand Workers

TECH

Ember Sparks
Air Hammer


STARTING HAND
Manufactured Truth
Bluecoat Musketeer
Jail
Brave Knight

WORKERS

Lawful Search
Porkhand Magistrate
Bluecoat Musketeer

NextHand

Arrest
Reputable Newsman
Bird’s Nest

Discard

Spectral Aven
Manufactured Truth
Building Inspector
Jail
Ember Sparks
Air Hammer

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Brave Knight - ($2)
Rook casts an expensive Manufactured Truth; Mr. Inspector gets Brave! - ($0)
“Brave Knight” kills Imp and takes two damage
"Brave Knight" realizes he’s just an Inspector and dies at the end of turn

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Brave Knight (3/3, Readiness, returns to hand when dying from combat)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook, Lv. 1 (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]
Hrmmm. He built the expensive Tech I, which is not bad. Which means BI did his job. So let’s trade him into Imp. I’m losing out here, as expected: $3 for BI+MT and $2 for Aven, whereas he spent $3 for Imp + Deteriorate and $1 extra for Tech I. But still, he shouldn’t be able to kill Rook before the Birds come out.
I’m teching Ember Sparks instead of Firebird this turn just in case I don’t get the Tech Lab in time.

After the draw… Good, I have my Birds. What kind of bird-themed deck would this be if I never got to play them?
[/spoiler]

[/details]


#28

"P2T3


Tech StartingHand Workers

TECH
Spectral Hound
Bone Collector


STARTING HAND
Skeleton Javelineer 1/1 %
Graveyard
Lich’s Bargain
Lich’s Bargain
Sacrifice the Weak


WORKERS
Poisonblade Rogue


NextHand

Deteriorate
Summon Skeletons
Pestering Haunt


Discard

Thieving Imp 2/2
Lich’s Bargain
Sacrifice the Weak
Lich’s Bargain
Skeleton Javelineer 1/1 %
Spectral Hound
Bone Collector


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Skeleton yells at the brave knight for no apparent reason
sac the weak knight that actually dies - ($4)
Garth makes the bargain of a Lich’s life - ($2)
Not to come out a sucker, Garth makes that bargain again - ($0)
My base to 10 life and sac two workers (down to 6)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Horror 3/3A Deathtouch
  • :psfist: [I]Elite[/I]: Zombie 3/2
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]: Horror 3/3 Deathtouch
    [B]In Play:[/B]
  • L1 Garth 1/3
  • Zombie 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So, I can cast one Lich’s Bargain and build tech 2 and rush for Omegacrons. That patrol zone would probably be enough to stop him from destroying my tech 2 before Omegacron come out and more bargains later can provide fodder for omegacron. OR I can go crazy and cast two bargains now, putting a lot of pressure, delaying my tech 2 (and using Hounds and other cheap units to stay in the game) for two more turns before I can bring in omegacrons. the latter seems more fun and interesting. In both cases, if he teched Thunderclap he can give me some crap but killing his Knight means he is still very low on cards, and Rook is expensive to level - impossible if he wants to go to tech 2. In any case, turning on a peace engine would take longer and I don’t think he wants to go to Strength just for degray.

"


#29

EDIT: Adding reminder text to Newsman.

P1T4


Tech StartingHand Workers

TECH

Ember Sparks
General’s Hammer


STARTING HAND
Bird’s Nest
Arrest
Reputable Newsman
Traffic Director

WORKERS

Lawful Search
Porkhand Magistrate
Bluecoat Musketeer
Arrest

NextHand

Brave Knight
Spectral Aven
Ember Sparks

Tech 2 card(s)
Get Paid - ($7)
Draw from Technician
Rook casts Bird’s Nest - ($5)
Recruit Reputable Newsman, naming “$0” - ($3)
Build a Heroes’ Hall - ($1)
Worker - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Reputable Newsman (0+1/3, You can’t play spells or upgrades costing $0)
  • :ps_: [I]Scavenger[/I]: Oona Bird (1/1, Flying)
  • :exhaust: [I]Technician[/I]: Garus Rook, Lv. 1 (2/4)
  • :target: [I]Lookout[/I]: Baba Bird (1/1, Flying)
    [B]In Play:[/B]
  • Bird’s Nest (Channeled by Rook)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]
Well that changes the equation somewhat. I guess he didn’t realize I was leaning toward a base race? Time to screw Tech II and slam on the accelerator. Sparks and Hammers go!

After the draw… Got one of the Sparks; nice. It’d be really nice to draw the other one and play Jaina+2xSparks next turn. It’d be sad to draw Hammer, as I don’t quite have enough (even if he kills my Scav bird) to play On+Jaina+Hammer+Sparks. Anything else, and it’s probably Jaina+Sparks+Brave Knight. Next turn’s tech will be another Hammer + Lobber?
[/spoiler]

[/details]


#30

"P2T4


Tech StartingHand Workers

TECH
Omegacron
Omegacron


STARTING HAND
Pestering Haunt
Summon Skeletons
Deteriorate
Skeletal Archery


WORKERS
Poisonblade Rogue
Pestering Haunt


NextHand

Omegacron
Summon Skeletons
Lich’s Bargain


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Horror #1 kills Rook, Garth levels to L3
Garth and Zombie #1 kill Newsman
Detetriorate Oona bird
Zombie #2 and Horror #2 break your tech 1
Midband Garth - ($4)
sac a skele to draw a card
Skeletal Archery - ($2)
Other skeleton kills bird from a long range
Garth makes a skeleton - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton 1/1, long range, anti-air
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L4 Garth 2/4
  • Zombie #1 2/1[2]
  • Zombie #2 2/2
  • Horror #1 3/1[3] Deathtouch
  • Horror #2 3/3 Deathtouch
  • Skeletal Archery
  • Skeleton 1/1, long range, anti-air
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

#31

Hang on! Garth gets free levels there. Let me fix my turn.


#32

P1T5


Tech StartingHand Workers

TECH

General’s Hammer
Fire Dart


STARTING HAND
Ember Sparks
Spectral Aven
Brave Knight
Manufactured Truth

WORKERS

Lawful Search
Porkhand Magistrate
Bluecoat Musketeer
Arrest
Manufactured Truth

NextHand

Air Hammer
Ember Sparks
Building Inspector

Discard

Reputable Newsman
Bird’s Nest
Ember Sparks
Brave Knight
General’s Hammer
Fire Dart

Tech 2 card(s)
Get Paid - ($8)
Technician draw and scav bonus - ($9)
Summon Jaina - ($7)
Jaina casts Ember Sparks on your base to 7 HP - ($4)
Recruit Spectral Aven - ($2)
Worker - ($1)
Rebuild Tech I

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Jaina, Lv. 1 (2+1/3, Sparkshot)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Spectral Aven (2/2, Flying)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts]
Not looking good. Throwing up some distractions. May have to drop max Rook next turn to hang on. It’ll depend on whether I draw General’s Hammer off Technician? If I don’t draw, he’ll take 2 more from the Aven, but I think he’ll kill it. I wish I could afford to max Oni and still play General’s Hammer. I think have to hope for no hammer, max Rook, Oni+Jaina the following turn.

[/details]


#33

"P2T5


Tech StartingHand Workers

TECH
Spectral Flagbearer
Void Star


STARTING HAND
Summon Skeletons
Omegacron
Lich’s Bargain
Spectral Hound
Bone Collector


WORKERS
Poisonblade Rogue
Pestering Haunt
Lich’s Bargain


NextHand

Thieving Imp 2/2
Sacrifice the Weak
Deteriorate
Omegacron
Omegacron


Discard

Spectral Flagbearer
Void Star
Summon Skeletons
Lich’s Bargain
Bone Collector
Spectral Hound


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2, future - ($3)
Horror #1 trades with Jaina, Garth to L6
Two Skeletons kill the Aven from a long range
horror #2 and Zombie #2 break tech 1, your base to 16
Garth and Zombie #1 break heroes’ hall, your base to 14
Sac skeleton to draw
sac skeleton to draw
Vir, peeks - ($1)
Vir Exchanges a card - ($0)

Float ($0)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Vir 2/3
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L6 Garth 2/4
  • Zombie #1 2/1[2]
  • Zombie #2 2/2
  • Horror #2 3/3 Deathtouch
  • Skeletal Archery
    [B]Buildings:[/B]
  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

The Ember Spark is cute but not going to help much. I can kill Jaina and she’ll be out for the next turn. By my next turn I can have both Omegacrons out - playing Vir to exchange a card in order to make sure of that (could have played summon skeletons instead). I still have a dominant board position, he has nothing and all he can do (that I can think of) is play some hasted Lobbers. Vir is enough to block both Lobbers and I need him to die so that Quince can come. I can still maxband Garth to get a Hive with five little stingers that are good fooder for the Omegacron. In general, I don’t think there’s much he can do at this point but I may be wrong.

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