First turn to follow probably tomorrow or very late tonight @Jadiel
[details=Thoughts]So gimmicky goal is to make Prynn delete a bunch of his units forever.
White starter which means a couple things.
1: all his starter units are 1-2 health.
2: Safe attacking is really strong against defensive skeletons, and/or defensive tower.
3: Grappling hook and snapback are both respectable problems.
Finesse and Strength both have fairly strong answers to a dedicated skeleton strategy, and discord will kill any of my starter units but Imp or Jandra, as well as any skeleton party I could try to setup if I telegraph it too early.
My opening hand is pretty Meh for immediate aggression which means the questions I need to answer are:
- Do I Hero or leave it ‘open’ for now?
-
Garth doesn’t bring anything special yet as I can just skeleton javelineer without spending extra cards and it is strictly superior to a token skeleton. If I summon him NOW I can potentially attack with him and javelineer using deteriorate, but that route has nothing against squadleader Rook as a 2/4+A, which would be difficult to kill off in a timely manner. Even mid on Garth doesn’t let me get anything special done.
-
Zane can do 2 damage to base, but is probably committing to trying to get something done against his board. With 4/5/6 gold next turn (javelineer, no javelineer//skip next worker, no javelineer and skip next worker) I can bring him to mid/max with possible deteriorate even with offcolor penalty. Zane route can deal with even a Rook – though I wouldn’t be getting any free levels.
-
Prynn does nothing at this stage, but gimmick route means I either am shooting for tech 2, a hero’s hall, or both. I suspect I am looking at Garth+Hero’s Hall, so I can continue to threaten Zane shenanigans while I work my way to Tech 2, Necromancy? Blackhand Rez, Seer, Netherdrain – keep
-
No hero – leaving hero open means I can continue to threaten some sort of Zane play, which might be enough to keep him off of a squadleader Rook, in which case I’m probably looking at either Grave + 1-2 drop, or a couple units. If I am playing something other than javelineer it is probably graveyard, expecting to play lots of imps? Just worker+Javelineer seems really tempting. I’ll have 7 gold next turn – enough for a fully threatening Zane, OR I can just turn around with worker-tech 1-Hero’s Hall, haunt and PBR or hero. I can also go for maximal shenanigans of javelin, midband garth for 5, sac javelineer, haunt deteriorate skeleton or save javelin and don’t deteriorate. Or Garth, skeleton, tech 1, haunt, worker. Lots of options depending on what he does. Smoker is probably the most annoying thing he could play if I am JUST javelineering? Another route worth considering is maybe worker-graveyard going in with 6 for worker-tech1-haunt-imp – but I think that haunt-imp-javelineer+graveyard is just not going to get there against a rook opener, so lets go with the float 2 route.
Worker summon skeletons. Probably going to want archery if birds appears likely, graveyard will likely be very strong if I go for tech 2 anarchy, and useful in necromancy. Possibly Lich’s Bargain sometime.[/details]
P1T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Skeletal Archery
Summon Skeletons
Sacrifice the Weak
Graveyard
WORKERS
Summon Skeletons
NextHand
Deteriorate
Poisonblade Rogue
Thieving Imp
Jandra, the Negator
Pestering Haunt
Discard
Sacrifice the Weak
Skeletal Archery
Graveyard
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Skeleton Javelineer (1/1+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 2
- Workers: 5
Sorry for the delay! GL, HF @Kaelii
P2T1
StartingHand Workers
STARTING HAND
Fox Viper
Sensei’s Advice
Smoker
Snapback
Safe Attacking
WORKERS
Fox Viper
NextHand
Fox Primus
Aged Sensei
Morningstar Flagbearer
Grappling Hook
Discard
Snapback
Sensei’s Advice
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Smoker - ($1)
Safe Attacking - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L1 Rook (2/4+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Smoker (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 2
[B]Gold:[/B] - Gold: 0
- Workers: 6
[details=Thoughts]Rook opener with smoker.
First off: Does anything need to die?
Killing Rook would be nice and the cheapest I can do that is Zane Maxband, but I don’t think it is correct as I need to give him scavenger to do it and then he can worker-grave-snapback zane for prynn?-tech 1 easy peasy. I wouldn’t have my tech 1 up, and only a skeleton. At the same time that WOULD also be all of his turn, but probably good enough if he goes straight to tech 2, as I’d be hard pressed to bust through 2/3+A squadleader and tech 1 to stop it.
If we’re not killing Rook, then do I want to bounce smoker and bring out Garth via Deteriorate? Probably not worth the deteriorate.
If I DO bring out a hero I need to make sure he doesn’t smoker takes/trades javelineer, mid Rook to walk past remaining patroller and dunk hero – avoidable by even as little as skeleton from garth, and some other unit patrol 3 bodies with garth behind the lines. That’s skipping tech 1 a turn which I don’t particularly like.
[/details]
P1T2
Tech StartingHand Workers
TECH
Netherdrain
Gunpoint Taxman
STARTING HAND
Jandra, the Negator
Thieving Imp
Pestering Haunt
Deteriorate
Poisonblade Rogue
WORKERS
Summon Skeletons
Pestering Haunt
NextHand
Poisonblade Rogue
Gunpoint Taxman
Skeletal Archery
Deteriorate
Netherdrain
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Thieving Imp, Discard 1 card at random.org says #1 - ($3)
Tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Thieving Imp (2/2)
- Elite: Skeleton Javelineer with rune (2/1)
- Scavenger:
- Technician:
-
Lookout:
In Play:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold: - Gold: 1
- Workers: 6
P2T2
Tech StartingHand Workers
TECH
Bird’s Nest
Rambasa Twin
STARTING HAND
Fox Primus
Grappling Hook
Aged Sensei
Morningstar Flagbearer
WORKERS
Fox Viper
Morningstar Flagbearer
NextHand
Snapback
Savior Monk
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling Hook on Imp, moving it to lookout
Rook kills Imp
Smoker trades with Javelineer
Hero’s Hall - ($3)
Tech I - ($2)
Aged Sensei - ($1)
Float ($1)
Discard 0, draw 1, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Aged Sensei (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- L1 Rook (2/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
[details=Thoughts]Many ways to kill Rook.
Maxband Zane for 7, scavenge his aged sensei to worker, and kill rook. 4/2 Zane vs 2 card hand and Grave+River. Possible nimble fencer (1/7 redrawn cards), possible snapback (1/10 and 1/7 chances), DEFINITELY at least river OR grave, and quite possibly tech 2 as well – 7/10 gold, so he COULD snapback my Zane into something weak. Not getting anything special out of Zane so probably not this route.
Midband Zane for 5, deteriorate sensei – he draws 1, kill rook and obtain maxband zane who has a fizzled ultimate. 8 gold, but a higher chance of snapback (1/10 and 2/7 chances), still quite possible tech 2 rush. I have 1 gold left for a worker so I get a 4/4 Zane on board. Not terribly exciting. He’d need two tech’d cards to kill Zane (mostly just nimble fencer shenanigans, but nimble+two step+2 cost starter+River, but even grave+snapback is probably fine? 5/8 of his gold, so worker and double heros? I’d probably have Prynn in snapback world, and mostly sad if he kills zane another way. He’d be skipping a worker at least if he does it the other way.
Zane and Deteriorate for 3, trade zane with Rook, no levels for anyone – he draws 1.
Worker is 1, Garth+skeleton for 3 or I can go gunpoint+float. Draw Sac/Jandra/Graveyard +1 even if I only discard 2. Am I going tech 2 next turn? Probably not unless it is sturdy enough. No Zane next turn so what do we Tech? Seer Aaaaaaand Bone collectors are great.
No rook spells so Taxman squadleader? Survives basically anything he can try to throw at it. Or at least does a very good job trading.[/details]
P1T3
Tech StartingHand Workers
TECH
Bone Collector
Seer
STARTING HAND
Skeletal Archery
Gunpoint Taxman
Netherdrain
Poisonblade Rogue
Deteriorate
WORKERS
Summon Skeletons
Pestering Haunt
Skeletal Archery
NextHand
Skeleton Javelineer
Jandra, the Negator
Graveyard
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($7)
Zane - ($5)
Deteriorate Sensei, you draw a card - ($4)
Zane trades with Rook, all the levels fizzle
Worker - ($3)
Gunpoint Taxman - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Gunpoint Taxman (3/3)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
P2T3
Tech StartingHand Workers
TECH
Reversal
Sparing Partner
STARTING HAND
Savior Monk
Snapback
Fox Primus
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
NextHand
Bird’s Nest
Rambasa Twin
Smoker
Sensei’s Advice
Discard
Aged Sensei
Snapback
Savior Monk
Reversal
Sparing Partner
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Grave - ($5)
River - ($3)
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L1 River (2/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L1 Grave (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B] - Gold: 3
- Workers: 8
[details=Thoughts]Double Hero, and floating his little pile of gold. Which is good – tech 2 here we come.
He’s got a good chance of discord (I’m pretty sure he’s on a discord setup). Possibly martial mastery into discord or something.
Even without discord he shouldn’t be terribly hard pressed to get through to a hero or sword a hero or something if he REALLY wants, so I don’t think prynn or garth are coming out to play. Yet. Origin story is going to be respectable at getting rid of grave to let me kill river, hopefully. Or whichever hero isn’t maxed at the time?
Taxman is going to be in squad leader so he has to at least level something to three attack even if he discords to actually kill it.
He COULD worker+maxband both hero’s for 10 and worker to get himself back to 5 card hand.
I think we’re going to put down the javelineer in tech. It is ‘wasted’ gold if he was going to discord anyway, but it means he can’t just maxband both heros, sword, break graveyard. Instead he needs to cast discord (not maxbanding both heros then), Grave midband into 1/2+A taxman, then maxbanded river to break my graveyard if he is going to this turn, which is 2+4+2 leaving (3 for worker plus up to two tech 0 dorks or a 2 cost tech 1) gold and a card for my 2 cards – javelineer back to hand, and 5 gold. And then my tech 2 is safe so I could get a rememberer or something next turn via Garth[/details]
P1T4
Tech StartingHand Workers
TECH
Rememberer
Origin Story
STARTING HAND
Graveyard
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
WORKERS
Summon Skeletons
Pestering Haunt
Skeletal Archery
Jandra, the Negator
NextHand
Seer
Poisonblade Rogue
Netherdrain
Discard
Sacrifice the Weak
Rememberer
Origin Story
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2, Past - ($3)
Graveyard - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Gunpoint Taxman (3/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Skeleton Javelineer (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Graveyard :Heart 3:
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 3
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 8
P2T4
Tech StartingHand Workers
TECH
Reversal
Nimble Fencer
STARTING HAND
Rambasa Twin
Smoker
Sensei’s Advice
Bird’s Nest
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
Bird’s Nest
NextHand
Grappling Hook
Snapback
Smoker
Sparing Partner
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Rambasa Twin - ($6)
Max Grave - ($0)
Grave kills Taxman
River kills Javelineer, you draw
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Rambasa Twin #1 (3/2)
- [I]Technician[/I]: Rambasa Twin #2 (3/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- L7 Grave (4/2, sword rune)
- L1 River (2/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
[details=Thoughts]Well now also makes a lot of sense for him to be getting into spells – discord, two step, martial mastery, reversal all reasonable – discord loses a lot of power if I go for fetching rememberer right now
4 bodies, and 5-6 damage sources with reversals – probably not able to sword AND attack with grave, but can just kill something with rune.
So the ‘standard’ play line would be something to the tune of Seer, replay taxman from graveyard, worker, garth netherdrain river, zane kill scavenger – patrol Garth in lookout, seer in scavenger, taxman squadleader?
Discord kills seer, taxman is 1/2+A - Grave or Rambasa kills, sword Garth for levels on river, river+grave/rambasa kill tech 2 initiate sad panda time as he plays another body so zane can’t kill something, and stuck on tech 1s and spells vs river midband + discords.
Reversal also does good things to that kind of board, so I think we’re passing on it.
Zane-y play isn’t great either.
Garth 2, Zane 4, Netherdrain river levels to zane 5, zane to midband 6 trade with rambasa #1 scavenge +1 river can’t level grave can’t level - 3 gold left for stuff so worker + taxman or double skeletons, tech 2 run over for much the same reasons.
Non stealing Zane plan is the same skipping zane to midband so level 3 garth hanging around still 5 gold, levels are on garth instead of zane - 3 gold left for stuff so worker + taxman or double skeletons, tech 2 still run over.
Garthmaxband plan A: Worker is 1, and netherdrain+maxband is 7, so fetch something that can be sword rune’d, 3/4 Garth somewhere probably dies too. Tech 2 might survive if I patrol Garth behind whatever I fetch? (Rambasa+level 3 river kills the garth without killing river unless he is elite and then I’d need a golgort in squad leader to avoid suicidal grave sparkshotting + rambasa to kill, river able to do 2-3 damage is probably fine, but addition of reversal means golgort disabled, sword garth, rambasa+river kill tech 2, starts his own tech 2 and workers.
Garthmaxband plan B: SKIP worker, netherdrain+maxband is 7 fetch rememberer, seer to fetch Golgort which gives me a lot more stuff on board. He probably pops my graveyard, but tech 2 should survive if I have Golgort Seer Garth Rememberer in patrol.
So what is the last tech card? Shimmer Ray?
Golgort squad leader, Garth Elite so he definitely trades with even a river attacking him, rememberer resist, seer in scavenger or tech?
Reversal Golgort, Rambasa #1 for rememberer, grave swords garth, river > seer, pop graveyard, or dude+twostep to kill tech 2 with remaining Rambasa is still decent. I’ll want tech then so I am still on a quick-ish cycle.
If he DOESN’T have reversal golgort should keep my stuff up pretty solidly.[/details]
P1T5
Tech StartingHand Workers
TECH
Yesterday’s Golgort
Shimmer Ray
STARTING HAND
Netherdrain
Poisonblade Rogue
Seer
Thieving Imp
WORKERS
Summon Skeletons
Pestering Haunt
Skeletal Archery
Jandra, the Negator
NextHand
Thieving Imp
Deteriorate
Bone Collector
Origin Story
Tech 2 card(s)
Tech Draw
Get Paid - ($8)
SKIP worker
Garth - ($6)
Netherdrain River, Garth to level 3 - ($5)
Maxband Garth, Rememberer from discard - ($1)
Seer -> Rememberer @2 runes bringing Yesterday’s Golgort from discard - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Yesterday’s Golgort (6/4+A)
- [I]Elite[/I]: Garth level 7 (4/4)
- [I]Scavenger[/I]:
- [I]Technician[/I]: Seer (2/1)
-
[I]Lookout[/I]: Rememberer (3/3) @2 time runes resist 1
[B]In Play:[/B] - Graveyard :Heart 3: (Taxman, Javelineeer)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
P2T5
Tech StartingHand Workers
TECH
Whitestar Grappler
Entangling Vines
STARTING HAND
Grappling Hook
Sparing Partner
Snapback
Smoker
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
Bird’s Nest
NextHand
Aged Sensei
Reversal
Savior Monk
Reversal
Discard
Snapback
Smoker
Grappling Hook
Whitestar Grappler
Entangling Vines
Tech 2 card(s)
Get Paid - ($9)
Grave exhausts and uses Sword rune to destroy Golgot
River trades with Seer, you draw a card and Graveyard is destroyed, levels fizzle
Grave casts Snapback on Garth, bringing out Zane - ($6)
Rook - ($4)
Rambassa Twin trades with Rememberer, Twin returns to Codex
Rambassa Twin kills Zane, and lives due to Safe Attacking armor, Rook to L3
Sparring Partner - ($3)
Skip worker
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L3 Rook (2/4+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Sparring Partner (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- L7 Grave (4/2)
- Rambasa Twin (3/1)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 5
[B]Gold:[/B] - Gold: 3
- Workers: 9
P1T6
Tech StartingHand Workers
TECH
Shimmer Ray
Hooded Executioner
STARTING HAND
Deteriorate
Bone Collector
Thieving Imp
Origin Story
Netherdrain
WORKERS
Summon Skeletons
Pestering Haunt
Skeletal Archery
Jandra, the Negator
Thieving Imp
NextHand
Sacrifice the Weak
Hooded Executioner
Poisonblade Rogue
Shimmer Ray
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Prynn - ($5)
Origin Story shoos away Rook - ($2)
Bone collector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bone Collector (3/3+A)
- [I]Elite[/I]: Prynn level 1 (2/3)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 10
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
P2T6
Tech StartingHand Workers
TECH
Rambasa Twin
Whitestar Grappler
STARTING HAND
Reversal
Aged Sensei
Reversal
Savior Monk
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
Bird’s Nest
NextHand
Entangling Vines
Nimble Fencer
Sensei’s Advice
Snapback
Tech 2 card(s)
Get Paid + float - ($12)
Rook - ($10)
Sparring Partner exhausts to give Rambasa Twin a +1/+1 rune
Rambasa Twin trades with Bone Collector, Twin goes to codex
Grave casts Reversal on Prynn, Rook gets L3
Untap Sparring Partner - ($8)
Exhaust Sparring Partner to give Grave a +1/+1 rune
Grave destroys your Tech II, your base to 18
Savior Monk - ($6)
Tech II Strength - ($2)
Skip worker
Float ($2)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L3 Rook (2/4+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: L7 Grave (5/3, has +1/+1 rune)
- [I]Technician[/I]: Savior Monk (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- Sparring Partner (2/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Strength)
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 2
- Workers: 9
P1T7
Tech StartingHand Workers
TECH
Origin Story
Hooded Executioner
STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Shimmer Ray
Hooded Executioner
WORKERS
Summon Skeletons
Pestering Haunt
Skeletal Archery
Jandra, the Negator
Thieving Imp
Sacrifice the Weak
NextHand
Yesterday’s Golgort
Javelineer
Deteriorate
Discard
Bone Collector
Shimmer Ray
Origin Story
Hooded Executioner
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rebuild Tech 2
Boosted Hooded Executioner kills Savior Monk - ($3)
Poisonblade Rogue - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Poisonblade Rogue (3/1)
- [I]Scavenger[/I]:
- [I]Technician[/I]: Hooded Executioner (3/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 7
- Disc: 4
[B]Gold:[/B] - Gold: 1
- Workers: 10
P2T7
Tech StartingHand Workers
TECH
Oathkeeper
Oathkeeper
STARTING HAND
Sensei’s Advice
Nimble Fencer
Entangling Vines
Snapback
Smoker (TECH draw)
WORKERS
Fox Viper
Morningstar Flagbearer
Fox Primus
Bird’s Nest
NextHand
Reversal
Aged Sensei
Reversal
Rambasa Twin
Whitestar Grappler
Discard
Savior Monk
Entangling Vines
Snapback
Sensei’s Advice
Smoker
Oathkeeper
Oathkeeper
Draw from Technician death
Tech 2 card(s)
Get Paid + float - ($11)
Rook casts Entangling Vines on Hooded Executioner - ($8)
Rook kills Rogue
Grave destroys Tech II, your base to 16
Sparring Partner deals 2 to your Tech I
Ready Sparring Partner - ($6)
Nimble Fencer - ($4)
Sparring Partner exhausts to give a +1/+1 rune to Fencer
Nimble Fencer destroys Tech I, your base to 14
Rook to L5 - ($2)
River - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L1 River (2/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L7 Grave (5/3, has +1/+1 rune)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Safe Attacking
- Sparring Partner (2/2)
- L5 Rook (3/5)
- Nimble Fencer (3/4, with +1/+1 rune)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Strength)
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 7
[B]Gold:[/B] - Gold: 0
- Workers: 9
Pretty dead at this point I think.
GG.
Probably played too scared of spells too early.
GG, WP.
You seemed to play around Discord a lot, which I never teched. That was probably a mistake on my part, tbh - it’s my first time playing this deck (or white at all). I made a huge mistake playing Safe Attacking on T1, it put my cycling back a huge amount (and you capitalised on it very well by playing Imp T2), so I was basically a turn behind with all my tech.
Graveyard didn’t do anything for you, and I feel your T4 was where you lost control of the game. I was really impressed that you managed to put together the Past shenanigans on T5 though, that really took me by surprise.
If you want to play again, I’m happy to do so. I guess I’ll start this time? If you want to change deck that’s fine too - have you worked out which starter you like best?
Yeah I probably should’ve played to force you to actually have discord rather than assuming you were going to blow me out with it – it would’ve cost a card and gold and meant you not having as much tech 1 stuff for a while.
I’ll stick with this deck for another game, then if you still want more games I’ll probably start swapping over to purple starter as I haven’t tried that yet (There’s quite bit of overlap between this and PPA if I take the purple starter).
GL, HF
P1T1
StartingHand Workers
STARTING HAND
Smoker
Morningstar Flagbearer
Aged Sensei
Savior Monk
Fox Viper
WORKERS
Fox Viper
NextHand
Sensei’s Advice
Fox Primus
Safe Attacking
Snapback
Grappling Hook
Discard
Smoker
Morningstar Flagbearer
Savior Monk
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L1 Grave (2/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Aged Sensei (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
P2T1
StartingHand Workers
STARTING HAND
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Deteriorate
Sacrifice the Weak
WORKERS
Jandra, the Negator
NextHand
Thieving Imp
Skeleton Javelineer
Summon Skeletons
Poisonblade Rogue
Discard
Deteriorate
Skeletal Archery
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Pestering Haunt
Garth - ($2)
Skeleton - ($1)
Deteriorate Aged Sensei
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Skeleton (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Pestering Haunt (1/1)
- Garth (1/3)
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 6