Casual: Kaelii vs Otsdarva

@Otsdarva

[details=Thoughts]Mono-Black means I need to be wary of a few things.
Vandy n Pals
Deteriorate
Sacrifice the Weak

Probably going Naughty Dog (Lookout or scavenger?) and either floating 2 or dropping Garth or Zane.
Possible argument in favor of Garth + skeleton, but Dog is ALMOST strictly superior. Some odd edge cases where I end up sacrificing the skeleton to draw a card, but almost certainly not.

Workers:
I want to keep around pillage, at least for now and definitely charge (as I am planning on tech 2 necromancy most likely, and the charge BHR, corpse catapult, wight, and even necromancer all seem quite solid. Charge BHR, zane attacks to death, sac to return zane at maxband for another 4 + 1 possible scavenger/tech theivery seems like a pretty good 4 gold, fetching BHR with Garth to bring back Prynn for the netherdrain setup, and if I can get her midband to trigger bonus points.
I can do better than Scorch with something like chaos mirror or netherdrain so I think that will be worker #1.

If he is going for Vandy I will almost certainly want Zane, so do I want the base damage now, or do I want to leave my options open some other T2 play?
Leaving the gold up means next turn could be as heafty as worker, tech 1, HH, BRO//Bombaster//Garth if he goes for something really big on buildup like archery, worker, garth on T1.
While missing out on some base damage is kind of unfortunate, I think my next turn can be more than bulky enough without zane. I am looking at potentially Dog+BRO+bombaster+Tech 1 for half my starter on the field as I shuffle and redraw 4 of 7 cards so REALLY high chance of hitting any of stewardess, bone collector, Taxman, or spells of choice such as netherdrains//chaos mirrors.[/details]

P1T1


StartingHand Workers

STARTING HAND
Charge
Scorch
Nautical Dog
Careless Musketeer
Pillage


WORKERS
Scorch


NextHand

Mad Man
Bloodrage Ogre
Bombaster
Makeshift Rambaster
Bloodburn


Discard

Pillage
Charge
Careless Musketeer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog (1/1) - ($2)

Float ($2)
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]: Nautical Dog (1/1)
  • :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: 2
  • Workers: 5

P2T1
EDIT - Turn changed due to me accidentally breaking the rules.

Secrets Hand: Sac the Weak, Poisonblade Rogue, Graveyard, Summon Skeletons, Jandra Tech : None Thoughts : I'm a little scared - opening turn 2 with 7 mana and Zane in the hero slot is going to allow for them to bring some serious pain if they want to. I'm not experienced enough yet to know whether to tech up now or next turn with my floating 1 gold, to avoid being pillaged, though I'm thinking that they don't wanna do it just because it means they're not doing too much to the board without dropping below a 5 card hand at this stage. Gonna macro up for now and play a reactive game.

  1. Get 5 Gold (5)
  2. Worker (4)
  3. Play Jandra (1)

Secrets Workers : 5+Poisonblade Rogue Tech : None Discard : Sac the Weak, Summon Skells, Graveyard New Hand : Imp, Archery, Deteriorate, Skeletal Javelineer, Pestering Haunt
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: * :psfist: Elite: * :ps_: Scavenger: Jandra 3/3 * :exhaust: Technician: * :target: Lookout: In Play : * Base : 20 * Discard : 3 * Deck : 0 * Workers : 6 * Gold: 1 * Hand : 5

You need a hero to cast a spell

Ah damn. I’ll redo the turn.

EDIT - Turn redone, for some reason can’t collapse secrets, editing ferociously to try and deal with this.

EDIT 2 - All good.

[details=Thoughts]Jandra Opener, he’s got 7 or 8 gold next turn depending on how I deal with Jandra.
I get a lot of respectable plays here.

So many ways to play this.
Odd as it might sound I think I’m going to go Bloodburn @1 rune by trading naughty dog off, worker and tech 1, tech in Chaos Mirror and Gunpoint Taxman. This is almost certainly incorrect, but I don’t really care about taking 3 damage on my tech 1 right now, and I am only a little sad if he decides to slam max vandy with Jandra breaking tech 1 // patrolling. Even then I think I can probably handle it fine with something like Zane+chaos mirror[/details]

P1T2


Tech StartingHand Workers

TECH
Chaos Mirror
Gunpoint Taxman


STARTING HAND
Mad Man
Bloodrage Ogre
Bombaster
Makeshift Rambaster
Bloodburn


WORKERS
Scorch
Makeshift Rambaster


NextHand

Mad Man
Bombaster
Chaos Mirror
Gunpoint Taxman
Pillage


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Bloodburn - ($1)
Nautical Dog attacks and dies to Jandra, Bloodburn @1

Float ($1)
Discard 3, reshuffle, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

Gonna be a while before I can reply to this (prolly sometime on Sunday), sorry about that.

P2T2

Secrets Hand: Sac the Weak, Poisonblade Rogue, Graveyard, Summon Skeletons, Jandra Tech : None Thoughts : I'm not sure what I want my game plan to be right now - their big scary obvious stuff seems to be Anarchy T3 and possible garth reanimation shenanigans. I probably want to move quickly whilst I have the space to do so, and so I'm probably looking to tech towards Twlight Baron's and drop a 3 hero meta at some point soonish. Obvs Prynn's origin story gives me a tough time with that, so I need to put stress on him before that can come out. But Zane offers a strong response for little card cost :( I'll wing it and see which fears I overplayed and which I underplayed.

  1. Get 6 Gold, tech 2 (7)
  2. Worker (6)
  3. Build Tech 1 (5)
  4. Thieving Imp (2), discard the second listed card in your new hand
  5. Vandy (0)
  6. Patrols locked in, Pitch 3, Reshuffle, Draw 5

Secrets Workers : 5+Poisonblade Rogue+Skeletal Archery Tech : Twilight Baron, Dark Pact Discard : None New Hand : Graveyard, Sac the Weak, Deteriorate, Summon Skells, Pestering Haunt
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: Jandra 3/1+A * :psfist: Elite: * :ps_: Scavenger: Thieving Imp 2/2 * :exhaust: Technician: * :target: Lookout: Vandy 2/3 (Resist 1) In Play : * Base : 20 Tech 1 : 5 * Discard : 0 * Deck : 3 * Workers : 7 * Gold: 0 * Hand : 5

P1T3


Tech StartingHand Workers

TECH
Blackhand Resurrector
Blackhand Resurrector


STARTING HAND
Gunpoint Taxman
Bombaster
Pillage
Chaos Mirror
Mad Man


WORKERS
Scorch
Makeshift Rambaster
Pillage


NextHand

Nautical Dog
Careless Musketeer
Bloodrage Ogre


Discard

Bombaster
Mad Man
Chaos Mirror
Gunpoint Taxman
Blackhand Resurrector
Blackhand Resurrector


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Zane level 2 - ($3)
Madman - ($2)
Chaos mirror, swapping madman’s attack for Jandra’s - ($0)
Zane kills Jandra taking 1 damage. Bloodburn @2
Madman kills Vandy, Zane midbands and heals. Bloodburn @3
Burn your base for 1, BB@1

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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @1
  • Zane (3/3)
    [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

P2T3

Secrets Hand: Summon skells, pestering haunt, deteriorate, sac the weak, graveyard Tech : Dark Pact, Gargoyle Thoughts : Tech 2 seems out of the picture for a while. Going to try and force a metamorphosis over the new few turns, but I think I'm playing this wrong.

  1. Get 7 Gold, tech 2 (7)
  2. Worker (6)
  3. Garth (4)
  4. Summon Skells (1)
  5. Use Garth to make a skeleton (0)
  6. Patrol, Discard 3, Draw 3, Reshuffle, Draw 2

Secrets Workers : 5+Poisonblade Rogue+Skeletal Archery+Pestering Haunt Tech : Twilight Baron, Dark Pact x 2, Gargoyle Discard : None New Hand : Sac the Weak, Skele Jav, Jandra, Twilight Baron, Dark Pact
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: Garth 1/3+A * :psfist: Elite: Thieving Imp 2/2 * :ps_: Scavenger: Skeleton 1/1 * :exhaust: Technician: Skeleton 1/1 * :target: Lookout: Skeleton 1/1 In Play : * Base : 19 Tech 1 : 5 * Discard : 0 * Deck : 5 * Workers : 8 * Gold: 0 * Hand : 5

Garth is only a 1/3+A, not a 1/4+A. Does this affect your decisions at all?

No, just a typo

P1T4


Tech StartingHand Workers

TECH
Bone Collector
Necromancer


STARTING HAND
Careless Musketeer
Nautical Dog
Bloodrage Ogre
Charge


WORKERS
Scorch
Makeshift Rambaster
Pillage
Careless Musketeer


NextHand

Gunpoint Taxman
Bloodrage Ogre
Blackhand Resurrector
Nautical Dog
Bombaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Maxband Zane, shove Tech skeleton, it dies. Bloodburn @2, we both draw a card - ($4)
Zane kills Garth, levels fizzle
Tech 2, Necromancy - ($0)
Bloodburn kills scavenger skeleton, gain a gold. @1

Float ($0)
Discard 3, reshuffle, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @1
  • Zane level 6 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

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

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

P2T4

Secrets Hand: graveyard, dark pact, skele jav, twlight baron, jandra, sac the weak Tech : Metamorphosis, Gargoyle Thoughts : Tech 2 seems out of the picture for a while. Going to try and force a metamorphosis over the new few turns, but I think I'm playing this wrong.

  1. Get 8 Gold, tech 2 (9)
  2. Worker (8)
  3. Vandy (6)
  4. Dark Pact myself, base to 17, draw 2
  5. Dark Pact myself, base to 15, draw 2
  6. Summon Skells (3)
  7. Skeleton Javelineer (2)
  8. Heroes Hall (0)
  9. Kill Zane w/ Imp and skeleton, Vandy goes to level 3, Bloodburn at 3
    Discard 5, Reshuffle, Draw 5

Secrets Workers : 5+Poisonblade Rogue+Skeletal Archery+Pestering Haunt+Jandra Tech : Twilight Baron, Dark Pact x 2, Gargoyle x 2, Metamorphosis Discard : None New Hand : Skells, Deteriorate, sac the weak, gargoyle, dark pact
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: Skeleton Javelineer 1/1+A * :psfist: Elite: * :ps_: Scavenger: Skeleton 1/1 * :exhaust: Technician: Skeleton 1/1 * :target: Lookout: In Play : Vandy 3/4 (Resist 1) * Base : 19 Tech 1 : 5 Heroes Hall: 4 * Discard : 0 * Deck : 6 * Workers : 9 * Gold: 0 * Hand : 5

P1T5


Tech StartingHand Workers

TECH
Skeletal Lord
Netherdrain


STARTING HAND
Blackhand Resurrector
Nautical Dog
Bloodrage Ogre
Bombaster
Gunpoint Taxman


WORKERS
Scorch
Makeshift Rambaster
Pillage
Careless Musketeer
Nautical Dog


NextHand

Necromancer
Blackhand Resurrector
Mad Man
Charge


Discard

Bombaster
Bloodrage Ogre
Skeletal Lord
Netherdrain


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gunpoint Taxman - ($5)
Blackhand Resurrector - ($3)
Garth - ($1)
Skeleton - ($0)
Bloodburn scavenger skeleton, @2 you gain a gold

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Gunpoint Taxman (3/3)
  • :pschip: [I]Technician[/I]: Blackhand Resurrector (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @2
  • Garth level 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

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

  • Hand: 4
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

P2T5

Secrets Hand: Pact, Gragoyle, Deteriorate, Summon Skells, Sac The Weak Tech : 2x Cursed Crow Thoughts : Just want to harass them down with fliers now. Gonna try and set up for a meta, and if it doesn't pan out, hope that I'm in an advantageous spot afterwards.

1.Tech 2, Get 9 Gold (10)
2. Deteriorate your squad leader skeleton, killing it. (10)
3. Have Vandy hit your resurrector, 3 damage marked on her, and you draw a card.
4. Play sacrifice the weak - I sac a skeleton, you sac gunpoint taxman, and you gain a gold.
5. Maxband Vandy (8), giving skeleton javelineer +2/+2 and healing Vandy to max
6. Play Garth (6)
7. Skeleton Javelineer kills your Garth, has 1 damage marked on him, my own Garth levels up to 3
8. Summon a skeleton with Garth (5)
9. Go to tech 2 (Disease) (1)
10. Worker (0)
11. Set patrols, discard 2, Draw 4

Secrets Workers : 5+Poisonblade Rogue+Skeletal Archery+Pestering Haunt+Jandra+Summon Skells Tech : Twilight Baron, Dark Pact x 2, Gargoyle x 2, Metamorphosis, 2x Cursed Crow Discard : 2 x Cursed Crow, Sac the weak, deteriorate, gargoyle, dark pact New Hand : dark pact, thieving imp, graveyard, twilight baron
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: Skeleton 1/1+A * :psfist: Elite: * :ps_: Scavenger: * :exhaust: Technician: Garth 1/3 * :target: Lookout: In Play : Vandy 4/5 (Resist 1), Skeleton Javelineer 3/2 (marked for death) * Base : 19 Tech 1 : 5 Tech 2: 5 Heroes Hall: 4 * Discard : 6 * Deck : 2 * Workers : 10 * Gold: 0 * Hand : 4

[details=Thoughts]Well I can do stuff.
Origin Story and Doom Grasp tech.
But WHAT stuff do I really want to be doing here?

I can’t stop Orpal+Vandy ultimate or kill Vandy this turn, so I probably want to be killing Garth and putting as much as I can on the board otherwise, and possibly building a tower right now.
Invisible Orpal and Vandy can probably kill me faster than I can kill them and/or his base, so I’m pretty sure I need to tower right now.

Routes to tower+worker of interest:
Prynn for 2->BHR+Charge for 5 is 7/10 gold->Maxband Zane kills patrol scavenge+card draw to 4 gold, patrol Prynn, worker+tower is 4, patrol Prynn discard 3, draw 5.
1/3 Prynn in squad leader, 4/3 Zane. Can’t kill Prynn without attacking with Vandy or a two spell combo (sickness+plague or sickness+shadowblade or double shadowblade)

Worker, Tower is 4, Zane kills squad leader for 2 and 6/10, charge BC for 4 skeleton patroller.
Discard 2, draw 4. 2/1 Zane, 3/2 BC, 1/1 skeleton. Orpal possibly sacs something cumpy and breaks tower. No Bueno.

Zane, Necromancer, Charge is 8, worker and madman has no tower but gets the 3/3 long range necromancer down.[/details]

Your base is at 15 I think?

P1T6


Tech StartingHand Workers

TECH
Origin Story
Doom Grasp


STARTING HAND
Charge
Mad Man
Blackhand Resurrector
Necromancer
Bone Collector
Chaos Mirror


WORKERS
Scorch
Makeshift Rambaster
Pillage
Careless Musketeer
Nautical Dog
Mad Man


NextHand

Blackhand Resurrector
Blackhand Resurrector
Origin Story
Skeletal Lord
Bombaster


Tech 2 card(s)
Draw 1 card for Tech
Get Paid + Scavenger - ($10)
BB Tech 2. @2
Prynn - ($8)
Blackhand Resurrector - ($6)
Charge, sacrifice Blackhand summons maxband Zane - ($3)
Zane maxband shove skeleton to Scavenger, we each get a gold. BB@4 - ($4)
Zane kills Garth, Prynn to level 3, we both draw a card
Tower - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Prynn level 3 (1/3+A) @4
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @4
  • Zane (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

P2T6

Secrets Hand: Pact, Graveyard, Thieving Imp, Twilight Baron Tech : 1x Death and Decay, 1x Cursed Ghoul Thoughts : At this point I have no idea what I'm scared of, but also no idea as to how I'm gonna win this if I do.

  1. tech 2, get 10 gold (11)
  2. Dark pact, base to 13, draw 2
  3. Play Orpal (9)
  4. Metamorphosis (3) -> Orpal to 4/7, Vandy to 6/7, both have invis and readiness
  5. Gargoyle (0)
  6. Vandy kills prynn, takes 2 damage, now a 6/5
  7. Pitch 3, reshuffle, draw 5

Secrets Workers : 5+Poisonblade Rogue+Skeletal Archery+Pestering Haunt+Jandra+Summon Skells Tech : Twilight Baron, Dark Pact x 2, Gargoyle x 2, Metamorphosis, 2x Cursed Crow, 1x Cursed Ghoul, 1x death and decay Discard : New Hand : Thieving Imp, Metamorphosis, Cursed Ghoul, Dark Pact, Cursed Crow
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: Orpal (4/7, invis, readiness) * :psfist: Elite: * :ps_: Scavenger: * :exhaust: Technician: * :target: Lookout: Vandy (6/5, invis, readiness, resist 2) In Play : Gargoyle (Stone Form) * Base : 13 Tech 1 : 5 Tech 2: 5 Heroes Hall: 4 * Discard : 0 * Deck : 8 * Workers : 10 * Gold: 0 * Hand : 5

P1T7


Tech StartingHand Workers

TECH
Origin Story
Lich’s Bargain


STARTING HAND
Skeletal Lord
Blackhand Resurrector
Bombaster
Origin Story
Blackhand Resurrector


WORKERS
Scorch
Makeshift Rambaster
Pillage
Careless Musketeer
Nautical Dog
Mad Man


NextHand

Netherdrain
Doom Grasp
Charge
Necromancer


Discard

Bombaster
Origin Story
Origin Story
Lich’s Bargain


Tech 2 card(s)
Get Paid - ($10)
Blackhand Resurrector - ($8)
Blackhand Resurrector - ($6)
Skeletal Lord - ($3)
Garth - ($1)
Skeleton - ($0)
Zane attacks Orpal for 4, and dies. He is now a 4/3.
Bloodburn pings Gargoyle for 1. It is now a 0/1.

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Blackhand Resurrector (3/3+A)
  • :psfist: [I]Elite[/I]: Garth (2/3)
  • :ps_: [I]Scavenger[/I]: Skeleton (2/2)
  • :pschip: [I]Technician[/I]: Blackhand Resurrector (3/3)
  • :target: [I]Lookout[/I]: Skeletal Lord (3/3) Resist 1
    [B]In Play:[/B]
  • Bloodburn @2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

P2T7

Secrets Hand: Pact, Metamorphosis, Imp, Ghoul, Crow Tech : 1x Cursed Ghoul Thoughts : At this point I have no idea what I'm scared of, but also no idea as to how I'm gonna win this if I do.

  1. tech 1, get 10 gold (10)
  2. Dark Pact, draw 2, base to 11
  3. Garth (8)
  4. Metamorphosis (2) Garth Maxbands and becomes a 5/6, and I reanimate my just teched cursed ghoul: he’ll put a -1/-1 rune on your Squad Leader resurrector (now a 2/2+A)
  5. Vandy attacks the squad leader, taking 3 damage in total (going to 6/2) and sparking 1 point of damage over to Garth. Orpal’s maxband triggers - I’ll place -1/-1 runes on the skeleton token and your other resurrector.
  6. Orpal sneaks past patrollers and destroys the tower. Your base takes 2 damage.
  7. Wake Gargoyle, and kill the other resurrector with him. (1) (You draw a card)
  8. Make a skeleton with Garth (0)
  9. Sacrifice the skeleton with Orpal’s midband - put another rune on your skeleton, killing it. You gain a gold.
  10. Set patrols, discard 5, draw 5

Secrets Workers : 5+Poisonblade Rogue+Skeletal Archery+Pestering Haunt+Jandra+Summon Skells Tech : Twilight Baron, Dark Pact x 2, Gargoyle x 2, Metamorphosis, 2x Cursed Crow, 2x Cursed Ghoul, 1x death and decay Discard : imp, crow x2, ghoul, sac the weak, pact, meta New Hand : Death and Decay, Deteriorate, Dark Pact, Twilight Baron, Graveyard
---------- **Board:** _Patrol:_ * :psblueshield: Squad Leader: Garth (5/6+A, invisible, readiness) * :psfist: Elite: Cursed Ghoul (5/5) * :ps_: Scavenger: * :exhaust: Technician: * :target: Lookout: Vandy (6/2, Resist 1, Invisible, Readiness) In Play : Orpal 4/3 (Readiness, invisible), Gargoyle (3/1 alive) * Base : 11 Tech 1 : 5 Tech 2: 5 Heroes Hall: 4 * Discard : 7 * Deck : 2 * Workers : 10 * Gold: 0 * Hand : 5

P1T8


Tech StartingHand Workers

TECH
Necromancer


STARTING HAND
Doom Grasp
Netherdrain
Necromancer
Charge
Gunpoint Taxman


WORKERS
Scorch
Makeshift Rambaster
Pillage
Careless Musketeer
Nautical Dog
Mad Man


NextHand

Chaos Mirror
Netherdrain
Bombaster
Bone Collector
Bloodrage Ogre


Tech 1 card(s)
Draw tech card
Get Paid + Scavenger - ($11)
BB Gargoyle, BB@3
Tower - ($8)
Skeleton - ($7)
Necromancer - ($3)
Charge Necromancer into Garth from Long Range - ($0)
Skeletal Lord trades with Garth. Skeleton, Garth to level 3
BB@4

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Skeleton (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn @4
  • Necromancer (3/3) Long Range, Skeletons when my non-token units die
  • Garth level 3 (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10