glhf @zhavier !
P1T1:
Starting Hand
Pestering Haunt Poisonblade Rogue Skeletal Archery Sacrifice the weak Summon Skeletons
Gold (4)
Worker (3)
Garth (1)
Skeleton (0)
Pestering Haunt (0)
Patrol:
Leader: Level 1 Garth (1/3 + a)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:
Buildings:
Units/Heroes: Pestering Haunt (1/1)
Base: 20
Other:
Economy:
Workers: 5
Hand: 5
Deck: 0
Discard: 3
Worker
Poisonblade Rogue
New Hand
Skeleton Javelineer Jandra Thieving Imp Graveyard Deteriorate
1 Like
Beware my Leukemia!
P2T1
StartingHand Workers
STARTING HAND
Scorch
Charge
Bloodrage Ogre
Pillage
Bloodburn
WORKERS
Pillage
NextHand
Nautical Dog
Bombaster
Makeshift Rambaster
Mad Man
Careless Musketeer
Discard
Charge
Scorch
Bloodburn
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Orpal - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre 3/2+A
[I]Elite[/I]:
[I]Scavenger[/I]: Orpal 1/3
[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: 6
nooo not Orpal
P1T2:
Tech
Bone Collector, Tiny Basilisk
Starting Hand
Skeleton Javelineer Jandra Thieving Imp Graveyard Deteriorate
Gold (5)
Worker (4)
Tier I (2)
Skeleton (1)
Skeletal Javelineer (0)
Deteriorate BRO (0)
Skeleton and Garth kill BRO
Pestering Haunt pings you for 1
Discard 2, rs, Draw 4
Patrol:
Leader: Skeleton (1/1 + a)
Elite:
Scavenger: Skeletal Javelineer (1/1)
Technician:
Lookout:
Buildings: Tier I - 5
Units/Heroes: Pestering Haunt (1/1), Level 1 Garth (1/1)
Base: 20
Other:
Economy:
Workers: 6
Hand: 4
Deck: 4
Discard: 0
Worker
Jandra
New Hand
Tiny Basilisk Deteriorate Thieving Imp Graveyard
"P2T2
Tech StartingHand Workers
TECH
Sickness
Sickness
STARTING HAND
Makeshift Rambaster
Bombaster
Nautical Dog
Mad Man
Careless Musketeer
WORKERS
Pillage
Nautical Dog
NextHand
Bloodrage Ogre
Careless Musketeer
Scorch
Sickness
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Orpal to max - ($0)
Orpal kills SQL, triggers maxband killing Javelineer and Haunt, you get 1g
Float ($0)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Orpal 2/4, lvl 6
[B]Buildings:[/B]
Base HP: 19
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Big Orpal!
P1T3:
Tech
Overeager Cadet, Doom Grasp
Starting Hand
Tiny Basilisk Deteriorate Thieving Imp Graveyard
Gold + scav (7)
Worker (6)
Tiny Basilisk (4)
Midband Garth (1)
Garth hits your face for 2
Discard 2, Draw 4
Patrol:
Leader:
Elite:
Scavenger:
Technician: Tiny Basilisk (1/2)
Lookout:
Buildings: Tier I - 5
Units/Heroes: Level 4 Garth (2/4)
Base: 20
Other:
Economy:
Workers: 7 + 1 float
Hand: 4
Deck: 0
Discard: 6
Worker
Thieving Imp
New Hand
Skeletal Archery Sacrifice the weak Summon Skeletons Bone Collector
"P2T3
Tech StartingHand Workers
TECH
Blooming Ancient
Crash Bomber
STARTING HAND
Careless Musketeer
Sickness
Makeshift Rambaster
Blood Rage Ogre
Scorch
WORKERS
Pillage
Nautical Dog
Careless Musketeer
NextHand
Charge
Sickness
Bloodburn
Mad Man
Bombaster
Discard
Sickness
Makeshift Rambaster
Scorch
Bloodrage Ogre
Blooming Ancient
Crash Bomber
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sickness on Tiny Basilisk and Garth - ($4)
Tech 1 - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Orpal 2/4, lvl 6
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
"
P1T4:
Tech
Flagstone Garrison x2
Starting Hand
Skeletal Archery Sacrifice the weak Summon Skeletons Doom Grasp (the weirdest and maybe best skele draw?)
Gold + f (8)
Worker (7)
skeleton (6)
Sacrifice skeleton, rs, draw a card
Doom Grasp, sacrificing my basilisk, killing Orpal, Garth to level 6 (1)
Discard 3, rs, Draw 5
Patrol:
Leader:
Elite: Level 6 Garth w rune(2/3)
Scavenger:
Technician:
Lookout:
Buildings: Tier I - 5
Units/Heroes:
Base: 20
Other:
Economy:
Workers: 8 + 1 float
Hand: 4
Deck: 3
Discard: 4
Worker
Summon Skeletons
New Hand
Skeleton Javelineer Overeager Cadet Flagstone Garrison Graveyard
Orpal was in fact in lookout for that eventuality, so how are you gonna pay for that doom grasp?
Woops - I’ll skip the bone collector and float a gold. That gives me an extra card in hand. I’ll also patrol Garth in elite.
I’ll update everything tomorrow, but go ahead and take your turn if you’d like.
zhavier
November 1, 2016, 4:09am
10
Sounds good
P2T4
Tech StartingHand Workers
TECH
Kidnapping
Blooming Ancient
STARTING HAND
Bloodburn
Charge
Mad Man
Sickness
Bombaster
WORKERS
Pillage
Nautical Dog
Careless Musketeer
Bloodburn
NextHand
Blooming Ancient
Bombaster
Sickness
Scorch
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Tech 2 (Growth) - ($1)
Mad Man - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drakk 1/3, lvl 1
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Mad Man 1/1
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
P1T5:
Tech
Overeager Cadet, Death Rites
Starting Hand
Skeleton Javelineer Overeager Cadet Flagstone Garrison Graveyard Deteriorate
Gold + f (9)
Worker (8)
Tier II - Peace (4)
Maxband Garth, grabbing Bone Collector from GY (3)
Skeleton (2)
Overeager Cadet (2)
Deteriorate your madman (2)
Discard 2, Draw 2, rs, Draw 2
Patrol:
Leader: Overeager Cadet (2/2 + a)
Elite:
Scavenger: Bone Collector (3/3)
Technician: Skeleton (1/1)
Lookout:
Buildings: Tier I - 5, Tier II (Peace) - 5
Units/Heroes: Level 7 Garth w rune (2/4)
Base: 20
Other:
Economy:
Workers: 9 + 2 float
Hand: 4
Deck: 7
Discard: 0
Worker
Graveyard
New Hand
Pestering Haunt Flagstone Garrison Doom Grasp Sacrifice the weak
zhavier
November 2, 2016, 6:37pm
12
P2T5
Tech StartingHand Workers
TECH
Bloodlust
Polymorph: Squirrel
STARTING HAND
Scorch
Blooming Ancient
Bombaster
Sickness
Kidnapping
Sickness
WORKERS
Pillage
Nautical Dog
Careless Musketeer
Bloodburn
Scorch
NextHand
Makeshift Rambaster
Blooming Ancient
Charge
Crash Bomber
Bloodrage Ogre
Discard
Mad Man
Sickness
Kidnapping
Sickness
Bombaster
Blooming Ancient
Bloodlust
Polymorph: Squirrel
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Orpal - ($6)
Kidnapping on Bone Collector - ($2)
Bone Collector kills Cadet, takes 2, I get a skeleton
Sickness on Skeleton and Bone Collector, both die, you draw 1 - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton 1/1
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk 1/3, lvl 1
Orpal 1/3, lvl 1
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 10
P1T6:
Tech
Drill Seargent x2
Starting Hand
Doom Grasp Sacrifice the weak Deteriorate Flagstone Garrison Pestering Haunt -> Tiny Basilisk -> skeletal archery
Gold + f (11)
Flagstone Garrison (7)
Pestering Haunt, draw (7)
Tiny Basilisk, draw (5)
Skeleton (4)
Worker (3)
Midori (1)
Garth kills your skeleton
Discard 3, Draw 4, rs, Draw 1
Patrol:
Leader:
Elite: tiny basilisk (2/2)
Scavenger: Level 1 Midori (2/3)
Technician:
Lookout:
Buildings: Tier I - 5, Tier II (Peace) - 5, Flagstone Garrison - 4
Units/Heroes: Level 7 Garth w rune and a damage (2/2), Pestering Haunt (1/1)
Base: 20
Other:
Economy:
Workers: 10 + 1 float
Hand: 5
Deck: 6
Discard: 0
Worker
Skeletal Archery
New Hand
Skeleton Javelineer Overeager Cadet Death Rites Flagstone Garrison Bone Collector
zhavier
November 2, 2016, 11:34pm
14
Bet you are wondering where all my growth stuff is…
P2T6
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Blooming Ancient
Makeshift Rambaster
Crash Bomber
Charge
Sickness
WORKERS
Pillage
Nautical Dog
Careless Musketeer
Bloodburn
Scorch
Charge
NextHand
Kidnapping
Blooming Ancient
Mad Man
Bloodlust
Discard
Crash Bomber
Sickness
Blooming Ancient
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($10)
Sickness on Midori and Garth - ($8)
Drakk to lvl 4 - ($5)
Drakk kills Midori, Drakk to lvl 6 heals, you get 1g
Crash Bomber gets haste and kills Tiny Basilisk, Tech 1 takes 1 - ($4)
Makeshift Rambaster breaks Tech 1 - ($2)
Orpal kills Garth, Orpal to lvl 3
Orpal to lvl 4 - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Orpal 2/4, lvl 4
Drakk 3/4, lvl 6
Makeshift Rambaster 1/2
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Growth)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 11
zhavier
November 3, 2016, 1:11am
16
I killed Garth with Orpal, so doom grasp seems unlikely.
I’ll fix this and retake my turn tomorrow. I thought it was odd that you’d reduce him to 1/1…
Not really sure if I should be redoing all of my draws that turn or not. I took a look at it and determined that even with a dead Garth I’d still go the same way (and end up drawing the DG through garrison). I kept my draws the same up until the point that I cast doom grasp (so all the garrison draws). I re-randomized my ending hand after setting up my patrol, though.
What would we do if this wasn’t a casual game? redraw everything? I don’t think it matters too much for this particular turn, but it’s an interesting question.
P1T7 try #2:
Tech
Gemscout Owl, Doom Grasp
Starting Hand
Skeleton Javelineer Overeager Cadet Death Rites Flagstone Garrison Bone Collector Drill Seargent (final 4 cards from Flagstones)
Gold + f + scav, tech 2 cards (12)
Flagstone Garrison (8)
Skeleton Javelineer, draw 2 (7)
Drill Seargent, draw 2 (4)
Oni (2)
Pestering Haunt dies to makeshift rambaster
Deteriorate the rambaster (1)
Worker (0)
Patrol:
Leader: Drill Seargent (3/3 + a)
Elite:
Scavenger: Level 1 Onimaru (2/3)
Technician:
Lookout: Skeleton Javelineer (1/1)
Buildings: Tier I - 5, Tier II (Peace) - 5, Flagstone Garrison - 4, Flagstone Garrison - 4
Units/Heroes:
Base: 18
Other:
Economy:
Workers: 11
Hand: 5
Deck: 7
Discard: 0
Worker
Death Rites
New Hand
Drill Seargent Sacrifice the weak Tiny Basilisk Doom Grasp Bone Collector
zhavier
November 4, 2016, 3:42am
19
in @EricF ’s tournament format, I think the standard is to rerandomize the entire turn, if I understand correctly.
I’m pretty happy with how this Cancer deck worked out. I suspect Peace was the wrong engine to use against it though. You might have had good luck with Balance, but I dunno. I think I really surprised you with my early Orpal play.
P2T7
StartingHand Workers
STARTING HAND
Blooming Ancient
Bloodlust
Mad Man
Kidnapping
WORKERS
Pillage
Nautical Dog
Careless Musketeer
Bloodburn
Scorch
Charge
NextHand
Sickness
Bombaster
Polymorph: Squirrel
Discard
Crash Bomber
Sickness
Blooming Ancient
Bloodrage Ogre
Makeshift Rambaster
Kidnapping
Bloodlust
Tech 0 card(s)
Get Paid - ($11)
Kidnapping Drill Sergeant - ($7)
Blooming Ancient gets Haste, DS gets a Rune - ($3)
Argagarg, BA +2 Runes - ($1)
Mad Man, 5 Rune total - ($0)
Drakk kills Onimaru, you get 1g, Orpal to max
Orpal kills Javelineer, maxband fizzles
Move 5 Runes to DS, attacks Base to 9
Move 5 Runes to BA, attacks Base to 1
Mad Man attacks Base to -1, GG!
I can see why you really really wanted to doom grasp Drakk.
Nice game! Yeah, Drakk is so scary…