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Casual: Mordred414 ([Discipline]/Strength/Fire) vs codexnewb ([Demonology]/Fire/Finesse)

You can certainly come back. I put a lot out this turn but didn’t do much to you.

"P1T6


Tech StartingHand Workers

TECH
Earthquake
Burning Volley


STARTING HAND
Snapback
Grappling Hook
Smoker
Training Grounds
Safe Attacking


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus
Sensei’s Advice
Safe Attacking


NextHand

Earthquake
Ember Sparks
Earthquake
Burning Volley


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Draw from technician
Gold from scavenger - ($9)
Training Grounds - ($8)
Rook - ($6)
Grave - ($4)
Smoker - ($3)
Lobber trades with Vandy, Grave to level 3

Float ($3)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Grave (level 3, 4/4+a due to Training Grounds, sparkshot, readiness)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Smoker (1/1, stealth, returns to my hand when targeted)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook (level 1, 3/4 from TG)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4
  • :heart: Training Grounds HP: 4 (+1 atk to heroes, tap to max a hero)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10

@codexnewb’s turn!
"

Thanks man. Let’s see.

Also, Lobber should be dead.

"P2T6


Tech StartingHand Workers

TECH
dark pact
dark pact


STARTING HAND
Theiving Imp
Skeleton Javelineer (1/1+A)
Jandra, the Negator (3/3+A)
terras q
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
W - Graveyard


NextHand

terras q
discord
dark pact
Deteriorate
two step


Tech 2 card(s)
Get Paid + float - ($16)
rebuild tech 2
theiving Imp, you discard #1 - ($13)
Skeleton Javelineer - ($12)
1 gold, Garg, attack your base, your base to 15 - ($11)
Float 11

Float ($11)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Theiving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Gargoyle (3/2) flying
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 11
  • Workers: 10
Thoughts

need huge hand next turn, hero heavy, Jaina double ember sparks, vandy double dark pact, vandy max with lobber, something…this is over.

"

"P1T7


StartingHand Workers

STARTING HAND
Earthquake
Earthquake
Burning Volley
Ember Sparks


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus
Sensei’s Advice
Safe Attacking


NextHand

Young Lightning Dragon
Young Lightning Dragon
Bird’s Nest
Ardra’s Boulder


Discard

Earthquake
Lobber
Ember Sparks
Smoker
Burning Volley
Earthquake


Tech 0 card(s)
Get Paid + float - ($13)
No Worker
Jaina - ($11)
cast Ember Sparks, all 3 to kill Imp - ($8)
Smoker trades with Javelineer, you draw
Max Grave, gets sword rune - ($4)
Grave breaks Tech 2, base takes 2, he stays ready
Tap Grave, remove rune, kill Gargoyle
Tap training grounds, max Rook
Rook breaks Tech 1, base takes another 2

Float ($4)
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]:
  • :pschip: [I]Technician[/I]: Jaina (level 1, 3/3 from TG, sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Training Grounds HP: 4 (+1 atk to heroes, tap to max a hero)
  • Rook (level 8, 5/6, from TG, unstoppable to single patrollers, 2 lives
  • Grave (level 7, 5/5 from TG, sparkshot, readiness)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4
  • :heart: Training Grounds HP: 4 (+1 atk to heroes, tap to max a hero)

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

  • Hand: 4
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10

@codexnewb’s turn!
"

and I’ll GG there. Nice game man. I just don’t have the items teched in to deal with your heroes.

Alrighty. Great game. We’ll do it again sometime. The interaction I was looking for was red ping leading to devastating Earthquakes (Rook’s ultimate spell). Training Grounds to easily max him out. I had 2 Earthquake in hand on that last turn, but you made me discard one and either way, I didn’t max Rook until just then.

It was risky basing a plan on an ultimate spell, but it turns out to be a decent squad regardless.

Thanks again!

Yeah. I figured Rook’s Earthquakes were coming since training grounds was out. It’s a great strategy. My goal was to prevent you from maintaining tech 2 with Two Step Gargoyle (obviously didn’t work. Then win condition via Terras Q and Discord later on. When I didn’t draw Two Step to use with Garg, I used Max Vandy instead, which I obviously miscalculated.

I’ll get this to work one day.

Yeah. Demonology/Finesse is my fave combo. I played it with Blood and the red starter on here in my only other game and managed to get the Terras Q/Discord, but it was a lot more work than when I played it IRL with my brother, whom I was teaching to play. I love the real competition in the forums. I just wish I had real players that lived near me. The forums work out surpisingly well, but it’s nothing compared to the real deal.

Totally. You down for another? I’ll go first this time?

I’m going to be away until Tuesday and I don’t know about my internet availability. I shouldn’t get started on another until I get back. If you’re unoccupied next week I’m totally down. In the meantime I’ll try to find another squad to experiment with.

Sounds good.