ok, looks like he whiffed on his draw…? i’ll put down my twins and see what comes next. i’d rather have snapback in my next hand.
i’d really like to make a combination of harmony + martial mastery running. not sure, if this is a wise decission as player two, though. but i’ll give it a try.
STARTING HAND
Shadow Blade
Shadow Blade
Sacrifice the Weak
Dark Pact
Summon Skeletons
Deteriorate
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
NextHand
Poisonblade Rogue
Carrion Curse
Dark Pact
Dark Pact
Deteriorate
Tech 2 card(s)
Get Paid + float - ($8)
Dark Pact my base
Worker - ($7)
Shadow Blade SQL, discard #5 of 5 - ($4)
Imp trades with technician
Imp from Graveyard, discard #5 of 5 - ($1)
Vandy and Haunt break Tower
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Thieving Imp (3/2)
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3)
L3 Vandy Anadrose (3/3) Sparkshot, resist 1, research
discarding my fencer was not nice. martial mastery is quite useless now… unless i maybe fish for snapback to bounce vandy? but is this worth 3g? Maybe a Tech 2 can survive if he only has orpal available? but what should it survive for? getting up 2 heroes so i can get to angry dancers… or maybe drawing that marauder i teched…
ok, i defenitely don’t want him to cast carrion curse - especially with harmony in my next hand. that means i gotta bounce vandy for quince… so he’ll be able to copy his imp and attack twice plus an attack by quince himself. so grave unfortunately will be dead next turn. but my tech 2 will live. stupid that i only teched 1 marauder in. the second copy of martial mastery won’t help without grave
TECH
Eyes of the Chancellor
Eyes of the Chancellor
STARTING HAND
Poisonblade Rogue
Dark Pact
Dark Pact
Carrion Curse
Deteriorate
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue
NextHand
Shadow Blade
Carrion Curse
Shadow Blade
Dark Pact
Summon Skeletons
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II: Truth - ($4)
Quince and Imp kill Grave
Imp from Graveyard, discard #2 of 5 - ($1)
Float ($1)
Discard 4, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Thieving Imp (3/2)
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3)
L3 Quince (1/4) Illusionist 2
Mirror Illusion (0/1)
In Graveyard:
Pestering Haunt
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
That was a good move. Tempted to disallow Grave so he doesn’t pair with a Fencer to destroy the Graveyard… though I suppose Zane still could, but at least that’ll be more expensive. And, he could have levelled up Grave to make the kill impossible, but didn’t, suggesting maybe he wants me to take the kill so he can summon and cast with another hero… but, no, that’s just so I can’t suicide Quince to make room for Orpal. Hmm… so far, I’ve seen him cast Martial Mastery, but no other spells, and Grave is his only hero that doesn’t pay a multicolor penalty, so yeah, I take the kill.
just realized that I probably should have leveled grave with the float last turn. patrolling him in sql at lvl 3 would have made it quite annoying for you to get rid of him. I’m not very happy with my decisions this game…
"P2T5
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Smoker
Harmony
Martial Mastery
Martial Mastery
Savior Monk
WORKERS
Fox Viper
Fox Primus
Safe Attacking
Morningstar Flagbearer (2/2a)
Smoker
I actually thought you were trying to bait me into taking the kill because you didn’t. But anyway, right now I’m killing your Monk and then peeking your hand. What’s your technician draw?
Waiting until after the technician draw to cast Carrion Curse for maximum chance of discarding 2 cards. Hmm… 3 spells to choose from, I want to prioritize the Imp’s effectiveness as a patroller, so I’ll let him keep Snapback. I wouldn’t mind having Vandy in play next turn, anyway. Imp roll was awful, though, I left him with 2 hasty units, I’m sure to lose something of value… most likely the Graveyard… unless I have Quince take point, which is a shame 'cuz I want to maxband him and mirror the Crows, but… I guess it’s better than letting him through. I’ll get a 2nd Mirror for the resummon anyway, may as well do it.
i don’t see him breaking through a line of two defenders and destroying my tech 3 next turn. so i guess i just go for the two defenders, tech up, build a surplus to maximize my chances for a gunship or martial mastery
Here’s hoping you don’t surplus draw a Pirate Gunship.
P1T7
Tech StartingHand Workers
TECH
Liberty Gryphon
Liberty Gryphon
STARTING HAND
Eyes of the Chancellor
Carrion Curse
Dark Pact
Eyes of the Chancellor
Deteriorate
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue
Summon Skeletons
Deteriorate
NextHand
Shadow Blade
Eyes of the Chancellor
Dark Pact
Cursed Crow
Dark Pact
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Eyes of the Chancellor - ($6)
Imp and Quince kill Zane, levels to Quince
Tech III - ($1)
Pestering Haunt from Graveyard
Eyes hide Mirror
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Orpal Gloor (1/3A) Plauge touch
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3)
L5 Sirus Quince (1/5) Illusionist 3
Mirror Illusion (0/1) Invisible
Pestering Haunt (1/1) Incorporeal
In Graveyard:
Thieving Imp
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech III HP: 5
Tech Lab HP: 4 (Disease)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 11
Thoughts
Ugh, this is awkward. I need to replay the Imp in order to finish off River, but I need him to draw a spell to justify Carrion Curse. Wait, no, with the modified turn, I don’t have enough attack power to kill midband River without paying to midband Orpal, and then there wouldn’t be any gold left for the Curse… Also, this could get really bad depending on his Surplus draw. Better go for Gryphons instead, so I can hit key infrastructure points, plus I need the Tech III to get Vandy back in the game.
WORKERS
Fox Viper
Fox Primus
Safe Attacking
Morningstar Flagbearer (2/2a)
Smoker
NextHand
Snapback
Martial Mastery
Pirate Gunship
Harmony
Discard
Savior Monk
Sensei’s Advice
Tech 0 card(s)
Get Paid - ($10)
draw for surplus - no gunship, nor martial mastery
hire rambasa twins - ($6)
hire Fencer - ($4)
summon Grave - ($2)
River and Fencer kill Orpal, lvls to River
two levels to Grave - ($0)
hire Sensei for free
STARTING HAND
Dark Pact
Shadow Blade
Eyes of the Chancellor
Cursed Crow
Dark Pact
Liberty Gryphon
Shadow Blade
Carrion Curse
Carrion Curse
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue
Summon Skeletons
Deteriorate
Eyes of the Chancellor
NextHand
Dark Pact
Shadow Blade
Dark Pact
Liberty Gryphon
Cursed Crow
Tech 0 card(s)
Get Paid + float - ($12)
Vandy Anadrose - ($10)
Dark Pact my base
Dark Pact my base
Shadow Blade SQL, discard Snapback - ($7)
Shadow Blade scavenger, discard Harmony - ($4)
Liberty Gryphon, mirrored - ($1)
Gryphons break Tech III and Tech II!
Worker - ($0)
Eyes hide real Gryphon
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: L1 Vandy Anadrose (2/3A) Sparkshot
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Eyes of the Chancellor
Graveyard (3)
L5 Sirus Quince (1/5) Illusionist 3
Liberty Gryphon {A} (5/5) Flying, haste, invisible
Liberty Gryphon {Copy of A} (5/5) Flying, haste
In Graveyard:
Thieving Imp
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech III HP: 5
Tech Lab HP: 4 (Disease)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 12
Thoughts
Guess I’ll try to rush Liberty Gryphons for an insta-kill… no dice. Let’s try Shadow Blade to reduce his potential attackers and hopefully ditch that troublesome Snapback and Martial Mastery… 50/50, not bad considering he can’t Snapback Quince and trash my copy. I want to duplicate my Crow and start pecking away his remaining cards, but it’s too risky, he’ll either have a Gunship in hand next turn or 3 chances to draw one. I gotta stop him from playing it, now do I take out the Surplus or his Tech II? Hmm… tempting to go for the Surplus, but he has Martial Mastery and might fetch some nasty Anarchy tech II unit with haste… better go for his tech building.
gg! didn’t think it would last so long… on the inside, i actually gave up a few turns ago (well, before you didn’t/couldn’t wreck my tech 2 and i had the unexpected chance for a comeback)
you played that one after my technician draw. i observed that the spreadsheet appears to “shuffle” my hand after drawing a card with the corresponding button. so the card order in the spreadsheet was different - the drawn nimble fencer was not the last card in my spreadsheet
will post a turn as p1 tomorrow or the day after - might also switch decks, if you’re ok with it
GG WP. I think my discard-focused strategy is fundamentally built on obstructionist stall tactics, so I’m not surprised it wasn’t quick. Also, with all the randomness in the discards, it’s really hard for me to predict how it’ll play out, at least until I get my recon game on.
Yeah, the spreadsheet shuffles your hand whenever you draw so that the active player doesn’t know if the card he randomly discarded was his opponent’s technician draw or not. Of course, that concern becomes moot when the active player has Eyes of the Chancellor in play, at which point the main concern becomes ensuring that both players have the same understanding of which card was discarded, which is why I switched from numbers to names.
I’m not sure how I feel about my deck yet, so I’ll stick with it a bit longer, but I encourage you to switch if you think of one that seems better suited to deal with mine.
Tempting to try to play the Graveyard here, but I likely couldn’t protect it without giving away free levels… but then again, if Orpal’s taking the hit, the -1/-1 runes might be worth it. Okay, I’ll go for it.