[Casual] Nekoatl [Necromancy]/Blood/Feral vs. hardy83 [Discipline]/Balance/Anarchy

P2T3


Tech StartingHand Workers

TECH
Harmony
Martial Mastery


STARTING HAND
Safe Attacking
Snapback
Smoker
Grappling Hook
Rambasa Twin


WORKERS
Fox Viper
Fox Primus
Safe Attacking


NextHand

Sensei’s Advice
Aged Sensei
Martial Mastery
Savior Monk
Nimble Fencer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
twins - ($2)

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin Cheech (3/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin Chong (3/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

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.

P1T4


Tech StartingHand Workers

TECH
Carrion Curse
Carrion Curse


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L3 Vandy Anadrose (3/3) Sparkshot, resist 1, research

In Graveyard:

  • Pestering Haunt

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

edit: didn’t build tech 2, but a worker and floated 2g :frowning:

@Nekoatl

P2T4


Tech StartingHand Workers

TECH
Martial Mastery
Marauder


STARTING HAND
Nimble Fencer
Savior Monk
Sensei’s Advice
Aged Sensei
Martial Mastery
Grappling Hook
Snapback
Morningstar Flagbearer (2/2a)


WORKERS
Fox Viper
Fox Primus
Safe Attacking
Morningstar Flagbearer (2/2a)


NextHand

Martial Mastery
Smoker
Martial Mastery
Harmony


Tech 2 card(s)
Get Paid + float - ($10)
Grave + Martial Mastery - ($7)
Snapback Vandy, Quince arrives (with Mirror Illusion, i guess?) - ($3)
Worker - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave Stormborne, L1 (2/3) - sparkshot
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

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

Remember midband Vandy has resist 1, so Snapback will cost $4.

2 Likes

P1T5


Tech StartingHand Workers

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L3 Quince (1/4) Illusionist 2
  • Mirror Illusion (0/1)

In Graveyard:

  • Pestering Haunt

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: 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


NextHand

Snapback
Sensei’s Advice
Marauder
Grappling Hook


Discard

Harmony
Martial Mastery
Martial Mastery
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
tech 2 anarchy - ($6)

Float ($6)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 6
  • Workers: 10
    "

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?

Nimble Fencer

P1T6


Tech StartingHand Workers

TECH
Cursed Crow
Cursed Crow


STARTING HAND
Shadow Blade
Summon Skeletons
Shadow Blade
Carrion Curse
Dark Pact


WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue
Summon Skeletons


NextHand

Deteriorate
Eyes of the Chancellor
Carrion Curse
Eyes of the Chancellor
Dark Pact


Discard

Carrion Curse
Dark Pact
Shadow Blade
Shadow Blade
Cursed Crow
Cursed Crow


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Thieving Imp trades with Monk
Orpal Gloor - ($7)
Carrion Curse, discard Sensei’s Advice and Grappling Hook - ($4)
Thieving Imp from Graveyard, discard Snapback :frowning: - ($1)
Tech Lab: Disease - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Quince (1/4A) Illusionist 2
  • :psfist: Elite: Thieving Imp (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L1 Orpal Gloor (1/3) Plauge touch
  • Mirror Illusion (0/1)

In Graveyard:

  • Pestering Haunt

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech Lab HP: 4 (Disease)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

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.

oh wow… i can’t believe my tech 2’s still living…

…well, looks like it didn’t matter what i discarded for the imp, as i don’t play a unit:

[b]P2T6[/b]
StartingHand Workers

STARTING HAND
Marauder
Grappling Hook
Snapback
Sensei’s Advice
Nimble Fencer


WORKERS
Fox Viper
Fox Primus
Safe Attacking
Morningstar Flagbearer (2/2a)
Smoker


NextHand

Rambasa Twin Chong (3/2)
Aged Sensei
Savior Monk
Sensei’s Advice


Tech 0 card(s)
Get Paid + float - ($16)
Tech 3 - ($11)
Surplus - ($6)
Zane + River L3 - (0$)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Captain Zane, L1 (2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: River Montoya, L3 (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

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


ok, no martial mastery and no gunship… bummer

I think you overpaid for your heroes.

1 Like

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:

  • :psblueshield: Squad Leader: L1 Orpal Gloor (1/3A) Plauge touch
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: 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:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: 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.

how can quince attack, patrol, and be healthy?

1 Like

This is what happens when I change my plan too many times before posting. :laughing: Fixed now, thanks.

1 Like

P2T7


StartingHand Workers

STARTING HAND
Rambasa Twin Chong (3/2)
Aged Sensei
Sensei’s Advice
Savior Monk
Nimble Fencer (2/3)


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

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin Cheech (3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin Chong (3/2)
  • :pschip: Technician: Grave Stormborne, L1 (3/4) - sparkshot, readiness
  • :target: Lookout: Aged Sensei

In Play:

  • River Montoya, L5 (2/3) – :exhaust:
  • Nimble Fencer (1/2) – :exhaust:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10

P1T8


StartingHand Workers

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 :slight_smile: - ($7)
Shadow Blade scavenger, discard Harmony :frowning: - ($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:

  • :psblueshield: Squad Leader: L1 Vandy Anadrose (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: 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:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: 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) :slight_smile:

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.

i decided to hold my word :wink: glhf

P1T1


StartingHand Workers

STARTING HAND
Safe Attacking
Fox Primus
Aged Sensei
Fox Viper
Grappling Hook


WORKERS
Fox Viper


NextHand

Snapback
Smoker
Sensei’s Advice
Morningstar Flagbearer
Savior Monk


Discard

Safe Attacking
Fox Primus
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave + Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave Stormborne, L1 (2/3) - sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like

Sounds good, GL HF!

P2T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Graveyard
Sacrifice the Weak


WORKERS
Poisonblade Rogue


NextHand

Skeletal Archery
Summon Skeletons
Jandra, the Negator
Thieving Imp


Discard

Skeleton Javelineer
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Orpal Gloor - ($2)
Graveyard - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L1 Orpal Gloor (2/3) Plague touch
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable, incorporeal

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

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.