Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Haunt trades with Sensei, replay from Graveyard
Thieving Imp, discard #2 of 5 - ($2)
Vandy Anadrose - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician: L1 Vandy Anadrose (2/3) Sparkshot
Lookout:
In Play:
Graveyard (3)
Pestering Haunt (1/1) Unstoppable, incorporeal
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I canāt 100% ensure the Graveyardās survival, but this is not a bad attempt. Even if he kills Vandy, as long as the Graveyard survives, I can replay the Imp and field Orpal for more -1/-1 runes. Skipping Dark Pact for now on the assumption Iāll have enough use for gold between infrastructure investment, Imp replays, and heroes. Splitting discard spells between Orpal and Vandy because Iām not sure whoāll be in play next turn.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Orpal - ($4)
Deteriorate Savior Monk
Pestering Haunt trades with Savior Monk
Tech I - ($2)
Heroesā Hall - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: L1 Orpal (1/3A) Plague touch
Elite:
Scavenger:
Technician:
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Well, as long as he doesnāt have Reversal, this should be an efficient way to deal with his board while teching up, and if he does have Reversal, itās best for Orpal to have the SQL armor.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hook Orpal to elite
Grave suicides into Orpal
summon River, cast Harmony - ($2)
build a heroes hall - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
River Montoya, L1 (2/3) - Harmony attached
Buildings:
Base HP: 20
Tech I HP: 5
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
and there goes harmony into the cycleā¦ except if i skip tech2 and build a heroes hall insteadā¦ but i go down on my hand size on my own, without his spells. not sure if thatās wise, but i just wanna try it
Well, isnāt that interesting? Iād considered patrolling Orpal as elite, but now Iām glad I reconsidered. I guess he figured Graveād already spent most of his usefulness. But now, the question is, did he teching Fencers? Kinda looks like heās going with spells instead. Iāll assume a SQL hero can hold the line. Think Iāll try Abominations to clear out those Dancers.
Tech 2 card(s)
Get Paid - ($8)
max Zane, shove Vandy to lookout, deal one damage (or do i have to pay for that - does zane target twice with his ability?) - ($1)
River kills Vandy and lvls
Zane deals 4 dmg to your tech 2
worker - ($0)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech III - ($4)
Thieving Imp, discard #2 of 4. - ($1)
Haunt reduces Tech I to 4 HP.
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1) Unstoppable, incorporeal
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Disease)
Tech III HP: 5
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Abominations do have a notable disadvantage, in that they interfere with Mirrors. so Plague Lord is a better option if I can work it out, plus teching up now makes it harder for him to deny me access to all my heroes. Kinda thinking maybe itās better to patrol with heroes than the Imp, but I donāt expect him to kill the Imp and destroy both my Tech II and Tech III buildings next turn, so this should be fine, I think. Tempting to patrol the Imp as technician, but SQL will encourage him to either pay maxband River before she kills it, or to kill it with Zane, in either case I get damage on heroes that canāt be healed by levelling and make it easier for Plague Lord to finish them off with -1/-1 runes.
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Haunt reduces your Tech II to 4 HP.
Abomination, Haunt dies - ($4)
Vandy Anadrose - ($2)
Orpal Gloor - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Abomination (6/6A) Crippling aura
Elite: L1 Orpal Gloor (2/3)
Scavenger: L1 Vandy Anadrose (2/3) Sparkshot
Technician: Thieving Imp (1/1)
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Disease)
Tech III HP: 1
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 11
Thoughts
Would have been much better off if Iād drawn a Plague Lordā¦ guess I have to block with the Abomination. Guess Iāll throw out some heroes to protect my tech buildings in case of Reversal or Fencers.
i suspected it, but couldnāt resist hitting the tech 3. 3 excess damage just seemed too much had a hard time decidingā¦
canāt make that harmony workā¦
[b]P1T7[/b]
Tech StartingHand Workers
TECH
Maximum Anarchy
Maximum Anarchy
STARTING HAND
Young Lightning Dragon
Grappling Hook
Safe Attacking
Rambasa Twin
WORKERS
Fox Viper
Smoker
Snapback
Fox Primus
Calypso Vystari
Morningstar Flagbearer
NextHand
Martial Mastery
Savior Monk (2/2)
Young Lightning Dragon
Discard
Aged Sensei (1/1)
Martial Mastery
Senseiās Advice
Training Grounds
Mind-Parry Monk
Grappling Hook
Safe Attacking
Maximum Anarchy
Maximum Anarchy
Tech 2 card(s)
Get Paid + float - ($14)
Grave - ($12)
hook Abomination to lookout, Dancer dies
Rambasa Twin - ($8)
Young LIghtning Dragon - ($5)
Zane kills Vandy, River to L5
River kills Orpal, lvls to Grave
Float ($5)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Rambasa Twin (2/1)
Technician: Rambasa Twin (2/1)
Lookout: Young Lightning Dragon (2/2)
In Play:
River Montoya, L5 (1/2) - Harmony attached, (-) (-)
Captain Zane, L6 (4/2)
Grave Stormborne, L3 (3/4) - sparkshot, readiness
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Discipline)
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 9
Gold:
Gold: 5
Workers: 10
Thoughts
heāll probably get through to grave with abomination and it will be gg. but it was fun
Tech 2 card(s)
Get Paid + scavenger - ($12)
Plague Lord, -1/-1 runes to all your stuff. - ($6)
Plague Lord, -1/-1 runes to all your stuff, only Grave survives. - ($0)
Abomination breaks Tech II
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Plague Lord (3/6A) Plague spreader, base rot, resist 2
Elite:
Scavenger: Plague Lord (3/6) Plague spreader, base rot, resist 2
Technician: Thieving Imp (1/1)
Lookout:
In Play:
Abomination (6/6) Crippling aura
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Disease)
Tech III HP: 1
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
I think this is pretty well wrapped up at this pointā¦ my concern was he might get a Tech III up and deploy that invincible ghost, but I donāt see that happening now.