I didn’t see where this boi came from, did you just forget him in event summary / gold?
Yeah, basically. I’ll update the post to reflect it.
GG WP XD
Player 2, Turn 7
P1 [Necromancy]/Growth/Blood vs P2 [Peace]/Future/Feral
Starting Hand
Assimilate
Manufactured Truth
Omegacron
Omegacron
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards (except tech 1)
All Teched Cards
Nebula x2
General’s Hammer, Murkwood Allies
Omegacron, Assimilate
Omegacron, Assimilate
Feral Strike x 2
Centaur x2
Main:
- Omegacron (8)
- Omegacron (6)
- Vir (4)
- Two stingers kill sql, die
- Manufactured truth another stinger into a BC, it trades with yours, I get a skeleton (2)
- One stinger kills Techn, now 6 stingers
- Three stingers kill Lookout, 3 remain
- Two tickle your base to 18hp
- Sacrifice skeleton, Vir, last remaining stinger, and all workers to haste in Omegacrons, they zap your base, GG WP!!
Looking back, you had a bad break on the draw to your turn 3 hand. The nether drain tech was interesting, as was the spirit of the Panda. I was blocking 4 thinking of Doom Grasp and kidnapping, possible dinosize, but damn Panda long range skeletons would be bulldozers!
Pretty lucky win for me, you played great! Graveyard and BCs are terrifying
GG, WP. That finisher was excellent. I haven’t exactly figured out a way to make Necromancy shine, so I keep trying different things. I knew I was in trouble when I didn’t manage to stop Calamandra from pulling in Tech IIs, but you picked the perfect time to eliminate Garth, and then I took too long teching up while trying to respond to your board pressure. Aside from that, there are a few other things I think I should have done differently, so I’m game for a rematch if you are.
Sure thing! This is a random deck but it definitely has some fun things going for it. GL HF!
Game 2 Player 1, Turn 1
P1 [Peace]/Future/Feral vs P2 [Necromancy]/Growth/Blood
Starting Hand
Traffic Director
Jail
Lawful Search
Arrest
Porkhand Magistrate
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards (except tech 1)
All Teched Cards
Main:
- Calamandra (2)
- Traffic Director (1)
- Worker (0)
Workers
Porkhand Magistrate
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Calamandra (2/3+1armor lvl 1)
- Elite:
- Scavenger: Traffic Director (1/1)
- Technician:
- Lookout:
In Play:
- nothing
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Spectral Aven
Arrest
Building Inspector
Jail
Lawful Search
End of Turn Discard
Porkhand Magistrate
Manufactured Truth
Traffic Director
My Thoughts
Let’s see how this goes, I don’t think giving Garth levels here right now would be so bad if that’s what he wants to do
GL HF
"P2T1
StartingHand Workers
STARTING HAND
Skeletal Archery
Deteriorate
Thieving Imp
Sacrifice the Weak
Jandra, the Negator
WORKERS
Jandra, the Negator
NextHand
Poisonblade Rogue
Graveyard
Summon Skeletons
Pestering Haunt
Skeleton Javelineer
Discard
Skeletal Archery
Sacrifice the Weak
Deteriorate
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, discard #4 of 5 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Thieving Imp (2/2)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
Thoughts
Awkward starting hand. I really don’t have any good response to that opening, but I’ll play the Imp to at least slow him down a little.
"
Scavenger eh?
Game 2 Player 1, Turn 2
P1 [Peace]/Future/Feral vs P2 [Necromancy]/Growth/Blood
Starting Hand
Manufactured Truth
Reputable Newsman
Building Inspector
Musketeer (discarded)
Spectral Aven
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards (except tech 1)
All Teched Cards
Centaur x2
Main:
- Cala kills Imp, you get a gold
- Traffic Director smacks your base to 19
- Building Inspector (4)
- Worker (2)
- Tech 1 (0)
Workers
Spectral Aven, Porkhand Magistrate
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Building Inspector (1/1 resist 1)
In Play:
- Traffic Director (1/1)
- Calamandra (2/1 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Bluecoat Musketeer
Manufactured Truth
Jail
Centaur
End of Turn Discard
My Thoughts
Forgot to edit this bottom portion last turn. Interesting that he wants the spare gold over keeping Imp alive, I too want to float 1 and get my tech 1, as ideally I want to get a jail down next turn AND a centaur. We’ll see how the draw goes though.
…
Hey I got my wish, though MTruth in this hand means I won’t be getting a fun kill turn 4. We’ll see if it’s worth going MTruth over jail next turn… At least I know what I’m workering!
Yep, I wanted to offset the hefty price of playing the Imp and have more resources with which to purchase defense on turn 2.
"P2T2
Tech StartingHand Workers
TECH
Doom Grasp
Doom Grasp
STARTING HAND
Summon Skeletons
Skeleton Javelineer
Graveyard
Poisonblade Rogue
Pestering Haunt
WORKERS
Jandra, the Negator
Poisonblade Rogue
NextHand
Sacrifice the Weak
Deteriorate
Summon Skeletons
Skeletal Archery
Tech 2 card(s)
Get Paid + float + Scavanger - ($8)
Worker - ($7)
Tech I - ($4)
Argagarg Garg - ($2)
Graveyard - ($0)
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Wisp (1/1)
- Scavenger:
- Technician: L1 Argagarg Garg (1/3)
- Lookout:
In Play:
- Graveyard (3)
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
The goal here is to bait Calamandra into buying levels to mid and killing Argagarg to max, then swoop in next turn with a Doom Grasp.
"
Doesn’t it cost 3 cuz BI?
Fixed, thanks. If I can’t afford a Javelineer, I’ll have to settle for a Haunt.
hmm this doesn’t feel great but it’s what we’ll do for now I think
Game 2 Player 1, Turn 3
P1 [Peace]/Future/Feral vs P2 [Necromancy]/Growth/Blood
Starting Hand
Manufactured Truth
Reputable Newsman
Building Inspector
Musketeer (discarded)
Spectral Aven
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards (except tech 1)
All Teched Cards
Assimilate, Xenostalker
Centaur x2
Main:
- Midband Cala to kill Arg, you get a card Cala maxbands (5)
- TD tickles your tech1 to 4hp
- Jail (2)
- Worker (1)
Workers
Bluecoat Musketeer, Spectral Aven, Porkhand Magistrate
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Building Inspector (1/1 resist 1)
- Technician:
- Lookout:
In Play:
- Traffic Director (1/1)
- Calamandra (4/5 lvl 5)
- Jail (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Reputable Newsman
Centaur
Lawful Search
Arrest
End of Turn Discard
Assimilate
Xenostalker
Centaur
Manufactured Truth
My Thoughts
Hm, didn’t really think about leaving Cala on 1hp… Haunt is no good for that. I guess I’ll take the free levels, expecting a Nether Drain coming but I could block that with Newsman? We’ll see, for now I’m going to venture the guess that once again Future is my jam so Xenostalker and an Assimilate for that damn Graveyard.
"P2T3
Tech StartingHand Workers
TECH
Blackhand Resurrector
Blackhand Resurrector
STARTING HAND
Sacrifice the Weak
Deteriorate
Skeletal Archery
Summon Skeletons
Thieving Imp
WORKERS
Jandra, the Negator
Poisonblade Rogue
Deteriorate
NextHand
Doom Grasp
Doom Grasp
Blackhand Resurrector
Blackhand Resurrector
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt kills Inspector, you get $1
Replay Haunt from Graveyard
Tech II - ($2)
Skeletal Archery - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite: Wisp (1/1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Skeletal Archery
- Graveyard (3)
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Necromancy)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
And, of course, both Doom Grasps are still in my 3 card deck, after drawing 5 cards. Sigh… I really hope he doesn’t have a Feral Strike in hand. Also, Jail is a good counter to Drakk’s maxband. I’ll want to destroy that at some point.
"
Very interesting… did you whiff for a second game in a row? Or just jail is too much of a deterrent? My curiosity is piqued
Game 2 Player 1, Turn 4
P1 [Peace]/Future/Feral vs P2 [Necromancy]/Growth/Blood
Starting Hand
Reputable Newsman
Centaur
Lawful Search
Arrest
Events of Turn:
Upkeep:
- Get Gold (7+1float+1scav)
- Tech 2 cards (except tech 1)
All Teched Cards
Feral Strike x2
Assimilate, Xenostalker
Centaur x2
Main:
- Lawful Search, double doom grasp eh? Glad I checked, thought for sure it’d be Nether Drain but had the gold to take a peek! (7)
- TD trades with Wisp
- Calamandra breaks the Graveyard
- Reputable Newsman, blocking 4 (5)
- Worker (4)
- Tech 2 Future (0)
Workers
Centaur, Bluecoat Musketeer, Spectral Aven, Porkhand Magistrate
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FUTURE
In Patrol:
- Squad Leader: Reputable Newsman (0/3+1 armor, blocking 4)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Calamandra (4/5 lvl 5)
- Jail (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Manufactured Truth
Feral Strike
Assimilate
Building Inspector
End of Turn Discard
Lawful Search
Centaur
Arrest
Traffic Director
My Thoughts
So my gut is that he has to have a Garth spell in hand (either he whiffed it, drew it but felt inopportune and had a chance to rs, or he double teched nether drain and got one on the reshuffle). So I could just lay newsman on 1 (Nether drain seems the obvious choice with a tech 2 rush) and float some gold, but if I’m wrong and it’s doom grasp, that will turn out to be a pretty poor play. Whereas if I Lawful Search THEN put down Newsie, I can pretty much guarantee a successful Feral Strike (who knows, could have even gone Bloodlust!), and my jail will deter pressure well enough to make a Feral Strike for Hive / Void Star almost certain success.
Okay let’s do that!
…
Doom Grasp indeed! And 2x Resurrector??! So he’s going to try to bully through my Jail most likely… I think I probably want to kill his graveyard then? Not like I’ll be assimilating it anyway, and I’m not stopping the tech 2 right now unless I want to double discard down to 0, which I don’t want to do. Yep Newsie on 4, break the graveyard, tech up and feral strike!
Come to think of it, with Archery down and Water Elemental / Tower in the mix, is Future really the right move? Perhaps Feral would be more menacing? Rampaging Elephant or Gigadon, or Barkcoat? Riskier for getting StW / Doom combo’d, but pretty fun! Naw, Hive and Void Star are still the safest, best options, future it is.
Yeah, the plan was to cast one of them last turn, but you see, one time I got called into Flagstone court for jaywalking, falsely accused, mind you. Anyway, the judge, one Wilfred Murphy, was clearly biased and convicted me without evidence, so I lost my temper and called him out on his B.S. Ever since then, I’ve had improbably bad luck in one crucial situation after another.
Btw, where is your Newsman?
Sry SQL, edited it in
"P2T4
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Doom Grasp
Skeleton Javelineer
Doom Grasp
Blackhand Resurrector
Blackhand Resurrector
WORKERS
Jandra, the Negator
Poisonblade Rogue
Deteriorate
Doom Grasp
NextHand
Sacrifice the Weak
Summon Skeletons
Thieving Imp
Discard
Graveyard
Doom Grasp
Bone Collector
Bone Collector
Tech 2 card(s)
Get Paid - ($8)
Blackhand Resurrector - ($6)
Blackhand Resurrector - ($4)
Skeleton Javelineer - ($3)
Drakk Ramhorn - ($1)
Worker - ($0)
Haunt chisels your Jail to 2 HP
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Drakk Ramhorn (1/3A)
- Elite:
- Scavenger: Blackhand Resurrector (3/3)
- Technician: Blackhand Resurrector (3/3)
- Lookout:
In Play:
- Skeletal Archery
- Pestering Haunt (1/1) Unstoppable
Jailed:
- Skeleton Javelineer
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Necromancy)
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
"
Game 2 Player 1, Turn 5
P1 [Peace]/Future/Feral vs P2 [Necromancy]/Growth/Blood
Starting Hand
Manufactured Truth
Feral Strike
Assimilate
Building Inspector
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards (except tech 1)
All Teched Cards
Omegacron x2
Feral Strike x2
Assimilate, Xenostalker
Centaur x2
Main:
- Feral Strike + Boost for Hive and Xenostalker (0)
- Discard 2 to have Cala smack your tech2 to 1hp
Workers
Centaur, Bluecoat Musketeer, Spectral Aven, Porkhand Magistrate
- Patrol as below
- Discard 1 Draw 2 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FUTURE
In Patrol:
- Squad Leader: Xenostalker (3/6+1armor resist 1)
- Elite:
- Scavenger: Reputable Newsman (0/3+1 armor, blocking 4 resist 1)
- Technician:
- Lookout: Hive (0/6 resist 3 effectively)
In Play:
- Calamandra (4/5 lvl 5 granting resist 1)
- 5x Stinger (1/1 flying)
- Jail (3hp), holding Skeleton Javelineer
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Feral Strike
Xenostalker
Manufactured Truth
End of Turn Discard
My Thoughts
Worth getting a Xenostalker down first to protect Cala (plus it should likely stay alive), he’ll probably suicide Drakk just to revive him but that’s fine. Next turn another Hive and Void Star, keep up the pressure!
"P2T5
Tech StartingHand Workers
TECH
Necromancer
Nether Drain
STARTING HAND
Summon Skeletons
Sacrifice the Weak
Thieving Imp
Graveyard
Blackhand Resurrector
WORKERS
Jandra, the Negator
Poisonblade Rogue
Deteriorate
Doom Grasp
Thieving Imp
NextHand
Nether Drain
Blackhand Resurrector
Doom Grasp
Bone Collector
Bone Collector
Discard
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak
Graveyard
Tech 2 card(s)
Get Paid - ($9)
Level Drakk - ($4)
Blackhand resurrects Garth, Garth resurrects newly tech’d Necromancer
Drakk and Blackhand kill Xenostalker, Necromancer makes a Skeleton
Garth dissects Skeleton
Garth reanimates Skeleeton - ($3)
Garth dissects Skeleton
Blackhand Resurrector, hasty - ($1)
Haunt breaks Jail
Resurrector kills Newsman, you get $1
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L7 Garth Torken (3/4A)
- Elite:
- Scavenger: Necromancer (3/3) Long-range, frenzy 1
- Technician:
- Lookout:
In Play:
- Skeletal Archery
- L6 Drakk Ramhorn (3/1) [3 dmg]
- Blackhand Resurrector (3/3) Frenzy 1
- Pestering Haunt (1/1) Unstoppable, frenzy 1
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 1 (Necromancy)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
"
Garth hasn’t previously died this game
It would go to jail first
I don’t think Haunt can get the frenzy bonus +1 attack? I’ll check the rules thread