Spectral Aven
Arrest
Spectral Hound
Bone Collector
Nether Drain
End of Turn Discard
Spectral Roc
Manufactured Truth
Traffic Director
My Thoughts
I think I can get him with some surprise Rocs next turn, going to try and set up a good percentage draw with a skele sacrifice
…
Booo, I drew one of them??? Not my hounds or my Reteller or my Bone Collector?? Shoot, even my Aven would have been a nice draw… Bummer. Hopefully I can get the Roc next turn…
…
Woof. Can only hope he’s drawing shitty, too ¯_(ツ)_/¯
Building Inspector
Manufactured Truth
Traffic Director
Arrest
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Hooded Executioner, Bone Collector
Main:
Traffic Director (5)
Arg + Wisp (3)
Tech 1 (1)
Worker (0)
Workers
Building Inspector, Bluecoat Musketeer
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
In Patrol:
Squad Leader: Wisp (0/1+1armor)
Elite: Wisp
Scavenger:
Technician: Traffic Director (1/1)
Lookout:
In Play:
Arg (1/3 lvl 1)
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Porkhand Magistrate
Spectral Aven
Manufactured Truth
Reputable Newsman
End of Turn Discard
My Thoughts
Ugh… I think this game we’ll go for Growth T2 + Garth shenanigans. Probably 2x Lich’s Bargain for the next tech, and use Arg + T1s to block for it.
…
Rough rs Draw… This is going to be a rough game
STARTING HAND
Overeager Cadet
Overeager Cadet
Spark
WORKERS
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Spark
NextHand
Flagstone Garrison
Brick Thief
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II: Truth - ($3)
Tech Lab: Peace - ($2)
Midband Onimaru - ($0)
Onimaru and Tenderfoot break Tech II
Timely Messenger and Helpful Turtle deal 3 damage to Tech I
Overeager Cadet
Overeager Cadet
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L5 General Onimaru (3/4A) Frenzy 1, readiness
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Overeager Cadet (2/2)
Lookout:
In Play:
Timely Messenger (2/2) Haste [1+]
Tenderfoot (1/2)
Helpful Turtle (1/2) Healing 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 2
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I wasn’t planning to dump the Cadets, but there’s blood in the water, so it’s time for the sharks to start circling. If he sends the Aven after my Tech Lab, I’ll use the Brick Thief I’m guaranteed to draw to buy an extra turn.
Technician: L8 General Onimaru (4/2) Frenzy 1, readiness [3 damage]
Lookout:
In Play:
Flagstone Garrison (4)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Soldier (2/1) Sparkshot [1+, 1 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
His Blooming Ancient will surely pop my Spectral Flagbearer in the same way my Drill Sergeant popped his Spectral Aven, which means I still need 2 other patrollers. The Drill Sergeants are worth more to me than Onimaru is right now, so he’ll have to be sacrified to protect the engine. I’ll have the Cadet take point to ensure it’ll be converted into 2 more +1/+1 runes to use later.
Bone Collector
Blooming Ancient
Lich’s Bargain
Lawful Search
Reputable Newsman
Events of Turn:
Upkeep:
Get Gold (8+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Dreamscape x2
Blooming Ancient, Blooming Elm
Blooming Ancient, Doom Grasp
Lich’s Bargain x2
Hooded Executioner, Bone Collector
Main:
Blooming Ancient Beta, Alpha +1 rune (5)
Quince + Mirror, +4 runes (3)
Lich’s Bargain, my base to 8 and +6 runes (1)
Make a skeleton, +2 runes (0)
Garth kills OC SQL, takes 2
Use one rune to pop flagbearer, you get 1g
Blooming Ancient Alpha kills Oni, takes 4, Quince midbands, you get a card
Distribute the 12 remaining runes as shown below (+2 horror, +2 zombie, +3 each skeleton, +2 alpha)
Workers
Jail, Porkhand Magistrate, Building Inspector, Bluecoat Musketeer
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 8
Tech1 HP: 1
Tech2 HP: 5 GROWTH
In Patrol:
Squad Leader: Horror (5/5+1armor)
Elite:
Scavenger: Skeleton (4/4)
Technician: Zombie (4/4)
Lookout: Skeleton (4/4)
In Play:
Garth (3/2 lvl 7)
Quince (1/4 lvl 3)
Mirror Illusion (0/1)
Blooming Ancient Alpha (4/3)
Blooming Ancient Beta (2/4)
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 7
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Hooded Executioner
Manufactured Truth
Doom Grasp
Lich’s Bargain
Arrest
End of Turn Discard
My Thoughts
Dreamscape would be pretty excellent at plowing the path, I’m going to hope he hasn’t had the same brilliant idea, as my base is getting thin… I need to have a killblow soon, so hoping I draw the Blooming Elm.
…
Dammit. Well maybe between Arrest and DG I can make lethal? unlikely, but we’ll see…
Pairing Lich’s Bargain with Blooming Ancient seems rather powerful, and if I were trying to win through brute force alone, I would probably have been in trouble. I’m afraid that’s only half of my strategy, though. GG WP.