I was really hoping you wouldn’t have that spell in hand that turn.
P1T9
Tech StartingHand Workers
TECH
Now!
Now!
STARTING HAND
Doom Grasp
Temporal Distortion
Nether Drain
Temporal Distortion
Nether Drain
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Summon Skeletons
Skeleton Javelineer
Graveyard
NextHand
Deteriorate
Immortal
Temporal Distortion
Death Rites
Nether Drain
Tech 2 card(s)
Get Paid + float - ($14)
Rebuild Tech I
Quince suicides into SQL
Garth Torken - ($12)
Nether Drain moves levels from Rook to Garth. - ($11)
Skeleton - ($10)
Doom Grasp, sacrifice Skeleton to kill Rook. - ($6)
Tower - ($3)
Float ($3)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Immortal (5/5A) Indestructible
-
Elite:
-
Scavenger:
-
Technician: L5 Garth Torken (2/4) Reanimate, sacrifice
-
Lookout:
In Play:
Buildings:
-
Base HP: 10
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Sigh… no help for it, then, just gotta patiently rebuild. At least he didn’t put the Treant in SQL, I’d have been in real trouble if he had. Guess I’ll build a Tower to hopefully clean up the leftover Birds, though they’ll still be able to hit my buildings, which means one more Earthquake is probably enough to bury me.
Rook’s in lookout so the drain and DG are taxed 1 each, but you have the float so I’ll assume you’re good with that
1 Like
GG WP
Game 3 Player 2, Turn 9
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Crash Bomber
Playful Panda
Bloodlust
Bloodlust
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- No techs
All Teched Cards
Earthquake x2
Crash Bomber, Desperation
War Drums, Doubling Barbarbarian
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Drakk + midband (6)
-
Bloodlust Barbs (4)
-
Bloodlust Barbs again (2)
- Grappler tackles immortal to sideline it, dies
- Injured Barb kills Garth and overpowers 5 to your base, Drakk maxbands
- Crash Bomber, hasted (1)
- Bomber, birds, other Barb deal 17 to your base, GG WP!
Hmm perhaps a bit of an invalid game there, I seem to have lost track of Spore Shambler; not even sure where I started operating on a falsely thinned deck
GG WP. Not sure how much of a difference the missing Shambler would have made, but I’m not gonna worry about it. It felt like by far the most balanced of the 3 games to me, though.
I’m out of viable ideas to make this matchup work from my end, so if you want to keep playing, I think one of us should switch decks. If you want to stick with yours, I could switch to an as-yet untested variant on Law/Past with [Law]/Past/Present.
I’m down to play smore, I’ll grab another one from the the “option 3” list: [Ninjitsu]/Anarchy/Future
rolled 35, or shall I just go first?
1 Like
I’m not particular about who starts, but I’ll take the lead since the ball’s in my court. GL HF! (No Birds! Huzzah!)
P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Graveyard
Skeleton Javelineer
Deteriorate
WORKERS
Graveyard
NextHand
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Jandra, the Negator
Thieving Imp
Discard
Skeletal Archery
Deteriorate
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Max Geiger - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 Max Geiger (2/3A) Sparkshot
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1) [javelin]
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Haha, seems like every matchup I have with this deck is either facing Balance or Future, makes it very hard to take advantage of buildings/upgrades/ongoings. Ninjas have easy access to flying and stealth, too, as well as haste. Well, at least with this one, I don’t have to worry about overpowered Birds, so maybe I’ll have time to set up some counterplay.
1 Like
GL HF!
Game 4 Player 2, Turn 1
P1 [Necro]/Truth/Present vs P2 [Ninja]/Anarchy/Future
Starting Hand
Fox Primus
Snapback
Smoker
Fox Viper
Morningstar Flagbearer
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Smoker (1/1+armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Savior Monk
Aged Sensei
Grappling Hook
Sensei’s Advice
Safe Attacking
End of Turn Discard
My Thoughts
Can’t be safe w/ this hand so I’ll just float a bunch
P1T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Poisonblade Rogue
Thieving Imp
Jandra, the Negator
Pestering Haunt
Summon Skeletons
WORKERS
Graveyard
Jandra, the Negator
NextHand
Summon Skeletons
Sacrifice the Weak
Bone Collector
Poisonblade Rogue
Deteriorate
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Geiger kills Smoker.
Pestering Haunt
Tech I - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1) [javelin]
-
Lookout:
In Play:
- L1 Max Geiger (2/2) Sparkshot
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Hmm… against Anarchy, I need to be on guard against Zane. Think I’ll try starting with Bone Collectors, rather than late-game synergy cards. That should give me more flexibility to adapt, maybe?
This gonna be rough…
Game 4 Player 2, Turn 2
P1 [Necro]/Truth/Present vs P2 [Ninja]/Anarchy/Future
Starting Hand
Savior Monk
Aged Sensei
Grappling Hook
Sensei’s Advice
Safe Attacking
Events of Turn:
Upkeep:
- Get Gold (6+3float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Surprise Attack
Main:
- Savior Monk (7)
- Aged Sensei (6)
- Tech1 (4)
- Worker (3)
Workers
Safe Attacking, Fox Viper
-
-
Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Savior Monk (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Aged Sensei (1/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Grappling Hook
Smoker
Snapback
Sensei’s Advice
End of Turn Discard
My Thoughts
White P2, oofda… going to continue to float a lot just to make it obnoxious to Neko
It’s kind of looking that way, yeah…
P1T3
Tech StartingHand Workers
TECH
Nether Drain
Nether Drain
STARTING HAND
Summon Skeletons
Sacrifice the Weak
Bone Collector
Poisonblade Rogue
Deteriorate
WORKERS
Graveyard
Jandra, the Negator
Poisonblade Rogue
NextHand
Bone Collector
Deteriorate
Skeletal Archery
Thieving Imp
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth Torken - ($3)
Deteriorate SQL
Geiger kills SQL.
Javelineer snipes Sensei.
Haunt damages Tech I
Bone Collector - ($1)
Skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Bone Collector (3/3A) Reanimate
-
Elite:
-
Scavenger:
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- L1 Max Geiger (2/1) Sparkshot
- L1 Garth Torken (1/3A) Reanimate
- Skeleton Javelineer (1/1)
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Taking Nether Drain as a precaution against Maximum Anarchy, though I think Sharks are a more immediate threat, so Bone Collector’ll take point. Even with that float, he can’t maxband Zane and summon Sharks next turn, and $2 for $5 would be an excellent value swing in my favor.
Very rough indeed
Game 4 Player 2, Turn 3
P1 [Necro]/Truth/Present vs P2 [Ninja]/Anarchy/Future
Starting Hand
Grappling Hook
Smoker
Snapback
Sensei’s Advice
Morningstar Flagbearer (techn)
Events of Turn:
Upkeep:
- Get Gold (6+3float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Disguised Monkey, Steam Tank
Gunpoint Taxman, Surprise Attack
Main:
- Smoker (9)
- Worker (8)
- Tech 2 Anarchy (4)
- Tower (1)
Workers
Safe Attacking, Fox Viper
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 4
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Smoker (1/1+armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Fox Primus
Gunpoint Taxman
Surprise Attack
Savior Monk
Disguised Monkey
End of Turn Discard
My Thoughts
Tough to be a bug out here…
P1T4
Tech StartingHand Workers
TECH
Lord of Shadows
Lord of Shadows
STARTING HAND
Thieving Imp
Skeletal Archery
Bone Collector
Deteriorate
WORKERS
Graveyard
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
NextHand
Sacrifice the Weak
Summon Skeletons
Nether Drain
Discard
Deteriorate
Skeletal Archery
Lord of Shadows
Lord of Shadows
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Deteriorate scares away Smoker.
Bone Collector and Garth break Tower.
Skeleton, Haunt, Javelineer, and Geiger break Tech II.
Bone Collector - ($4)
Skeleton - ($3)
Float ($3)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bone Collector (3/3A) Reanimate
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- L1 Max Geiger (2/1) Sparkshot
- L1 Garth Torken (1/2) Reanimate
- Bone Collector (3/2) Reanimate
- Skeleton Javelineer (1/1)
- Skeleton (1/1)
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Hmm, Tech II and a Tower, eh? Leaving either of those up would make things more difficult for me… I think it’s worth using Deteriorate to make breaking them easier. Let’s see… at this point, the biggest threat in his arsenal would be a combo of Speed of the Fox and Hidden Ninja… which I could stop with a Tower, but frankly, if he’s willing to spend $4 and a card to kill a L1 hero, I think I’m okay with that. Plus, I don’t really want a Tower as a long-term resource. Even if I lose a hero, with all these Skeletons I’m collecting, I’m on track for a T5 Lord of Shadows, so I’ll try for that.
Redrew the det, damn that might sink me.
Game 4 Player 2, Turn 4
P1 [Necro]/Truth/Present vs P2 [Ninja]/Anarchy/Future
Starting Hand
Fox Primus
Gunpoint Taxman
Surprise Attack
Savior Monk
Disguised Monkey
Smoker (picked up)
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Shuriken Hail
Disguised Monkey, Steam Tank
Gunpoint Taxman, Surprise Attack
Main:
- Savior Monk (7)
- Gunpoint Taxman (5)
- Smoker (4)
- Tower (1)
- Worker (0)
Workers
Safe Attacking, Fox Viper
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 4
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3+armor)
-
Elite:
-
Scavenger: Smoker (1/1)
-
Technician: Savior Monk (2/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Steam Tank
Sensei’s Advice
Grappling Hook
Aged Sensei
End of Turn Discard
My Thoughts
Onslaught of shadows here… woof. Try to keep things down with towers, maybe tech up next turn to keep the gunship threat.
Maybe, but your stall tactics are slowing me down, at least. I had hoped to build my Tech II last turn.
**P1T5**
Tech StartingHand Workers
TECH
Research & Development
Research & Development
STARTING HAND
Sacrifice the Weak
Nether Drain
Summon Skeletons
WORKERS
Graveyard
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
NextHand
Nether Drain
Skeletal Archery
Lord of Shadows
Lord of Shadows
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Haunt and Bone Collector (3/2) trade with SQL.
Midband Geiger - ($8)
Geiger kills Monk, sparkshots Smoker.
Bone Collector and a Skeleton break Tower.
Midband Garth - ($5)
Garth, 2 Skeletons, and Javelineer break Tech II.
Tech II: Necromancy - ($1)
Skeleton - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Skeleton (2/1)
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- L3 Max Geiger (2/1) Sparkshot, trade
- L4 Garth Torken (2/4) Reanimate, sacrifice
- Bone Collector (3/2) Reanimate
- Skeleton Javelineer (1/1)
- Skeleton (1/1)
- Skeleton (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I’m a turn behind, but otherwise things are looking good. Going for Distortions because I predict Garth will be able to fetch… actually, scratch that, I’ll go big and double up on R&D, chances are Geiger will maxband before I draw the second one, and then I can quickly adapt.
Nawp I’ll concede there, GG WP. Whiffing turn 3 hurt pretty bad. I’ll try to start another one tomorrow, this matchup feels to have the opposite problem to the last though XD
1 Like
Mmmmk we go again, GL HF!
Game 5 Player 1, Turn 1
P2 [Necro]/Truth/Present vs P1 [Ninja]/Anarchy/Future
Starting Hand
Aged Sensei
Morningstar Flagbearer
Snapback
Grappling Hook
Savior Monk
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Aged Sensei (3)
- Setsuki (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Aged Sensei (1/1)
In Play:
- Setsuki Hiruki (1/3 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus
End of Turn Discard
My Thoughts
Try to swift strike some stuff I spose? Idk tough matchup
Feels like I had more of an advantage as P1. GL HF!
P2T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Graveyard
Jandra, the Negator
Thieving Imp
Sacrifice the Weak
WORKERS
Graveyard
NextHand
Skeletal Archery
Summon Skeletons
Deteriorate
Poisonblade Rogue
Pestering Haunt
Discard
Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Jandra, the Negator (3/3A) Overpower, cursed
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Hmm, what to do about a buffed Setsuki who has the initiave? Difficult question… but SQL Jandra may be my best option, so long as she fails to remove it, I can get some value by striking back.
Game 5 Player 1, Turn 2
P2 [Necro]/Truth/Present vs P1 [Ninja]/Anarchy/Future
Starting Hand
Smoker
Fox Viper
Safe Attacking
Sensei’s Advice
Fox Primus
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Gilded Glaxx
Main:
- Smoker (4)
- Worker (3)
- Tech 1 (1)
Workers
Fox Viper, Morningstar Flagbearer
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Setsuki Hiruki (1/3+1armor
-
Elite:
-
Scavenger: Smoker (1/1)
-
Technician:
-
Lookout: Aged Sensei (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Fox Primus
Safe Attacking
Gilded Glaxx
Savior Monk
Gunpoint Taxman
End of Turn Discard
My Thoughts
Jandra huh? Can we get levels? XD
@Nekoatl friendly reminder action is to you, no sweat if you’re busy
1 Like