New game! Let’s see if I can do better.
Good luck, have fun
P1t1
Summary
Hand
Pestering haunt
Jandra the negator
Sacrifice the weak
Skeleton javelineer
Thieving imp
Workers Jandra
Get paid ($4)
Worker ($3)
Hire Thieving imp ($0) you discard a random card.
Squad leader: thieving imp
5 workers
Hand: 5
Deck: 0
Discard: 4
GL HF! Just fyi, it is customary to tag your opponent in the opening post to the thread, again so it is brought to their attention via notification. like this @Nopethebard
Game 1, Player 2, Turn 1
Starting Hand
Bombaster
Mad Man
Charge (discarded per random.org)
Careless Musketeer
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Jaina (3)
- Bombaster (1)
- Worker (0)
Workers
Careless Musketeer
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Jaina (2/3+1armor lvl 1)
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Nautical Dog
Pillage
Scorch
Bloodrage Ogre
End of Turn Discard
My Thoughts
Ugh black and we’re off to a great start with Imp + a mediocre t1 hand. I think I’ll party with Jaina to start, can always just sacrifice her, she’s good for sparkshotting skeletons though
Sorry about that. Thanks for telling me, though. Does Deteriorate work on heroes?
nope, it says units. heroes are not units
I didn’t really think so, but I figured it was worth a shot.
P1t2
Summary
Hand
Skeletal archery
Graveyard
Deteriorate
Summon skeletons
Poisonblade rogue
Workers skeletal archery
Tech metamorphosis and gargoyle
Get paid ($5)
Worker ($4)
Build Graveyard ($2)
Hire Vandy($0)
Squad leader: thieving imp
In play: Vandy
6 workers
Hand: 5
Deck: 3
Discard: 0
Just to be clear, you’re skipping tech 1?
Assuming that is indeed the case, I suppose I will follow suit
Game 1, Player 2, Turn 2
Starting Hand
Nautical Dog
Pillage
Scorch
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Ember Sparks, Lobber
Main:
- Tower (3)
- Bloodrage Ogre (1)
- Worker (0)
Workers
Scorch, Careless Musketeer
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tower HP: 4
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2+1armor )
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Jaina (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Bloodburn
Charge
Lobber
Ember Sparks
End of Turn Discard
My Thoughts
Hm, I think I’ll try Hotter Fire gameplan. I want to trade back well against Vandy, so I’m gonna go Tower. That way, even if he went Shadow Blade + DP or something, I should be able to trade pretty well. Teching Ember Sparks + Lobber.
…
Hmm, drew both. Better than splitting the Lobber now and Sparks after I spose, but obv would have preferred the Lobber defer itself. Can’t always get what you want and all that
I do intend to wait on Tech 1.
P1T3
Summary
Hand
Pestering haunt
Skeleton javelineer
Deteriorate
Sacrifice the weak
Gargoyle
Workers pestering haunt
Tech bone collector and soul stone
Get paid ($6)
Worker ($5)
Midband Vandy ($3)
Skeleton javelineer ($2)
Heroes hall ($0)
Squad leader: thieving imp
Scavenger: skeleton javelineer
In play: graveyard and Vandy
7 workers
Hand: 5
Deck: 4
Discard: 0
deteriorate does not put runes. Just gives a -1/-1 until the end of your turn. Is back to 3/2 during frozen turn
Huh. Never mind on that part then.
Omg the Terror if Deteriorate applied -1/1 runes… It’s already S-tier in terms of starter spells…
Game 1, Player 2, Turn 3
Starting Hand
Bloodburn
Charge
Lobber
Ember Sparks
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Hotter Fire, Lobber
Ember Sparks, Lobber
Main:
- Ember Sparks, ping one from Imp, one from Jav (you get 1g) and one on the Hero’s Hall (4)
- Jaina kills Imp, takes 2 damage
- Brogre breaks your graveyard, Imp and Jav go with it
- Tech 1 (3)
- Worker (2)
Workers
Bloodburn, Scorch, Careless Musketeer
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Bloodrage Ogre (3/2 )
- Jaina (2/1 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 2
- Workers: 8
End of Turn Hand
Nautical Dog
Mad Man
Pillage
Makeshift Rambaster
End of Turn Discard
My Thoughts
I get really good value out of Ember Sparks here, so probably do that. Jaina’s going to be in a compromised situation basically regardless, so that’s okay. I can hit back pretty hard with Zane or Drakk next turn, or just tech up then hit back harder later
P1t4
Summary
Hand
Summon skeletons
Bone collector
Metamorphosis
Poisonblade rogue
Deteriorate
Workers poisonblade rogue
Tech hooded executioner and Lich’s bargain
Get paid + scavenger ($8)
Worker ($7)
Build tech 1 ($6)
Summon skeletons ($3)
Cast deteriorate ($3) on Bombaster
Vandy kills Bombaster. You draw a card.
Hire Garth ($1)
Summon skeleton ($0)
Squad leader: skeleton Tom
Scavenger: skeleton Dick
Technician: skeleton Harry
In play: Vandy and Garth.
8 workers
Base: 18
Tech 1: 5
Heroes hall: 3
Hand: 4
Deck: 8
Discard: 0
Why is your base at 18 (did you Dark Pact?) and how did your deck count get to be that way?
Game 1, Player 2, Turn 4
Starting Hand
Nautical Dog
Mad Man
Pillage
Makeshift Rambaster
Ember Sparks (techn)
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- draw 1 techn
- Tech 2 cards in (except for turn 1)
All Teched Cards
Hotter Fire, Molting Firebird
Hotter Fire, Lobber
Ember Sparks, Lobber
Main:
- Brogre kills SQL, takes 1 damage
- Midband Jaina, sparkshot Dick and Harry, you get 1 gold and draw 1 (7)
- Nautical Dog (6)
- Mad Man (5)
- Tech 2 Fire (1)
- Worker (0)
Workers
Makeshift Rambaster, Bloodburn, Scorch, Careless Musketeer
- 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 FIRE
- Tower HP: 4
In Patrol:
- Squad Leader: Mad Man (1/1+1armor)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
- Bloodrage Ogre (3/1)
- Jaina (3/2 lvl 4)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Charge
Lobber
Lobber
Bombaster
End of Turn Discard
My Thoughts
Interesting strat…? Not sure what the end goal is from him, I could get Vandy or Garth kills out of this but I would rather tech up. I’ll likely lose Jaina for it, but I mean I’m drawing into 2 lobbers and Hotter Fire, I can do some serious harm with that and Zane or Drakk at the ready (and I have a tower, so there’s no easy trades to be made)
You destroyed my Graveyard, remember?
P1t5
Summary
Hand
Bone collector
Gargoyle
Soul stone
Sacrifice the weak
Graveyard
Workers gargoyle
Tech twilight baron 2x
Get paid + scavenger ($9)
Worker ($8)
Sacrifice the weak ($6) mad man dies
Bone collector ($4)
Garth kills nautical dog.
Vandy gains 2 levels ($2)
Vandy maxbands.
Gives +2/+2 to bone collector and bloodrage ogre.
Cast soul stone($0) on bone collector
Squad leader: bone collector
In play: Vandy and Garth
Base: 18
Tech 1: 5
Heroes hall: 3
Hand: 3
Deck: 4
Discard: 5
Thoughts
Please don’t get through, please don’t get through…
Vandy will die for the pleasure, being on 2hp and attacking a 3-attack hero with a tower That still what you wanna do?
Never mind. I’ll fix my turn in a few hours.
There we go.
I meant moreso when the RS happened. Did you Dark Pact? I don’t think I damaged your base, so afaik it should be at 20hp still (until after my turn anyway XD)
Game 1, Player 2, Turn 5
Starting Hand
Charge
Lobber
Lobber
Bombaster
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Molting Firebird, Ember Sparks
Hotter Fire, Molting Firebird
Hotter Fire, Lobber
Ember Sparks, Lobber
Main:
- Hotter Fire (6)
- Brogre rams BC, he takes 4 damage after armor
- Jaina pot shots the BC, BC loses his Soul stone
- Lobber, your tech1 to 3hp (5)
- Lobber, your base to 18 or 16, not sure if you cast Dark Pact previously but I did not hit it… (4)
- Drakk (2)
- Worker (1)
Workers
Makeshift Rambaster, Bloodburn, Scorch, Careless Musketeer
- 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 FIRE
- Tower HP: 4
In Patrol:
- Squad Leader: Drakk (1/3+1armor lvl 1, deals 2 damage to your base on death)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Jaina (3/2 lvl 4)
- Lobber (2/2)
- Lobber (2/2)
- Hotter Fire
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Pillage
Nautical Dog
Ember Sparks
End of Turn Discard
My Thoughts
Hmmm… gonna tech the other Ember Sparks and Firebird, and hope I draw Firebird or Hotter Fire. I expect him to come for Jaina, but it’s possible he’ll Meta and go for Tech 2 I suppose… I do have to be a little weary of Fencer, so let’s patrol Drakk in SQL and hope that keeps him out
…