Casual: payprplayn ([Finesse]/Demonology/Ninjitsu) vs Shadowfury333 ([Fire]/Past/Feral)

@Shadowfury333
Ouch. I was expecting Lobber, not Stewardess. Either way, not patrolling with my heroes was boneheaded. Tbh, I also kinda forgot how hard Rambaster can hit buildings.
Player 2 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Shadow Blade
Nimble Fencer


STARTING HAND
Harmony
Dark Pact
Helpful Turtle
Bloom
Wither
Older Brother
Spark


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Helpful Turtle


[/spoiler][/details]

[details=NextHand]

[spoiler]Tenderfoot
Wither
Brick Thief
Timely Messenger (1/1)
Shadow Blade


[/spoiler][/details]
Tech 2 card(s)
Get Paid+scav - ($8)
Harmony - ($6)
Dark Pact. My base to 18, I gain a dancer.
Bloom on Vandy, I get another Dancer - ($4)
Vandy kills stewardess. BB gets a rune.
Wither Bombaster, I get another Dancer, BB gets a rune. - ($2)
Tech I - ($1)
Worker - ($0)
Sac Harmony, flip Dancers.

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: River lvl 1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Dancer (2/1)
  • :pschip: [I]Technician[/I]: Dancer (2/1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Vandy lvl 1 (3/1)+
  • Dancer (2/1)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 1

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

[spoiler]So I thought about using Vandy’s midband to play my second dark pact so I could play Brick thief to save my Heroes’ Hall, but I think this board state swing is worth it. Not sure whether I should flip dancers now or wait until next turn. If I wait, there’s a good chance he bounces River, which isn’t great for me, but if I do it now, I lose the ability to summon more next turn before I flip and swing with what I had left. I think I should probably flip them now. That also puts Harmony back in my deck. I’m not sure whether that’s a good thing or a bad thing.

Here’s hoping he doesn’t have ember sparks this turn. That would wreck me.
[/spoiler][/details]

@payprplayn

P1T4


Tech StartingHand Workers

TECH
Ember Sparks
Yesterday’s Golgort


STARTING HAND
Nautical Dog
Flame Arrow
Scorch
Careless Musketeer


WORKERS
Mad Man
Pillage
Bloodrage Ogre
Scorch


NextHand

Charge
Careless Musketeer
Origin Story
Firebat


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina Stormborne - ($4)
Flame Arrow River, River dies, Jaina gains 2 levels - ($0)
Bloodburn non-patrolling Dancer, Bloodburn gains 1 rune
Attack Scav Dancer with Rambaster, you gain 1 gold, both die, Bloodburn gains 2 runes

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina Stormborne 2/3 Lv3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 4R
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Why didn’t I tech Ember Sparks?! I’d have killed all the dancers and the Heroes Hall without sacrificing the Rambaster!

@Shadowfury333
Player 2 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Glorious Ninja
Dark Pact


STARTING HAND
Brick Thief
Tenderfoot
Shadow Blade
Wither
Timely Messenger (1/1)


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Helpful Turtle


[/spoiler][/details]

[details=NextHand]

[spoiler]Older Brother
Harmony
Dark Pact
Nimble Fencer
Bloom


[/spoiler][/details]

[details=Discard]

[spoiler]Shadow Blade
Wither
Tenderfoot
Glorious Ninja
Dark Pact


[/spoiler][/details]
Tech 2 card(s)
Get Paid +scav - ($9)
Midband Vandy, she heals - ($7)
Timely Messenger - ($6)
Vandy kills Jaina, maxbands and heals, doom timely messenger
messenger and dancer break your tech 1, your base to 18
Brick Thief. My HH to 2, your base to 17. - ($4)
Build Ninjitsu Tech II - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brick Thief (2/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Vandy lvl 5 (5/6 resist 1)+
  • Dancer (2/1)
  • Timely Messenger (3/3, doomed)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 2

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 5

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

I could break his tech 1, max Vandy, heal my Heroes’ Hall, and build tech 2 this turn. However, if he bounces Vandy… wait, if he bounces Vandy, I can still play Vandy, so I have a 5 in 6 chance of still being able to dark pact, which would have a 50/50 chance of drawing a tech II unit, if I tech 2 of them this turn and 2 next turn. So, my chances of being able to use my tech 2 next turn are fairly low. Of course, I could just play all my heroes and maxband Vandy again in that case. What are the odds he gets Origin Story twice in a row. My other option is to shadow blade jaina, then maxband vandy and use her to break his tech 1, and hit his base for a handful of damage. I’m not sure which is better, but I think I’m going with option 2, because I don’t really need tech II yet… nope, I changed my mind. I’m going for the first one.
[/details]

1 Like

@payprplayn

P1T5


Tech StartingHand Workers

TECH
Shimmer Ray
Origin Story


STARTING HAND
Firebat
Origin Story
Charge
Careless Musketeer
Stewardess of the Undone


WORKERS
Mad Man
Pillage
Bloodrage Ogre
Scorch
Careless Musketeer


NextHand

Nautical Dog
Yesterday’s Golgort
Makeshift Rambaster
Flame Arrow
Bombaster


Discard

Origin Story
Charge
Stewardess of the Undone
Firebat
Shimmer Ray
Origin Story


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Prynn Pasternaak - ($5)
Origin Story Vandy - ($1)
Bloodburn Dancer, it dies, Bloodburn gains 1 rune
Rebuild Tech I

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Prynn Pasternaak 2/3 Lv1 (Fading 4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 3R
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

@Shadowfury333
Player 2 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Glorious Ninja
Fox’s Den School


STARTING HAND
Nimble Fencer
Bloom
Older Brother
Dark Pact
Harmony
Spark
Glorious Ninja


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Helpful Turtle
Older Brother


[/spoiler][/details]

[details=NextHand]

[spoiler]Tenderfoot
Fox’s Den School
Shadow Blade
Wither
Timely Messenger (1/1)


[/spoiler][/details]

[details=Discard]

[spoiler]Spark
Brick Thief (2/1)
Dark Pact
Nimble Fencer
Glorious Ninja
Bloom


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Messenger dies, BB gains rune.
River - ($6)
Harmony - ($4)
Vandy - ($2)
Dark Pact. Get a Dancer
Spark on Prynn. Get a Dancer - ($1)
Worker - ($0)
Brick Thief Trades with Prynn. BB gets a rune. My HH to 3, your base to 16, Vandy Midbands

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Vandy lvl 3 (3/4 +A resist 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Dancer (0/1)
  • :pschip: [I]Technician[/I]: Dancer (0/1)
  • :target: [I]Lookout[/I]: River lvl 1 (2/3 resist 1)

[B]In Play:[/B]

  • Harmony

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 3

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 6

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

So I drew my ninja, but only after deciding to go the safer harmony-based route. Oh well. Probably should have played Vandy/Dark Pact first and seen what I could get, but this works out fine.
[/details]

Edit: just realized spark doesn’t work on Prynn (redoing turn…)
Edit 2: oh wait, yes it does. nevermind.

[details=Edit: Coments]
What I did worked out fine, and maybe it was best, but I think I should actually have played Vandy, Dark Pact, Spark on Prynn, Brick Thief trades with prynn, deals 1 damage to his tech 1, then Ninja (if I drew it) or Fencer and maxband Vandy to break his tech 1 again. That way I would have been threatening Metamorphosis next turn, and Vandy would have been harder to get rid of.
[/details]

@payprplayn

P1T6


Tech StartingHand Workers

TECH
Undo
Stewardess of the Undone


STARTING HAND
Makeshift Rambaster
Nautical Dog
Yesterday’s Golgort
Flame Arrow
Bombaster


WORKERS
Mad Man
Pillage
Bloodrage Ogre
Scorch
Careless Musketeer
Nautical Dog


NextHand

Origin Story
Bombaster
Ember Sparks
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Jaina Stormborne - ($7)
Flame Arrow Vandy - ($2)
Makeshift Rambaster - ($0)
Rambaster attacks Vandy, both die, Jaina gains 2 levels

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina Stormborne 2/3 Lv3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodburn 3R
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

@Shadowfury333
Player 2 Turn 6


[details=Tech StartingHand Workers]

[spoiler]TECH
Jade
Jade


STARTING HAND
Timely Messenger (1/1)
Shadow Blade
Wither
Tenderfoot
Fox’s Den School


WORKERS
Fruit Ninja
Granfalloon Flagbearer
Helpful Turtle
Older Brother
Tenderfoot


[/spoiler][/details]

[details=NextHand]

[spoiler]Glorious Ninja
Dark Pact
Dark Pact
Nimble Fencer


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Wither Jaina, get a dancer - ($6)
Sac Harmony->flip 3 dancers
River kills Jaina, levels to midband, and heals. you draw a card.
Timely messenger - ($5)
Messenger and 2 dancers break your tech 1. Yor base to 14
Tech III - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Dancer (2/1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • River lvl 3 (2/4)
  • Dancer (2/1)
  • Dancer (2/1)
  • Timely messenger (1/1)

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 3

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 10
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 10

[details=Thoughts]


I don’t see how he comes back from this. He’s on tech 0 this turn, and I’m on tech III next turn. He’s got Rewind, I suppose, but even that’s a stretch, and I don’t believe he can afford to max prynn and play it. Even if he somehow managed to break one of my tech buildings this turn, which I don’t think he can do, but let’s say he did. Even then, he a) will almost certainly not kill all of my dancers, and b) will definitely leave either tech II or tech III. If he leaves tech II, I’ve got glorious ninja coming. If he leaves tech III, I’ve got two Dark Pacts, which gives me a pretty good chance to draw Jade, and if I don’t, I’ll just max Vandy and play Setsuki, threatening 3-hero metamorphosis next turn, and probably breaking his tech 1 again. This game’s as good as over. I’m frankly surprised he (and apologies to my opponent if you’re female for calling you “he” all the time) hasn’t resigned yet. He can’t compete with my tech without spending more gold than he can afford, and my turns consistently end with his board wiped, while his consistently end with me having something.
[/details]

@payprplayn I concede. I made a bad tech choice early on (Flame Arrow instead of Ember Sparks) and I can’t recover.

That and I should have read Bloodburn before playing it turn 1. I didn’t realize it tapped to work.

It’s a really risky card to play. It’s expensive and conditional and both of those are hard to make work in the early game. I think it should probably be an early worker in like 99% of games.

1 Like

It actually seemed like you got pretty good use out of it, though. That could have been partly because I didn’t lead with aggression to punish your lack of a turn one board. I’m not saying T1 Bloodburn was a good choice, because it probably wasn’t, but I wound up going for a strategy (Harmony) that feeds it runes and gives you good targets for the damage. I agree with you that Ember Sparks would have been a better tech choice than flame arrow, because it’s cheaper and more flexible. However, unlike flame arrow, it can’t hit my back row, so it isn’t as effective a counter to me swinging with heroes. I think that you might have been better off building a Tower than Flame Arrowing River on turn 4. Maybe not. I’m not sure, but I think turn 4 is where things started to go wrong for you. Maybe teching more units would have helped, but honestly, I understand the Flame Arrow choice. It’s an answer to heroes, and I opened with T1 Heroes’ hall.

Bloodburn has a lot of great synergies with both Fire and Past, along with providing some nice building threat when on the board, so I don’t want to worker it in this spec set. However, I don’t really need it T1. T3 or T4 would work better, since the synergies in question are Tech II anyway, but T1 should have been something like Madman + Jaina/Calamandra.

I agree, in fact I was going to suggest using more of the feral spec generally. Centaur is a champ, Cala’s your best combat hero, and behind the ferns combos well with hasty red units. As for Bloodburn, while you’re right that there are cool synergies, as you said, it’s a tap ability, so you can only do it once per turn, and the ability to do 1 damage/turn, while nice, isn’t nearly as strong at tech 2 as it is earlier in the game. By the time you’re able to afford spending 3 gold for no increase in your board or tech progression, Bloodburn is a relatively low-value play. I agree that it should probably be workered most of the time, but I think you actually played it at a reasonable time. If you’re going to play it, you should probably play it early. Of course, take all of this with several grains of salt, since I’m a green player myself (I actually play mostly black, but I am green).

It only deals 1 damage, but if I go Fire Tech II it does 2 or 3 damage a pop (and is handy for getting that last point of damage on a building), and if I go Past Tech II then Yesterday’s Golgort keeps getting more runes (which is normally tricky unless I use Purple starter). Feral Tech II doesn’t benefit, though, so that route would probably involve workering the Bloodburn.

I guess I forgot Feral tech because I hadn’t much success in my earlier [Feral]/Fire/Ninjutsu games with the focus on Feral, but more success with some focus on Fire.

I wasn’t necessarily talking about going Feral Tech II, in fact, I think that’s probably not your best option. Feral tech I is awesome, though. Of course, you’ve got 3 specs with great tech 1 options, so you’re kind of spoiled for choice there. It wouldn’t have changed much, but imagine if your Stewardess had been a Centaur. You wouldn’t have bounced the tenderfoot, but you could have patrolled in SQL as a 3/4+A instead of in elite as a 3/3. If I’d have swung with the tenderfoot, it would have died and only broken the armor, and I’d be left with the same board, except up against a 3/4 rather than a 3/3 and with one less card in hand. Overpower is also a good way to translate things like Ember Sparks that only hit patrollers to back row damage.

Up for another game? I’d like to switch to [Discipline]/Disease/Peace for giggles.

I’ll throw up my first turn sometime tomorrow.

@payprplayn

P1T1


StartingHand Workers

STARTING HAND
Pillage
Nautical Dog
Careless Musketeer
Bombaster
Mad Man


WORKERS
Bombaster


NextHand

Bloodburn
Bloodrage Ogre
Charge
Scorch
Makeshift Rambaster


Discard

Pillage
Careless Musketeer
Nautical Dog


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mad Man - ($2)
Attack base with Mad Man, at 19
Calamandra Moss - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Calamandra Moss 2/3+A Lv1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mad Man 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

Player 2 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Morningstar Flagbearer
Aged Sensei
Sensei’s Advice
Fox Primus
Snapback


WORKERS
Fox Primus


[/spoiler][/details]

[details=NextHand]

[spoiler]Savior Monk
Safe Attacking
Smoker
Grappling Hook
Fox Viper


[/spoiler][/details]

[details=Discard]

[spoiler]Sensei’s Advice
Morningstar Flagbearer
Snapback


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Orpal Gloor - ($2)
Aged Sensei - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Orpal lvl 1 (2/3, damage as -1/-1 runes)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Aged Sensei (1/1)

[B]Buildings:[/B]

  • :heart: Base HP: 19

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3

[B]Gold:[/B]

  • Gold: 1
  • Workers: 6

[details=Thoughts]

Not sure if this is good. He can definitely kill Orpal, but he can’t heal the runes he’ll get if he does. Depending on what he does, I’m planning either Savior Monk+ HH, level Orpal+Tech 1 or, if orpal dies, new hero + something.
[/details]

@payprplayn

P1T2


Tech StartingHand Workers

TECH
Centaur
Fire Dart


STARTING HAND
Scorch
Bloodrage Ogre
Makeshift Rambaster
Bloodburn
Charge


WORKERS
Bombaster
Bloodburn


NextHand

Mad Man
Centaur
Pillage
Scorch
Nautical Dog


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Tech I - ($0)
Attack Orpal with Mad Man. Mad Man dies, Orpal takes 1 damage

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre 4/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss 2/3 Lv1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

Player 2 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
Boot Camp
Boot Camp


STARTING HAND
Safe Attacking
Savior Monk
Grappling Hook
Fox Viper
Smoker


WORKERS
Fox Primus
Fox Viper


[/spoiler][/details]

[details=NextHand]

[spoiler]Smoker
Savior Monk
Snapback
Boot Camp
Sensei’s Advice


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Orpal - ($3)
Heroes’ Hall - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Orpal lvl 1 (2/4+A, damage as -1/-1 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 7

[details=Thoughts]

I’m gonna go the Hero-based route. I thought about sickness/Boot Camp, but decided to go double Boot camp for the cycling, and in case he kills Orpal I don’t want to be left with a worthless card. I don’t mind playing both Oni and Grave next turn if need be.
[/details]