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

@payprplayn

P1T3


Tech StartingHand Workers

TECH
Behind the Ferns
Firebat


STARTING HAND
Centaur
Nautical Dog
Mad Man
Pillage
Scorch


WORKERS
Bombaster
Bloodburn
Pillage


NextHand

Makeshift Rambaster
Fire Dart
Careless Musketeer
Charge


Discard

Bloodrage Ogre
Mad Man
Scorch
Nautical Dog
Centaur
Behind the Ferns
Firebat


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Scorch Orpal, armour breaks and Orpal takes 1 damage - ($1)
Attack Orpal with Bloodrage Ogre. Both die. Calamandra gains 2 levels, midbands
Mad Man - ($0)
Mad Man trades with Aged Sensei, you draw a card
Attack Heroes Hall with Calamandra for 3 (to 1)

Float ($0)
Discard 2, draw 4


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss 3/4 Lv3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

@Shadowfury333
Player 2 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Plague Spitter
Reversal


STARTING HAND
Savior Monk
Smoker
Boot Camp
Snapback
Senseiā€™s Advice
Safe Attacking
Boot Camp


WORKERS
Fox Primus
Fox Viper
Safe Attacking


[/spoiler][/details]

[details=NextHand]

[spoiler]Senseiā€™s Advice
Morningstar Flagbearer
Snapback
Grappling Hook
Boot Camp


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Oni - ($5)
Grave - ($3)
Oni casts Boot camp on Grave - ($2)
Tech 1 - ($1)
Worker - ($0)

Float ($0)
Discard 5, draw 2, reshuffle, draw 3


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

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

[B]In Play:[/B]

  • Grave lvl 1 (3/4)+

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Heroesā€™ Hall HP: 1
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 6
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

So that was unfortunate. I forgot what scorch did. for some reson I was thinking it could only hit units. A lobber and the ogre still could have done it, though, I guess, and for cheaper. I drew Boot Camp with Boot Camp, which is unfortunate, because I do need to get to tech I this turn, and Iā€™d rather not skip a worker (although I did consider that). I would have prefered to have it still to play next turn, if Oni lives, which is a big if.
[/details]

@payprplayn

P1T4


Tech StartingHand Workers

TECH
Shimmer Ray
Origin Story


STARTING HAND
Makeshift Rambaster
Careless Musketeer
Fire Dart
Charge


WORKERS
Bombaster
Bloodburn
Pillage
Makeshift Rambaster


NextHand

Nautical Dog
Bloodrage Ogre
Mad Man
Shimmer Ray
Fire Dart


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Maxband Calamandra - ($4)
Use Calamandraā€™s maxband ability to summon Predator Tiger - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Predator Tiger 4/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra Moss 4/5 Lv5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

@Shadowfury333 sorry for the wait.
Player 2 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Plague Lab
Cursed Goul


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Boot Camp
Senseiā€™s Advice
Snapback
Plague Spitter (Boot Camp draw)


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand]

[spoiler]Aged Sensei
Savior Monk
Smoker
Reversal


[/spoiler][/details]

[details=Discard]

[spoiler]Boot Camp
Senseiā€™s Advice
Grappling Hook
Plague Lab
Cursed Goul
Plague Spitter
Snapback


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grappling hook tiger to lookout (pay 1 for resist) - ($6)
Senseiā€™s advice on Grave and Oni - ($5)
Grave kills tiger, takes 4 damage
Midband Oni - ($1)
Oni kills cala. Grave midbands and heals.
Oni casts Boot Camp on Grave - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Oni lvl 5 (3/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Grave lvl 3 (5/6)++

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Heroesā€™ Hall HP: 1

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

  • Hand: 4
  • Deck: 1
  • Disc: 7

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

This is what I wound up going with. Instead of midbanding Oni, I could have played snapback to swap cala for prynn, the kill Prynn. This gives me a healthier Oni, freezes out 2 heroes instead of 1, and costs 1 gold less. However, it also costs one more card, which I wasnā€™t willing to spend. The other option would be to maxband grave and kill everything. Thatā€™s cheapest in terms of cards: I can do it with just senseiā€™s advice, but I prefer to keep grave
[/details]

You may need to redo, because of Senseiā€™s advice.

Yep, I thought it worked on heroes. Iā€™ll change that.

Player 2 Turn 4 (Revised Edition) @Shadowfury333


[details=Tech StartingHand Workers]

[spoiler]TECH
Plague Lab
Cursed Goul


STARTING HAND
Grappling Hook
Morningstar Flagbearer
Boot Camp
Senseiā€™s Advice
Snapback


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand]

[spoiler]Boot Camp
Savior Monk
Reversal
Aged Sensei


[/spoiler][/details]

[details=Discard]

[spoiler]Snapback
Grappling Hook
Boot Camp
Senseiā€™s Advice
Plague Lab
Cursed Goul


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Snapback Cala for Prynn - ($4)
Grappling hook tiger to lookout
Midband Grave - ($2)
Grave kills tiger, takes 4 damage
Oni kills Prynn and takes 1 damage. Grave gains 2 levels.
Maxband Grave, he gets a sword rune and heals - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (5/6+A) sword+
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Oni lvl 1 (2/2)

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Heroesā€™ Hall HP: 1

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

  • Hand: 4
  • Deck: 2
  • Disc: 6

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

Wiping his board seems good, especially since I didnā€™t have to spend my sword rune to do it, and he canā€™t play Prynn to bounce Grave next turn. Teching Plague lab and Cursed Goul in anticipation of building Tech II next turn. Plan is to make use of plague lab/boot camp/ sword rune synergy, so the Goul is a good fit.
[/details]

@payprplayn

P1T5


Tech StartingHand Workers

TECH
Ember Sparks
Lobber


STARTING HAND
Fire Dart
Nautical Dog
Shimmer Ray
Mad Man
Bloodrage Ogre


WORKERS
Bombaster
Bloodburn
Pillage
Makeshift Rambaster
Fire Dart


NextHand

Charge
Firebat
Careless Musketeer


Discard

Predator Tiger
Shimmer Ray
Ember Sparks
Lobber


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Mad Man - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre 3/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man 1/1
  • :pschip: [I]Technician[/I]: Nautical Dog 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

looks like youā€™re missing a ā€˜[ā€™ there at the beginning. Also, whereā€™d Cala come from? She got snapbacked last turn, so you canā€™t play her, and even if you could, you didnā€™t list it as one of your actions or save the money for it.

Oops, I misread the events surrounding Snapback. My turn has been corrected.

Also, Nautical dog is 1/1 (frenzy means itā€™s 2/1 on your turn, but not mine).

Corrected. I had stuck it in the Elite slot at one point while arranging my turn, and I forgot to undo the attack change from that.

Thatā€™s what I figured.

@Shadowfury333
Player 2 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Spreading Plague
Plague Lab


STARTING HAND
Aged Sensei
Savior Monk
Boot Camp
Reversal
Plague Spitter


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand]

[spoiler]Smoker
Reversal
Boot Camp
Plague Lab
Cursed Goul


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Aged Sensei - ($8)
Oni casts boot camp on Aged Sensei - ($7)
build Disease Tech II - ($3)
Oni trades with Ogre, levels fizzle
Orpal - ($1)
Grave kills nautical dog and takes 2 damage

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


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

  • :psblueshield: [I]Squad Leader[/I]: Orpal lvl 1 (1/3+A) damage as -1/-1 runes
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Aged Sensei (2/2)+
  • :target: [I]Lookout[/I]: Grave lvl 7 (5/4) sword+, resist 1

[B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Heroesā€™ Hall HP: 1
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

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

  • Hand: 5
  • Deck: 8
  • Disc: 0

[B]Gold:[/B]

  • Gold: 1
  • Workers: 9

[details=Thoughts]

[spoiler]I thought about playing the Plague Spitter instead of Orpal, or using reversal on the ogre and keeping Oni. All three choices have advantages and drawbacks, but I chose this one because Iā€™m likely to want Orpal out next turn anyway, so spending the gold this turn saves me from spending it next turn, and I can swing with him then. Also, it keeps my draw healthy to improve my chances of actually getting my Tech next turn. Thatā€™s also why I didnā€™t play a worker. The draw is more important.

After the fact: I just went back and read plague lab. I didnā€™t realize its Arrives ability only affected units. In light of that, I kind of wish the second plague lab had been sickness or Plague Lord instead. The only way I really have to stick -1/-1 runes on heroes is to hit them with Orpal, which is unfortunate.
[/spoiler][/details]

@payprplayn

P1T6


Tech StartingHand Workers

TECH
Yesterdayā€™s Golgort
Ebbflow Archon


STARTING HAND
Charge
Careless Musketeer
Firebat
Behind the Ferns


WORKERS
Bombaster
Bloodburn
Pillage
Makeshift Rambaster
Fire Dart
Careless Musketeer


NextHand

Scorch
Centaur
Origin Story


Discard

Predator Tiger
Shimmer Ray
Ember Sparks
Lobber
Nautical Dog
Bloodrage Ogre
Mad Man
Charge
Firebat
Behind the Ferns
Yesterdayā€™s Golgort
Ebbflow Archon


Tech 2 card(s)
Technician Draw
Scavenger Gold - ($1)
Get Paid - ($10)
Worker - ($9)
Firebat - ($7)
Jaina Stormborne - ($5)
Charge on Firebat, Firebat trades with Orpal, Jaina gains 2 levels - ($3)
Midband Jaina - ($2)

Float ($2)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Jaina Stormborne 4/3 Lv4
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 0
  • Disc: 12
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

@Shadowfury333
Player 2 Turn 6


[details=Tech StartingHand Workers]

[spoiler]TECH
Sickness
Sickness


STARTING HAND
Smoker
Reversal
Boot Camp
Cursed Goul
Plague Lab


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand]

[spoiler]Savior Monk
Boot Camp
Plague Spitter
Spreading Plague


[/spoiler][/details]

[details=Discard]

[spoiler]Reversal
Boot Camp
Smoker
Sickness
Sickness


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Reversal on Jaina. She dies, levels fizzle. - ($7)
Sensei gives Grave +1/+A
Grave breaks your tech 1, your base to 18.
Cursed Goul, puts -1/-1 rune on Aged Sensei (I donā€™t think itā€™s optional, and you donā€™t have units), -rune and +rune cancel each other out. - ($3)
Plague Lab puts -1/-1 runes on all zero of your units. - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Cursed Goul (4/5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Grave lvl 7 (5/4) sword+, resist 1

[B]In Play:[/B]

  • Aged Sensei (1/1)
  • Plague Lab (4)

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroesā€™ Hall HP: 1

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

  • Hand: 4
  • Deck: 4
  • Disc: 5

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

So, I have a good hand, but his lack of a board makes it significantly worse. On the other hand, he has no board, and I just broke his Tech 1, so I canā€™t imagine how Iā€™m not just winning this game. I almost didnā€™t play the plague lab, but I figure if he doesnā€™t bounce Grave next turn, I can use it to get free sword runes. If he does, Iā€™m probably getting free Orpal levels off Prynn, And I can presumbably use his abilities to get the - runes flowing. Depending on draws, I might play both Orpal and Oni to boot camp Orpal and get another rune there. Still, though, Iā€™m not sure it was worth going down on draws. If I had been able to play Oni, I would have boot camped the sensei instead.
[/details]

@payprplayn

P1T7


Tech StartingHand Workers

TECH
Rememberer


STARTING HAND
Centaur
Scorch
Origin Story


WORKERS
Bombaster
Bloodburn
Pillage
Makeshift Rambaster
Fire Dart
Careless Musketeer


NextHand

Ebbflow Archon
Shimmer Ray
Nautical Dog
Ember Sparks


Tech 1 card(s)
Get Paid + float - ($12)
Rebuild Tech I
Prynn Pasternaak - ($10)
Origin Story Grave - ($6)
Maxband Prynn - ($0)
Remove 2 runes from Prynn to trash Cursed Ghoul

Float ($0)
Discard 2, reshuffle, draw 4


[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]: Prynn Pasternaak 3/5 Lv7 (Fading 2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 12
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

@Shadowfury333
Player 2 Turn 7


[details=Tech StartingHand Workers]

[spoiler]TECH
Plague Lord
Plague Lord


STARTING HAND
Spreading Plague
Plague Spitter
Boot Camp
Savior Monk
Snapback


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
Savior Monk


[/spoiler][/details]

[details=NextHand]

[spoiler]Snapback
Plague Lab
Grappling Hook
Senseiā€™s Advice


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Plague Spitter - ($6)
Orpal - ($4)
Oni - ($2)
Boot camp on Orpal - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter (3/3+A, Damage as -1/-1 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Oni lvl 1 (2/3)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Aged Sensei (1/1)
  • Plague Lab (4)
  • Orpal lvl 1 (2/4+, damage as -1/-1)

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroesā€™ Hall HP: 1

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

  • Hand: 4
  • Deck: 9
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 10

[details=Thoughts]

So I didnā€™t realize he had enough gold to both maxband prynn and bounce grave. I think Iā€™m still okay, though. (I wrote more here but it got deleted somehow. Oh well). If he gets his tech all built, Iā€™m dead, of course. Plague Lord is no match for Ebbflow. Iā€™ve got to keep him off tech III. I think things could go badly for me if I allow Prynn to survive my next turn, or more precisely, if I allow her to die from fading. If need be, I can extend her stay using plague lab to keep her at 2 time counters. That would delay me getting back my ghoul, though. It might be tricky to get that back without having to hit myself with another arrival trigger. Hopefully he plays some units and I can snapback prynn to give them the runes rather than one of my own units.
[/details]

@payprplayn

P1T8


StartingHand Workers

STARTING HAND
Shimmer Ray
Ember Sparks
Ebbflow Archon
Nautical Dog


WORKERS
Bombaster
Bloodburn
Pillage
Makeshift Rambaster
Fire Dart
Careless Musketeer


NextHand

Bloodrage Ogre
Charge
Yesterdayā€™s Golgort
Origin Story
Mad Man


Discard

Ember Sparks
Shimmer Ray
Ebbflow Archon


Tech 0 card(s)
Get Paid - ($10)
Prynn loses a fading rune
Nautical Dog - ($9)
Tech II (Past) - ($5)

Float ($5)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Prynn Pasternaak 3/5 Lv7 (Fading 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 5
  • Workers: 10

@Shadowfury333
Player 2 Turn 8


[details=StartingHand Workers]

[spoiler]STARTING HAND
Plague Lab
Grappling Hook
Senseiā€™s Advice
Snapback


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
Savior Monk


[/spoiler][/details]

[details=NextHand]

[spoiler]Sickness
Sickness
Plague Lord
Boot Camp
Spreading Plague


[/spoiler][/details]

[details=Discard]

[spoiler]Snapback
Senseiā€™s Advice
Grappling Hook
Plague Lab


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Grave - ($8)
Snapback Prynn for Jaina. I get back my Ghoul, and when he arrives, your dog gets a -1/-1 rune and dies. - ($5)
Sensei gives Orpal +1/+A.
Orpal kills Jaina. Grave gains 2 levels and midbands
Oni and Plague spitter break your tech II. Your base to 16.
Tech III - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Cursed Ghoul (4/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Grave lvl 3 (3/4)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Aged Sensei (1/1)
  • Plague Lab (4)
  • Orpal lvl 1 (2/2+, damage as -1/-1)
  • Plague Spitter (3/2, Damage as -1/-1 runes)
  • Oni lvl 1 (2/2)

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Heroesā€™ Hall HP: 1

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

  • Hand: 5
  • Deck: 4
  • Disc: 4

[B]Gold:[/B]

  • Gold: 0
  • Workers: 10

[details=Thoughts]

So there were several options to wipe his board and break his tech II, but I like this one the best for a variety of reasons. First of all, It allows me to afford Tech III, which probably isnā€™t necessary to win this, but should help to put him away. Second, removing Prynn before ND allows me to aim the Ghoulā€™s arrival trigger at the dog, rather than one of my things. Third, it ends with Grave at midband, so I have access to a sword rune next turn if I want it, and plague lab can give me an extra one before I spend it. Finally,it removes Prynn without giving him a tech draw, and locks out an additional hero. I honestly expect him to resign before long, but if he doesnā€™t, he will be losing soon anyway. Next turn, I expect to be able to wipe whatever board he has as well as either break his base, or break both his tower and at least one of his tech buildings. His only prayer that I can come up with is to survive a turn and play max Prynn+Rewind, but even that would fail to my superior heroes. I honestly canā€™t see a win for him at this point. Who knows, maybe his next hand is Behind the Ferns + Double Lobber + Double Centaur. That would be pretty good. He could kill off both my back-row heroes and patrol a lvl 6 Cala and two Centaurs with resistance. Pretty sure he still dies within the next 3 turns, but it would be a valiant effort. I guess Iā€™d respond with Plague Lord + Ghoul kills cala+Plague Lab to add runes to the Centaurs+Sensei spitter+spitter and grave kill the Centaurs (safely)+ Patrol Plague Lord (and possibly Grave). His Tech II would survive in that scenario, but heā€™d have no board and 2 cards in hand to get his tech III up. Actually, it might be better just to patrol the plague spitter and leave the Centaurs alive for potential base damage from Plague Lord next turn (though I imagine heā€™d swing with them anyway)