Good game! I was on the back foot from the beginning.
Another round? I’ll likely switch to a next codex if so.
Good game! I was on the back foot from the beginning.
Another round? I’ll likely switch to a next codex if so.
Sure; I think I’ll try this combination again.
Your turn to play first.
OK, I’m going with monoBlack.
"P1T1
STARTING HAND
Summon Skeletons
Sacrifice the Weak
Poisonblade Rogue
Thieving Imp
Graveyard
WORKERS
Poisonblade Rogue
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Jandra, the Negator
Deteriorate
Sacrifice the Weak
Graveyard
Summon Skeletons
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp - ($0)
Imp causes you to discard #3
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Player 2, Turn 1
Workers make 5g. (5g)
Summon Drakk Ramhorn for 2g. (2g)
Discard 3, draw 5.
Patrols:
Squad Leader: Drakk Ramhorn (1 , 3 , 1 )
Elite:
Scavenger:
Technician:
Lookout:
Board:
Base: 20
2g banked, 6 workers.
Next turn is 8g -3g for worker/Tech I, 5 left. Midband Drakk + Bombaster? I feel like red starter is gonna have a hard time protecting him vs. black, I only have 1 real patroller that doesn’t instantly die to Deteriorate.
Tower + Bombaster might work, especially if I’m teching 2x Scribe, which may be too passive given the circumstances. 2x Scribe -> Firehouse, Bamstamper/Pheonix -> 2x Hotter Fire
"P1T2
TECH
Bone Collector
Bone Collector
STARTING HAND
Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
Pestering Haunt
Deteriorate
WORKERS
Poisonblade Rogue
Jandra, the Negator
Bone Collector
Skeleton Javelineer
Sacrifice the Weak
Skeletal Archery
Deteriorate
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Garth, who summons a Skeleton - ($0)
Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Player 2, Turn 2
2g from last turn. (2g)
Workers make 6g. (8g)
Begin construction of red/blue Tech I for 2g. (5g)
Upgrade blood to Bloodburn for 3g. (2g, 3 cards)
Recruit a Bombaster for 2g. (0g, 2 cards)
He patrols in Squad Leader, Drakk in Technician.
Discard 2, shuffle 8, draw 4.
Patrols:
Squad Leader: Bombaster (2 , 2 , 1 )
Elite:
Scavenger:
Technician: Drakk Ramhorn (1 , 3 )
Lookout:
Board:
Bloodburn (0 )
Base: 20
0g banked, 7 workers.
Tower vs. Bloodburn is a hard choice. Going down a card with only 1 unit on the board hurts but that’s Imp for you.
Does early Garth indicate Lich’s Bargain, or do they just want skeletons to patrol vs. red aggression?
I might have a hard time keeping a Firehouse alive for a turn, otoh Flametongue Kavu eats all of their Tech Is except Baron, and he costs 4.
"P1T3
TECH
Nether Drain
Plague Spitter
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Bone Collector
Skeleton Javelineer
Deteriorate
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Bone Collector
Summon Skeletons
Graveyard
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth casts Sacrifice the Weak, my skeleton and your Bombaster die
Garth and Thieving Imp kill Drakk, Imp dies - ($3)
You draw a card
Garth takes 1 damage and levels to 3
Pestering Haunt hits your base for 1
Bone Collector - ($1)
Garth makes a Skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Bloodburn makes me question my choice to go Necro, but it’s not really that much of a worry. 1 damage a turn to units only is something that I can handle. Going Necro purely because I’ve never tried it before. Happy to clear the board early and get Boney out.
"
why should it die? Drakk is 1/3 afaik
You’re right, the little wretch survives.
Bloodburn gets 2 when Bombaster and Skeleton die. (1 discard)
Drakk deals 1 damage to your base when he dies. (19 )
Player 2, Turn 3
0g from last turn. (0g)
Workers make 7g. (7g)
Remove 2 from Bloodburn to kill Thieving Imp, gaining 1 .
Begin construction of a Tower for 3g. (3g)
Recruit Bloodrage Ogre and Mad Man for 2g and 1g. (0g, 2 cards)
They patrol in Squad Leader and Scavenger, respectively.
Discard 2, draw 3, shuffle 5, draw 1.
Patrols:
Squad Leader: Bloodrage Ogre (3 , 2 , 1 )
Elite:
Scavenger: Mad Man (1 , 1 )
Technician:
Lookout:
Board:
Bloodburn (1 )
Base: 20
Tower (4 )
0g banked, 8 workers.
Yuck on this hand. If I throw down Jaina and they don’t have Doom Grasp, I can build a Tech II, next turn 2x Scribe --> Firehouse or s/t.
Jaina + Tower, assuming Mad Man dies in Scavenger, lets me play 4g + Tech II next turn, which could be double scribe at the expense of wasting a card by discarding 4. I should have put Drakk in Scavenger and stayed down a card. I guess that means I should go down a card on crappy blockers this turn. I can play Bigby instead of a Scribe to hold onto a Firehouse for next turn, but I really don’t want to. Something like 3 of 4 odds I’ll leave one in the deck if I tech both & play both scribes instead of taking a Lizzo.
…maybe I should tech Lobber + Firebat for precisely that reason, put off Tech II another turn. Scribe, Scribe, Bigby, Firebat is a reasonable play probably, though it does keep me down a card.
They can also call me out by not attacking and leaving me using BRO to pick off a skeleton, but I feel like if you have a Bone Collector you wanna attack with it every turn.
but if playing defensively here means I’m putting off Tech II for two turns, maybe I should go all in on it right now.
I’ll take the middle road. Tech II on turn 4, shoot for Firehouse turn 5.
edit: 4 cards in deck
P1T4
TECH
Hooded Executioner
Wight
STARTING HAND
Summon Skeletons
Graveyard
Bone Collector
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Deteriorate
Nether Drain
Plague Spitter
Thieving Imp (2/1)
Bone Collector (3/3)
Pestering Haunt
Sacrifice the Weak
Graveyard
Hooded Executioner
Wight
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Old Bone Collector trades with BrOgre, makes a Skeleton
Garth makes a Skeleton - ($3)
Pestering Haunt trades with Man Man, you get gold
Garth attacks your Tower for 1, takes 1 damage
Garth level to 4, heals - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
"
I get 1g from Scavenger dying, Bloodburn goes to maximum runes. (4 )
BROgre and Mad Man go to my discard. (2 discards)
Player 2, Turn 4
1g from Scavenger. (1g)
Workers make 8g. (9g)
Hire a Scribe for 2g. (7g)
Hire a Scribe for 2g. (5g)
Remove 2 from Bloodburn to kill Scavenger, gaining 1 . You get 1g.
Begin construction of Tech II – Fire for 4g. (0g)
Scribes patrol in Squad Leader and Scavenger.
Discard 3, draw 2, shuffle 7, draw 3.
Scribe
Patrols:
Squad Leader: Scribe (1 , 3 , 1 )
Elite:
Scavenger: Scribe (1 , 3 )
Technician:
Lookout:
Board:
Bloodburn (3 )
Base: 20
Tech I (5 )
Tech II – Fire (5 )
Tower (3 of 4 )
0g banked, 9 workers.
First draw, got 1 Firehouse. I’ll risk a second draw, worse case is I have 2 blockers and 5 cards in my hand. And, that’s the second Firehouse. Shoot.
Sacrifice The Weak should be coming up soon, if not a Lich’s Bargain after Tech II decision.
With two blockers, Garth can clear my tower if he has a removal spell. Even Deteriorate will work if he maxes. Can I even defend a Firehouse if I play one next turn? For some reason I didn’t tech two blockers – 2 damage is mostly hot enough vs. skeletons and 3/3s with Bloodburn backing it up anyway.
I should be expecting a minimum of 9 attack, if Garth maxes to bring back the other Bone Collector. I can probably kill one of the BCs but I’m looking at 2 of my 5 cards being Scorch and Makeshift Rambaster.
I can’t necessarily protect a Tech II either, for that matter. At least, Garth will have to choose between breaking it and breaking tower.
A problem I have is that I don’t want to submit my turn until I’ve found a good play. When I’m in a bad position, this process isn’t guaranteed to terminate in reasonable time.
That’s a pretty good draw! If he leaves the Tech II Bamstamper should help reverse the momentum.
edit: forgot to write in 2nd draw.
edit: forgot to list tech buildings
edit: wrote that Scribe was in Scavenger, but listed him in Technician (he died in Scavenger per next post)
wait, forgot patrols. They’re in Squad Leader and Scavenger.
TECH
Blackhand Resurrector
Doom Grasp
STARTING HAND
Deteriorate
Skeleton Javelineer
Nether Drain
Plague Spitter
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Doom Grasp
Thieving Imp (2/1)
Pestering Haunt
Tech 2 card(s)
Get Paid + float - ($10)
Scavenger - ($11)
worker - ($10)
Tech 2: Necro - ($6)
Plague Spitter - ($3)
Garth casts Deteriorate on the Squad Leader (so he becomes 0/2+A)
Bone Collector kills Squad Leader, takes 1 damage
Bone Collector makes a Skeleton
Garth and a Skeleton kill the Scavenger, Skeleton dies
Garth levels to maximum, summons up another Bone Collector from discard - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Going well so far, drowing him in the dead! Shame no chance for a Nether Drain, and I could have pulled of a more valuable Garth raising, but I think this worked out well enough for now. Small hand next turn, so probably Vandy + levelling her up.
I get 1g from Scavenger dying, Bloodburn goes to maximum runes. (4 )
Both Scribes go to my discard. (2 discards)
Player 2, Turn 5
1g from Scavenger. (1g)
Workers make 9g. (10g)
Remove 2 from Bloodburn to kill Scavenger skeleton, gaining 1 . You get 1g.
Recruit a Bamstamper Lizzo for 4g. (5g, 3 cards)
They stamp out Bone Collector (the undamaged one), dealing 3 damage and killing it.
Recruit a Bloodrage Ogre for 2g. (3g, 2 cards)
Summon Jaina Stormborne for 2g. (1g)
Patrol Bamstamper in Squad Leader, Jaina in Scavenger, and Bloodrage Ogre in Technician.
Discard 2, draw 4.
Scribe
Patrols:
Squad Leader: Bamstamper Lizzo (5 , 3 , 1 )
Elite:
Scavenger: Jaina Stormborne (2 , 3 , Sparkshot)
Technician: Bloodrage Ogre (3 , 2 , gets bored)
Lookout:
Board:
Bloodburn (3 )
Base: 20
Tech I (5 )
Tech II – Fire (5 )
Tower (3 of 4 )
1g banked, 10 workers.
Finally have enough gold for Judgment Day from zero to be viable… I really should have teched one much earlier, or maybe Kidnapping, instead of two Tech IIs on turn 3. Or Fire Darts, they really do a number on Bone Collectors.
Do I care about Necromancer keeping tokens around after a wipe? Maybe I don’t want Judgment Day after all. Max Drakk + Firebird is only 1 more gold, and I’ll already have a Hotter Fire out, probably. It wrecks Lich’s Bargain, though. Scribes make expensive cards problematic as I don’t want to accidentally draw them early. Any of Drakk’s spells are potentially useful, as is just burning Lv. 5 Vandy to death (or Hastey Firebirding). Injunction is – not necessarily great after Tech II or against Vandy but buys me a turn in a couple circumstances? Is this a Jurisdiction game or am I just bad at making decisions?
I can eventually win through card advantage as long as I can keep the skeletons in check.
Your base has taken 1 damage from Drakk, by the way. Should be at 19 .
TECH
Dark Pact
Skeletal Lord
STARTING HAND
Thieving Imp (2/1)
Doom Grasp
Pestering Haunt
Graveyard
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Thieving Imp (2/1)
Wight
Blackhand Resurrector
Hooded Executioner
Nether Drain
Deteriorate
Bone Collector (3/3)
Bone Collector (3/2)
Dark Pact
Skeletal Lord
Pestering Haunt
Doom Grasp
Graveyard
Tech 2 card(s)
Get Paid - ($9)
Scavenger - ($10)
Worker - ($9)
Bone Collector and Skeleton tream up to kill the Bamstamper
Bone Collector replaces the dead Skeleton with a new model
Vandy - ($7)
Garth kills Jaina, takes 3 damage, Vandy levels twice
Garth summons a Skeleton - ($6)
Garth sacrifices a Skeleton to draw
Tech Lab (Demonology) - ($5)
Float ($5)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
I get 1g from Scavenger dying, Bloodburn goes to maximum runes. (4 )
Bamstamper goes to my discard. (7 discards)
Player 2, Turn 6
1g from Scavenger. (1g)
Workers make 10g. (11g)
Remove 2 from Bloodburn to kill Technician skeleton, gaining 1 . You draw a card.
Construct a Firehouse for 3g. (8g. 3 cards)
Summon Bigby Hayes for 2g. (6g)
Summon Drakk Ramhorne for 2g and midband him for 3g. (1g)
Frenzy Bloodrage Ogre attacks and kills Plague Spitter, dealing 3 + 1 armor damage and dying. (9 discards, Bloodburn maxes runes)
Bigby patrols in Squad Leader, Drakk in Technician.
Stash 1, Discard 1, shuffle 10, draw 3.
Scribe
Patrols:
Squad Leader: Bigby Hayes (1 , 3 , 1 , Stash)
Elite:
Scavenger:
Technician: Drakk Ramhorne Lv. 4 (2 , 4 , damages base, grants frenzy)
Lookout:
Board:
Bloodburn (4 )
Firehouse (4 )
Base: 20
Tech I (5 )
Tech II – Fire (5 )
Tower (3 of 4 )
0g banked, 11 workers.
I thought Necromancy was a weird spec vs. Fire. I’d be a lot more frightened of Zaramonde if they had built Tech III instead of floating 5g. What’s up with that? Must be a lot of expensive units next turn. (Q + Banefire leaves 3g… uh oh…)
Firehouse should be around next turn, unless they’re holding Doom Grasp and Shadowblade or a second Doom Grasp. Hope they drew lots of Deteriorate and Sacrifice the Weak vs. my unitless board.
I have a suspicion that Bigby might not be around next turn, and Rambaster is of limited usefulness probably although the best case payoff is better than Scorch (why Scorch got workered & I kept Rambaster). Assuming Firehouse stays, I have a guaranteed tech building kill approximately every turn, and Scribe is more likely to be useful than not… if I still have Drakk around which is also unlikely. Which is why he’s in Technician so I can draw another maybe useful card.
I think the end is near for me. My next hand is rather awful.
TECH
Banefire Golem
Voidblocker
STARTING HAND
Hooded Executioner
Wight
Deteriorate
Nether Drain
Blackhand Resurrector
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Thieving Imp (2/1)
Pestering Haunt
Deteriorate
Sacrifice the Weak
Bone Collector (3/3)
Tech 2 card(s)
Get Paid + float - ($15)
Technician Draw
Garth casts Nether Drain, Drakk loses 2 levels and Vandy gains 2 - ($14)
Wight - ($10)
Hooded Executioner - ($8)
Garth summons a Skeleton - ($7)
Tech 3 - ($2)
Blackhand Resurrector - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Player 2, Turn 7
Workers make 11g. (11g)
Upgrade fire to Hotter Fire for 3g. (8g, 3 cards)
Construct a Makeshift Rambaster for 2g. (6g, 2 cards)
Bigby Hayes expands his Jurisdiction for 2g to cast Ember Sparks for 3g. (1g, 1 card, 2 discards)
Hotter Ember Sparks removes the armor from Executioner, deals 1 damage to Wight, and 2 damage to your Tech II.
Exhaust and remove 2 from Bloodburn to deal 2 damage to your Tech III.
Firehouse repeatedly exhausts and readies to deal 3 damage to and destroy Hooded Executioner, Wight, Skeleton, Blackhand Resurrector, and Garth Torken.
Bloodburn charges to max and Drakk gets two free levels, back to midband and granting Frenzy to Makeshift Rambaster.
Makeshift Rambaster attacks and deals 2 damage to Vandy Anadrose, Queen of Demons, then dies. (3 discards)
Drakk attacks your Tech I for 2 damage.
Bigby attacks your Tech Lab for 1 damage.
Pay 1g and exhaust Firehouse to deal 3 damage to and kill Vandy, readying it.
Bigby gains two levels, to midband.
Firehouse repeatedly exhausts and readies to deal 3 damage to and destroy your Tech I, Tech II, Tech III, Tech Lab, and to deal 3 damage to your base, the only remaining target. Your base takes 11 damage.
Discard 1, draw 3.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
Board:
Hotter Fire
Bloodburn (4 )
Firehouse (4 )
Bigby Hayes Lv. 3 (2 , 4 , Stash, sidelines)
Drakk Ramhorne Lv. 4 (2 , 4 , damages base, grants frenzy)
Base: 20
Tech I (5 )
Tech II – Fire (5 )
Tower (3 of 4 )
0g banked, 11 workers.
I think you don’t have a way to stop me from winning on my next turn, although Orpal + Sickness + Spreading Plague would certainly do something.
No, I definitely do not. I never considered Firehouse to be that terrifying.