[Casual] Persephone :codexmontoya: Finesse / :codexonimaru: Peace / :codexhayes: Law vs. TheKonamiCode :codexmidori: Balance / :codexcalamandra: Feral / :codexargagarg: Growth

firehouse+hotter fire is terrifying, can wipe out a board in a jiffy. it’s only weak points are illusions

I’m assuming it’s because of the "destroy it that way " clause on Firehouse, right?

1 Like

yes, firehouse kills illusions by targeting them, so it doesn’t ready again.

That’s interesting, one of the few times that having Macciatus in play would be bad.

@Persephone, I’d be interested in another match if you want. Hopefully I won’t be as hopeless this time.

1 Like

Good game! I’m up for a third match, it’ll be later tonight or tomorrow though, got some errands to run. I’ll be monogreen.

No worries, take your time. I’ll stick with Black for now.

P1 @Persephone:codexmidori::codexcalamandra::codexargagarg: Green vs. P2 @TheKonamiCode:codexqueend::codexorpal::codextorken: Black

Opening Hand
  • Rampant Growth
  • Rich Earth
  • Forest’s Favor
  • Young Treant
  • Playful Panda

Player 1, Turn 1


Workers make 4g. (4g)

Hire 5th worker. (3g, 4 cards)
  • Rich Earth

Befriend a Playful Panda for 2g. (1g, 3 cards)
She arrives exhausted, and with a Wisp.

Wisp patrols in Scavenger.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician:
:eye: Lookout:

Board:
:exhaust: Playful Panda (2 :crossed_swords:, 2 :heart:)

Base: 20 :heart:

:pspig: 1g banked, 5 workers.


5 cards in hand
  • Spore Shambler
  • Ironbark Treant
  • Tiger Cub
  • Verdant Tree
  • Merfolk Prospector
0 cards in deck
3 cards in discard
  • Rampant Growthh
  • Forest’s Favor
  • Young Treant

Thoughts

Name of the game is going to be staying one step ahead of Sacrifice the Weak. Noting that Predator Tiger and Tiny Basilisk are both unstoppable by Skeleton tokens. Blooming Elm is my friend, I think. Oversized Rhinoceros kills everything except Terras Q and Zaramond.

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Skeletal Archery
Sacrifice the Weak
Deteriorate
Pestering Haunt
Poisonblade Rogue


WORKERS
Skeletal Archery


NextHand

Jandra, the Negator
Graveyard
Thieving Imp
Skeleton Javelineer
Summon Skeletons


Discard

Deteriorate
Pestering Haunt
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Poisonblade Rogue - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Poisonblade Rogue (2/1 Armor Piercing, Plague Damage)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy Lv. 1 (2/3 Sparkshot)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

P1 @Persephone:codexmidori::codexcalamandra::codexargagarg: Green vs. P2 @TheKonamiCode:codexqueend::codexorpal::codextorken: Black

Tech 2 cards (5 discards)
  • Rampant Growth
  • Forest’s Favor
  • Young Treant
  • :pspuzzle: Huntress
  • :pspuzzle: Centaur

Player 1, Turn 2


1g from last turn. (1g)
Workers make 5g. (6g)

Hire 6th worker. (5g, 4 cards)
  • Verdant Tree

Begin construction of Tech I for 1g. (4g)

Playful Panda playfully attacks and kills Poisonblade Rogue; both take 2 damage and die. You get a gold. (6 discards)

Grow an Ironbark Treant for 3g. (1g)

Ironbark patrols in Squad Leader, Wisp in Scavenger.

Discard 3, shuffle 9, draw 5.


Patrols:
:psblueshield: Squad Leader: Ironbark Treant (1 :crossed_swords:, 2 :heart:, 3 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician:
:eye: Lookout:

Board:

Base: 20 :heart:
Tech I (5 :heart:)

:pspig: 1g banked, 6 workers.


5 cards in hand
  • Spore Shambler
  • Rampant Growthh
  • Forest’s Favor
  • Huntress
  • Young Treant
4 cards in deck
  • Merfolk Prospector
  • Centaur
  • Playful Panda
  • Tiger Cub
0 cards in discard

Thoughts

Vandy’s Sparkshot deals with Wisps pretty well, and with Soulstones she can get reasonably good blockers online. She doesn’t make skeletons, but Huntress is still my most gold-efficient attacker. Thing is, Twilight Baron, Bone Collector, and Hooded Executioner are all more gold and/or card efficient than my units. With P2’s inherent gold advantage, I’ll lose if I just keep trading Tech Is in their patrol zone. So that means I either need cool spells, or Tech II. (Tech III? Moss Ancient does good things for me unless they have abom.)

I think I’m going to want Growth for my Tech II, specifically for Blooming Elm; it lets me take lots of units in Tech I and still use them as 6/6s. On the other hand, Black has very poor flying options. Faerie Dragon puts big stompers in sparkshot range for Huntress, Chameleons are cheap… something like
2. Huntress + Centaur
3. Huntress + Dinosize/Polymorph
4. 2x Blooming Elm (or 1x + Ancient?)
5. Blooming Ancient + Murkwood Allies
6. Guargum? Stampede?

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Twilight Baron
Plague Spitter


STARTING HAND
Jandra, the Negator
Thieving Imp
Skeleton Javelineer
Summon Skeletons
Graveyard


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Graveyard
Pestering Haunt
Twilight Baron
Skeleton Javelineer (1/1+A javelin rune)
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Scavenger - ($7)
Worker - ($6)
Tech 1 - ($5)
Jandra, The Negator - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra the Negator (3/3+1A Overpower)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy Lv. 1 (2/3 Sparkshot)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
1 Like

P1 @Persephone:codexmidori::codexcalamandra::codexargagarg: Green vs. P2 @TheKonamiCode:codexqueend::codexorpal::codextorken: Black

Tech 2 cards (2 discards)
  • Huntress
  • Dinosize

Player 1, Turn 3


1g from last turn. (1g)
Workers make 6g. (7g)

Grow a Young Treant for 2g. (5g)

I draw a card. (5 cards, 3 in deck)
  • Merfolk Prospector
Hire 6th worker. (4g, 4 cards)
  • Forest’s Favor

Recruit Huntress for 2g. (2g)

Ironbark patrols in Squad Leader, Young Treant in Scavenger, Wisp in Lookout.

Discard 3, draw 3, shuffle 5, draw 2.


Patrols:
:psblueshield: Squad Leader: Ironbark Treant (1 :crossed_swords:, 2 :heart:, 3 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger: Young Treant (0 :crossed_swords:, 2 :heart:)
:pspuzzle: Technician:
:eye: Lookout: Wisp (0 :crossed_swords:, 1 :heart:)

Board:

Huntress (3 :crossed_swords:, 3 :heart:, Anti-Air, Sparkshot)

Base: 20 :heart:
Tech I (5 :heart:)

:pspig: 2g banked, 7 workers.


5 cards in hand
  • Centaur
  • Playful Panda
  • Tiger Cub
  • Spore Shambler
  • Rampant Growthh
3 cards in deck
  • Merfolk Prospector
  • Huntress
  • Dinosize
0 cards in discard

Thoughts

It occurs to me that Behind the Ferns would be great at sniping heros, since Ironbark is still on my board. Jandra without Thieving Imp suggests Twilight Barons or Demonology in general to me, though, which means I either need Dinosize or Squirrel. Squirrel is 1g cheaper unless I’m targetting Terras Q. Dinosize adds more attack/armor than Squirrel removes health, except for Terras Q. Polymorph does work nicely against Gorgon as well, which is a thing I would tech against Growth. Dinosize works against giant heros, and Vandy potentially a very large hero.

Young Treant is a good target for Vandy’s maxband, so I wouldn’t be surprised to see that coming next turn. I think I can just throw up a tower and more units until Giant Invisible Vandy goes away though.

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Dark Pact
Bone Collector


STARTING HAND
Deteriorate
Graveyard
Twilight Baron
Pestering Haunt
Skeleton Javelineer (1/1+A javelin rune)


WORKERS
Skeletal Archery
Summon Skeletons
Skeleton Javelineer (1/1+A javelin rune)


NextHand

Thieving Imp
Plague Spitter
Sacrifice the Weak
Poisonblade Rogue


Discard

Deteriorate
Pestering Haunt
Graveyard
Dark Pact
Bone Collector


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Twilight Baron - ($4)
Vandy casts Deteriorate on the Ironbark
Vandy hits the Ironbark for 2 damage
Jandra kills the Ironbark, Overpowers the damage to kill the Wisp
Tower - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Twilight Baron (4/4+1A Overpower)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy Lv. 1 (2/3 Sparkshot)
  • Jandra the Negator (3/3+A Overpower)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

P1 @Persephone:codexmidori::codexcalamandra::codexargagarg: Green vs. P2 @TheKonamiCode:codexqueend::codexorpal::codextorken: Black

Tech 2 cards (3 discards w/ Ironbark)
  • Ironbark Treant
  • :pspuzzle: Dinosize
  • :pspuzzle: Centaur

Player 1, Turn 4


2g from last turn. (2g)
Workers make 7g. (9g)

Hire 8th worker. (8g, 4 cards)
  • Spore Shambler

Summon :codexargagarg: Argagarg Garg and his wisp for 2g. (6g)
He casts Rampant Growth on Huntress. (4g, 3 cards, 4 discards)

Huntress attacks and kills Twilight Baron, then dies to Tower. (5 discards)

Recruit a Centaur for 3g. (1g, 2 cards)

Young Treant patrols in Squad Leader, Centaur in Technician.

Discard 2, draw 3, shuffle 7, draw 1.


Patrols:
:psblueshield: Squad Leader: Young Treant (0 :crossed_swords:, 2 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Centaur (3 :crossed_swords:, 4 :heart:, Overpower)
:eye: Lookout:

Board:
Wisp (0 :crossed_swords:, 1 :heart:)
:codexargagarg: Argagarg Garg (1 :crossed_swords:, 3 :heart:)

Base: 20 :heart:
Tech I (5 :heart:)

:pspig: 1g banked, 8 workers.


4 cards in hand
  • Merfolk Prospector
  • Huntress
  • Dinosize
  • Tiger Cub
6 cards in deck
  • Dinosize
  • Huntress
  • Playful Panda
  • Ironbark Treant
  • Rampant Growth
  • Centaur
0 cards in discard

Thoughts

Hitting my techs on time, everything going according to plan. Vandy / TB / Jandra map onto Treant / Centaur / Huntress pretty nicely, problem is everything having overpower gives attacker a lot of flexibility in terms of lining things up. Probably going to lose my entire board. Maybe I don’t like this plan.

Wait, if I just play Centaur no matter how I patrol they can kill everything without losing a unit? If I build my own Tower instead of Tech II, then play Playful Panda… that at least leaves them with no great attack options. I could tech a second Centaur and Dinosize. OTOH if I tech giant rhinos instead of elm I should be good /if/ I draw one. Maxband Argagarg should buy enough time for Elms to come online…?

Thinking offensively, Hero + Rampant Growth will trade Huntress + Spell for Baron, equal on gold, can still hit tech II. Wisp + Young Treant isn’t great defensively. Maybe max Argagarg, trade Huntress + Rampant Growth for the Baron? Water Elemental + Wisp + Young Treant ought to keep 1/5 Argagarg alive.

Oh, right. The reason to tech tech II now even if I don’t build tech II is that if I don’t, I won’t have any until turn 7, when the game is over.

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Voidblocker
Blackhand Dozer


STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Thieving Imp
Plague Spitter


WORKERS
Skeletal Archery
Summon Skeletons
Skeleton Javelineer (1/1+A javelin rune)
Poisonblade Rogue


NextHand

Blackhand Dozer
Voidblocker
Bone Collector
Deteriorate


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 (Demonology) - ($4)
Plague Spitter - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter (3/3+A antiair plague damage)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jandra the Negator (3/3+A Overpower)
  • :target: Lookout:

In Play:

  • Vandy Lv. 1 (2/3 Sparkshot)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

P1 @Persephone:codexmidori::codexcalamandra::codexargagarg: Green vs. P2 @TheKonamiCode:codexqueend::codexorpal::codextorken: Black

Tech 2 cards (2 discards)
  • :pspuzzle: Guargum, Eternal Sentinal
  • :pspuzzle: Feral Strike

Player 1, Turn 5


1g from last turn. (1g)
Workers make 8g. (9g)

Hire 9th worker. (8g, 3 cards)
  • Merfolk Prospector

Argagarg casts Dinosize on Centaur for 4g. (4g, 2 cards)

Dino-Centaur attacks for 9, dealing overpowering lethal to both Plague Spitter and Jandra. 6 dino-armor shrugs off both Tower shot and toxic spit. You draw a card.

:codexargagarg: Argagarg Garg hits your base for 1. (19 :heart:)

Begin construction of Tech II – :fish: Growth for 4g. (0g)

Discard 2, draw 4.


Patrols:
:psblueshield: Squad Leader: Young Treant (0 :crossed_swords:, 2 :heart:, 1 :psblueshield:)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Wisp (0 :crossed_swords:, 1 :heart:)
:eye: Lookout:

Board:
:exhaust: :codexargagarg: Argagarg Garg (1 :crossed_swords:, 2 of 3 :heart:)
:exhaust: Centaur (3 :crossed_swords:, 4 :heart:, Overpower)

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth

:pspig: 0g banked, 9 workers.


4 cards in hand
  • Dinosize
  • Ironbark Treant
  • Huntress
  • Centaur
2 cards in deck
  • Playful Panda
  • Rampant Growth
5 cards in discard
  • Guargum, Eternal Sentinal
  • Feral Strike
  • Dinosize
  • Huntress
  • Tiger Cub

Thoughts

Goin straight to Tech III. Think I’ll get to dino-centaur again?

arg has 1 dmg cuz tower, bro :+1:

Who needs cards anyway?

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Shrine of Forbidden Knowledge
Banefire Golem


STARTING HAND
Deteriorate
Bone Collector
Voidblocker
Blackhand Dozer
Dark Pact
Sacrifice the Weak
Pestering Haunt


WORKERS
Skeletal Archery
Summon Skeletons
Skeleton Javelineer (1/1+A javelin rune)
Poisonblade Rogue
Pestering Haunt


NextHand

Thieving Imp
Graveyard
Twilight Baron (4/4+1A Overpower)


Discard

Jandra the Negator (3/3+A Overpower)
Plague Spitter (3/3+A antiair plague damage)
Shrine of Forbidden Knowledge
Banefire Golem
Dark Pact
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($10)
Vandy casts Dark Pact
Voidblocker - ($7)
Blackhand Dozer - ($3)
Vandy Deteriorates the Young Treant, then kills it
Worker - ($2)
Bone Collector - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/6+1A must exhaust extra unit/hero)
  • :psfist: Elite:
  • :ps_: Scavenger: Blackhand Dozer (7/6 Overpower)
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Vandy Lv. 1 (2/3 Sparkshot)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts
1 Like

You had 6 cards in deck at the end of turn 4, drawing 2 from Dark Pact + 3 for new hand at end of turn should leave you with one I believe? (turn incoming)

edit: nvm, you drew one when I killed Jandra in tech last turn.

P1 @Persephone:codexmidori::codexcalamandra::codexargagarg: Green vs. P2 @TheKonamiCode:codexqueend::codexorpal::codextorken: Black

Tech 2 cards + Young Treant (8 discards)
  • Guargum, Eternal Sentinal
  • Feral Strike
  • Dinosize
  • Huntress
  • Tiger Cub
  • Young Treant
  • :pspuzzle: Moment’s Peace
  • :pspuzzle: Moment’s Peace

Player 1, Turn 6


0g from last turn. (0g)
Workers make 9g. (9g)

Hire 10th worker. (8g, 3 cards)
  • Ironbark Treant (?)

Maxband :codexargagarg: Argagarg Garg for 4g. (4g)
He summons a 3/3 Water Elemental.

Recruit a Huntress for 2g. (2g, 2 cards)

Water Elemental patrols in Squad Leader. Argagarg patrols in Scavenger, Centaur in Technician.

Discard 2, shuffle a lot, draw 4.


Patrols:
:psblueshield: Squad Leader: Water Elemental (3 :crossed_swords:, 3 :heart:, 1 :psblueshield:, Anti-Air)
:psfist: Elite:
:ps_: Scavenger: :codexargagarg: Argagarg Garg Lv. MAX (1 :crossed_swords:, 5 :heart:)
:pspuzzle: Technician: Centaur (3 :crossed_swords:, 4 :heart:, Overpower)
:eye: Lookout:

Board:

:exhaust:
Wisp (0 :crossed_swords:, 1 :heart:)
Huntress (3 :crossed_swords:, 3 :heart:, Anti-Air, Sparkshot)

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth

:pspig: 2g banked, 10 workers.


4 cards in hand
  • Playful Panda
  • Rampant Growth
  • Centaur
  • Young Treant
8 cards in deck
  • Guargum, Eternal Sentinal
  • Dinosize
  • Moment’s Peace
  • Feral Strike
  • Tiger Cub
  • Huntress
  • Moment’s Peace
  • Dinosize
0 cards in discard

Thoughts

Trying to remember why I decided to kill Baron T4 instead of hitting Tech II, instead of making them find a way to lose the unit that prevents them from going to Tech II. Oh yeah, it was because using Overpower they could arrange themselves to one-sidedly wipe my board (really?) and I didn’t want to bet on drawing Rhino with 2 cards of 7.

Anyway. Assuming Shrine of Forgotten Knowledge (forgot about that card whoops, but it explains going down so many cards), they have 9+2pts of damage only blockable by heros guaranteed Shadowblade to a hero if they don’t feel like attacking with Vandy. I have a budget of 3g if I want to also build Tech III. That’s not enough to max Argagarg, think I forgot worker costs a gold. And it’s not like Guargum can actually block through SoFK.

Dino-Centaur is 1 damage short of killing both Blocker + BC, unless I midband+exhaust Argagarg.

Guessing techs were
T2 - Baron + Bone Collector
T3 - Plague Spitter + Dark Pact (or BC and DP was T2)
T4 - Voidblocker + Bulldozer
T5 - 2x SoFK ??

I’ve actually seen all 6 techs from turns 2-4 (!) so they can’t have SoFK in their hand right now, or Dark Pact, for that matter. So they must be planning on exhausting Vandy to fetch the 2nd Pact and fish for it. Looking for 2x SoFK + 1x Pact for draws is better than even odds if drawing 2 from 8 (7 + the card they discard). Putting more stuff in their discard helps somewhat.

8g, I can:
TIII + Centaur or Huntress, VB + Bulldozer kill Arg w/ 6 damage left over to kill tech II if Vandy finds SoFK.

midband arg (2g), dinosize (4g) to kill VB + BC, cala (2g) to SQL. Vandy drops her plan and hits Cala for 2, Dozer kills Cala + Tech II.

Dinosize + Max Argagarg, leave 1hp on BC, Elemental is SQL and Arg is Scavenger. Note that here SoFK only helps if they want to leave Elemental alive instead of just killing it with BC + somthing from Vandy.

Max Calamandra for 6, play Huntress or heal Arg for 2, patrol with Centaur and Cala. Likely trade BC + Dozer for Cala and Centaur, leave me with a Wisp and the same problem next turn, except I might draw Moment’s Peace and get a free turn to recover? -> no, because I can midband Midori regardless and have 3/3 3/4H 1/5H next turn (11g for max, takes everything including scav, except I can realistically just midband Midori)

Max Arg, summon Cala + Huntress, patrol Elemental / Centaur / [Huntress?] / Arg. I do have Rampant Growth next turn for the Huntress counterattack and/or for Cala to make a tiger to preserve hand. Thing to remember is they are not going to get to play lots of IIs b/c any more are going to have to be teched, so damaging the big ones will give me a turn or two to breath, especially if I time it with Moment’s Peace.

Wild Option: summon Huntress, Centaur, Cala, heal Arg, patrol like 1x Centaur, Dozer can break any 1 thing of his choice but only 1. I have… probably not great options for next turn? Rampant Panda + 1 from stack. Better make that midori instead of cala, he’s more threatening with Tower and unlikely to draw Moment’s Peace no matter what. Downside: this plan takes away the need to get SoFK in the first place.

SoFK will put their base low enough for Double Dino Power Smash sooner rather than later…

arright how much is max midori + moment’s peace + tech III 9 + 5 + 2. hmm. mid midori is 6 + 5 + 2 = 13.

well if I can miss Moment’s Peace maybe Vandy can miss Shrine of Forbidden Knowledge.

I think this all works.

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Death and Decay
Zarramonde, the Obliterator


STARTING HAND
Twilight Baron (4/4+1A Overpower)
Thieving Imp
Graveyard


WORKERS
Skeletal Archery
Summon Skeletons
Skeleton Javelineer (1/1+A javelin rune)
Poisonblade Rogue
Pestering Haunt
Graveyard


NextHand

Dark Pact
Jandra the Negator (3/3+A Overpower)
Shrine of Forbidden Knowledge
Zarramonde, the Obliterator


Tech 2 card(s)
Get Paid - ($10)
Blackhand Dozer attacks, kills the Water Elemental, Overpowers 3 damage to Arg
Bone Collector kills Arg, takes 1 damage, makes a Skeleton
You get a gold, Vandy levels twice to level 3
Orpal appears, levels to maximum - ($3)
Orpal sacrifices the Skeleton to put disease rune on the Wisp
Wisp dies, Orpal spreads the disease to the Centaur and Huntress
Vandy kills the Centaur, you draw a card, Vandy takes 2 damage
Voidblocker kills the Huntress, takes 2 damage
worker - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal Lv. 6 (2/5+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy Lv. 3 (3/2 Resist 1 Sparkshot)
  • Voidblocker (2/4 must exhaust extra unit/hero)
  • Blackhand Dozer (7/3 Overpower)
  • Bone Collector (3/2)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 11
Thoughts

Assuming I didn’t screw up the math on that turn, it might have been a backbreaker.