Crashbarrow
IPN
Sacrifice the Weak
Deteriorate
Bloodlust
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Crashbarrow kills Fargo, overpowers 2 to Geiger - ($4)
Vandy kills Geiger, midbands
Deteriorate sidelines Mox - ($3)
IPN breaks Tech2, Base to 18HP
Drakk - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Drakk lvl 1 (1/3 + 1)
Elite:
Scavenger:
Technician:
Lookout: In Play:
Vandy lvl 3 (3/4)
IPN (4/4) Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6 Gold:
Gold: 1
Workers: 9
Thoughts
Iāve a good lead on the board for now. KOTCs will certainly be a problem for later, and bad luck for him to miss both T3. Next turn I could tech into Ninjas for a Porcupine next cycle, would be a great blocker against KOTCs and Hyperions.
Geiger in scav rather than tech slot suggests he teched Tech2 units not Seers for next cycle. Hyperions/Tricycloids would be usual, Immortals also make sense here. Either way, good Iām getting to break Tech2.
And GG again ! I drew nothing useful (though with no Tech II, I had not much to draw anyway).
Barrows + Dark Pact seem pretty efficient, and I fail to find any consistent solution against IPN in Purple. Undo may offer some tempo in several situations, but overall the card cost seems too highā¦
I find Blood fun to play, but difficult not to run out of cards or to be caught with nothing solid left to defend the board. So thought behind these decks was to add plenty of hand size control options (Dark Pact, Garrison, Graveyard, Brave Knight) and a decent āstickyā Tech1 unit (Brave Knight, IPN). Overall feel like quite decent decks, though maybe a bit vulnerable to fliers. The Peace version has Oni as good Meta partner and an alternative strong Tech2 plan, and the Ninja version has a lot of early pressure with Vandy+black starter+IPN.
Just a post to tell you Iām quite sick from friday, so I scout on the forum but didnāt attempted to play. As Iām getting better, I should take my turn tomorrow after work
STARTING HAND
Skeletal Archery
Deteriorate
Jandra, the Negator
Summon Skeletons
WORKERS
Poisonblade Rogue
Skeletal Archery
NextHand
Summon Skeletons
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Deteriorate Monk
Haunt trades with Monk
Vandy deals 1 dmg to Rook through armour, then midbands - ($2)
Tech1 - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1)
Lookout: In Play:
Vandy lvl 3 (3/4) Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0 Gold:
Gold: 0
Workers: 6
Thoughts
This looks like a tough matchup for me. Rook absorbs the early Vandy/black pressure, and tag teams well with Grave. Early game econ advantage for him, hasty tech1 and plenty of opportunities to buff (Babarians, Birds, etc). Then plenty of walls to put up against Blood (Babarians, Leaping Lizard, Rook max). Maybe I should head for Ninjutsu, try for Bloodlusted Porcupines?
For next cycle I can go for cheap units (eg Crash Bombers) and look to put down a Graveyard, though Graveyard could be vulnerable to Rook mid-walkby. Or IPN, which at least stands up well to his units and Rook, but could be a nice target for Vines. Going for IPN and Dark Pact.
STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Summon Skeletons
WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
NextHand
IPN
Graveyard
Deteriorate
Dark Pact
Discard
Summon Skeletons
Sacrifice the Weak
Pestering Haunt
Porcupine
Bloodlust
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy to max, targets Javelineer and Smoker for +2/2 and doom, Smoker bounces back to hand - ($3)
Vandy and Javelineerās Javelin kill Rook
Summon Skeletons - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout: In Play:
Vandy lvl 5 (4/2)
Skeleton Javelineer (3/3) [doomed] Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5 Gold:
Gold: 0
Workers: 7
Thoughts
Drew neither teched card. But still get the chance to kill Rook, albeit without free levels, and with a 2HP Vandy left. Skeletons protect Vandy from any Fencers, for 1 turn at least.
Teching Porcupine and Bloodlust, and get another round of techs before this cycle reshuffles.
When I drew my T3 hand I was sad, having bottomdecked Bird's Nest; well, seems it was good news after all :o I guess petE goes for Metamorphosis, spending so much into Vandy, while what I lost was somehow absorbed by 1g tech I and cheap bodies. Luckily I have Snapback on next turn, but that means either skipping worker or birds. Alternatively, I can skip Tech II for now, and summon grave, with the possibility to Sword Vandy out if needed.
Tech 2 card(s)
Doomed Javelineer to discard
Get Paid - ($7)
Dark Pact, my Base to 18HP, draw 2
Deteriorate Sparring Partner
Vandy kills Sparring Partner
Skeleton trades with Sensei
Worker - ($6)
Tech2 Blood - ($2)
Tech Lab Ninjutsu - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout: In Play:
Vandy lvl 5 (4/1) Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 4 (Ninjutsu)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 5 Gold:
Gold: 1
Workers: 8
Thoughts
Iāll have $2 spare after building Tech2, so with no 2-drop unit could either spend on a Graveyard or Tech Lab. Prefer the Tech Lab here, teching a Crashbarrow and second Porcupine.
So bad patrolling on last turn Grave SQL needed Vandy to trade, or some spells that'd have worked the same being int Techn. Now I have no way to revenge-kill, or to threaten Tech II. Seems pretty lost at this point.
Can you check your card counts? Going into the reshuffle you discarded 3 from hand on top of 2 new techs plus 2 units killed on my turn (Sensei, Sparring Partner). You drew 1 from 7, so should have 6 left in deck I think, not 4.