Casual petE ([Blood]/Peace/Demon) vs Marto (monoPurple)

P1 Turn5


Tech StartingHand Workers

TECH
Dark Pact
Kidnapping


STARTING HAND
Bloodlust
Porcupine
Pestering Haunt
Porcupine
Skeleton Javelineer


WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Pestering Haunt


NextHand

Sacrifice the Weak
Dark Pact
Crashbarrow
Graveyard


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk to lvl 2 - ($5)
Porcupine - ($2)
Bloodlust Porcupine and one of your Birds - ($0)
Porcupine kills Rook, Bird’s Nest to discard, Drakk to lvl 4
Vandy trades with Grave, Drakk to lvl 6
Porcupine and Bird take 1dmg at the end of my turn, Bird dies

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:
    In Play:
  • Porcupine (2/3, deathtouch)
  • Drakk lvl 6 (3/4)
    Buildings:
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Didn’t draw the Crashbarrow, but Bloodlust+Porcupine allow me to kill both heroes. Alternative line is Bloodlust Porcupine+Drakk, they kill both his heroes taking Drakk to max, Vandy and Skeleton break Tech2. He’s left with 2 rather than 1 Bird, 1 of which kills Vandy. So rather let Tech2 stand than give an extra Bird + 2 hero levels. Either way, Two Step would help him a lot here, killing Porcupine.

Strength lets him wall up, with the scary prospect of Two-Stepped Barbarians (7/9 overpower !!). Porcupines are a reasonable answer, but still would be good to have Kidnapping in the deck as a Two-Step breaker (if Flagbearer isn’t out). So teching Kidnapping plus a second Dark Pact. I’ve plenty of good value high-impact cards, but really need the cycling.


That’s game again. I’ve no way to deal with Hasty porcupines. Can’t recover from my terrible T3 patrol.

On for one more ?

Sure :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Safe Attacking
Snapback
Smoker
Fox Viper
Morningstar Flagbearer


WORKERS
Fox Viper


NextHand

Aged Sensei
Savior Monk


Discard

Safe Attacking
Snapback
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Summon Grave - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Grave 2/3+1
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker 1/1
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5
Thoughts

1g drop opn T1 + Hook T2 = near-perfect draw. (Sensei would’ve been better but still)

P2 Turn1


StartingHand Workers

STARTING HAND
Deteriorate
Graveyard
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak


WORKERS
Skeletal Archery


NextHand

Skeleton Javelineer
Summon Skeletons
Thieving Imp
Jandra, the Negator
Pestering Haunt


Discard

Deteriorate
Poisonblade Rogue
Graveyard
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy to lvl 3 - ($0)
Deteriorate bounces Smoker back to hand

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 3 (3/4 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

Don’t know whether the do nothing T1 is better here.


P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Sparring Partner


STARTING HAND
Savior Monk
Aged Sensei


WORKERS
Fox Viper
Fox Primus


NextHand

Sparring Partner
Sensei's Advice
Morningstar Flagbearer
Sparring Partner
Grappling Hook


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Aged Sensei - ($3)
Savior Monk - ($1)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Grave 2/3+1
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk 2/2
  • :pschip: Technician: Aged Sensei 1/1
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

Redraw is crazy, I should clear the patrol off and drop both Sparring partners. Probably no play on T4, just some spar and tech up if need be.

P2 Turn2


Tech StartingHand Workers

TECH
IPN
IPN


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


WORKERS
Skeletal Archery
Jandra, the Negator


NextHand

Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
IPN


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Javelineer - ($4)
Haunt
Vandy to max, +2/2 and doom Javelineer and Monk - ($2)
Vandy kills Grave
Tech1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (3/3 + 1) [doomed]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Vandy lvl 5 (4/3)
  • Pestering Haunt (1/1)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 7
Thoughts

Grappling Hook and Fencer give him the Vandy kill here, so going down a card for Haunt to clear the 2/1 Fencer that would remain.


P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Sensei's Advice
Sparring Partner
Sparring Partner
Morningstar Flagbearer
Grappling Hook


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer


NextHand

Sensei's Advice
Snapback
Safe Attacking
Smoker


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Rook - ($3)
Sparring Partner - ($2)
Sparring Partner - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei 1/1
  • :pschip: Technician: Savior Monk [Doomed]
  • :target: Lookout:
    In Play:
  • Sparring Partner 2/2
  • Sparring Partner 2/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 7
Thoughts

Hmmm, I’m surprised petE chose this. He can’t get much value out of Vandy right now.

P2 Turn3


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Thieving Imp
IPN
Poisonblade Rogue
Sacrifice the Weak


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue


NextHand

Summon Skeletons
IPN
Graveyard
Deteriorate


Discard

Skeleton Javelineer
Pestering Haunt
Thieving Imp
Sacrifice the Weak
Crashbarrow
Crashbarrow


Doomed Javelineer to discard
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy and Haunt kill Rook
IPN - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: IPN (5/5)
  • :target: Lookout:
    In Play:
  • Vandy lvl 5 (4/1)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6
    Gold:
  • Gold: 3
  • Workers: 8
Thoughts

1HP Vandy won’t last long, could die this turn if he has Sensei’s Advice, or soon to Smoker. Still, she’s done the job of stopping Rook or Grave get anything going early.

Teching 2 x Crashbarrows, and should be able to put down Graveyard next turn in preparation.


P1T4


Tech StartingHand Workers

TECH
Bird's Nest
Entangling Vines


STARTING HAND
Smoker
Snapback
Safe Attacking
Sensei's Advice
Nimble Fencer


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Smoker


NextHand

Sparring Partner
Grappling Hook
Entangling Vines
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($8)
technician from doomed Monk
Worker - ($7)
Nimble Fencer - ($5)
Summon Grave - ($3)
Partner boosts Fencer, stands, boosts Grave - ($1)
Sensei boosts Fencer
Sensei's Advice on Fencer ant Partner #2 - ($0)
5/4+2 Fencer kills IPN and survives
Partner trades with Vandy, Grave lvl 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 3 Grave 4/5+A [+1/+1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Sparring Partner 2/2
  • Aged Sensei 1/1
  • Nimble Fencer 3/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

Probably IPN + Tech II on next turn. With the second Fencer I should find a way to break through.

P2 Turn4


Tech StartingHand Workers

TECH
Bloodlust
Kidnapping


STARTING HAND
Deteriorate
Graveyard
Summon Skeletons
IPN
Sacrifice the Weak


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons


NextHand

Pestering Haunt
Thieving Imp
Crashbarrow
Crashbarrow


Discard

IPN
Deteriorate
Sacrifice the Weak
Graveyard
Bloodlust
Kidnapping


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
IPN - ($7)
Setsuki - ($5)
Deteriorate Fencer - ($4)
Tech2 Blood - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: IPN (5/5 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Setsuki lvl 1 (1/3)
  • :target: Lookout:
    In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Drawing into Crashbarrows next hand, so will make a big difference whether he can get through and break Tech2. Reversal would be great card here.


P1T5


Tech StartingHand Workers

TECH
Entangling Vines
Whitestar Grappler


STARTING HAND
Nimble Fencer
Grappling Hook
Sparring Partner
Entangling Vines


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Smoker
Entangling Vines


NextHand

Sensei's Advice
Savior Monk


Discard

Grappling Hook
Nimble Fencer
Entangling Vines
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($8)
Hook IPN to Elite
Grave readily kills Sets and levels up, you draw
maxband Grave - ($6)
Grave slays IPN with his sword
Nimble Fencer - ($4)
Partner spars with Sensei, then Fencer - ($2)
Sensei and Fencer destroy Tech II
Sparring Partner - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner 2/2
  • :target: Lookout:
    In Play:
  • Sparring Partner 2/2
  • Aged Sensei 2/2
  • Nimble Fencer 3/4
  • lvl 7 Grave 5/6 [+1/+1]
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 4
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

I fail to see a better line to take off the tech II. Maybe skipping worker and partner #2 for a heroes hall would've been an option, but I'm afraid being locked up to tech I too long by doing so. Here I've 40% chances to draw bird's nest and have my teching actually useless.

P2 Turn5


Tech StartingHand Workers

TECH
Bloodlust
Crash Bomber


STARTING HAND
Crashbarrow
Crashbarrow
Pestering Haunt
Thieving Imp
Skeleton Javelineer


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons


NextHand

Crash Bomber
IPN
Bloodlust
Graveyard


Tech 2 card(s)
Get Paid - ($9)
Thieving Imp, discard #1 of 2 - ($6)
Javelineer - ($5)
Vandy - ($3)
Haunt
Tower - ($0)
Rebuild Tech2
Skip Worker

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1)
  • :pschip: Technician: Thieving Imp (2/2)
  • :target: Lookout:
    In Play:
  • Pestering Haunt (1/1)
    Buildings:
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Those Vandy high jinks at the start are not looking too clever now.


P1T6


Tech StartingHand Workers

TECH
Whitestar Grappler
Doubling Barbarian


STARTING HAND
Savior Monk
Sensei's Advice


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Smoker
Entangling Vines


NextHand

Safe Attacking
Snapback
Bird's Nest


Discard

Grappling Hook
Nimble Fencer
Entangling Vines
Whitestar Grappler
Sensei's Advice
Savior Monk
Whitestar Grappler
Doubling Barbarian


Tech 2 card(s)
Get Paid - ($9)
Tech II Strength - ($5)
Sensei buffs Fencer
Fencer kills Vandy, taking 2 damage after armor
Grave readily kills Imp and sparkshots Javelineer to death. He takes 3 damage
Partner #1 hits tech II for 2 damage, then stands twice and buffs both himself and his counterpart - ($1)
Partner #2 destroys tech II

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: ]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: lvl 7 Grave 5/3 [+1/+1
  • :target: Lookout:
    In Play:
  • Sparring Partner 3/2
  • Aged Sensei 2/2
  • Nimble Fencer 3/2
  • Sparring Partner 3/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Maybe Workering or discarding 1 would have been better. Having some healing seems great though, as I can't take down the tower right now (tech II being the top priority). But then I'll lose partner to Haunt. Changed my mind ! I'll discard Monk.

Looks you didn’t worker, in which case you’ve an extra $1 float?

1 Like

It seems you’re right ! I skipped worker and float 1.

P2 Turn6


Tech StartingHand Workers

TECH
Land Octopus
Dark Pact


STARTING HAND
Crash Bomber
IPN
Bloodlust
Graveyard
Sacrifice the Weak


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak


NextHand

Crashbarrow
IPN
Deteriorate


Discard

Crash Bomber
Bloodlust
Thieving Imp
Skeleton Javelineer
Pestering Haunt
Graveyard
Land Octopus
Dark Pact


Tech 2 card(s)
Tech draw, Get Paid + scav - ($10)
Worker - ($9)
Drakk, to lvl 2 - ($6)
Crash Bomber - ($5)
IPN - ($2)
Drakk Bloodlusts Crash Bomber and one of your SPs - ($0)
Crash Bomber trades with Grave, deals 1dmg to your Tech2, Drakk to lvl 4
Haunt suicides into Bloodlusted SP, it takes 1dmg and dies at end of turn
Rebuild Tech2

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: IPN (5/5 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk lvl 4 (2/3)
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 8
    Gold:
  • Gold: 1
  • Workers: 10
Thoughts

Guess I’m just about holding in. His SPs have been really effective, though my IPNs have done a decent job too. Not so confident of Blood vs Strength Tech2 fight if that’s what it turns into once the dust settles.


P1T7


Tech StartingHand Workers

TECH
Doubling Barbarian
Colossus


STARTING HAND
Snapback
Safe Attacking
Bird's Nest
Sensei's Advice
Doubling Barbarian


WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Smoker
Entangling Vines
Safe Attacking


NextHand

Grappling Hook
Whitestar Grappler
Sensei's Advice


Discard

Sparring Partner 3/2
Snapback
Doubling Barbarian
Colossus


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Rook - ($6)
Doubling Barbarian - ($3)
Bird's Nest - ($1)
Sparring partner boosts Doubling Barbarian

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarian 5/7+AA
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 1/1
  • :pschip: Technician: Bird 1/1
  • :target: Lookout:
    In Play:
  • Sparring Partner 3/2
  • Aged Sensei 2/2
  • Nimble Fencer 3/2
  • lvl 1 Rook 2/4
  • Bird's Nest
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4
    Gold:
  • Gold: 1
  • Workers: 10
Thoughts

This patrol should hold both Crashbarrow and Glider. Kidnapping slays me though. And redraw isn’t great.

Entered a turn including making a worker, thinking I was at 9 not 10 workers. So will rethink, if you don’t mind. Also notice I mistakenly gave myself $1 float at end of last turn that shouldn’t be there.

P2 Turn7


Tech StartingHand Workers

TECH
Kidnapping
Shoddy Glider


STARTING HAND
Deteriorate
Crashbarrow
IPN


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak


NextHand

Bloodlust
Crashbarrow


Discard

Crash Bomber
Bloodlust
Thieving Imp
Skeleton Javelineer
Pestering Haunt
Graveyard
Land Octopus
Dark Pact
Deteriorate
Crashbarrow
IPN
Kidnapping
Shoddy Glider


Tech 2 card(s)
Get Paid - ($10)
IPN suicides into Barbarian, now 5/3
Drakk to max - ($8)
IPN, gains haste - ($5)
Vandy - ($3)
Crashbarrow kills Barbarian, overpower 4 kills Rook, Vandy to lvl 3, Bird’s Nest to discard - ($0)
IPN kills SP
Drakk kills Aged Sensei
Deteriorate Scav Bird, you gain $1

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 3 (3/4+ 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Drakk lvl 6 (3/2)
  • IPN (3/1)
    Buildings:
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 13
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

If I’d drawn Kidnapping in place of Deteriorate, would have an unexpected lethal !

Still, manage to clear a lot of his board and stop the buffing machine for now. Down to 2 cards, but can tutor a Dark Pact if Vandy stays around.