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:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout: In Play:
Porcupine (2/3, deathtouch)
Drakk lvl 6 (3/4) Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
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.
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:
Squad Leader:
Elite:
Scavenger:
Technician: IPN (5/5)
Lookout: In Play:
Vandy lvl 5 (4/1) Buildings:
Base HP: 20
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.
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:
Squad Leader:
Elite:
Scavenger:
Technician: Sparring Partner 2/2
Lookout: In Play:
Sparring Partner 2/2
Aged Sensei 2/2
Nimble Fencer 3/4
lvl 7 Grave 5/6 [+1/+1] Buildings:
Base HP: 20
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.
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:
Squad Leader: ]
Elite:
Scavenger:
Technician: lvl 7 Grave 5/3 [+1/+1
Lookout: In Play:
Sparring Partner 3/2
Aged Sensei 2/2
Nimble Fencer 3/2
Sparring Partner 3/2 Buildings:
Base HP: 20
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.
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:
Squad Leader: IPN (5/5 + 1)
Elite:
Scavenger:
Technician: Drakk lvl 4 (2/3)
Lookout: In Play:
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5
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.
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.