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

Are you sure Deteriorate gives Barbarian -2/-2 ? His ability’s wording lets me think not.

Reading the cards I think you’re right. I’d thought of Deteriorate cancelling the effect of the +1/+1 rune from Sparring Partner. I guess that would be the case for something like Sickness that gives a -1/-1 rune, but not Deteriorate that says “give a unit -1/-1”. I’ll rethink the turn.

Turn redone now and edited in

P1T8


StartingHand Workers

STARTING HAND
Grappling Hook
Sensei's Advice
Whitestar Grappler


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


NextHand

Savior Monk
Nimble Fencer


Discard

Sparring Partner 3/2
Snapback
Doubling Barbarian
Colossus
Sparring Partner 3/2
Aged Sensei 2/2
Doubling Barbarian 5/7+AA
Bird's Nest
Grappling Hook
Sensei's Advice
Nimble Fencer 3/2


Tech 0 card(s)
Get Paid + float + scav - ($12)
Worker - ($11)
Summon Grave - ($9)
Summon River - ($7)
Grappling Hook Vandy, moving her to Lookout
Sensei's Advice on bird and Fencer - ($6)
Bird kills Drakk, Fencer trades with Vandy. Grave lvl 5
Whitestar Grappler - ($3)

Float ($3)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 River 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Whitestar Grappler 3/5
  • :target: Lookout:
    In Play:
  • lvl 5 Grave 3/4
  • Bird 1/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 11
    Gold:
  • Gold: 3
  • Workers: 10
Thoughts

Good news, no Kidnapping. I guess I'll have to head for tech lab - discipline and mind-parry monks asap. for now, Drakk is dead, so I've one turn free of this. IPN is a pain but dies even to River if anything hits the board. Grave seems safe for now, I hope I can find a way to break tech II on next turn and start building a board (but with Kidnapping, that's hardly safer). Maybe going for tech III should be an option ? Not sure though.

The fat deck gets fatter…

P2 Turn8


Tech StartingHand Workers

TECH
Pirate Gang Commander
Pirate Gang Commander


STARTING HAND
Bloodlust
Crashbarrow


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


NextHand

IPN
Kidnapping
Graveyard


Tech 2 card(s)
Get Paid - ($10)
Setsuki - ($8)
IPN trades with River, Setsuki to lvl 3
Crashbarrow kills Grappler, overpower 1 to your Tech2 to 3HP - ($5)
Tech3 - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Setsuki lvl 3 (1/3)
  • :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: 16
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Pirate Gang Commander isn’t a great unit to build Tech3 for, but don’t have a better use of $ this turn


P1T9


Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Nimble Fencer
Savior Monk


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


NextHand

Bird's Nest
Entangling Vines
Sensei's Advice


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Summon Rook, level 6 - ($5)
Whitestar Grappler - ($2)
Nimble Fencer - ($0)
Grave readily kills Sets, Rook maxbands, you draw 1
Fencer deals 2 damage to your Tech III

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 4/6+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bird 1/1
  • :target: Lookout: Whitestar Grappler 3/5
    In Play:
  • lvl 5 Grave 3/3
  • Nimble Fencer 2/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3

Economy Info:
Cards:

  • Hand: 3
  • Deck: 12
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Let's try to finish it. I see no way to deal with big heroes, so petE will need to deal 13 damage to break through my patrol. Earthquake should be a good way to finish it, should I draw one soon enough…

P2 Turn9


StartingHand Workers

STARTING HAND
Kidnapping
Graveyard
IPN
Pestering Haunt


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


NextHand

Pirate Gang Commander
Skeleton Javelineer
Land Octopus
Bloodlust


Discard

Pestering Haunt
Kidnapping


Tech 0 card(s)
Get Paid - ($10)
Drakk - ($8)
Vandy - ($6)
IPN - ($3)
Graveyard - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 2
    Gold:
  • Gold: 1
  • Workers: 10

Unless I’m mistaken, Grappler doesn’t die, it survives with 1 hp. Does it change your turn ?

Edit: also, you should start your turn with 4 cards (3 + techn), and if you play 2 cards - IPN and Kidnapping -, you should discard 2 and not 3 ?

Good points. Redone and edited in.

P1T10


StartingHand Workers

STARTING HAND
Entangling Vines
Bird's Nest
Sensei's Advice


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


NextHand

Savior Monk
Earthquake
Doubling Barbarian


Discard

Sensei's Advice


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Entangling Vines on IPN - ($6)
Grave kills Drakk and maxbands, you draw 1. Sparkshot on Vandy
Grave slashes Vandy to death with his sword
Rook and bird break Tech II, Grappler breaks Tech III and Fencer hits your base, now @10
Heroes Hall - ($4)
Bird's Nest - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 1/1
  • :pschip: Technician: Bird 1/1
  • :target: Lookout:
    In Play:
  • lvl 7 Grave 4/5
  • Nimble Fencer 2/1
  • Entangling Vines on IPN
  • Whitestar Grappler 3/4
  • lvl 8 Rook 4/5
  • Bird's Nest
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 1
    Gold:
  • Gold: 2
  • Workers: 10

GG, well played!

Think my Vandy exploits at the start weren’t so good, and struggled against your Sparring Partner buffs after that. Had a window T7 when Kidnapping your Barbarian could have deliver a lethal if I’d drawn it.

If you’re up for continuing, I’ll switch to monoPurple. Haven’t played it much in the past, and would be good to learn to rely less on a splashy opening hero.

I’m fine with that :slight_smile: I stick to this Codex for now.

Indeed, I’m not sure killing heroes for the sake of it is worth the card and eco cost you paid. I was quite lucky to draw Fencer this soon, but I drew quite much with technicians (or bounced smoker so I could play 2 cards on T2 and still discard 3), and that helped.
I made several mistakes, heading for Strength Tech II and not discipline was a big one; thankfully your Kidnappings never came when needed, it appears. I also took too much time to tech Vines, which are a perfect counter to IPNs…

Your turn to start !

P1 Turn1


StartingHand Workers

STARTING HAND
Neo Plexus
Tinkerer
Temporal Research
Hardened Mox
Nullcraft


WORKERS
Hardened Mox


NextHand

Battle Suits
Forgotten Fighter
Fading Argonaut
Time Spiral
Plasmodium


Discard

Nullcraft
Tinkerer
Temporal Research


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Neo Plexus - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 1
  • Workers: 5
Thoughts

Guess against White’s combat tricks I should avoid bringing out a hero too early, and play Battle Suits + 2 units on first 2 turns.


A bit late, but you forgot to pay for Vandy’s resist on the Hook.

On second thoughts, if you’re not getting bored of playing against [Demon]/Ninja/Blood, I’d prefer to continue with it – either against your current deck or any other. More wrinkles to find, I’m sure, and haven’t yet managed to make any use of the Graveyard (consequence of overinvesting in the early hero I guess).

I’m fine with any option ! I’ll keep my deck for now, whatever you play :wink:

1 Like

OK, staying with [Demon]/Ninja/Blood then :slight_smile:

P1 Turn1


StartingHand Workers

STARTING HAND
Deteriorate
Poisonblade Rogue
Graveyard
Summon Skeletons
Pestering Haunt


WORKERS
Summon Skeletons


NextHand

Skeleton Javelineer
Skeletal Archery
Thieving Imp
Sacrifice the Weak
Jandra, the Negator


Discard

Poisonblade Rogue
Deteriorate
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Pestering Haunt (1/1)
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 1
  • Workers: 5

"P2T1


StartingHand Workers

STARTING HAND
Safe Attacking
Fox Viper
Smoker
Grappling Hook
Fox Primus


WORKERS
Fox Viper


NextHand

Snapback
Aged Sensei
Morningstar Flagbearer
Savior Monk
Sensei’s Advice


Discard

Grappling Hook
Fox Primus
Safe Attacking


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Rook - ($2)
Smoker - ($1)
Tech I - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker 1/1
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

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

P1 Turn2


Tech StartingHand Workers

TECH
Dark Pact
Crash Bomber


STARTING HAND
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Thieving Imp


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Deteriorate
Dark Pact
Sacrifice the Weak
Thieving Imp
Graveyard


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Vandy deals 1dmg to Rook after armour, then midbands - ($3)
Javelineer - ($2)
Tech1 - ($0)
Haunt pings your Base to 19HP

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


Board Info:
In Patrol:

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

Economy Info:
Cards:

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

Well so much for not investing in Vandy without good return, but don’t see another way of protecting her against both Hook and Rook walkby.

Teching Dark Pact and Crash Bomber, see if I can get something going with weenies + Graveyard rather than IPNs.


Time to try something new !

P2T2


Tech StartingHand Workers

TECH
Birds' Nest
Sparring Partner


STARTING HAND
Aged Sensei
Sensei's Advice
Snapback
Morningstar Flagbearer
Savior Monk


WORKERS
Fox Viper
Aged Sensei


NextHand

Smoker
Birds' Nest
Savior Monk
Morningstar Flagbearer
Safe Attacking


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Rook - ($1)
Rook bypasses javelineer and hits Vandy for 3 damage
Smoker sneaks through patrol and trades with Vandy
Maxband Rook - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • lvl 8 Rook 4/6
    Buildings:
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 7