Casual: petE (mono-Red) vs robinz ([Necro]/Disease/Future)

@robinz GLHF !
Haven’t played often as Red, so see how this goes…

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Scorch
Bloodrage Ogre
Bloodburn
Careless Musketeer
Nautical Dog


WORKERS
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Bombaster
Charge
Pillage
Mad Man
Makeshift Rambaster


[/spoiler][/details]

[details=Discard][spoiler]
Careless Musketeer
Scorch
Bloodrage Ogre


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Drakk - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Drakk lvl 1 (1/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

This is actually my first game with the black starter, so I guess I’ll see how that goes :wink:

(Deteriorate seems absurdly good for 0 gold though…)

Also: I hope to make another couple of moves tonight if you’re around to respond, but for obvious reasons I won’t be online most of tomorrow (until the evening, anyway).

P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Poisonblade Rogue
Deteriorate
Summon Skeletons
Jandra, the Negator


WORKERS
Jandra, the Negator


NextHand

Skeleton Javelineer
Graveyard
Skeletal Archery
Sacrifice the Weak
Pestering Haunt


Discard

Deteriorate
Poisonblade Rogue
Summon Skeletons
Thieving Imp


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken

  • ($2)
    Garth casts Deteriorate on Nautical Dog. It dies, you get a coin.
    Make a skeleton - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lv 1 Garth (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Lobber
Firebat


STARTING HAND
Mad Man
Charge
Pillage
Bombaster
Makeshift Rambaster


WORKERS
Bloodburn
Makeshift Rambaster


[/spoiler][/details]

[details=NextHand][spoiler]
Pillage
Bloodrage Ogre
Mad Man
Careless Musketeer


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($6)
Worker - ($5)
Drakk kills Skeleton, you gain $1
Bombaster - ($3)
Pillage, steal $2 and deal 2 dmg to your Base - ($4)
Drakk to lvl 4, heals - ($1)
Build Tech 1 - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk lvl 4 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]


I get to play the $2 pillage here, which is a big swing. It takes me down a card when I may be about to be Imp’d down another though, so will need to work out some way to get the hand size back up. Maybe heroes hall next turn? Thinking of either Blood or Fire Tech II.

[/spoiler][/details]

1 Like

P2T2


Tech StartingHand Workers

TECH
Plague Spitter
Nether Drain


STARTING HAND
Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Skeletal Archery
Graveyard


WORKERS
Jandra, the Negator
Skeleton Javelineer


NextHand

Nether Drain
Graveyard
Sacrifice the Weak
Deteriorate


Tech 2 card(s)
Get Paid + float + scav + get pillaged for 2 gold - ($6)
Worker - ($5)
Tech 1 - ($3)
Garth casts Sacrifice the Weak - Bombaster dies, I lose nothing - ($1)
another skeleton - ($0)
Pestering Haunt

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: skeleton (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: lv 1 Garth (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So, I’m really not sure what I’m doing with black, but I know it’s good at killing the opponent’s stuff, so I’m basically trying to do that. Teching Plague Spitter because it looks fun, as well as Nether Drain for cheap levels on Garth (or my second hero if I drew it late enough) while knocking his down. Doom Grasp is a little too expensive for this early in the game, I feel.

I have no idea which Tech 2 I’m going with, but I feel like it ought to be future, because that was the basic plan for setting up the Future/Necro combo, and also I’m clearly not going to use KotC and am unlikely to use Gilded Glaxx, so what is future even doing in this codex if I’m not going for it at Tech 2? Admittely, with no time rune tricks at all, I can only really use the 2 fliers and Xenostalker, plus perhaps Omegacron. Red often doesn’t have the most full patrol zone (and black is good at killing patrollers) so the latter could well be an option if I have enough to sacrifice.

Future’s spells are good too, but Assimilate is unlikely to have good targets against monored. Unphase is good, but probably not worth playing Vir on its own - Orpal is likely to be my second hero, because his ability to get lots of -1/-1 runes in play is really cool! (Perhaps I should go Disease Tech 2, just to play with this…)


1 Like

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Bamstamper Lizzo
Molting Firebird


STARTING HAND
Careless Musketeer
Mad Man
Bloodrage Ogre
Pillage


WORKERS
Bloodburn
Makeshift Rambaster
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Firebat
Charge
Scorch
Lobber


[/spoiler][/details]

[details=Discard][spoiler]
Bombaster
Careless Musketeer
Mad Man
Bamstamper Lizzo
Molting Firebird


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Drakk kills Skeleton
Drakk to maxband - ($3)
Bloodrage Ogre, hasted from Drakk maxband - ($1)
Ogre kills Garth, you draw

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk lvl 6 (3/4)
  • Bloodrage Ogre (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

This is my last turn before I go up to bed - have a great Christmas! I may actually get to take a turn first thing in the morning (in about 8 hours or so), but otherwise I won’t be online until tomorrow evening, in 20 hours or so.

P2T3


Tech StartingHand Workers

TECH
Xenostalker
Hive


STARTING HAND
Graveyard
Sacrifice the Weak
Deteriorate
Nether Drain
Skeletal Archery <- technician draw


WORKERS
Jandra, the Negator
Skeleton Javelineer
Graveyard


NextHand

Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Summon Skeletons
Plague Spitter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
draw 1 card from Technician death
Tech 2 (Future) - ($2)
Orpal - ($0)
Orpal casts Deteriorate to kill Bloodrage Ogre.
Pestering Haunt hits your base for 1 damage

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Orpal Gloor lv 1 (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Sign, he managed to kill Garth and max Drakk - and even after Technician draw I got a hand of 3 spells, 1 building and 1 upgrade. And one of those spells I can’t play at all now. I suppose I asked for it - the black starter has only 5 units, I workered one of them, and then teched 1 unit and 1 spell instead of 2 units.

So Orpal is being brough out purely as a sacrificial victim to shield my tech buildings, (I know Vir would have done more damage in this role, but Orpal can at least cast Deteriorate for no gold, and effectively no cards because I’ll still be drawing 5 - and Orpal has a bigger disabling effect on the enemy attacker if it survives, despite doing 1 damage less), while I build by Tech 2. He might be able to destroy my Tech 2, but it would take a lucky draw I think, probably involving a Makeshift Rambaster. And I’m - unusually for me - getting my Tech 2 built at the earliest possible opportunity and going for high-value units.

I decided to have PH hit his base rather than Drakk, simply to keep him alive for another turn. (I initially whent for Tech 1, but that seems pointless.) petE may kill him anyway, but at least he’ll have done some further good even then.

So this doesn’t sound all that bad. (Although I thought that in our recent CAWS game on the turn before he completely annihilated me.) But my next hand contains 2 expensive units that I’d like to play (PS and Imp), as well as there being a 1/3 chance of me drawing a Tech 2 that I more or less would have to play (but I didn’t get one).


1 Like

Happy Xmas to you

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Bamstamper Lizzo
Flame Arrow


STARTING HAND
Firebat
Charge
Scorch
Lobber


WORKERS
Bloodburn
Makeshift Rambaster
Pillage
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Molting Firebird
Careless Musketeer
Bamstamper Lizzo


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Firebat, gains haste from Drakk - ($5)
Lobber - ($4)
Drakk kills Orpal, gains -1/-1 rune, you gain $1
Lobber and Firebat break Tech II, your Base to 16HP
Build Tech II Fire - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk lvl 6 (2/3) [with -1/1 rune]
  • Firebat (3/3)
  • Lobber (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Going further down on cards to break Tech II, to avoid maxband Garth -> summon Tech II unit.

[/spoiler][/details]

1 Like

P2T4


Tech StartingHand Workers

TECH
Doom Grasp
Xenostalker


STARTING HAND
Poisonblade Rogue
Summon Skeletons
Plague Spitter
Thieving Imp
Sacrifice the Weak


WORKERS
Jandra, the Negator
Skeleton Javelineer
Graveyard
Poisonblade Rogue


NextHand

Hive
Deteriorate
Skeletal Archery
Nether Drain


Discard

Summon Skeletons
Sacrifice the Weak
Doom Grasp
Xenostalker


Tech 2 card(s)
Get Paid + scavenger - ($9)
Worker - ($8)
rebuild Tech 2
Thieving Imp - you discard #2 of 3 - ($5)
Plague Spitter - ($2)
Pestering Haunt pings your Tech 2 for 1 damage
Vir - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Vir lvl 1 (2+1/3)
  • :ps_: [I]Scavenger[/I]: Plague Spitter (3/3, anti-air, deals damage as -1/-1 runes)
  • :pschip: [I]Technician[/I]: Thieving Imp (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

OK, he broke Tech 2. Good job I had no Tech 2s in hand!

Now my big units come out to slow his progress - together with Vir (chosen because, although he can easily be killed, I don’t NEED him to live to cast spells - but he doesn’t know that), to protect Tech 2 now I’m certain to be drawing at least one Tech 2 unit.

Fire is an interesting choice for his Tech 2. I think it’s really fun to play, but I’ve struggled to make it work in my own games. It only has 3 different units, for a start - and if he goes for Firehouse or Hotter Fire I’m going to tech Assimilate ASAP! (Although it occurs to me that HF only affects red cards, and is therefore no use for me…) Otherwise, I’m a bit worried about Lizzo and Archer - but not the Firebird because I have anti-air in Plague Spitter and plenty of fliers of my own. It’ll slow down my own offense, but he’s unlikely to get the “1 damage to everything” effect very much.

Further, he’s already gone down to 3 cards, and my Thieving Imp further reduces him to 2 cards. He’s unlikely to be able to make a good play from hand - and if he does it’ll further starve him of cards for the following turn.

He’s also going to have to deal with my PH soon, or those pings on his Tech buildings and base will really start to add up. I’ve hit his Tech 2 this turn because just one more of those + Xenostalker will allow me to take it out, no matter how full his patrol zone.

As well as a second Xenostalker, I’m teching Doom Grasp to have an answer to anything he might do. I might also start teching Lich’s Bargain’s soon now that I’ve got well past the 8 workers needed for Tech 2 (I’m unlikely to want to rush Tech 3 here).


1 Like

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Careless Musketeer
Molting Firebird -> discard to Imp
Bamstamper Lizzo
Mad Man (draw from Zane midband)


WORKERS
Bloodburn
Makeshift Rambaster
Pillage
Scorch
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Charge
Bombaster
Bloodrage Ogre


[/spoiler][/details]

[details=Discard][spoiler]
Lobber
Pirate Gunship
Pirate Gunship
Molting Firebird
Mad Man


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Bamstamper Lizzo, hasted, arrival deals 3dmg to kill Plague Spitter, you gain $1 - ($4)
Zane, to lvl 2 - ($1)
Lobber trades with Vir, Zane to lvl 4
Zane kills Imp, we both draw
Lizzo breaks Tech II, your Base to 14HP
Firebat and Drakk break Tech I, your Base to 12HP
Worker - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk lvl 6 (2/3) [with -1/-1 rune]
  • Firebat (3/3)
  • Bamstamper Lizzo (5/3)
  • Zane lvl 4 (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Fire)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

Different specs, but this is going not dissimilarly from our last game! :frowning:

P2T5


Tech StartingHand Workers

TECH
Hooded Executioner
Hooded Executioner


STARTING HAND
Deteriorate
Hive
Nether Drain
Skeletal Archery
Xenostalker


WORKERS
Jandra, the Negator
Skeleton Javelineer
Graveyard
Poisonblade Rogue
Skeletal Archery


NextHand

Doom Grasp
Xenostalker
Plague Spitter
Summon Skeletons
Deteriorate


Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
rebuild Tech 1
Garth - ($7)
Garth casts Nether Drain to remove 2 levels from Zane and give 2 to himself… Zane dies, and Garth gains another 2 levels (to level 5). - ($6)
Garth makes a skeleton - ($5)
PH hits your Tech 2 for another 1
max Garth, bringing a Thieving Imp from the discard pile. You discard #3 of 3. - ($3)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: skeleton (1+1/1)
  • :ps_: [I]Scavenger[/I]: max Garth (3/4)
  • :pschip: [I]Technician[/I]: Thieving Imp (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

Grim indeed. I’m just filling my board as best I can while keeping him down on cards - although he’s got plenty of damage on his board even with me killing Zane. Thieving Imp is sadly the only thing unit I can legally play from my discard pile - but it’s a lot better than nothing!

Going to concede soon unless I can somehow get my Tech 2 units back on the board without suffering further serious base damage.


P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Fire Arrow
Ember Sparks


STARTING HAND
Bloodrage Ogre
Bombaster
Charge -> discard to Imp


WORKERS
Bloodburn
Makeshift Rambaster
Pillage
Scorch
Careless Musketeer
Bombaster


[/spoiler][/details]

[details=NextHand][spoiler]
Bamstamper Lizzo
Flame Arrow


[/spoiler][/details]

[details=Discard][spoiler]
Lobber
Pirate Gunship
Pirate Gunship
Molting Firebird
Mad Man
Charge
Bloodrage Ogre
Fire Arrow
Ember Sparks


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Drakk to maxband - ($6)
Jaina, to lvl 2 - ($3)
Bloodrage Ogre, hasted - ($1)
Ogre trades with Garth, Jaina to lvl 4, you gain $1
Firebat kills Imp, you draw
Drakk kills Skeleton
Lizzo deals 6 dmg to your Base, to 6HP

Float ($1)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk lvl 6 (2/1) [with -1/-1 rune]
  • Firebat (3/1)
  • Bamstamper Lizzo (5/3)
  • Jaina lvl 4 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Fire)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 0
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


Think I can’t be prevented from finishing this next turn with 7 dmg to Base from Flame Arrow + Jaina maxband

[/spoiler][/details]

Realized I didn’t need to maxband Drakk (as it was Zane who was Nether Drained). So I’ll float the additional $2 (total $3 floated).

I’m up far too late browsing the Codex forums again. This is definitely too late to not lose the game (if you have a Flame Arrow in hand you still win next turn), but this turn of mine was quite fun so I’m going to post it anyway :slight_smile:

P2T6


Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Plague Spitter
Xenostalker
Deteriorate
Summon Skeletons
Doom Grasp
Hooded Executioner <- technician draw


WORKERS
Jandra, the Negator
Skeleton Javelineer
Graveyard
Poisonblade Rogue
Skeletal Archery
Summon Skeletons


NextHand

Hooded Executioner
Hive
Sacrifice the Weak
Nether Drain


Discard

Deteriorate
Pestering Haunt
Xenostalker
Doom Grasp
Death and Decay
Death and Decay
Thieving Imp


Tech 2 card(s)
Get Paid + float + scavenger - ($14)
Worker - ($13)
Orpal - ($11)
Orpal casts Deterioriate on Firebat - it dies
rebuild Tech 2
Hooded Executioner, boosted, kills Lizzo - ($6)
Plague Spitter - ($3)
Haunt trades with Drakk

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter (3/3+1A, anti-air, deals damage as -1/-1 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Hooded Executioner (3/3)
  • :target: [I]Lookout[/I]: Orpal Gloor lvl 1 (1/3, deals damage as -1/-1 runes)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 6
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11
Thoughts

Well, that went “better” than I expected. I’ve managed to clear his board apart from Jaina, and play plenty of my own units - while still being able to get a 4-card hand for next turn. Of course, this is far too late, because my base is on 6HP and he can certainly do 3 more damage by maxing Jaina. That means he’ll just have to keep her alive one more turn to win - and he can almost certainly play more stuff to block with. So I’m 100% sure I’m dead - even if not in 2 turns, then certainly in a few more. (He can always build Tech 3 and start teching a Dragon or two if he wants to speed things up!) But I’ve at least had a fun turn and will see how long I can drag this out. (Although a single Flame Arrow will allow him to win next turn.)


I do have Flame Arrow in hand, so finish along with $3 from Jaina’s maxband. GG, thanks. Maxband Drakk is just too strong, and the early pillage gave me the $$ to set up.

On for a rematch if you are, with your turn to start.

1 Like

Thanks, GG.

I would like to play again, but I’m going to wait till tomorrow before posting my first turn (need to go to bed now!). I think I’m going to switch back to [Future]/Necro/Balance, which I may have given up on too soon - but I’ll decide in the morning.

OK, so I am playing [Future]/Necro/Balance. I’m assuming you’re monoRed again? (If not, don’t worry, I can’t see it affecting how I play this first turn - very limited options with this hand…)

P1T1


StartingHand Workers

STARTING HAND
Neo Plexus
Time Spiral
Fading Argonaut
Battle Suits
Tinkerer


WORKERS
Battle Suits


NextHand

Hardened Mox
Plasmodium
Nullcraft
Temporal Research
Forgotten Fighter


Discard

Tinkerer
Time Spiral
Neo Plexus


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fading Argonaut - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3+1A, Fading, 3 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

So far so straightforward.

Going to try to do things a bit differently this time - in that I’m not going to make Midori my second hero for the midgame. That should eventually make my skeletons 2/2, and also gives me access to Moment’s Peace (that is less likely to be needed as P1, but I’m sure he’ll play an aggressive game again!) and Circle of Life to perhaps get Tech 2s on the board before I have my tech building. It can even give me something from Necro or Balance tech 2 without stopping my main plan for Future. (Oh, and CoL could get me the Tech 3 of my choice later if I decide to sacrifice a Tech 2.) EDIT: OK, now I’ve seen that CoL can only sacrifice and fetch Green units. It still might have some utility, but not as much as I was thinking.

Probably going to go make BC/LB my first tech as in the first game with this combination - but may try for double BC since apparently BC is much better as P1. I may also not build Tech 1 next turn if I need the money for something else, as that’s something else I have learned (that P1 doesn’t always have to) - not sure what that means in terms of teching 2xBC (to increase the chances of getting at least 1 on T4 when I can play them, but risking drawing both on T3 and being a bit stuffed), vs 1xBC and 1xLB (less chance of getting a playable BC on T3/T4, but avoiding the nightmare scenario of playing no teched cards at all on the next cycle).


Still with mono-Red

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Nautical Dog
Pillage
Mad Man
Bloodrage Ogre
Scorch


WORKERS
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Makeshift Rambaster
Charge
Bloodburn
Careless Musketeer
Bombaster


[/spoiler][/details]

[details=Discard][spoiler]
Pillage
Bloodrage Ogre
Mad Man


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nautical Dog - ($3)
Jaina - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Jaina (2/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts][spoiler]


Facing Future and Balance, I’ll likely need to play Fire Tech 2 again as it’s the only part of my deck with fliers. Would like to play a Tech lab to use Blood or Anarchy too, but suspect I’ll need to use the add-on slot for a Tower so my Tech 0/1 units trade up on defence. Opening with Jaina this time, as sparkshot will be useful if he goes for Garth/skeletons.

[/spoiler][/details]

P1T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Bone Collector


STARTING HAND
Forgotten Fighter
Plasmodium
Hardened Mox
Temporal Research
Nullcraft


WORKERS
Battle Suits
Temporal Research


NextHand

Bone Collector
Time Spiral
Neo Plexus
Plasmodium
Lich’s Bargain


Tech 2 card(s)
Get Paid + float - ($6)
remove a time rune from Fading Argonaut (now 2)
Worker - ($5)
Nullcraft, which kills Nautical Dog, you get 1 gold - ($3)
Garth, who makes a skeleton - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3+1A, Fading, 2 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth lvl 1 (1/3)
  • Nullcraft (1/1, flying, haste, can’t be buffed/debuffed)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So I’m going with “the plan” here in much the same vein as my first game with this deck, against Hobusu. It failed badly to his stealthy Ninjas, togeter with Setsuki swift strike - but should do OK against red because, apart from Anarchy Tech 2, that has trouble getting past a full patrol zone. That may be why he’s gone with Jaina, who is a weaker early-game hero than Drakk and probably also Zane, but those Fire spells could cause me a problem. I have skipped Tech 1 for now (hoping not to draw my BC on T3, but I see that wish failed!), but need to build it next turn. If I can produce a fair few skeletons, I plan to bring Midori out, after building either a HH or Tech 2.

There were 3 cards that I considered workering, but opted for TR because it’s never going to get me more than 2 cards, and often won’t be even that. Plasmodium is probably a worker soon, but I kept because a 4/4 with haste might be handy if I get a solid defensive wall built up (especailly if I can get a Tinkerer going behind there too). And FF is worth keeping around a little while because, even if expensive, it might help me create an opening for my Horrors to kill an important unit or hero hiding behind the lines.

I still don’t really know if this deck works or not, but I’m trying it again now as an experient - with a few modifications in how I’m playing it. petE is clearly a very good player, so if I don’t get blown away it will be a good sign!


P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Lobber
Burning Volley


STARTING HAND
Charge
Makeshift Rambaster
Bloodburn
Bombaster
Careless Musketeer


WORKERS
Scorch
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Burning Volley
Bloodrage Ogre
Makeshift Rambaster
Mad Man
Careless Musketeer


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($8)
Jaina to maxband - ($2)
Bombaster - ($0)
Jaina taps to kill Nullcraft

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bombaster (3/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7