Casual: Stokes vs Hobusu

No worries! I’ve been pretty bad about that lately too.

Also, ow.

Player 2 Turn 5


Tech, Starting Hand and Workers

TECH

Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


STARTING HAND

Speed of the Fox
Morningstar Flagbearer
Sparring Partner
Grappling Hook
Snapback


WORKERS

Fox Primus
Safe Attacking
Aged Sensei
Fox Viper
Grappling Hook


Next Hand

Colossus
Sensei’s Advice
Smoker
Savior Monk


Discard

Whitestar Grappler
Speed of the Fox
Morningstar Flagbearer
Snapback
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Build Tech III - ($7)
Recruit Setsuki - ($5)
Setsuki casts Speed of the Fox, giving herself +1 ATK, haste, readiness, and armor piercing this turn - ($3)
Setsuki kills Javelineer and takes 1 damage
Recruit Sparring Partner - ($2)
Summon Rook - ($0)

Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Setsuki Hiruki Lv. 1 (1/2) (Costs 1 to attack)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]Ow.

The good thing is that both of our boards are in shambles, so it’s not like he can stop me from getting to Tech III. Sure, I can’t actually play units from it yet, but who cares? It’s not like there was that much else to spend the money on, and now I won’t have to worry about paying for it later. Oathkeeper makes Grappling Hook redundant, so I workered it instead of Flagbearer – maybe next time I can make Doom Grasp unappealing with it?[/spoiler][/details]

I was nervously sitting on those two Doom Grasps last turn. I was SURE you’d find a way to kill Garth.

P1T6


Tech StartingHand Workers

TECH

Cursed Crow
Cursed Crow


STARTING HAND

Sacrifice the Weak
Gorgon
Deteriorate
Gorgon


WORKERS

Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Deteriorate


NextHand

Doom Grasp
Plague Lab
Thieving Imp


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Gorgon#1 - ($4)
Play Gorgon#2 - ($1)
Tap graveyard to get Skeleton Javelineer - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Gorgon#1 (2/4+A) (Deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1) (rune)
  • :pschip: [I]Technician[/I]: Gorgon#2 (2/4) (Deathtouch)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (HP:1 [Plague Spitter, Bone Collector])
  • Garth Lv.3 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

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

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts
Summary

Alright, his tech III is up, and two turns before mine. Now we see if the economy sacrifices for board control earlier pay off. I think I have enough ways to get -1/-1 runes on his Oathbreaker to get an eventual kill. We’ll see. I’m going down on cards, but the two Gorgons I’m playing will be a huge threat to him. I’m teching Crows so that I have a way around (or above) his Tech III when it hits the board.

Sorry for the wait; today’s been busy. Also, the only reason I couldn’t kill Garth was that you had more than one patroller and I didn’t have Grappling Hook in hand…

Player 2 Turn 6


Starting Hand and Workers

STARTING HAND

Savior Monk
Colossus
Sensei’s Advice
Smoker


WORKERS

Fox Primus
Safe Attacking
Aged Sensei
Fox Viper
Grappling Hook


Next Hand

Jefferson DeGrey
Snapback
Savior Monk
Oathkeeper of Kor Mountain


Tech 0 card(s)
Get Paid - ($10)
Recruit Colossus - ($4)
Level Setsuki to Lv. 4, healing her - ($1)
Sparring Partner spars with Rook, giving him a +1/+1 rune

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Garus Rook Lv. 1 (3+1/5) (+1/+1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Colossus (6/7) (Unstoppable when attacking a base)
  • :target: [I]Lookout[/I]: Smoker (1/1) (Returns to hand if targetted, resist 1)
    [B]In Play:[/B]
  • Setsuki Hiruki Lv. 4 (2/3) (Costs 1 to attack, swift strike when attacking)
  • Sparring Partner (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

It’s quite possible I’ve already lost, but I’m going what I can to keep him from breaking my Tech III. If I can play an Oathkeeper, I should be in the clear…

No worries about the wait, it’s never a rush! :slight_smile:

P1T7


Tech StartingHand Workers

[spoiler]TECH
Death Rites
Cursed Ghoul


STARTING HAND
Thieving Imp
Plague Lab
Doom Grasp


CARDS DRAWN DURING TURN
Sickness
Cursed Crow


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Deteriorate
Thieving Imp[/spoiler]


NextHand

Skeletal Archery
Cursed Crow
Doom Grasp
Sacrifice the Weak
Doom Grasp


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Build Plague lab (places a -1,-1 token an all your units. Smoker dies instead of going to hand since it is not a target ability) - ($5)
Gorgon#1 trades with Rook (I draw 1, Garth levels to 5, Gorgon goes to Graveyard)
Tap graveyard to revive Gorgon#1 - ($2)
Gorgon#2 trades with Colossus (I draw 1)
Skeleton Javelineer attacks Setsuki with his rune, paying 1, ($1)
Garth pays 1 to kill Setsuki (Garth levels to max, heals, and summons Cursed Ghoul from the discard, who puts a -1/-1 on Sparring Partner, killing him - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Gorgon (2/4+A) (Deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Cursed Ghoul (4/5)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (HP:1 [Plague Spitter, Bone Collector, Gorgon])
  • Garth Lv.7 (3/4)
  • Skeleton Javelineer (1/1) (no rune)
  • Plague Lab (HP: 4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

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

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

I am able to wipe his board and keep multiple units in the field, so I think this might be the end for him. Hard fought! Disease Tech II was the right choice, since I would not have anything to deal with Rook + Colossus if I had gone a different route.

"

I edited my turn/post slightly once I realized Plague Lab does not put runes on heroes. The outcome is mostly the same though (one less skeleton to play :frowning: )

1 Like

Player 2 Turn 7


Starting Hand and Workers

STARTING HAND

Jefferson DeGrey
Snapback
Savior Monk
Oathkeeper of Kor Mountain
Whitestar Grappler


WORKERS

Fox Primus
Safe Attacking
Aged Sensei
Fox Viper
Grappling Hook


Next Hand

Jefferson DeGrey
Savior Monk
Snapback


Discard

Colossus
Smoker
Sparring Partner


Tech 0 card(s)
Get Paid + float - ($11)
Recruit Whitestar Grappler - ($8)
Recruit Oathkeeper - ($1)
I promise to skip my draw/discard phase

Float ($1)
Skipping Discard/Draw phase


[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]: Oathkeeper of Kor Mountain (7/8) (Swift strike, resist 3)
    [B]In Play:[/B]
  • Whitestar Grappler (3/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5

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

  • Hand: 3
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Here’s hoping I picked the right oath to take… My reasoning is that this one helps more if I have turns to take after this one, whereas the other is better if I expect Oathkeeper to get killed. Since killing Oathkeeper would probably destroy my chances of winning anyway, let’s go with this one.

P1T8


StartingHand Workers

STARTING HAND

Sacrifice the Weak
Cursed Crow
Skeletal Archery
Doom Grasp
Doom Grasp


WORKERS

Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Deteriorate
Thieving Imp


NextHand

Cursed Crow
Skeletal Archery
Doom Grasp
Sickness
Death Rites


Tech 0 card(s)
Get Paid - ($10)
Tap Graveyard to summon Bone Collector - ($8)
Garth summons a skeleton - ($7)
Garth casts Doom Grasp on Grappler, sacrificing skeleton - ($3)
Garth casts Sacrifice the Weak, burying Javelineer in the graveyard and killing your Oathkeeper (ignores resist costs) - ($1)
Garth, Gorgon and Cursed Ghoul attack your base for 9

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (HP:1 [Plague Spitter, Gorgon, Skeleton Javelineer])
  • Plague Lab (HP: 4)
  • Garth Lv.7 (3/4)
  • Gorgon (2/4) (Deathtouch)
  • Cursed Ghoul (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Black spells OP. Thinking back, I see now that Graveyard has been quietly adding a lot of value to my deck by thinning it. I’ve consistently had 2-3 units buried, which means I am 2-3 cards more likely to draw my important spells.

Yeah, that’s game over. Good game!

2 Likes

GG. That was a great game. It was pretty close there for a while.

Graveyard was definitely the MVP card that game. By keeping my Tech I and 0s buried, it thinned my deck enough to keep re-drawing Garth’s spells. Special mention to Javelineer Skeleton, who featured in every single one of my turns except the last one and who got two Javelin kills!

I was worried on your turn 4 when you were floating 4 gold. I figured a monster turn was coming next with a bunch of Setsuki spells, but alas, Garth lived, and I think that gave me just the edge I needed.

2 Likes

In hindsight, I really should have gone with either Discipline or Ninjutsu. Discipline would have given me Mind-Parry Monk to completely remove the threat of Doom Grasp, and Ninjutsu had Glorious Ninja to just say no to Gorgons. The Graveyard was especially annoying with 1 HP on it… I could have done so much better if I could have just done 1 more damage to it! :angry: :laughing:

Rematch? Let’s just switch who goes first if you’re up for another round.

Yeah. If you look back on thoughts, I teched Disease specifically to deal with Strength units. Gorgons were the only thing that could make those trades work.

You can go first this time. Ill stick with black. I’ve got a full weekend ahead so I might be slower replying then.

1 Like

Player 1 Turn 1


Starting Hand and Workers

STARTING HAND

Fox Viper
Fox Primus
Grappling Hook
Smoker
Sensei’s Advice


WORKERS

Fox Viper


Next Hand

Safe Attacking
Savior Monk
Snapback
Aged Sensei
Morningstar Flagbearer


Discard

Fox Primus
Grappling Hook
Sensei’s Advice


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

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave Stormborne Lv. 1 (2/3) (Sparkshot)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Smoker (1/1)
    [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
Thoughts

Grave and a 1-drop is good as P1 for early aggression. Not much more to say, honestly… Have to see how he reacts first.

P2T1


Tech StartingHand Workers

TECH

Bone Collector
Plague Spitter


STARTING HAND

Deteriorate
Pestering Haunt
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp


WORKERS

Poisonblade Rogue


NextHand

Skeleton Javelineer
Skeletal Archery
Graveyard
Jandra, the Negator
Summon Skeletons


Discard

Sacrifice the Weak
Pestering Haunt
Deteriorate
Bone Collector
Plague Spitter


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Thieving Imp (Random discard roll: #1) - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :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: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Thieving imp steals all the things! He will be wary of Doom Grasp spam after last game, so I may have to change up my strategy this time.

Let’s try something different!

Player 1 Turn 2


Tech, Starting Hand and Workers

TECH

Martial Mastery
Bird’s Nest


STARTING HAND

Safe Attacking
Aged Sensei
Snapback
Savior Monk
Morningstar Flagbearer


WORKERS

Fox Viper
Morningstar Flagbearer


Next Hand

Smoker
Martial Mastery
Savior Monk
Snapback
Aged Sensei


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker and Grave kill Imp, Smoker dies and Grave takes 2 damage
Level Grave to Lv. 3, healing him - ($2)
Build Heroes’ Hall - ($0)

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


[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]
  • Grave Stormborne Lv. 1 (3/4) (Sparkshot, readiness)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

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

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

This is probably a terrible idea, but I’m going with it! It negates the effects of Thieving Imp on my cycling, and if my draw from Martial Mastery lines up, I’ll have two heroes and a Bird’s Nest next turn.

P2T2


Tech StartingHand Workers

[spoiler]TECH
Carrion Curse
Sickness


STARTING HAND
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Graveyard
Skeleton Javelineer


WORKERS
Poisonblade Rogue
Skeleton Javelineer

----------[/spoiler]

NextHand

Pestering Haunt
Sacrifice the Weak
Summon Skeletons
Graveyard
Bone Collector


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($5)
Summon Jandra - ($2)
Summon Vandy - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator (3/3+A - Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Vandy (2/3 - Sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Heroes’ hall. Interesting. I guess I should expect lots of heroes and spells then. Orpal and Disease spells seem pretty good as a counter. I was already thinking about going Necromancy, and with Wight, I think that’s looking even better. I think I’m going to put Vandy out with Jandra as a blocker. I don’t really care if she gets killed. Blackhand Resurrectors will bring her back!

Player 1 Turn 3


Tech, Starting Hand and Workers

TECH

Sparring Partner
Young Lightning Dragon


STARTING HAND

Smoker
Martial Mastery
Aged Sensei
Snapback
Savior Monk


WORKERS

Fox Viper
Morningstar Flagbearer
Smoker


Next Hand

Safe Attacking
Sensei’s Advice
Grappling Hook
Bird’s Nest
Fox Primus


Discard

Aged Sensei
Snapback
Martial Mastery
Sparring Partner
Young Lightning Dragon


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Recruit Savior Monk - ($2)
Summon Rook - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+a) (Healing 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave Stormborne Lv. 3 (3/4) (Sparkshot, readiness)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garus Rook Lv. 1 (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

All I needed for that turn to go smoothly was Grappling Hook… As it is, I’m on the defensive now. Next turn I’ll be able to play Bird’s Nest, but we’ll see if that’s safe.

Edited: I mixed up the hero names!

P2T3


Tech StartingHand Workers

[spoiler]TECH
Necromancer
Wight


STARTING HAND
Graveyard
Bone Collector
Pestering Haunt
Sacrifice the Weak
Summon Skeletons


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Pestering Haunt[/spoiler]


NextHand

Carrion Curse
Deteriorate
Sickness
Thieving Imp
Plague Spitter


Discard

Graveyard
Summon Skeletons
Sacrifice the Weak
Necromancer
Wight


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Level Vandy to 3 - ($4)
Vandy kills Savior Monk, taking 2 damage back
Vandy maxes level, heals, and places a +2/+2 on Jaundra - ($2)
Jaundra kills Grave, with one overpower damage on to Rook. You gain 1 gold.
Summon Bone Collector - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jandra, the Negator (5/1 - Overpower, Doomed)
  • Vandy Lv. 5: (4/5 - Sparkshot, Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Hmm. I can kill his Monk and Grave this turn with Vandy’s maxband. And I can get a blocker out too. Seems pretty good.

1 Like

Ow… I haven’t played against Black that much, so I forgot about Vandy’s maxband. I knew that turn would be rough, but that was really bad.

Still, there’s a consequence of using it that you either didn’t consider or didn’t think was too important…

Player 1 Turn 4


Tech, Starting Hand and Workers

TECH

Mind-Parry Monk
Young Lightning Dragon


STARTING HAND

Fox Primus
Bird’s Nest
Sensei’s Advice
Safe Attacking
Grappling Hook


WORKERS

Fox Viper
Morningstar Flagbearer
Smoker
Fox Primus


Next Hand

Martial Mastery
Sensei’s Advice
Savior Monk
Grappling Hook
Sparring Partner


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Discipline Tech II - ($2)
Rook casts Bird’s Nest, summoning Cucco and Pipi - ($0)
End of turn; at the start of your turn Jandra dies and takes Bone Collector down with her

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Pipi (1/1) (Flying)
  • :pschip: [I]Technician[/I]: Garus Rook Lv. 1 (2/3)
  • :target: [I]Lookout[/I]: Cucco (1/1) (Flying, resist 1)
    [B]In Play:[/B]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I didn’t have much else to do besides cast Bird’s Nest. Anything else would have prevented going to Tech II, and that’s dangerous with the current situation. Then again, since I didn’t draw any Tech II units in my new hand, this could just be game over already…

Haha, well, I did think of that… Jandra’s effect only occurs if she dies from combat damage. Dying from an end of turn effect or non-combat ability affect does not trigger it. So Bone Collector is still alive. Jandra + Vandy is a pretty nasty early game combo.

I’ll wait till you comment before posting, just in case you want to redo any parts of your turn.

Honestly, I didn’t have very good options that turn. The alternative would be blocking with Fox Primus, but then I don’t have the gold to build Tech II, and I need that to not die horrifically at this point. With that in mind, go ahead and take your turn. If it ends up being anywhere near as bad as I’m expecting, I’ll probably just surrender after seeing it. I went for something crazy, and due in part to bad hands I got punished hard for it…