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]
[I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Sparring Partner (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Setsuki Hiruki Lv. 1 (1/2) (Costs 1 to attack)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
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]
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]
[I]Squad Leader[/I]:
[I]Elite[/I]: Garus Rook Lv. 1 (3+1/5) (+1/+1)
[I]Scavenger[/I]:
[I]Technician[/I]: Colossus (6/7) (Unstoppable when attacking a base)
[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]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
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…
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]
[I]Squad Leader[/I]: Gorgon (2/4+A) (Deathtouch)
[I]Elite[/I]:
[I]Scavenger[/I]: Cursed Ghoul (4/5)
[I]Technician[/I]:
[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]
Base HP: 20
Tech I HP: 5
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 )
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Oathkeeper of Kor Mountain (7/8) (Swift strike, resist 3)
[B]In Play:[/B]
Whitestar Grappler (3/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
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.
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
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.
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.
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!
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.
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.
[I]Squad Leader[/I]: Jandra, the Negator (3/3+A - Overpower)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Vandy (2/3 - Sparkshot)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
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!
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.
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)
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
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…