Casual Witspur MonoPurple vs Codexnewb MonoWhite

"P1T6


Tech StartingHand Workers

TECH
Gorgon
Zarramonde, the Obliterator


STARTING HAND
Plague Lab
Deteriorate
Sacrifice the Weak
Plague Lord
Bone Collector


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Plague Lab


NextHand

Summon Skeletons
Plague Lab
Bone Collector
Gargoyle


Discard

Sacrifice the Weak
Jandra, the Negator
Thieving Imp
Deteriorate
Plague Lord
Gorgon
Zarramonde, the Obliterator


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech Draw
Bone Collector - ($6)
Sac the Weak - ($4)
Scribe and Bone Collector are done in by Sac Spell
Maxband Vandy - ($0)
Vandy takes out Drak with extreme prejudice
Rebuild the infrastructure

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L5 (4/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
    "
1 Like

you dont have to play BC before sacrifice the weak. you can play STW first, scrifice nothing on your part, max vandy, doom nothing on your part, then summon BC to wall up at the end. ill assume you have a BC in SQL. go ahead and confirm if you want to change your turn at all.

"P2T6


Tech StartingHand Workers

TECH
pirate gang commander
pirate gang commander


STARTING HAND
Scribe
crashbarrow
Kidnapping
Nautical Dog (1/1)


WORKERS
Scorch
Bombaster
Pillage
Careless Musketeer
nauticla dog (new)


NextHand

Makeshift Rambaster
pirate gang commander
bloodrage ogre
scribe


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
tech 3 - ($3)
tap bloodburn, hit your base to 17, at 2 runes
crashbarrow, kills bone collector (per my comment), overpower 2 to kill vandy, levels fizzle. bloodburn at 4 runes - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
    "

woops, paid for worker, but didnt move it over, allow me to edit.

okay, all fixed.

Since you carried out your turn Iā€™ll go with the BC in the SL position. Thx for letting me know that about STW.

When I summoned it and then pulled it from the board I didnā€™t add it back in to my discard pile. Iā€™m just going to manually add it. The BC, that is.

Iā€™m thinking of summoning a Gargoyle but am wary of your kidnapping. What are the rules concerning the kidnapping of a Gargoyle? You would get it and then pay $1 and it could fly for you? Whoā€™s upkeep determines when it loses ATK and Patrol, yours since you paid the flight tax?

Iā€™d still like to know the details concerning the Gargoyle and kidnapping, Iā€™ll see if I canā€™t locate the rules on that somewhere, but I decided to go with the Summon Skellies spell instead. I figure paying a $4 fee to take control of a 1/1 unit might not be in your best interest. Or it might, Iā€™ll soon find out.

"P1T7


Tech StartingHand Workers

TECH
Plague Lord
Zarramonde, the Obliterator


STARTING HAND
Bone Collector
Plague Lab
Summon Skeletons
Gargoyle


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Plague Lab


NextHand

Plague Lab
Gargoyle
Bone Collector
Deteriorate
Cursed Crow


Tech 2 card(s)
Get Paid - ($10)
No Worker
Tech 3 - ($5)
Tech Lab (Demonology) - ($4)
Summon Skellies - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skelly #1 (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skelly #2 (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
    "

if i kidnapped gargoyle and paid to activate itā€™s ability, it would keep it until MY next upkeep. its reads ā€˜yourā€™ meaning the player controlling it at the time.

"P2T7


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Nautical Dog (1/1)
Kidnapping
insurance agent
insurance agent
scribe
Bloodrage Ogre (3/2)
pirate gang commander


WORKERS
Scorch
Bombaster
Pillage
Careless Musketeer
Nautical Dog (1/1)


NextHand

pirate gang commander
insurance agent
Scribe (2/3+A)
War Drums
crashbarrow


Discard

Makeshift Rambaster
scribe
Bloodrage Ogre (3/2)


Tech 0 card(s)
Get Paid - ($10)
pirate gang commander - ($4)
tap bloodburn, your base to 16
Bigby - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Pirate (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Pirate (2/2)
  • :pschip: Technician: Pirate (2/2)
  • :target: Lookout:

In Play:

  • Bloodburn (2)
  • PGC (6/6)
  • Bigby, lvl 1, (2/3)
  • Grave, lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
    "

Okay. So you could do some damage with it, but then Iā€™d get to use it without paying the fee. Understood.

Iā€™ve done all I can do to stem the tide of your units (get it? Tide. Water. Pirates.) Ahem, anywayā€¦ This may do it. I had a chance, though. My Tech 3 was up and I had 4 Tech 3 units that couldā€™ve shown up in my hand. But the draw was not in my favor.

Iā€™ll post this and then run it back a turn. I could have Summoned Garth, taken him to Midband, and then Sac a Skelly to draw a card. Probably wouldnā€™t have made any difference though.

P1T8


StartingHand Workers

STARTING HAND
Cursed Crow
Gargoyle
Bone Collector
Plague Lab
Deteriorate


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Plague Lab


NextHand

Gargoyle
Zarramonde, the Obliterator
Gorgon
Thieving Imp
Jandra, the Negator


Discard

Deteriorate
Bone Collector
Gargoyle
Cursed Crow


Tech 0 card(s)
Get Paid + float - ($11)
No Worker
Plague Lab- You're units are down with the sickness. - ($8)
Maxband Orpal - ($1)
Deteriorate Scavenger Pirate - ($0)
Per Orpal's Max Level Ability, I'll allocate the 2 -1/-1 Runes to the other 2 Pirates.
Tech Pirate dies immediately. SL Pirate should perish as soon as he leaves the SL position.
My Base takes 3 DMG due to Pirates' misfortune. Base to 13.
Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L6 (2/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skelly #1 (1/1)
  • :pschip: Technician: Skelly #2 (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

the sql pirate dies immediately since he has no health. armor doesnt matter for that since those runes ignore armor.

Wow I actually pulled the Plague Lord.

If Iā€™d had him to begin with I could have spent Garthā€™s $5 on the Plague Lab and something else. Deteriorate for the commander, another hero, or something.
"P1T7


StartingHand Workers

STARTING HAND
Bone Collector
Plague Lab
Summon Skeletons
Gargoyle


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Plague Lab


NextHand

Gargoyle
Bone Collector
Cursed Crow
Plague Lord
Deteriorate
Plague Lab


Tech 0 card(s)
Get Paid - ($10)
No Worker
Tech 3 - ($5)
Tech Lab (Demonology) - ($4)
Summon Skellies - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plague Lord (4/7+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skelly #1 (1/1)
  • :pschip: Technician: Garth L4 (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Demonology)

Economy Info:
Cards:

  • Hand: 6
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
    "

sorry, which turn am i playing off of?

Oh, the first for sure.

Second one was just a what if. With your commander standing and free tech 2 blood units. Iā€™m toast.

The best possible result would have been to draw Zarramonde. It would have taken $10 to summon him, but the Pirate Leader wouldā€™ve been dead. I could have pressed on for a little longer.
I think your use of Kidnapping at just the right time swung the whole game in your favor. Iā€™ll have to go back and make sure, but when that happened the air went out of my sails. (Get it? Sails). I think I was in a pretty good position right up to that point.

GG Man!

"P2T8


StartingHand Workers

STARTING HAND
War Drums
crashbarrow
Drak, lvl 6, (3/4)
Scribe (2/3+A)
pirate gang commander
insurance agent
mad man, (1/1)


WORKERS
Scorch
Bombaster
Pillage
Careless Musketeer
Nautical Dog (1/1)


NextHand

Kidnapping
Charge
Kidnapping
insurance agent


Discard

Makeshift Rambaster
scribe
Bloodrage Ogre (3/2)
crashbarrow
mad man, (1/1)
Scribe (2/3+A)
War Drums


Tech 0 card(s)
Get Paid - ($10)
scav gold, tech draw - ($11)
tap bloodburn, your base to 12
pirate gang commander #2 - ($5)
crashbarrow for free
insurnace agent, rune to crashbarrow - ($4)
crashbarrow trades with orpal, i collect 3 gold and a card insurance, your base to 11 - ($7)
PGC #1 hits your base to 5
bigby kills scav skeleton
summon mad man, trades with tech skeleton, your base to 4
max grave - ($1)
grave hits your base for lethal.

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Pirate (2/2+A)
  • :psfist: Elite: Pirate (3/2)
  • :ps_: Scavenger: Pirate (2/2)
  • :pschip: Technician: Insurance Agent (2/2)
  • :target: Lookout: PGC #2 (6/6)

In Play:

  • Bloodburn (4)
  • PGC #1 (6/6)
  • Bigby, lvl 1, (2/2)
  • Grave, lvl 7, (4/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
    "