[CAWS18] witspur [Disease]/Blood/Anarchy vs. codexnewb [Necro]/Anarchy/Growth/

@codexnewb

Hey man, HF/GL

"P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Skeleton Javelineer
Thieving Imp
Graveyard
Summon Skeletons


WORKERS
Skeletal Archery


NextHand

Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Deteriorate
Poisonblade Rogue


Discard

Skeleton Javelineer
Graveyard
Summon Skeletons


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp- you discard - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+A)
  • :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: 0
  • Workers: 5
    "

P2T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Summon Skeletons
Graveyard


WORKERS
Summon Skeletons


NextHand

Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Jandra, the Negator


Discard

Thieving Imp
Poisonblade Rogue
Graveyard


Tech 0 card(s)
Get Paid - ($5)
discard #5 per random number generator
Worker - ($4)
Garth - ($2)
skeleton - ($1)
pestering haunt

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+A)
  • :psfist: Elite: Garth, lvl 1, (2/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

going down on cards early…if bring out garth, he would need to skip tech 1 to kill him. even then, ill patrol elite to ensure it's a good trade. i think ill drop haunt to ward off any zane hitting my skeleton.

long game, BA's are good against disease, and solid against blood. especially if I board flood. big risk is an early kdinapping from him. we'll see what hero he drops first. if he stays back to turtle, all the more easy for me.

im thinking a tech 2 rush here, staying low on cards. probably mid garth to get some board presence, but still maintain hand. next turn is tech up, mid garth, skeleton, maybe deteriorate.

"P1T2


Tech StartingHand Workers

TECH
Sickness
Crypt Crawler


STARTING HAND
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt


WORKERS
Skeletal Archery
Pestering Haunt


NextHand

Jandra, the Negator
Sacrifice the Weak
Crypt Crawler
Sickness
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Orpal L1 (1/3) - ($2)
Tech 1 - ($0)
Deteriorate SL
Thieving Imp (2/2) kills SL

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L1 (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Thieving Imp (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

Just now remembered the Haunt lurking in the shadows. I would’ve Deteriorated him instead, and then hit with the Imp. What a misplay.

@zhavier

Doesn’t the SL just die from deteriorate anyways? What’s the course of action here?

1 Like

Yea, Witspur seems to have mistargeted the deteriorate in his post. The point of armor does not keep the skeleton SQL alive against deteriorate, and deteriorate is also not necessary for the imp to kill the skeleton so changing it to kill the haunt is reasonable.

To sum up, the turn as stated isnt a legal turn, so witspur has changed it to a legal turn, and will redraw the next hand. The imp has 1 point of damage.

@codexnewb, carry on.

Sounds good. assuming haunt is gone, imp at 1hp.

P2T2


Tech StartingHand Workers

TECH
BC
BC


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


WORKERS
Summon Skeletons
Jandra, the Negator


NextHand

Deteriorate
Pestering Haunt (1/1)
Skeleton Javelineer
Poisonblade Rogue
BC


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($4)
make a skeleton - ($3)
mid garth - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: SK (1/1+A)
  • :psfist: Elite: Garth, lvl 4, (3/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

was not expecing that. just tech in BC's since kidnapping is not a threat. lets see, id rather catch up my cycle. hopefully he'll just patrol imp and i can get at it next turn. he'll have to give orpal levels to get at Sk hopefully. otherwise go down on cards. rushing tech 2 for sure - or at least threatening it.

Understood and apologies for the confusion. Haunt is dead and Imp is at 1. My turn 3 will be incoming.

This is my revised turn 2 including the redraw of cards.

"P1T2


Tech StartingHand Workers

TECH
Sickness
Crypt Crawler


STARTING HAND
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt


WORKERS
Skeletal Archery
Pestering Haunt


NextHand

Crypt Crawler
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer
Deteriorate


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Orpal L1 (1/3) - ($2)
Tech 1 - ($0)
Deteriorate Haunt
Thieving Imp (2/2) kills SL and takes 1 DMG

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L1 (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Thieving Imp (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

"P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Detonate


STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Poisonblade Rogue
Crypt Crawler
Deteriorate


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue


NextHand

Summon Skeletons
Jandra, the Negator
Graveyard
Sickness


Discard

Deteriorate
Thieving Imp
Skeleton Javelineer
Sacrifice the Weak
Crash Bomber
Detonate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Deteriorate Skeleton
Crypt Crawler - ($3)
Thieving Imp (2/1) suicides on Garth
Midband Orpal - ($0)
Orpal kills Garth and heals with the Maxband

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crypt Crawler (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L6 (2/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Cnewb has a strong set of heroes. Garth making skeletons and having Lich’s Bargain at his disposal is worrisome. Arg has three nice stripes, and I’m well aware of Zane’s antics. I’ll probably be seeing a heavy dose of tokens leading up to a Blooming Ancient/Leaf and Claw payoff. For the Tech 1’s, Bone Collector seems the obvious choice. Disease is likely the answer to tokens. I’m teching Detonate in case he goes with a Blooming Elm. I can always use it as a worker if needed. Speaking of, I sent the Rogue to work instead of the Jav. I prefer having a $1 unit available for blocking and STW.

"

"P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Netherdrain


STARTING HAND
Deteriorate
BC
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt (1/1)


WORKERS
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue


NextHand

BC
Thieving Imp
Skeletal Archery
Sacrifice the Weak
Graveyard


Discard

BC
Skeleton Javelineer
Deteriorate
Blooming Ancient
Netherdrain


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
arg, wisp - ($4)
tech 2 growth - ($0)
pestering haunt

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: wisp (0/1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

as risky as it is to tech up, he can board wipe me either way depending on if he has STW. better to tech up and get going with stronger units. arg will help protect the tech 2. teching ancient and netherdrain

"

"P1T4


Tech StartingHand Workers

TECH
Cursed Crow
Cursed Ghoul


STARTING HAND
Sickness
Jandra, the Negator
Summon Skeletons
Graveyard


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Graveyard


NextHand

Detonate
Deteriorate
Cursed Crow
Thieving Imp


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sickness on Haunt and Arg - ($4)
Crypt Crawler kills Arg
Orpal L6 (2/5) kills Wisp- you draw
Tech 2 Disease - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Orpal L6 (2/5)
  • Crypt Crawler (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
    "

lol, JUST happened to check in on this right now. orpal maxband would just kill the wisp. it’s not optional. where do you want orpal to attack?

1 Like

ill assume he hits tech 2.

"P2T4


Tech StartingHand Workers

TECH
Artisan Mantis
Liches Bargain


STARTING HAND
BC
Skeletal Archery
Thieving Imp
Graveyard
Sacrifice the Weak
Blooming Ancient
Netherdrain


WORKERS
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery


NextHand

Pestering Haunt (1/1)
Skeleton Javelineer
Deteriorate
BC
Blooming Ancient


Discard

Netherdrain
BC
W - Graveyard
Sacrifice the Weak
Artisan Mantis
Liches Bargain


Tech 2 card(s)
Get Paid - ($8)
reshuffle, tech draw, (THEN tech 2 cards)
Worker - ($7)
Garth - ($5)
Netherdrain Orpal to lvl 4, Garth to lvl 3 - ($4)
theiving imp, you discard #1 of 4 - ($1)
mid garth - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Garth, lvl 4, (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

lets see, since i drew the netherdrain, i need some value from it. use that to prevent DaD, then put garth behind Impin tech. force him to go at Garth is he wants to prevent maxband. next turn, BA, Arg, haunt, etc…

teching Mantis and LB.

"

P1T5


Tech StartingHand Workers

TECH
Plague Lord
Cursed Crow


STARTING HAND
Cursed Crow
Thieving Imp
Deteriorate
Detonate
Jandra, the Negator


WORKERS
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Graveyard
Jandra, the Negator


NextHand

Summon Skeletons
Sickness
Skeleton Javelineer
Sacrifice the Weak


Discard

Detonate
Plague Lord
Cursed Crow
Deteriorate
Thieving Imp
Cursed Crow


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
I Discard card #1
Summon Zane Maxband - ($0)
Zane shoves Imp to Elite and kills Garth taking 2 DMG. We both draw. (My 2 Tech cards were chosen before draw.)
Orpal Deteriorate Imp for the kill
Crypt Crawler (3/3) breaks your Tech 2

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L4 (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane L6 (4/2)
  • Crypt Crawler (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Was just able to break his Tech 2 this turn. I could have hit the Tech 1 for 2 DMG using Orpal, but I think it's more important to block. I'd like to have Zane available for the next turn and Orpal blocking is the about the only way that's going to happen. Next turn I'm shooting for my Tech 3 and maybe a Tech Lab.

Orpal should be max

"P2T5


Tech StartingHand Workers

TECH
Blooming Ancient
Liches Bargain


STARTING HAND
Deteriorate
Blooming Ancient
Pestering Haunt (1/1)
BC
Skeleton Javelineer
Liches Bargain


WORKERS
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Deteriorate


NextHand

BC
Artisan Mantis
Netherdrain
W - Graveyard
Sacrifice the Weak


Discard

Thieving Imp
Blooming Ancient
Pestering Haunt (1/1)
Liches Bargain
Blooming Ancient
Liches Bargain


Tech 2 card(s)
Get Paid - ($9)
rebuild tech 2, base to 18
reshuffle, tech draw (then tech 2 cards)
worker - ($8)
arg, wisp - ($6)
tower - ($3)
bone collector - ($1)
sk jav - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: BC (3/3)
  • :target: Lookout: Sk Jav (1/1)

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

teching second ancient and bargain. the horros should come in handy. not looking good though.

"

I thought Netherdrain kept him from leveling. Must be in effect only during your turn, and not mine as well.

No changes required, carry on.

shouldn’t orpal get maxband from garth’s death?