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[CAWS20] Round5: Bomber678 [Finesse]/Anarchy/Strength vs FrozenStorm [Demonology/Necromancy]/Finesse

@FrozenStorm
Me and you could rule this city spider-man… OR WE CAN JUST FIGHT TO THE DEATH!


Turn 1

Hand: Granfalloon Flagbearer, Timely Messenger, Older Brother, Wither, Spark
Workers: Spark

Techs

  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Timely Messenger ($2)
  4. Summon Garus Rook ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger: Timely Messenger (1/1)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    Garus Rook (2/4)
  • Base: 20
  • Other:

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Fruit Ninja, Helpful Turtle, Bloom, Tenderfoot, Brick Thief

Discard

Older Brother, Wither, Granfalloon Flagbearer

Think

Unfortunate that I didn’t get fruit ninja in my first hand. Now it’s at risk of being discarded… and then I can’t worker it!
Also I guess I didn’t get tenderfoot but whatever

2 Likes

Doc your aim is worse than your haircut! :wink:

GL HF @Bomber678!

CAWS20 Round5: Player 2, Turn 1

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Pestering Haunt

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Vandy (3)
  • Skeleton Javelineer (2)
  • Pestering Haunt
  • Worker (1)
Workers

Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Vandy (2/3 lvl 1)

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Thieving Imp
Graveyard
Sacrifice the Weak
Poisonblade Rogue

End of Turn Discard
My Thoughts

Neutral starter has Spark, Wither, and Bloom to be concerned about a little, but really only Wither gets a Vandy kill, and there’d have to be 2g to mid rook also to be safe from Jav + Haunt. So that’s a solid play into Det + Imp + graveyard +t1 next turn. Should be all around solid start. What to worker though? I think actually Summon Skele is the worker, I’m not going to play for token spam into Discord. I’ll hold archery for birds I spose but that probs gets workered as well. Jandra could be useful if we lean Demon t2, which could be good.

I think Bomber’s play is probably Birds + Two-Step into Gunships or StrT2? That’s probably how I’d play that deck. So I think the counter is to Discord and pressure River so that can’t channel.

Ah man I bottom’d Det? that sucks but I spose we’ll work with it


GOOD ENOUGH FOR YOUR SITTING DUCK FRIENDS!


Turn 2

Hand: Fruit Ninja, Helpful Turtle, Bloom, Tenderfoot, Brick Thief
Workers: Spark, Fruit Ninja

Techs

Turn 2: Bird’s Nest, Bird’s Nest


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Summon Tenderfoot ($3)
  5. Summon Helpful Turtle ($1)
  6. Rook kills Javelineer
  7. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Tenderfoot (1/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Timely Messenger (1/1)
    :pschip:Technician: Helpful Turtle (1/2)
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    Garus Rook (2/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Older Brother, Bloom, Granfalloon Flagbearer, Bird’s Nest

Discard

Think

This was a very tricky turn. The good news is, I workered fruit ninja. This bodes well.
The bad news is I know he has deteriorate (because he absolutely would’ve played it turn 1 if he’d had it) and if he has stw, then rook is just not safe if I build tech 1. So I have to delay my tech 1 so I don’t Just Lose, and I’ll make sure I get bird’s nest out for harrying.
I went through several variations on patrol here. This one is weak to stw, but I think anything I do is, but it’s not super weak to deteriorate, so maybe that’s ok. At least he has to spend the gold.

You’re not insured for this!

CAWS20 Round5: Player 2, Turn 2

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Thieving Imp
Graveyard
Sacrifice the Weak
Poisonblade Rogue

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dark Pact, Nimble Fencer


Main:

  • Sacrifice the Weak, SQL dies (5)
  • Vandy doubles off Turtle and Messenger, you get 1g and draw 1
  • Haunt hits your base to 19
  • Thieving Imp, discard #2 of 5 (2)
  • Tech1 (1)
  • Worker (0)
Workers

Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Thieving Imp (2/2)

In Play:

  • Pestering Haunt (1/1)
  • Vandy (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Skeletal Archery
Jandra, the Negator

End of Turn Discard
My Thoughts

Lot of stuff out, I can get rid of all of it easy though, think that’s worth, then Imp and play to tech up. If Bomber went Vines or wants to walk past Imp so be it, I will play against Rook max that’s not super scary with Garth on my side.


You guys are having too much fun :wink: GL to you both!

2 Likes

You’ve short-circuited my plans long enough!


Turn 3

Hand: Granfalloon Flagbearer, Bird’s Nest, Older Brother, Bird’s Nest
Discard: Bloom
Workers: Spark, Fruit Ninja, Bird’s Nest

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake


  1. Technician draw
  2. Discard
  3. Get paid (+$6, $8)
  4. Hire a worker ($7)
  5. Cast Bird’s Nest ($5)
  6. Midband Rook ($1)
  7. Rook kills Vandy, gains 2 levels
  8. Maxband Rook ($0)
  9. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Bird (1/1)
    :target:Lookout: Bird (1/1)

  • Buildings:
  • Units/Heroes:
    Garus Rook lvl 8 (4/6)
  • Base: 19
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0

Hand

Wither, Brick Thief, Earthquake, Helpful Turtle

Discard

Think

This game got real weird real fast. I mean, I was expecting the board clear and the imp but like… I can just kill vandy and maxband Rook.
The big question, of course, is did he tech dark pact to regain hand size, or lich’s bargain in expectation of me murdering vandy? Either is possible. Could be both even, but that’s less likely. Still, if he does either, earthquake is made yet more effective. Let’s try and lay some heavy base damage down.

Don’t give up your day job :-1: :+1: Say cheese! :camera_flash:

CAWS20 Round5: Player 2, Turn 3

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Deteriorate
Skeletal Archery
Jandra, the Negator

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Garth (5)
  • Haunt hits your base to 18
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Skeletal Archery, Poisonblade Rogue, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nimble Fencer
Dark Pact
Sacrifice the Weak
Graveyard

End of Turn Discard
My Thoughts

Yeah there it is, okay then let’s see if he tries to kill Garth or went for the YOLO on earthquake reshuffle. I don’t think it’s worth the card to Deteriorate here


You’re taking a dive now!


Turn 4

Hand: Wither, Brick Thief, Earthquake, Helpful Turtle
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Birds ping your Tech 1 and 2
  5. Cast Earthquake, destroy your Tech buildings, your base takes 4 ($1)
  6. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook lvl 8 (4/6+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    Bird (1/1)
    Bird (1/1)
  • Base: 18
  • Other:
    Bird’s Nest

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 4
  • Deck: 2
  • Discard: 4

Hand

Earthquake, Older Brother, Tenderfoot, Bloom

Discard

Brick Thief, Wither, Nimble Fencer, Surprise Attack

Think

Tricky turn here. I could’ve opted to play brick thief and left his base on 11 instead of 16, but I would’ve had to skip worker. It’s a strong position to be in, but I feel my position gets weaker. I dunno, it’s hard to say what’s correct.
Hey Frozen, tell me after the game what you would have done.

1 Like

Gah, hit the coin flip, bad luck brian

CAWS20 Round5: Player 2, Turn 4

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Dark Pact
Nimble Fencer
Sacrifice The Weak
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nether Drain, Discord
Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Graveyard (6)
  • Imp slaps Rook, dies, goes to graveyard
  • Sacrifice the weak, big bird dies (4)
  • Pestering Haunt hits your base to 17
  • Make a Skeleton (3)
  • Hero’s Hall (1)
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: DOWN FINESSE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Graveyard(3hp, holding Thieving Imp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Nether Drain
Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

Bad Luck Bomber hit the EQ, probably another one coming… I’ll tech a discord, I want HH over Tower, and I will need a Nether Drain useable in the next cycle so tech the other. Hopefully we can line it up with a kill, but if it just ends up stalling so be it


Might be time to build a tech 1…


Turn 5

Hand: Earthquake, Older Brother, Tenderfoot, Bloom
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle, Older Brother

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack
Turn 5: Nimble Fencer, Maestro


  1. Tech 2 cards
  2. Get paid (+$8, $9)
  3. Bird
  4. Build Tech 1 ($7)
  5. Hire a worker ($6)
  6. Summon Tenderfoot ($5)
  7. Bird pings your Tech 1
  8. Cast Earthquake, destroy your Tech 1, your base takes 6 ($0)
  9. Discard 1, draw 2, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Tenderfoot (1/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Bird (1/1)
    :pschip:Technician: Garus Rook (4/5+A)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Bird (1/1)
  • Base: 17
  • Other:
    Bird’s Nest

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 3
  • Deck: 7
  • Discard: 0

Hand

Granfalloon Flagbearer, Timely Messenger, Bloom

Discard

Think

This turn was a little more clearcut, though there was still the choice of tech 1 vs heroes hall vs playing no units or worker. Ultimately I think I need to keep making workers here, and rook is a nice wall. Thinking I’ll go into finesse, since I can force base damage through that way if I have to, but ideally I’d like to play earthquake once more before rook gets nether drained and dies.

CAWS20 Round5: Player 2, Turn 5

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Skeleton Javelineer
Nether Drain
Dark Pact
Deteriorate
Nether Drain + StW (DP, great draw)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Star-Crossed Starlet
Nether Drain, Discord
Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Vandy (7)
  • Dark Pact, base to 8 draw 2
  • Make a skeleton (6)
  • Sacrifice the Weak, Tenderfoot and fresh skele die (4)
  • Nether Drain Rook, levels to Garth (3)
  • Nether Drain Rook again, levels to Vandy (2)
  • Garth, skeleton, and Haunt kill Rook, Garth midbands and heals, you draw 1, no more bird’s nest
  • Deteriorate backline Bird
  • Replay Haunt from the graveyard
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 5
  • Tech2 HP: DOWN FINESSE
  • Hero’s Hall HP: 3

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Vandy (3/4 lvl 3)

In Play:

  • Pestering Haunt (1/1)
  • Garth (2/4 lvl 5)
  • Graveyard(2hp, holding Thieving Imp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Skeletal Archery
Nimble Fencer
Discord

End of Turn Discard
My Thoughts

So what I draw here will shape how I go about this. If I whiff hard it wouldn’t be the worst idea to wait to kill Rook til next turn, play Imp and be patient. If I hit StW or the other Nether Drain though, I think I take the kill. Starlet and Fencer are obv dead draws, Archery not super helpful but I probably play it and Jav and make another skele, Discord… I don’t think I suicide Garth to play it, so also kinda dead. Teching the other T1 Finesse, I am going to need all the Graveyard fodder I can get

Miracle draw, okay I blow it all up. Let’s hope no Bloom for that stinker bird so I can keep my graveyard


I just realised I somehow didn’t end up with a card in my cycle from turn 4, so I’ve corrected that and put it back in my cycle. My card counts should be right again.


Turn 6

Hand: Granfalloon Flagbearer, Timely Messenger, Bloom, Nimble Fencer
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle, Bloom, Granfalloon Flagbearer

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack
Turn 5: Nimble Fencer, Maestro
Turn 6: Discord, Surprise Attack


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Build a Heroes’ Hall ($7)
  5. Summon Captain Zeno Zane ($5)
  6. Summon Nimble Fencer ($3)
  7. Summon Timely Messenger ($2)
  8. Zane suicides on Vandy, Garth maxbands and whiffs
  9. Summon River Montoya ($0)
  10. Fencer trades with Vandy, River midbands
  11. Bird and Messenger break Graveyard
  12. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger: River Montoya (2/4)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
    Bird (1/1)
    Timely Messenger (1/1)
  • Base: 17
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 3
  • Discard: 7

Hand

Nimble Fencer, Earthquake, Earthquake, Surprise Attack

Discard

Discord, Surprise Attack, Tenderfoot, Nimble Fencer, Granfalloon Flagbearer, Bloom, Bird’s Nest

Think

Another turn with many possibilities. I wish I’d drawn sharks, because I could’ve put his base on 1 health. As it is, I’ll force garth to whiff and kill off vandy. It puts me behind on tech, and doesn’t get me closer to base race, but it should slow him down.
Bad redraw here. Was really hoping to keep one of those spells in the deck for turn 8.

No sweat, it happens. I’m in big trouble here now…

CAWS20 Round5: Player 2, Turn 6

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Skeletal Archery
Nimble Fencer
Discord
Starlet (skele draw)

Events of Turn:


Upkeep:

  • Get Gold (8+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Doom Grasp x2
Nimble Fencer, Star-Crossed Starlet
Nether Drain, Discord
Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • River (8)
  • Discord, bird and Messenger die (6)
  • Nimble Fencer (4)
  • Make a skeleton, sacrifice to draw (3)
  • Star-Crossed Starlet (1)
  • Garth and Haunt kill River, my River midbands
  • Starlet and Fencer break your tech1, your base to 15
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 3

In Patrol:

  • :psblueshield: Squad Leader: River (2/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (3/2 lvl 7)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Thieving Imp
Star-Crossed Starlet
Doom Grasp

End of Turn Discard
My Thoughts

Omg Timely Messenger AND fencer, woof, not good. As much as I need a win condition, at this point it’ll just have to be through largely confusion and T1 Finesse, I need Doom Grasp to help burn through Rook max that’s incoming I think. Blademaster rush would be an option but I just can’t risk Earthquake to death and Maestro or GG aren’t going to be enough. Without the Graveyard I’m in really bad shape


“I’m in trouble.” clears my board
Also I’m assuming you rebuilt your tech 2, right?


Turn 7

Hand: Nimble Fencer, Earthquake, Earthquake, Surprise Attack
Workers: Spark, Fruit Ninja, Bird’s Nest, Helpful Turtle, Bloom, Granfalloon Flagbearer, Earthquake

Techs

Turn 2: Bird’s Nest, Bird’s Nest
Turn 3: Earthquake, Earthquake
Turn 4: Nimble Fencer, Surprise Attack
Turn 5: Nimble Fencer, Maestro
Turn 6: Discord, Surprise Attack
Turn 7: Star-Crossed Starlet, Grounded Guide


  1. Tech 2 cards
  2. Get paid (+$9, $10)
  3. Rebuild Tech 1 ($10)
  4. Hire a worker ($9)
  5. Summon Garus Rook ($7)
  6. Maxband Rook ($0)
  7. Discard 3, draw 3, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Garus Rook lvl 8 (4/6+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 15
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 11
  • Discard: 0

Hand

Wither, Maestro, Brick Thief, Tenderfoot, Earthquake

Discard

Think

Well, everything has gone wrong. My draws have not been kind, he still pulled the cards he needs, and I don’t even have sharks on the redraw. It’s a problem!
The only upside is if by some MIRACLE Rook survives, I win the game. But I find it very unlikely Rook will survive.

Yes, apologies for not noting that

CAWS20 Round5: Player 2, Turn 7

P2 Nightmare vs P1 Finesse/Anarchy/Strength

Starting Hand

Thieving Imp
Star-Crossed Starlet
Doom Grasp

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Starlet gets dramatic, now a 4/1
  • Tech 2 cards in (except turn 1)
All Teched Cards

Maestro, Grounded Guide
Doom Grasp x2
Nimble Fencer, Star-Crossed Starlet
Nether Drain, Discord
Nether Drain, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Vandy (7)
  • Star-Crossed Starlet (5)
  • Make a skeleton, sacrifice it for Doom Grasp, bumps down Rook to one life (he keeps armor I think?) (0)
  • Starlets kill Rook, Vandy midbands
  • Garth and Fencer break your tech1 again, your base to 13
  • River hits your base to 11
Workers

Jandra, the Negator, Poisonblade Rogue, Summon Skeletons

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 8
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Hero’s Hall HP: 3

In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (3/2 lvl 7)
  • River (2/4 lvl 3)
  • Nimble Fencer (2/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeletal Archery
Skeleton Javelineer
Discord

End of Turn Discard
My Thoughts

War of attrition here, I just have to hope Bomber’s plan wasn’t including Sharks (or at least that he isn’t holding them)


By the rules yeah, Rook keeps armor.

  1. Doom Grasp attempts to kill Rook (no damage inflicted)
  2. Rook gets a token instead of dying
  3. Because Rook never actually died, he doesn’t leave his slot in the patrol zone and because no damage was inflicted, the armor is still around
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Yeah I was 99% sure that was the mechanics of it

So Starlets need one more dmg to kill Rook?

Negative, one of the starlets is a 4/1 (having spent a turn through upkeep taking 1 damage and being dramatic) and the other is a fresh, drama-free 3/2, making for the 7 total damage needed

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I see forgot about that part.