STARTING HAND
Skeletal Archery
Pestering Haunt
Thieving Imp
Sacrifice the Weak
Deteriorate
WORKERS
Poisonblade Rogue
Skeletal Archery
NextHand
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vandy - ($4)
Deteriorate Building Inspector, you get 1 gold
Thieveing Imp, discard #2 - ($1)
Tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Jandra, the Negator (3/3A)
[I]Elite[/I]: Vandy lvl 1 (3/3)
[I]Scavenger[/I]:
[I]Technician[/I]: Thieving Imp (2/2)
[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: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
That early Lawful Search-induced reshuffle makes me think Codex Newb must’ve teched Boot Camp. Overall he seems to be going for a pretty aggressive plan, which Finesse could definitely fit into.
I could go for card advantage against that, by playing Thieveing Imp and teching a Vandy spell. Or I could go for some aggression of my own, by building a heroes’ hall and teching Lich’s Bargain…
But that wouldn’t work as long as Jandra is around. I’ll keep it in mind as an option for next turn.
By the way, @codexnewb, should your tech 1 really cost 2 gold? I was under the impression that neutral doesn’t count as multi-color for the 1st building cost penalty.
[quote] Tech
Your tech buildings allow you to make units, and also sometimes upgrades and buildings. As usual, your base itself lets you play tech 0 units, upgrades, and buildings. Your tech I building is very lenient in that it lets you play tech I units, upgrades, and buildings of any spec! The catch is that if your heroes are more than one color, the first tech building or add-on you build costs 1 extra gold.
(Neutral heroes from the starter set don’t count as being a color, so you won’t pay the extra gold with a team of red / red / neutral but you would with red / red / green.) [/quote]
Star Crossed Starlet
Reputable Newsman
Nimble Fencer
Manufactured Truth
Discard
Lawful Search
Arrest
Nimble Fencer
Spectral Aven
Tech 2 card(s)
Get Paid + float 1 gold + scav gold + discard #2 - ($8)
Worker - ($7)
Lawful Search, look at your hand and draw a card - ($6)
…Sum Sk
…StW
…Sk Jav
…Det
Arrest Jandra, disabled and sidelined (4)
Oni trades with Vandy
traffic director pings your base to 18
River (2)
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: River, lvl 1, (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Traffic Director (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 7
Thoughts
Interesting strategy. ill have to use reputable newsman to avoid whatever spell set he has given his next hero. probably garth with DG. i know he doesnt have anything to clear my hero anyways. again Lawful Search is the real mvp. it reshuffles my draw pile, keeps my cycle going well, and keeps good cards in my deck instead of my discard.
**after edits, i guess trading Oni was always the original strategy. I’ll bring out River instead since the mirrors are so susceptible to deteriorate. same strategy for next turn, flood with tech 1 units.
Can’t say I’m too bummed that Vandy’s dead, with Dark Pact still in my deck. But I’m not left with too many options this turn. The spells in my hand are useless, and skeletons are likely to get cleared by Discord now that River’s in play.
Guess that means I’m teching up, but to what? Necro is out, if I’m too scared to play skeletons. Disease has a bunch of efficient cards, but I think Demons might hold up better against a virtuoso onslaught and/or Peace machine.
Definitely going to play Vandy next turn and dig for those Voidblockers. In the meantime I’ll play Orpal as a blocker, since he’s a pain to deal with.
Hmm, should remember to watch out for Hallucination taking out my big guys…
Lawful Search
Arrest
Nimble Fencer
Spectral Aven
Star Crossed Starlet (3/2)
Manufactured Truth
Maestro
Grounded Guide
Tech 2 card(s)
Get Paid + float 2 - ($9)
skip worker
Nimble Fencer - ($7)
Star Crossed Starlet - ($5)
Reputable Newsman, no zero cost spells - ($3)
expensive manufactured truth RN into SCS - ($1)
copy SCS kills Theiving Imp
real SCS trades with Orpal, River to L3
River, Nimble Fencer, Traffic Director, kills your tech 1, your base to 16.
end of turn, Rep Newsman reverts to his former self with 2 damage.
Float ($1)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Traffic Director (1/1)
River, lvl 3, (2/4)
Nimble Fencer (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 0
Disc: 8
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
takinga huge risk here. i dont think he has tech 2’s already, maybe 1 at the most -unles if he intentionally skippe tech 1 all along, and ahs been loading up on tech 2’s. im betting on taking out his dark pacts and deteriorates, along with tech 1’s for a turn.
Sorry to be a drag… but I don’t think Newsman should be alive. While it’s a copy of SCS it’s a 3/2, so when it takes 2 damage from Imp, it should die right away. No chance to revert back.
STARTING HAND
Graveyard
Pestering Haunt
Dark Pact
Bone Collector
Voidblocker
Voidblocker (DP)
Deteriorate (DP)
WORKERS
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Bone Collector
NextHand
Dark Pact
Sacrifice the Weak
Voidblocker
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($8)
Rebuild tech 1
Vandy - ($6)
Dark Pact, my base to 14
Worker - ($5)
Voidblocker - ($2)
Pestering Haunt
Graveyard - ($0)
Jandra kills Nimble Fencer
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Voidblocker (2/6+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Vandy lvl 1 (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jandra, the Negator (3/1)
Pestering Haunt (1/1)
Graveyard (-/3)
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Big turn for Codex Newb, but I don’t feel too beaten up. He went way down on cards, and his board isn’t that strong. Most importantly, he’s behind on workers and tech, and I’m ready to turtle up.
In fact, I think I’m now officially stalling to tech 3 and Zarramonde. So I’m teching a Soul Stone to help my Voidblockers stick around (thank goodness River’s midband doesn’t work on them), and a Sickness to help mop up his guys.
I’m debating whether or not I should build a Graveyard, given that I don’t really want to keep Jandra around. I’ll Dark Pact first and then make up my mind.
…
Hmm, I could actually use Deteriorate to get rid of Jandra myself, to keep her from bothering me. But I probably don’t need to. Codex Newb’s Arrest is still in his discard and Discord doesn’t trigger her effect. And even if he somehow gets to her, it’ll only kill the Haunt. So yeah, I’ll build the Graveyard. It thins the deck, and I like the idea of replaying Voidblocker ad nauseam. If I can get a Soul Stone on him too, he’ll be an absolute frustrating nightmare!
Sacrifice the Weak
Dark Pact
Deteriorate
Soul Stone
Zarramonde, the Obliterator
Tech 2 card(s)
Get Paid - ($9)
Dark Pact, my base to 12
Worker - ($8)
Tech 3 - ($3)
Voidblocker - ($0)
Vandy kills Traffic Director
Pestering Haunt pings River and dies
Jandra trades with River, Vandy midbands and heals, you draw
Exhaust Graveyard to bring Haunt back
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Voidblocker (2/6+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Voidblocker (2/6)
[B]In Play:[/B]
Vandy lvl 3 (3/4)
Pestering Haunt (1/1)
Graveyard (-/3), holding Jandra
[B]Buildings:[/B]
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Thanks to Dark Pact, I can build a Tech 3 and tech Zarramonde right now, and have a pretty good chance of drawing it for my next hand. I have to go down to 12 base health, which is beginning to look scary, but I can also drop a 2nd Voidblocker and stop worrying about things like Arrest.
I would’ve liked to clear Codex Newb’s board. All I’d need is to ping Starlet for 1 damage with Haunt or Vandy’s sparkshot, and she would kill herself at upkeep. But I’d have to attack with Voidblocker, and I’d rather keep him in patrol.
Worst case scenario, he sidelines my patrollers somehow and I take 4 damage somewhere unpleasant, maybe killing Vandy. It won’t stop Zarramonde, though.
Sickness
Thieving Imp
Metamorphosis
Soul Stone
Zarramonde, the Obliterator
Tech 2 card(s)
Get Paid - ($10)
Skip worker
Zarramonde, destroys original Fencer on arrival, Illusion Fencer pops, you get 1 gold - ($0)
Haunt trades with Starlet, you draw
Voidblocker smacks Quince
Vandy finishes Quince, maxbands and heals, nothing to doom
Exhaust Graveyard to bring Haunt back
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Voidblocker (2/6+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Zarramonde, the Obliterator (11/11)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy lvl 5 (4/5)
Pestering Haunt (1/1)
Voidblocker (2/5)
Graveyard (-/3), holding Jandra
[B]Buildings:[/B]
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Too bad I can’t play another Zarramonde next turn…