CodexNewb [Anarchy]/Growth/Strength vs Marto [Necro]/Present/Balance

@Marto

GLHF!

"P1T1


StartingHand Workers

STARTING HAND
Pillage
Charge
Bombaster
Mad Man
Careless Musketeer


WORKERS
Pillage


NextHand

Makeshift Rambaster
Scorch
Bloodrage Ogre
Nautical Dog
Bloodburn


Discard

Careless Musketeer
Charge
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Mad Man - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Rook T1 so I can suicide Rook T3 and summon zane same turn. Need to watch out for 2x BC with MIdori midband. Charge will be helpful with some of the stronger units Strength can put out there. But Surprise Attack MOLAC is tempting as well.

"

Player 2, Turn 1

[details=Starting Hand]
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Sacrifice the Weak
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get 5 gold (5)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Play Skeleton Javelineer (4)
  • Summon Garth (2)
  • Create a Skeleton token (1)
  • Worker (0)

[details=Workers]
Jandra
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, Draw 1, rs, draw 3
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Skeletoken 2/1
  • :pspig: Scavenger: Javelineer 1/1
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • lvl 1 Garth 1/3

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Poisonblade Rogue
Jandra, the Negator
Graveyard
Skeletal Archery
Deteriorate
[/details]

[details=End of Turn Discard]
Pestering Haunt
Thieving Imp
Sacrifice the Weak
[/details]

[details=My Thoughts]
For now I’ll try to wall up and go for either Balance or Present II, depending on the situation on T3/4
[/details]

"P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Birds Nest


STARTING HAND
Nautical Dog
Bloodburn
Bloodrage Ogre
Scorch
Makeshift Rambaster


WORKERS
Pillage
Bloodburn


NextHand

Mad Man
Careless Musketeer
Makeshift Rambaster
Birds Nest
Bloodrage Ogre


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
Naughty Dog - ($1)
Rook kills Javeliner, you get 1 gold
Mad Man trades with Skeleton

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook, lvl 1, (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Teching Birds Nest to clear his skeletons, and GPT to get some board presence. Rook should be fine this turn.

"

Player 2, Turn 2

[details=Starting Hand]
Poisonblade Rogue
Jandra, the Negator
Graveyard
Skeletal Archery
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

  • Get 6 gold + scav (7)

[details=All Teched Cards]
2x Bone Collector[spoiler]

[/spoiler][/details]


###Main:

  • Build Tech I (5)
  • Build Tower (2)
  • Create a Skeleton token (1)
  • Deteriorate Nautical Dog (1)
  • Worker (0)

[details=Workers]
Summon Skeletons, Jandra
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, rs, draw 5
  • Float 0

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Garth 1/3+1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Graveyard
Bone Collector
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts]
Let’s play bulky, with Graveyard + BC, until I tech some Balance stuff and Now!
[/details]

"P1T3


Tech StartingHand Workers

TECH
Dinosize
Surprise Attack


STARTING HAND
Careless Musketeer
Birds Nest
Bloodrage Ogre
Mad Man
Makeshift Rambaster


WORKERS
Pillage
Bloodburn
W - Careless Musketeer


NextHand

Charge
Scorch
Bombaster
Gunpoint Taxman


Discard

Nautical Dog (1/1+A)
Mad Man
Makeshift Rambaster
Dinosize
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Birds Nest - ($4)
Bloodrage Ogre - ($2)
Heroe’s Hall - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook, lvl 1, (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)
  • :pschip: [I]Technician[/I]: Bird #1 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Birds Nest
  • Bird #2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So maxing Rook is a no go. Teching in another set of spell / unit for Zane in two turns. Next turn will be charged GPT. tech 2 after that (a turn late). Need to get at his tech 2 in the meantime.

"

Player 2, Turn 3

[details=Starting Hand]
Pestering Haunt
Skeleton Javelineer
Rogue
Graveyard
Bone Collector
[/details]

##Events of Turn:

###Upkeep:

  • Get 7 gold (7)

[details=All Teched Cards]
2x Bone Collector
Faerie Dragon + Wandering Mimic[spoiler]

[/spoiler][/details]


###Main:

  • Play Bone Collector (5)
  • Play Graveyard (3)
  • Create a Skeleton token (2)
  • Worker (1)

[details=Workers]
Summon Skeletons, Jandra, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, draw 4
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Tower: 4HP

####In Patrol:

  • :psblueshield: Squad Leader: Bone Collector 3/3+1
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletoken 1/1
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • lvl 1 Garth 1/3

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Bone Collector
[/details]

[details=End of Turn Discard]
Pestering Haunt
Skeleton Javelineer
Wandering Mimic
Faerie Dragon
[/details]

[details=My Thoughts]
Sticking to the plan. Birds will suffer from Tower, and need help to destroy the Graveyard. I go for Balance Tech II, ready for some Faerie Dragon shenanigans.
[/details]

i just noticed that you didnt actually worker a card at turn 2. you stayed at 6 workers from turn one to turn 2. does this change your turn at all? you did actually pay for the worker, but it definitely affects your draws if you didnt remove the card. let me know.

No change, I just forgot to implement my workers on T2 (and the typo persisted on T3) but I did collect 7 at the beginning of turn 3 and I actually played a worker on T2 (and T3), so it’s fine ! I corrected the error though. Thanks for pointing it out !

No worries. just checking.

"P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
MOLAC


STARTING HAND
Gunpoint Taxman
Scorch
Bombaster
Charge


WORKERS
Pillage
Bloodburn
W - Careless Musketeer
Scorch


NextHand

Surprise Attack
Mad Man
MOLAC
Bombaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
GunPoint Taxman - ($4)
Birds trade with Skeletons, you draw 1 and get 1 gold
tech 2 Growth - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rook, lvl 1, (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Birds Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Growth, should work well with Surprise attack. Looks like he didn’t tech 2, s need to press my slight advantage here. He’s definitely got a Midori midband coming soon So I’ll need to deal with it with a strong tech 2.

"

Player 2, Turn 4

[details=Starting Hand]
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Bone Collector
Deteriorate from techn
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 8 gold + float + scav (10)

[details=All Teched Cards]
2x Bone Collector
Faerie Dragon + Wandering Mimic
Now! + Faerie Dragon[spoiler]

[/spoiler][/details]


###Main:

  • Play Bone Collector (8)
  • Build Tech II: Balance (4)
  • Create a Skeleton token (3)
  • Sacrifice the Weak, the newly created token and Taxman die (1)
  • Bone Collector kills Rook, taking 2 damage back and creating a token. Bidr’s Nest vanishes and Garth gains 2 levels
  • Worker (0)

[details=Workers]
Summon Skeletons, Jandra, Poisonblade Rogue, Thieving Imp
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, rs, draw 4
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Tech II: 5HP
  • Tower: 4HP
  • Graveyard: 3HP

####In Patrol:

  • :psblueshield: Squad Leader: Bone Collector 3/3+1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • lvl 3 Garth 1/3, Bone Collector 3/1
  • Graveyard () 3hp

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Skeleton Javelineer
Wandering Mimic
Sacrifice the Weak
Now
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts][spoiler]
Seems all is fine. Birds and Rook are gone, so only a Tower could prevent a feathered BC wreckage on next turn; and if this happens, I might have enough skeletons to draw into Now!, hasten Faerie Dragon who’d blow up the Tower anyway.

After draw: that is, if I draw a Faerie Dragon in the first place ><.
[/spoiler][/details]

"P1T5


Tech StartingHand Workers

TECH
Adra’s Boulder
Chaos Mirror


STARTING HAND
Bombaster
MOLAC
Surprise Attack
Mad Man
Charge


WORKERS
Pillage
Bloodburn
W - Careless Musketeer
Scorch
W - Bombaster


NextHand

Nautical Dog (1/1+A)
Blooming Ancient
Makeshift Rambaster
Bloodrage Ogre
Dinosize


Discard

Gunpoint Taxman
Birds Nest
Charge
MOLAC
Surprise Attack
Adra’s Boulder
Chaos Mirror


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Arg (wisp) - ($5)
Mad Man - ($4)

Float ($4)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Mad Man (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Arg (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Growth)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
Thoughts

MOLAC is out given Garth and Potentn Basilisk. I totally forgot about StW. I think this game is over. BC is too strong of a presence, while putting up a good wall. Starting Rook was a big mistake. Not offensive enough.

"

Player 2, Turn 5

[details=Starting Hand]
Skeleton Javelineer
Wandering Mimic
Sacrifice the Weak
Now
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 9 gold + float (9)

[details=All Teched Cards]
2x Bone Collector
Faerie Dragon + Wandering Mimic
Now! + Faerie Dragon
Nether Drain + Temporal Distorsion[spoiler]

[/spoiler][/details]


###Main:

  • Summon Geiger (7)
    - Wounded Bone Collector trades with Madman, and creates a token
  • Tap Graveyard to resurrect Bone Collector (5)
  • Cast Now! on it (4)
  • Play Wandering Mimic, who gets hasted as well (0)
  • Active token kills Wisp
  • BC #1 kills Arg and creates a token. Garth ups to lvl 5
  • BC #2 and Garth destroy your tech II. BC creates a token
  • Wandering Mimic destroys your Great Hall

[details=Workers]
Summon Skeletons, Jandra, Poisonblade Rogue, Thieving Imp
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, draw 4
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Tech II: 5HP
  • Tower: 4HP
  • Graveyard: 3HP

####In Patrol:

  • :psblueshield: Squad Leader: Skeletoken 1/1+1
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletoken 1/1
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • lvl 5 Garth 2/4, lvl 1 Geiger 2/3, Wandering Mimic 4/4 Bone Collector 3/2, Bone Collector 3/3, Skeletoken 1/1
  • Graveyard () 3hp

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Pestering Haunt
Faerie Dragon
Skeletal Archery
Deteriorate
[/details]

[details=End of Turn Discard]
Now
Skeleton Javelineer
Sacrifice the Weak
Nether Drain
Temporal Distorsion
[/details]

[details=My Thoughts]
Graveyard + haste + Mimic always do the trick. Soon I’ll maxband Garth, and nether drain into maxband Geiger… I fail to see anything codexnewb could do to stop me.
[/details]

GG. Rook Bird’s was a bad choice… Im down to run it back. First turn to you.

Player 1, Turn 1

[details=Starting Hand]
Pestering Haunt
Jandra, the Negator
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get 4 gold (4)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Play Pestering Haunt (4)
  • Summon Garth (2)
  • Create a Skeleton token (1)
  • Worker (0)

[details=Workers]
Jandra
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4, Draw 5
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP

####In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Garth 1/3
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • Haunt 1/1

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Deteriorate
Graveyard
[/details]

[details=End of Turn Discard]
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
[/details]

[details=My Thoughts]
Solid opening, with possibly jav + token + tech I going for BC, or Imp + token going for LB, as Anarchy-Growth-Strength has no anti-token device, save from Tower (Tower itself being an issue, to tell the truth)
[/details]

"P2T1


StartingHand Workers

STARTING HAND
Mad Man
Bloodburn
Bloodrage Ogre
Careless Musketeer
Charge


WORKERS
W - Careless Musketeer


NextHand

Makeshift Rambaster
Scorch
Nautical Dog
Pillage
Bombaster


Discard

Charge
Bloodburn
Mad Man


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Argagarg (wisp) - ($2)
Bloodrage Orge - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Orge (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

try and tech 2 T3 into strength.

"

Player 1, Turn 2

[details=Starting Hand]
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Deteriorate
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get 5 gold (5)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Play Skeleton Javelineer (4)
  • build Tech I (2)
  • Create a Skeleton token (1)
  • Worker (0)
  • Pestering Haunt kills your Wisp

[details=Workers]
Jandra, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, rs , Draw 5
  • Float 0

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletoken 1/1
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • Haunt 1/1, lvl 1 Garth 1/3, Javelineer 1/1

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Graveyard
Bone Collector
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts]
I’m not sure whether LB on T3 may be decisive or not; I have no way to get rid of a tower. BCs ought to be more reliable.
[/details]

"P2T2


Tech StartingHand Workers

TECH
Giant Panda
PolyMorph Squirrel


STARTING HAND
Makeshift Rambaster
Nautical Dog
Scorch
Pillage
Bombaster


WORKERS
W - Careless Musketeer
Scorch


NextHand

Bombaster
Giant Panda
Mad Man
PolyMorph Squirrel


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
Makeshift Rambaster - ($1)
MSR kills scavenger skeleton
Argagarg kills Technician Skeleton
Bloodrage Orge Kills Garth, lvls to arg, arg heals
Naughty Dawg - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg (1/4)
  • Bloodrage Orge (3/1)
  • Makshift Rambaster (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Giant Panda’s to help mitigate STW / Det. Early tech 2, Jefferson DeGrey, Doubling Barbarian

Giant Panda / Poly Squirrel
Giant Panda / Jefferson DeGrey
Doubling Barbarian / Doubling Barbarian

"

For some reason I considered you had no haste, while you’re playing Red starter. :smiley:

Player 1, Turn 3

[details=Starting Hand]
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Graveyard
Bone Collector
Deteriorate from Techn
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 6 gold + scav (7)

[details=All Teched Cards]
2x Bone Collector
Lich’s Bargain + Nether Drain
[/details]


###Main:

  • Play Bone Collector (5)
  • build Graveyard (3)
  • Worker (2)
  • Pestering Haunt trades with Dog and goes to Graveyard
  • Javelineer uses its javelin to kill Ogre from some distance

[details=Workers]
Jandra, Poisonblade Rogue, Thieving Imp
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, draw 2, rs , Draw 3
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Graveyard: 3HP

####In Patrol:

  • :psblueshield: Squad Leader: Bone Collector 3/3+1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Javelineer 1/1 (no javelin)
  • Graveyard (Haunt)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 7

[details=End of Turn Hand]
Summon Skeletons
Bone Collector
Skeletal Archery
Sacrifice the Weak
Deteriorate
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts][spoiler]
Teching Nether Drain against Arg means I must have a killing opportunity to cast it, but if I find one, that’s much value out of it (4 levels). Lich’s Bargain starts to be needed due to my patrolling. Eventually it didn’t cost me that much, as I traded 3 gold and no cards (Garth, 2 skeletons, haunt with 1 scav and 1 techn, plus haunt being buried) to 0 gold and 2 cards (Ogre and Dog with 2 free levels and scav), but still it was a poor play.

After draw: not drawing Nether Drain is fine but I’d really have appreciated Lich’s Bargain ! Let’s hope I’ll make it 'til turn 5.
[/spoiler][/details]

"P2T3


Tech StartingHand Workers

TECH
Doubleing Barbarian
Doubleing Barbarian


STARTING HAND
Giant Panda
PolyMorph Squirrel
Mad Man
Bombaster


WORKERS
W - Careless Musketeer
Scorch
W - Bombaster


NextHand

Bloodburn
Pillage
Doubleing Barbarian
Charge


Tech 2 card(s)
Get Paid+Scavenger - ($8)
Worker - ($7)
Tech 2 strength - ($3)
Giant Panda (wisp) - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg (1/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makshift Rambaster (1/1)
  • Giant Panda (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Early tech 2, i definitely have the board presence to protect it. now can i draw my tech 2 units…that is the question.

"