GLHF!
@FrozenStorm
"P1T1
StartingHand Workers
STARTING HAND
Skeletal Archery
Sacrifice the Weak
Pestering Haunt
Summon Skeletons
Jandra, the Negator
WORKERS
Skeletal Archery
NextHand
Thieving Imp
Graveyard
Skeleton Javelineer
Deteriorate
Poisonblade Rogue
Discard
Summon Skeletons
Jandra, the Negator
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
pestering haunt
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Cal, lvl 1, (2/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
going Cal to have some aggression. looking for gg 6, worker 5, tech 1 3, theivingt imp 0 next turn.
maybe hero’s hall and jav instead of imp. depends on what he lays down here.
"
GL HF!
Game 1, Player 2, Turn 1
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Sacrifice the Weak
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Graveyard
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Jandra, the Negator (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Jandra, the Negator (3/3)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Deteriorate
Summon Skeletons
Skeleton Javelineer
Thieving Imp
End of Turn Discard
Graveyard
Skeletal Archery
Sacrifice the Weak
My Thoughts
Cala makes it tough to play this matchup as P2, can’t mass skeles right from the jump. But we have some options with Jandra and Growth, so let’s go with that and see how it plays.
"P1T2
Tech StartingHand Workers
TECH
centaur
centaur
STARTING HAND
Graveyard
Thieving Imp
Deteriorate
Poisonblade Rogue
Skeleton Javelineer
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Sacrifice the Weak
Jandra, the Negator
centaur
Deteriorate
Thieving Imp
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($3)
sk jav - ($2)
mid cal - ($0)
cal kills jandra
haunt hits your base to 19
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
- Pestering Haunt
- Cal, lvl 3, (3/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
hmm, id rather drop sk jav and mid cal then use det in order to have a good T3/4 cycle. teching double centaur for OP on skeletons or wisps
"
Game 1, Player 2, Turn 2
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Pestering Haunt
Deteriorate
Summon Skeletons
Skeleton Javelineer
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (6+1float+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Hooded Executioner, Gunpoint Taxman
Main:
- Arg (6)
- Pestering Haunt
- Tower (2)
- Worker (1)
- Tech 1 (0)
Workers
Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Arg (1/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Sacrifice the Weak
Hooded Executioner
Summon Skeletons
Thieving Imp
End of Turn Discard
My Thoughts
Well, I can give him cards to take a swipe at Cala. I’m guessing the tech was BC x2. I suppose I could lay a blocking hero instead, since no levels can be gained…
I think I like blocker + tower, especially Arg who will level off a suicide. Plus I get the free wisp
…
Hmm, well I got Hoodie, can always do that + tech up if nothing else looks good…
"P1T3
Tech StartingHand Workers
TECH
ferocity
kidnapping
STARTING HAND
Jandra, the Negator
Thieving Imp
Sacrifice the Weak
centaur
Deteriorate
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
NextHand
Pestering Haunt (1/1)
Summon Skeletons
centaur
Graveyard
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
centaur - ($2)
my haunt trades with yours
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Centaur (3/4+A)
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
that was a surprise. okay, well, id rather not trade or max cal right now. teching ferocity and kidnapping so i have options next turn. building the hero’s hall instead of running cal in there for no reason.
on second thought, no hero’s hall. id rather have teh gold for next turn to threaten tech 2. i can just trade Cal into him if i need to.
"
Game 1, Player 2, Turn 3
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Deteriorate
Sacrifice the Weak
Hooded Executioner
Summon Skeletons
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Steam Tank, Lich’s Bargain
Hooded Executioner, Gunpoint Taxman
Main:
- Hooded Executioner (5)
- Worker (4)
- Tech 2 Anarchy (0)
Workers
Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 4 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Hooded Executioner (3/3+1armor)
-
Elite:
-
Scavenger: Arg (1/3 lvl 1)
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Gunpoint Taxman
Jandra, the Negator
Skeletal Archery
Graveyard
Thieving Imp
End of Turn Discard
My Thoughts
I kinda like Anarchy rush for this board state, so let’s go with that.
"P1T4
Tech StartingHand Workers
TECH
crashbarrow
crashbarrow
STARTING HAND
Summon Skeletons
Graveyard
centaur
Sacrifice the Weak
Pestering Haunt (1/1)
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
kidnapping
ferocity
Deteriorate
crashbarrow
Thieving Imp
Tech 2 card(s)
Get Paid + float - ($9)
tech draw
Worker - ($8)
centaur #2 - ($5)
tech 2 blood - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Centaur (3/4+A)
-
Elite:
-
Scavenger: Centaur (3/4)
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
gosh, i really could have used either kidnapping or ferocity. lol.
okay. here’s hoping cal survives one more turn. that’s where ill get value from her. goal is to not let him get up to tech 3. hopefully he doesnt have doubel steamtank right now.
"
Game 1, Player 2, Turn 4
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Deteriorate
Sacrifice the Weak
Hooded Executioner
Summon Skeletons
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Surprise Attack
Steam Tank, Lich’s Bargain
Hooded Executioner, Gunpoint Taxman
Main:
- Graveyard (6)
-
Thieving Imp, discard # 2 of 5 (3)
- Gunpoint Taxman (1)
- Worker (0)
Workers
Skeletal Archery, Summon Skeletons, Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Hooded Executioner (3/3+1armor)
-
Elite: Arg (1+1/3 lvl 1)
-
Scavenger: Thieving Imp (2/2)
-
Technician: Wisp (0/1)
-
Lookout: Gunpoint Taxman (3/3)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Sacrifice the Weak
Pestering Haunt
Steam Tank
End of Turn Discard
My Thoughts
Hm, that’s getting pretty scary… I think a Graveyard + Imp combo is a good move here, try to remove as much crashbarrow threat as possible, and make him choose between tech 2 and continuing to get pinged on cards. Grabbing a Surprise Attack and a Nether Drain.
"P1T5
Tech StartingHand Workers
TECH
rampaging elephant
rampaging elephant
STARTING HAND
ferocity
Deteriorate
kidnapping
Thieving Imp
crashbarrow
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Sacrifice the Weak
Graveyard
Pestering Haunt (1/1)
crashbarrow
Discard
ferocity
kidnapping
crashbarrow
Thieving Imp
Deteriorate
rampaging elephant
rampaging elephant
Tech 2 card(s)
Get Paid + float - ($9)
damn imp, discard #2 of 5
drak - ($7)
kidnapping on Hooded Executioner - ($3)
crashbarrow - ($0)
HE trades with GPT
Centaur #1 kills wisp, takes 1 from tower, overpower to kill Imp
Crashbarrow kills Arg, overpower 3 to break graveyard Cal to maxband and heals
Cal and Centaur #2 break tech 2, takes 1 each, your base to 18
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1+A)
-
Elite:
-
Scavenger:
-
Technician: Drak, lvl 1, (1/3+A)
-
Lookout:
In Play:
- Cal, lvl 5, (4/4)
- Centaur #1 (3/3)
- Centaur #2 (3/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Thoughts
hmmm, okay, this is the swing turn. need to break tech 2 and graveyard. ill leave sk jav alive to patrol just in case. also help the cycle.
teching elephants for the hasted drak win.
"
Game 1, Player 2, Turn 5
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Deteriorate
Sacrifice the Weak
Hooded Executioner
Summon Skeletons
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Lich’s Bargain
Nether Drain, Surprise Attack
Steam Tank, Lich’s Bargain
Hooded Executioner, Gunpoint Taxman
Main:
- Garth (8)
-
Deteriorate Javelineer (7)
-
Sacrifice the Weak, a Centaur dies (5)
- Worker (4)
Workers
Pestering Haunt, Skeletal Archery, Summon Skeletons, Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 17
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Garth (1/3+1armor lvl 1)
-
Elite: Skeleton (1+1/1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Lich’s Bargain
Surprise Attack
Steam Tank
End of Turn Discard
My Thoughts
Well it’s either Zane or Garth, neither of them can make great plays with what’s in hand (seriously, bottom decked the LB…) Kidnapping certainly keeps this interesting… Grabbing another Surprise Attack and LB, those are the best hopes of climbing back. Perhaps Growth would have been a better choice…
"P1T6
Tech StartingHand Workers
TECH
LB
LB
STARTING HAND
Graveyard
Pestering Haunt (1/1)
Sacrifice the Weak
crashbarrow
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
LB
ferocity
rampaging elephant
kidnapping
Tech 2 card(s)
Get Paid - ($8)
mid drak - ($5)
centaur frenzy kills garth, takes 2, drak maxbands
graveyard - ($3)
crashbarrow, kills skeleton, OP to break tech 2, your base to 15
tech lab feral - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Cal, lvl 5, (4/4+A)
-
Elite: Drak, lvl 6, (4/4)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Graveyard: 3HP (Crashbarrow)
- Centaur #2 (3/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech Lab HP: 4
Economy Info:
Cards:
Gold:
Thoughts
alright, sinec im 2 short of lethal (wish i had some sort of tech 0 besides haunt), taking out the tech 2 is an easy decision. however, should i break the tech 1, the tower, or patrol my hero’s? im thinking patrol because with graveyard down, ive got multiple threats anyways. i dont think he can break my patrol, and the graveyard, and the tech 2. if he does, ill tech in LB as a backup anyways to keep pressure up.
…now that’s what i call a diverse hand. lot of different options.
"
I think you need to pay for that crashbarrow
Is it safe to assume you don’t float and don’t tech lab to correct that?
Assuming I have correctly identified how you would resolve your missed payment, below is my turn. If it is not, I will adjust this accordingly
Game 1, Player 2, Turn 6
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Lich’s Bargain
Surprise Attack
Steam Tank
Events of Turn:
Upkeep:
- Get Gold (10+4float)
- No techs for now
All Teched Cards
Surprise Attack, Lich’s Bargain
Nether Drain, Surprise Attack
Steam Tank, Lich’s Bargain
Hooded Executioner, Gunpoint Taxman
Main:
-
Zane + maxband, shove Cala to lookout (7)
-
Surprise Attack, sharks swimmin’ (2)
- Zane suicides into Drakk, levels fizzle
- Arg (0)
- Shark kills Cala, Arg to level 3
- Shark destroys the graveyard
Workers
Pestering Haunt, Skeletal Archery, Summon Skeletons, Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Arg (1/4+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Surprise Attack
Nether Drain
Jandra, the Negator
Sacrifice the Weak
End of Turn Discard
My Thoughts
Okay, at least I can slow him down here. Luckily, he is in a much deeper deck now and I can get both heroes + graveyard? That’s worth holding out hope that this can improve. I’ll want to keep Arg in front JIC there is the other Barrow, if no Barrow I’m in luck
sorry for the late reply. yeah, ill get rid of the float and tech lab
1 Like
Good deal, my turn is un-spoilered above now!
"P1T7
Tech StartingHand Workers
TECH
captured bugbladder
captured bugbladder
STARTING HAND
ferocity
LB
kidnapping
rampaging elephant
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Sacrifice the Weak
Thieving Imp
rampaging elephant
Deteriorate
Discard
Graveyard
Crashbarrow
LB
kidnapping
ferocity
captured bugbladder
captured bugbladder
Tech 2 card(s)
Get Paid - ($8)
Garth - ($6)
liches bargain - ($4)
tech lab feral - ($3)
worker - ($2)
make a skeleton - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Zombie (2/2+A)
-
Elite: SK (1/1)
-
Scavenger: Centaur #2 (3/1)
-
Technician: SK (1/1)
-
Lookout:
In Play:
- Garth, lvl 1, (1/3)
- Horror (3/3)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
Economy Info:
Cards:
Gold:
Thoughts
dah, the surprise attack. good tech given the tech buildings were down. okay. teching bugbladders in case he goes hard tech 3.
"
Game 1, Player 2, Turn 7
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Surprise Attack
Nether Drain
Jandra, the Negator
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (10)
- Tech 1 card in
All Teched Cards
Disguised Monkey
Surprise Attack, Lich’s Bargain
Nether Drain, Surprise Attack
Steam Tank, Lich’s Bargain
Hooded Executioner, Gunpoint Taxman
Main:
- Maxband Arg (8)
- Tech 3 (3)
- Worker (2)
Workers
Jandra, the Negator, Pestering Haunt, Skeletal Archery, Summon Skeletons, Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite: Wisp (0+1/1)
-
Scavenger:
-
Technician: Arg (1/5 lvl 5)
-
Lookout: Water Elemental (3/3)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Graveyard
Hooded Executioner
Thieving Imp
Gunpoint Taxman
Lich’s Bargain
End of Turn Discard
Surprise Attack
Steam Tank
Lich's Bargain
Disguised Monkey
Sacrifice the Weak
Nether Drain
Surprise Attack
My Thoughts
Odds are going up he has that other Crashbarrow, Kidnapping, or Behind the Ferns stored up. He’s laying 1+1+2+3+3+x (+5 for Drakk mid), which is an awful lot. I can max out Garth for a hasty thing and kill Zombie + Centaur… That removes 5+2ish, but still really isn’t enough. I’m not at all sure what the Tech Lab Feral is all about, Hasting a Rampaging Elephant or Barkcoat perhaps? He doesn’t have the gold for that.
I think the better play here is to maxband Arg and go to tech 3, as that provides a scary target to hit and lets the tower do some work. I’m going to tech 1 card in, to make him think really hard about it (and to get another tech 2 unit in the deck). I don’t think I’m going to last much longer but what can ya do?
"P1T8
Tech StartingHand Workers
TECH
shoddy glider
shoddy glider
STARTING HAND
Sacrifice the Weak
Thieving Imp
Deteriorate
rampaging elephant
Skeleton Javelineer (1/1)
Centaur #1 (3/3)
LB
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
rampaging elephant
Crashbarrow
Pestering Haunt (1/1)
crashbarrow
LB
Tech 2 card(s)
Get Paid + float - ($9)
worker - ($8)
Horror deathtouch kills Arg, takes 2, garth to lvl 3
deteriorate wisp, dies
centaur trades with elemental
mid garth - ($7)
sacrifice skeleton to draw 1
sacrifice skeleton to draw 1
make a skeleton - ($6)
sacifice skeleton to draw 1
Liches bargain - ($4)
max garth, summon crashbarrow from discard - ($1)
crashbarrow breaks your tech 3, your base to 13
Garth and Zombie break your tech 2, your base to 11
Sk Javlineer - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Zombie (2/2+A)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton Javelineer (1/1)
-
Lookout: Horror (3/3)
In Play:
- Garth, lvl 7, (3/4)
- Horror (3/1)
- Zombie (2/1)
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech Lab HP: 4 (Feral)
Economy Info:
Cards:
Gold:
Thoughts
again, 2 short of lethal. okay, just break things. i think this is locked up.
"
This is starting to look bad Lich’s Bargain so OP
Your Garth should be at 3hp btw
Game 1, Player 2, Turn 8
P1 [Necro]/Blood/Feral vs P2 [Necro]/Anarchy/Growth
Starting Hand
Graveyard
Hooded Executioner
Thieving Imp
Gunpoint Taxman
Lich’s Bargain
Deteriorate (techn)
Events of Turn:
Upkeep:
- Get Gold (11+2float)
- Tech 2 cards in
All Teched Cards
Pirate Gunship, Disguised Monkey
Disguised Monkey
Surprise Attack, Lich’s Bargain
Nether Drain, Surprise Attack
Steam Tank, Lich’s Bargain
Hooded Executioner, Gunpoint Taxman
Main:
-
Zane + maxband, shove Zombie to elite (6)
- Zane trades with lookout, levels fizzle
- Garth (4)
- Deteriorate backline Horror, he ded
-
Lich’s Bargain, my base to 6 as it was at 14 and 10 from your turn (2)
- Gunpoint Taxman (0)
Workers
Jandra, the Negator, Pestering Haunt, Skeletal Archery, Summon Skeletons, Skeleton Javelineer, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 6
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: DOWN
- Tower HP: 4
In Patrol:
-
Squad Leader: Garth (1/3+1armor lvl 1)
-
Elite: Skeleton (1+1/1)
-
Scavenger: Gunpoint Taxman (3/3)
-
Technician: Zombie (2/2)
-
Lookout: Horror (3/3)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Thieving Imp
Disguised Monkey
Deteriorate
Lich's Bargain
Hooded Executioner
End of Turn Discard
My Thoughts
I’m limping back as much as I can but this is a lost cause. teching in a gunship just so that’s a possibility, and another Monkey because I’m going to need to draw two of them and down his tech 2 if I’m to have any hope of surviving…
Well so far so good, no gunship
GG man. i see the power of this necro blood thing people kept talking about in the tournament. im down tor un it back.
"P1T9
Tech StartingHand Workers
TECH
netherdrain
netherdrain
STARTING HAND
Pestering Haunt (1/1)
crashbarrow
Crashbarrow
LB
rampaging elephant
WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Centaur #2 (3/1)
shoddy glider
captured bugbladder
ferocity
Centaur #1 (3/3)
Discard
Crashbarrow
crashbarrow
LB
Pestering Haunt (1/1)
rampaging elephant
netherdrain
netherdrain
Tech 2 card(s)
Get Paid - ($8)
double crashbarrow - ($2)
crashbarows trade with garth/zombie, horrow/taxman
skeleton trades with your skeleton
garth and zombies hit your base for 7 and game. phhhewwwwww…
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech Lab HP: 4 (Feral)
Economy Info:
Cards:
Gold:
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