[Custom] Nekoatl Discipline/Law/Past vs FrozenStorm Demonology/Necromancy/Finesse

GG WP. You’re P1 for the next one.

Ah indeed you’re right!

You have pretty insane econ on this deck w/ the Insurance Agent, this is a very different kind of match from the ones we’ve been having. I totally neglected the fact that you had Judgment Day AND Rewind as LB counters

Custom format: Mix & Match Variable size starters (see detail here)

Game 3, Player 1, Turn 1

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Pestering Haunt
Deteriorate
Sacrifice the Weak
Tenderfoot
Bloom

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Tenderfoot (1)
  • Pestering Haunt
  • Worker (0)
Workers

Bloom

  • :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: Vandy (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Graveyard
Wither
Timely Messenger
Thieving Imp

End of Turn Discard
My Thoughts

His deck is fairly well-tailored to stall out my various plans. I’m still unsure how best to proceed


Yeah, Insurance Agent is incredibly valuable when you can put expensive units into play without paying their costs. It’s enough to make even luxuries like Jurisdiction practical.

P2T1


StartingHand Workers

STARTING HAND
Grappling Hook
Tenderfoot
Graveyard
Manufactured Truth
Reputable Newsman


WORKERS
Tenderfoot


NextHand

Young Treant
Snapback
Makeshift Rambaster
Thieving Imp


Discard

Manufactured Truth
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Reputable Newsman: $2 blocked - ($2)
Graveyard - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman (0/3) $2 blocked
  • :target: Lookout:

In Play:

  • Graveyard (3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

That opening is very difficult to respond to, but this should at least buy me some time.

No joke, an insured Rambasa is just printed money lol

Custom format: Mix & Match Variable size starters (see detail here)

Game 3, Player 1, Turn 2

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Graveyard
Wither
Timely Messenger
Thieving Imp

Events of Turn:


Upkeep:

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

Gargoyle x2


Main:

  • Midband Vandy, kill Newsie, you get a card (3)
  • Timely Messenger, it haunt and tenderfoot kill your graveyard (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Wither, Bloom

  • :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

In Patrol:

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

In Play:

  • Vandy (3/4 lvl 3)
  • Timely Messenger (1/1)
  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Gargoyle
Thieving Imp
Sacrifice the Weak
Graveyard

End of Turn Discard
My Thoughts

Going to try Gargoyle plan


P2T2


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Makeshift Rambaster
Young Treant
Thieving Imp
Snapback


WORKERS
Tenderfoot
Young Treant


NextHand

Scribe
Reputable Newsman
Spark
Snapback
Verdant Tree


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

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

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

That opening is very difficult to respond to, but this should at least buy me some time.

That’s an interesting choice…

Custom format: Mix & Match Variable size starters (see detail here)

Game 3, Player 1, Turn 3

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Gargoyle
Thieving Imp
Sacrifice the Weak
Graveyard

Events of Turn:


Upkeep:

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

Soul Stone, Nimble Fencer
Gargoyle x2


Main:

  • Maxband Vandy, doom Messenger (4)
  • Messenger and Tenderfoot break tower, your base to 18
  • Vandy and Haunt break your tech 1, your base to 16
  • Gargoyle (1)
  • Worker (0)
Workers

Thieving Imp, Wither, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 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:

In Play:

  • Vandy (4/5 lvl 5)
  • Timely Messenger (3/3)
  • Tenderfoot (1/1)
  • Pestering Haunt (1/1)
  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Gargoyle
Deteriorate
Nimble Fencer
Graveyard

End of Turn Discard
My Thoughts

I think it’s likely Vandy gets bounced here by snapback, so I’ll split and take one soul stone, and one Fencer. Break both buildings as that will only further eliminate cards for him.


P2T3


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Spark
Verdant Tree
Scribe
Reputable Newsman
Snapback


WORKERS
Tenderfoot
Young Treant
Spark


NextHand

Thieving Imp
Grappling Hook
Makeshift Rambaster
Graveyard
Manufactured Truth


Discard

Snapback
Verdant Tree
Reputable Newsman
Scribe
Judgment Day
Judgment Day


Tech 2 card(s)
Get Paid - ($7)
Rebuild Tech I
Worker - ($6)
Grave Stormborne - ($4)
Snapback, trade Vandy for River - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Grave Stormborne (2/3) Sparkshot
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

That opening is very difficult to respond to, but this should at least buy me some time.

Custom format: Mix & Match Variable size starters (see detail here)

Game 3, Player 1, Turn 4

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Gargoyle
Deteriorate
Nimble Fencer
Graveyard

Events of Turn:


Upkeep:

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

Two-Step, Dark Pact
Soul Stone, Nimble Fencer
Gargoyle x2


Main:

  • River and Tenderfoot kill Grave, you get a gold, River to level 3
  • Haunt hits your base to 15
  • Gargoyle (4)
  • Hero’s Hall (2)
  • Worker (1)
Workers

Graveyard, Thieving Imp, Wither, Bloom

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • River (2/4 lvl 3)
  • Pestering Haunt (1/1)
  • Gargoyle (0/2)
  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Soul Stone
Sacrifice the Weak
Deteriorate
Dark Pact

End of Turn Discard
My Thoughts

Yup, there’s the snapback, but I’m developing a pretty strong board even with the snapback. Surprised he didn’t go for SQL, but that’s cool


P2T4


Tech StartingHand Workers

TECH
Injunction
Injunction


STARTING HAND
Thieving Imp
Grappling Hook
Manufactured Truth
Graveyard
Makeshift Rambaster


WORKERS
Tenderfoot
Young Treant
Spark
Grappling Hook


NextHand

Judgment Day
Scribe
Injunction
Scribe
Manufactured Truth


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Thieving Imp, discard #1 of 4 - ($5)
Tech II: Past - ($1)

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


Board Info:
In Patrol:

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

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Those Gargoyles are clearly intended to punish Judgment Day. It’d be nice if I could follow up with an Injunction in the same turn, but that’s asking a lot. Shimmer Rays might be easier to pull off, assuming I’m allowed to have a Tech II, which is probably asking even more, especially if he’s been teching Virtuosos (which he probably has). But, if he’s holding off on non-Gargoyle units (as appears to be the case), playing Judgment Day wouldn’t even really help much, and I’d be better off with Injunction alone. The catch is, I’d need to follow it up with some air defense or bounce once I could no longer cast it, and that could be tricky. Still, I have to go for it, I think. I’ll make sure I have enough gold to play either spell, but not both, and see if he’s willing to explose his Gargoyles to take down a tech building.

Custom format: Mix & Match Variable size starters (see detail here)

Game 3, Player 1, Turn 5

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Soul Stone
Sacrifice the Weak
Deteriorate
Dark Pact

Events of Turn:


Upkeep:

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

Discord, Shadow Blade
Two-Step, Dark Pact
Soul Stone, Nimble Fencer
Gargoyle x2


Main:

  • Vandy (7)
  • Dark Pact, base to 18 draw 2
  • Nimble Fencer, kills Imp you get 1g (5)
  • River hits your base to 13
  • Haunt hits your base to 12
  • Tech 2 Demonology (1)
  • Worker (0)
Workers

Timely Messenger, Graveyard, Thieving Imp, Wither, Bloom

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • River (2/4 lvl 3)
  • Vandy (2/3 lvl 1)
  • Nimble Fencer (2/1)
  • Pestering Haunt (1/1)
  • Gargoyle (0/2)
  • Gargoyle (0/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Tenderfoot
Two-Step
Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

Two step nearly gives me lethal… but I didn’t draw it off the DP. Bummer. Well, I’ll just keep hammering away at his base and make him snap out River or Vandy, and keep the Gargoyles ready to strike big.


P2T5


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Scribe
Judgment Day
Injunction
Scribe
Manufactured Truth
Injunction
Makeshift Rambaster


WORKERS
Tenderfoot
Young Treant
Spark
Grappling Hook
Manufactured Truth


NextHand

Injunction
Verdant Tree
Reputable Newsman
Judgment Day
Graveyard


Discard

Thieving Imp
Seer
Seer
Injunction
Makeshift Rambaster
Judgment Day


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Scribe - ($9)
Scribe - ($7)
Worker - ($6)
Bigby Hayes - ($4)
Injunction, Tech I disabled - ($1)

Float ($1)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe (1/3)
  • :pschip: Technician: Scribe (1/3)
  • :target: Lookout:

In Play:

  • L1 Bigby Hayes (2/3)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

I’m really feeling the pressure now. Probably nothing I can do would work, but I’ll do what I can.

Custom format: Mix & Match Variable size starters (see detail here)

Game 3, Player 1, Turn 5

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Tenderfoot
Two Step
Dark Pact
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Metamorphosis, Blackhand Dozer
Discord, Shadow Blade
Two Step, Dark Pact
Soul Stone, Nimble Fencer
Gargoyle x2


Main:

  • Dark Pact, base to 16 draw 2
  • Garth (7)
  • Discord, stamps down the scribes (5)
  • Deteriorate Techn Scribe
  • Midband Vandy, kill Scav and sparkshot Techn, you get a card and a gold (3)
  • Tenderfoot, hasted (2)
  • River and Haunt kill Bigby, Vandy maxbands and dooms Tenderfoot
  • Tenderfoot hits your base to 9hp
  • Two Step Gargoyles (0)
Workers

Timely Messenger, Graveyard, Thieving Imp, Wither, Bloom

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • River (2/2 lvl 3)
  • Vandy (4/5 lvl 5)
  • Nimble Fencer (2/1)
  • Tenderfoot (3/4 doomed)
  • Gargoyle (2/4) Two Step
  • Gargoyle (2/4) Two Step

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sacrifice the Weak
Shadow Blade
Discord

End of Turn Discard
My Thoughts

Between river and Vandy I should have lethal


I’ll raise the white flag. I was right to be cautious of that opening, but I think I was a little too cautious. Starting the next game, GL HF.

P1T1


StartingHand Workers

STARTING HAND
Young Treant
Verdant Tree
Grappling Hook
Manufactured Truth
Graveyard


WORKERS
Graveyard


NextHand

Thieving Imp
Spark
Snapback
Makeshift Rambaster
Reputable Newsman


Discard

Young Treant
Manufactured Truth
Verdant Tree
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave Stormborne - ($1)

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave Stormborne (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 5

I’m curious what you mean by “too cautious”, but don’t need to hold up the show to find out :wink: GL HF!

Custom format: Mix & Match Variable size starters (see detail here)

Game 4, Player 2, Turn 1

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Thieving Imp
Pestering Haunt
Tenderfoot
Deteriorate
Bloom

Events of Turn:


Upkeep:

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

Main:

  • Thieving Imp, discard #2 of 5 (2)
  • Tenderfoot (1)
  • Pestering Haunt
  • Worker (0)
Workers

Bloom

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Wither
Sacrifice the Weak

End of Turn Discard

Deteriorate

My Thoughts

I like how last game went, the Gargoyles lie waiting to punish his stall nicely while my heroes do the heavy lifting.


P1T2


Tech StartingHand Workers

TECH
Injunction
Injunction


STARTING HAND
Spark
Thieving Imp
Snapback
Reputable Newsman
Makeshift Rambaster


WORKERS
Graveyard
Reputable Newsman


NextHand

Injunction
Tenderfoot
Thieving Imp
Manufactured Truth
Verdant Tree


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Grave kills Thieving Imp
Midband Grave - ($3)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L3 Grave Stormborne (3/4) Sparkshot, readiness

Buildings:

  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Zarramonde is really hard to deal with, so I think I need to hard focus on Tech denial.

Custom format: Mix & Match Variable size starters (see detail here)

Game 4, Player 2, Turn 2

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Graveyard
Wither
Sacrifice the Weak
Timely Messenger (techn)

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Draw 1 techn
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Gargoyle x2


Main:

  • Vandy + midband (2)
  • Tenderfoot and Haunt slap your base to 18
  • Tech 1 (1)
  • Worker (0)
Workers

Timely Messenger, Bloom

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

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Gargoyle
Gargoyle
Wither
Thieving Imp
Graveyard

End of Turn Discard

Deteriorate

My Thoughts

Yea, double Garg sounds pretty good. Vandy can play blocker against him with pretty good trading, especially at midband w/ the resist 1 and in Elite (where Grave gets no freebies)


P1T3


Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Tenderfoot
Manufactured Truth
Thieving Imp
Injunction
Verdant Tree


WORKERS
Graveyard
Reputable Newsman
Tenderfoot


NextHand

Grappling Hook
Snapback
Makeshift Rambaster
Young Treant
Injunction


Discard

Verdant Tree
Manufactured Truth
Thieving Imp
Injunction
Rambasa Twin
Sparring Partner


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Maxband Grave - ($1)
Grave throws his sword at Vandy - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

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

In Play:

  • L7 Grave Stormborne (4/5) Sparkshot, readiness

Buildings:

  • :heart: Base HP: 18
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

… but I can’t just leave Vandy alone.

Custom format: Mix & Match Variable size starters (see detail here)

Game 4, Player 2, Turn 3

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Gargoyle
Gargoyle
Wither
Thieving Imp
Graveyard

Events of Turn:


Upkeep:

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

Two-Step x2
Gargoyle x2


Main:

  • Gargoyle (4)
  • Gargoyle (1)
  • Haunt hits your base to 17
  • Worker (0)
Workers

Wither, Timely Messenger, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 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: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Gargoyle (0/2)
  • Gargoyle (0/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Deteriorate
Sacrifice the Weak
Graveyard
Thieving Imp

End of Turn Discard
My Thoughts

I think if I grab Two-Step I can probably get close to just straight ending off Gargoyles before he can respond… Let’s try it!

Of course, it helps to draw the cards you tech… Oh well


P1T4


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Snapback
Grappling Hook
Injunction
Makeshift Rambaster
Young Treant


WORKERS
Graveyard
Reputable Newsman
Tenderfoot
Grappling Hook


NextHand

Spark
Rambasa Twin
Young Treant
Scribe
Injunction


Tech 2 card(s)
Get Paid - ($7)
Bigby Hayes - ($5)
Injunction - ($2)
Tech I - ($1)
Worker - ($0)
Grave kills Tenderfoot

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave Stormborne (4/4A) Sparkshot, readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Bigby Hayes (2/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

I’m relieved to see his Tech II didn’t go up. Now I need to prioritize keeping my cycle fast so that I can keep the lockdown in place.

Custom format: Mix & Match Variable size starters (see detail here)

Game 4, Player 2, Turn 4

P1 Nightmare Custom vs P2 Grave Fought the Law

Starting Hand

Deteriorate
Sacrifice the Weak
Graveyard
Thieving Imp
Two Step (techn)

Events of Turn:


Upkeep:

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

Doom Grasp, Nether Drain
Two Step x2
Gargoyle x2


Main:

  • Vandy (6)
  • Thieving Imp, discard #4 of 5 (3)
  • Hero’s Hall (1)
  • Haunt hits your base to 16
  • Worker (0)
Workers

Two Step, Wither, Timely Messenger, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Gargoyle (0/2)
  • Gargoyle (0/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Two-Step
Deteriorate
Sacrifice the Weak
Nether Drain
Graveyard

End of Turn Discard
My Thoughts

If he wants to go really hero-heavy, I suppose I’ll need counter-measures. Doom Grasp and Nether Drain it is. Kinda turns out lucky I bottom-decked the Two Steps, I can worker one here and be guaranteed the other.