This should be a voidblocker, and rambaster should be in your hand/deck, no?
Indeed, it’s a Voidblocker that’s trashed, and the Rambaster is actually in play.
How is the Rambaster in play? You rewinded it, and didn’t replay it
Right, forgot about that… I’ll have to redo my draws, so assume I have 1 more card in hand. Edit: updated the post.
No sweat, it’s just possibly going to be relevant for StW
Custom format: Mix & Match Variable size starters (see detail here)
Game 6, Player 2, Turn 7
P1 Nightmare Custom vs P2 Grave Fought the Law
Starting Hand
Nether Drain
Thieving Imp
Dark Pact
Deteriorate
Two Step
Soul Stone
Gargoyle + Hoodie (rewound)
Zarramonde + Messenger (DP)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- Tech 1 card in
All Teched Cards
Nimble Fencer
Zarramonde, the Obliterator, Two Step
Soul Stone, Hooded Executioner
Dark Pact, Nether Drain
Voidblocker, Shrine of Forbidden Knowledge
Gargoyle x2
Main:
- Garth (9)
- Dark Pact, base to 12 draw 2
- Deteriorate elite Seer dead
- Timely Messenger, trades with Technician, you draw 1 (8)
- Vandy kills the Verdant Tree
- Nether Drain Prynn, she dies, Garth to level 5 (7)
- Maxband Garth, fetch Nimble Fencer (5)
- Soul Stone for Fencer (3)
- Maxband Vandy and doom Fencer, it breaks your tech 2, your base to 17 (1)
Workers
Graveyard, Pestering Haunt, Wither, Tenderfoot, Bloom
- Patrol as below
- Discard 5 Draw 1 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Garth (3/4 lvl 3 resist 1)
In Play:
- Vandy (4/5 lvl 5)
- Nimble Fencer (5/6 doomed, soul stone)
- Gargoyle (0/2, trashed)
- Voidblocker (trashed)
- Shrine of Forbidden Knowledge (5hp)
Economy Info:
Cards:
- Hand: 6
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Sacrifice the Weak
Thieving Imp
Deteriorate
Two Step
Zarramonde, The Obliterator
Dark Pact
End of Turn Discard
My Thoughts
Fencer fetch breaks tech 2 along with the Soul Stone and Vandy Max, so we’ll tech that in. I’m guaranteed to draw either messenger or StW, so I have just enough gold to pull that off either way. Meanwhile I’ll have plenty to work with attacking to follow up, and he has to worry about Meta. Good position to be in
If you kill Prynn with Nether Drain, you don’t get your units back.
oh hm… I think I still do that deal. My turn remains unchanged aside from Gargoyle and Voidblocker being in the ether
P1T8
Tech StartingHand Workers
TECH
Scribe
Scribe
STARTING HAND
Rememberer
Community Service
Insurance Agent
Insurance Agent
WORKERS
Spark
Young Treant
Thieving Imp
Manufactured Truth
Tenderfoot
Grappling Hook
NextHand
Martial Mastery
Community Service
Graveyard
Rewind
Rewind
Discard
Seer
Verdant Tree
Seer
Community Service
Rememberer
Insurance Agent
Insurance Agent
Scribe
Scribe
Tech 2 card(s)
Get Paid + float - ($11)
Rebuild Tech II
Bigby Hayes - ($9)
Community Service WHIFFS - ($4)
Float ($4)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: L1 Bigby Hayes (2/3)
- Lookout:
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tech Lab HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 9
Gold:
- Gold: 4
- Workers: 10
Indeed, I’ve kept the deck largely free of steal-able stuff XD
Custom format: Mix & Match Variable size starters (see detail here)
Game 6, Player 2, Turn 8
P1 Nightmare Custom vs P2 Grave Fought the Law
Starting Hand
Sacrifice the Weak
Thieving Imp
Deteriorate
Two Step
Zarramonde, The Obliterator
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- Tech 1 card in
All Teched Cards
Zarramonde, the Obliterator
Nimble Fencer
Zarramonde, the Obliterator, Two Step
Soul Stone, Hooded Executioner
Dark Pact, Nether Drain
Voidblocker, Shrine of Forbidden Knowledge
Gargoyle x2
Main:
- Thieving Imp, discard #2 of 5 (8)
- Dark Pact, base to 9 draw 2
- Garth kills Bigby, you draw 1
- Timely Messenger, it and Vandy break your tech 2, your base to 15 (7)
- Fencer hits your base to 13
- Make a skeleton (6)
- Worker (5)
- Tech 3 (0)
Workers
Two Step, Graveyard, Pestering Haunt, Wither, Tenderfoot, Bloom
- Patrol as below
- Discard 4 Draw 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 9
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
- Tech3 HP: 5
In Patrol:
- Squad Leader: Thieving Imp (2/2)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician:
- Lookout:
In Play:
- Garth (3/1 lvl 7)
- Vandy (4/5 lvl 5)
- Nimble Fencer (2/3)
- Timely Messenger (1/1)
- Gargoyle (0/2, trashed)
- Voidblocker (trashed)
- Shrine of Forbidden Knowledge (5hp)
Economy Info:
Cards:
- Hand: 6
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
End of Turn Hand
Nether Drain
Hooded Executioner
Deteriorate
Zarramonde, The Obliterator
Gargoyle
Soul Stone
End of Turn Discard
My Thoughts
Yea I’m pretty well locked up on this, should be a matter of inevitability from here…
I’ll resign it here; I can Snapback Vandy to stop her from fetching Meta, but I can’t stop Zarramonde. GG WP.
I might have had a better time of this with the standard White starter I normally use with these factions, as Fox Primus could have helped me deal with those Gargoyles. Actually, trying to come up with my own starters has improved my appreciation for the standard decks. I do think the experience of customizing them is interesting and valuable, though.
GG WP! I too have a new appreciation for the standard starters after this exercise; there have definitely been times I wanted Summon Skeletons and Jandra in these games. I’m not sure Primus would have done a ton to shut down Gargoyles, but certainly would not have hurt to have around
You in for CAWS?
Yep, as both player and judge. I’m using these factions, so we’ll see if I can fare better with vanilla White.