I do like to use Discord, and it is certainly handy in situations like this, but I didn’t tech it in this time. Nice use of River’s spells there. Resigning and starting game 3.
P1T1
StartingHand Workers
STARTING HAND
Wither
Helpful Turtle
Granfalloon Flagbearer
Tenderfoot
Arrest
WORKERS
Arrest
NextHand
Bloom
Brick Thief
Spark
Manufactured Truth
Traffic Director
Graveyard
Deteriorate
Sacrifice the Weak
Thieving Imp
Wither
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Thieving Imp, discard #2 of 5 (2)
Worker (1)
Workers
Wither
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Pestering Haunt
Skeleton Javelineer
Tenderfoot
Bloom
Sacrifice the Weak
End of Turn Discard
Deteriorate
Bloom
My Thoughts
2 for 2, let’s keep rolling I think I can hit his cards as a pretty effective strat, so maybe this next game running a more Meta-centric game will be a winning move
Pestering Haunt
Skeleton Javelineer
Tenderfoot
Bloom
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (6+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Bone Collector
Main:
Vandy (5)
Tenderfoot (4)
Bloom Vandy (2)
Pestering Haunt
Tech 1 (1)
Worker (0)
Workers
Skeleton Javelineer, Wither
Patrol as below
Discard 1 Draw 2 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Vandy (3/4 lvl 1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 3
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Graveyard
Deteriorate
Dark Pact
End of Turn Discard
My Thoughts
He certainly could have the cards to kill Vandy, but in order to do so he’d be hard-pressed to do it safely. Going to grab Bone Collector and plan to tech up, seems reasonable.
Pestering Haunt
Skeleton Javelineer
Tenderfoot
Bloom
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Hooded Executioner
Dark Pact, Bone Collector
Main:
Dark Pact, base to 18 draw 2
Vandy kills Flagbearer, takes 2
Haunt pings your base to 19hp
Maxband Vandy, dooming Tenderfoot and Porky (3)
Hero’s Hall (1)
Worker (0)
Workers
Sacrifice the Weak, Skeleton Javelineer, Wither
Patrol as below
Discard 3 Draw 1 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Tenderfoot (3/4+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (5/6 lvl 5 resist 1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Bone Collector
Graveyard
Deteriorate
Bloom
Hooded Executioner
End of Turn Discard
My Thoughts
Not what I was expecting, but this is actually fine. I can trample Flagbearer, then maxband and doom Porky, and Vandy is pretty safe that way (Boot Camp, Elite Training or Wither are really all that threatens her), especially if I get Bone Collector (if I whiff it, I go Hero’s Hall).
Teching a Nether Drain (in case of the whiff I might want a cheap way to put one damage on Oni and keep him off Art of War) and Hoodie (more as a cheap body that helps late-game).
…
Yuck whiff on Bone Collector, oh well, hero’s hall it is.
Bone Collector
Graveyard
Deteriorate
Bloom
Hooded Executioner
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Soul Stone, Hooded Executioner
Nether Drain, Hooded Executioner
Dark Pact, Bone Collector
Main:
Garth (6)
Bone Collector (4)
Hooded Executioner (2)
Deteriorate Building Inspector, you get a card
Haunt pings your base to 18
Graveyard (0)
Workers
Graveyard, Sacrifice the Weak, Skeleton Javelineer, Wither
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Hooded Executioner (3/3+1armor)
Elite: Bone Collector (3+1/3)
Scavenger:
Technician:
Lookout:
In Play:
Garth (1/3 lvl 1)
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 3
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Dark Pact
Nether Drain
Thieving Imp
End of Turn Discard
Tenderfoot
Hooded Executioner
Soul Stone
Deteriorate
Bloom
My Thoughts
Wow now I really don’t know what his game is… No tech, no big oni… I don’t feel compelled to worker. I think I’ll flood the board w/ both my units, lay Graveyard, and just play on Tech 1 awhile. Going to intentionally delay my cycle (knowing I’m drawing into Dark Pact), grabbing a Soul Stone (hopefully for BC, if I can get that Newsie out the way) and another Hoodie (he’s low on units, so boosting them away seems good? I’m not feeling strongly Fencer would do better, arguably Shadow Blade might be better but idk…) I’ll tech reactively to whatever he does on top of it (maybe tech 2 stuff, maybe Meta + Dark Pact or something?)
Okay, Meta seems a good play, let’s go for that and another Dark Pact, try to fish for a Deteriorate for that silly turtle.
…
Aww man… Drew the meta early, and no Deteriorate OR Nether Drain… Bit of a bummer, but that’s okay. He’s so low on cards, I should be reasonably safe here. Probably one boot camp still in there, but he’d need Arrest or something in addition in order to kill Vandy. Hopefully I’ll hit the 50/50 for Dark Pact or Meta on my draw 1, but if now I’ll patrol BC in Techn, just to see if he wants to throw me a bone
…
Nice rs for Meta! It all worked out
Actually, I’ll just resign this one. I don’t think it’s possible to recover from the mistakes I made unless you make mistakes that I’m confident you won’t make.