[Custom] Nekoatl Finesse/Peace/Truth vs FrozenStorm Demonology/Necromancy/Finesse

P2T1


StartingHand Workers

STARTING HAND
Tenderfoot
Reputable Newsman
Spark
Manufactured Truth
Arrest


WORKERS
Spark


NextHand

Granfalloon Flagbearer
Spectral Aven
Porkhand Magistrate
Traffic Director
Building Inspector


Discard

Arrest
Manufactured Truth
Reputable Newsman


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tenderfoot - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Custom format: Mix & Match Variable size starters

Game 2 Player 1, Turn 2

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Wither
Tenderfoot
Graveyard
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Dark Pact, Harmony


Main:

  • Vandy slaps up Tenderfoot, Haunt trades to kill
  • Tenderfoot for myself (4)
  • Hero’s Hall (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Wither, Thieving Imp

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Deteriorate
Dark Pact
Harmony

End of Turn Discard

Deteriorate
Bloom

My Thoughts

I think I want to experiment a little and see how well he responds to a Harmony machine. Should be fun :slight_smile:


P2T2


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Building Inspector
Porkhand Magistrate
Traffic Director
Granfalloon Flagbearer
Spectral Aven


WORKERS
Spark
Porkhand Magistrate


NextHand

Helpful Turtle
Bloom
Brick Thief
Wither
Timely Messenger


Discard

Arrest
Manufactured Truth
Reputable Newsman
Tenderfoot
Building Inspector
Spectral Aven
Granfalloon Flagbearer
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Traffic Director - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :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: 0
  • Disc: 9

Gold:

  • Gold: 3
  • Workers: 7

Thoughts

This would have been a nice turn to have Wither in hand.

Custom format: Mix & Match Variable size starters

Game 2 Player 1, Turn 3

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Graveyard
Deteriorate
Dark Pact
Harmony

Events of Turn:


Upkeep:

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

Discord, Two-Step
Dark Pact, Harmony


Main:

  • River (4)
  • Harmony (2)
  • Dark Pact, draw 2, I get a Dancer, base to 18
  • Deteriorate my Tenderfoot
  • Worker (1)
Workers

Sacrifice the Weak, Wither, Thieving Imp

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite: Tenderfoot (1+1/2)
  • :pspig: Scavenger: Dancer (0/1)
  • :exhaust: Technician: Dancer (0/1)
  • :target: Lookout:

In Play:

  • Vandy (2/1 lvl 1)
  • River (2/3 lvl 1)
  • Harmony

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Pestering Haunt
Two-Step
Bloom
Discord

End of Turn Discard
My Thoughts

Okay, should be able to roll train with some Two-Steppin dancers, that’ll be fun


P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Helpful Turtle
Wither
Bloom
Brick Thief
Timely Messenger


WORKERS
Spark
Porkhand Magistrate
Bloom


NextHand

Overeager Cadet
Reputable Newsman
Timely Messenger
Granfalloon Flagbearer
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
River Montoya - ($7)
Wither: Vandy - ($5)
Tech II: Peace - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A) Untargetable
  • :psfist: Elite: L3 River Montoya (3/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Custom format: Mix & Match Variable size starters

Game 2 Player 1, Turn 4

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Pestering Haunt
Two Step
Bloom
Discord

Events of Turn:


Upkeep:

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

Nimble Fencer, Hooded Executioner
Discord, Two Step
Dark Pact, Harmony


Main:

  • Two Step two Dancers (we’ll call them MJ and Usher) , one more Dancer (TSwift) arrives (6)
  • Stop the Music, Dancers are ANGRY!!!
  • Dancer Usher breaks your tower, your base to 18
  • Bloom Dancer MJ, the King of Pop breaks your Tech 2, your base to 16 (4)
  • River kills SQL, takes 1
  • Midband River (2)
  • Pestering Haunt
  • Worker (1)
Workers

Discord, Sacrifice the Weak, Wither, Thieving Imp

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • River (2/4 lvl 3)
  • Angry Dancer MJ (5/4, Two Step moonwalking)
  • Angry Dancer Usher (4/2, Two Step pop n’ lockin)
  • Angry Dancer TSwift (2/1, shakin’ it off)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Deteriorate
Graveyard

End of Turn Discard

Bloom
Harmony
Hooded Executioner
Nimble Fencer

My Thoughts

Tjye beat don stahp, don stahp til ya geeet enuff! Keepon! HEEEHEEE!! OHHHHHHH!


2 Likes

I’m fearful of the Discord

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


Discard

Tenderfoot
Helpful Turtle
Wither


Tech 0 card(s)
Get Paid + float - ($4)
Worker - ($3)
Granfalloon Flagbearer - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Granfalloon Flagbearer (2/2) Tempting Target
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

GL HF!

Custom format: Mix & Match Variable size starters

Game 3 Player 2, Turn 1

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

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

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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


P1T2


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Traffic Director
Spark
Brick Thief
Manufactured Truth
Bloom


WORKERS
Arrest
Manufactured Truth


NextHand

Porkhand Magistrate
Reputable Newsman
Spectral Aven
Timely Messenger


Discard

Tenderfoot
Helpful Turtle
Wither
Brick Thief
Bloom
Traffic Director
Spark
Discord
Discord


Tech 2 card(s)
Get Paid + float - ($5)
Worker - ($4)
General Onimaru - ($2)
Bloom: Onimaru - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 General Onimaru (3/4A) Frenzy 1 [1+]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Granfalloon Flagbearer (2/2) Tempting Target
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 6

Custom format: Mix & Match Variable size starters

Game 3 Player 2, Turn 2

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tenderfoot (1/2)
  • :target: 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.


P1T3


Tech StartingHand Workers

TECH
Boot Camp
Boot Camp


STARTING HAND
Porkhand Magistrate
Spectral Aven
Timely Messenger
Reputable Newsman


WORKERS
Arrest
Manufactured Truth
Spectral Aven


NextHand

Boot Camp
Timely Messenger
Building Inspector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Porkhand Magistrate - ($2)
Reputable Newsman: $2 blocked - ($0)
Onimaru kills Thieving Imp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Granfalloon Flagbearer (2/2A) Tempting Target
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Porkhand Magistrate (2/3)
  • :target: Lookout:

In Play:

  • L1 General Onimaru (3/2) Frenzy 1 [1+, 2 damage]
  • Reputable Newsman (0/3) $2 blocked

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

No tech 1 eh?

Custom format: Mix & Match Variable size starters

Game 3 Player 2, Turn 3

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

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

  • :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: Tenderfoot (3/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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.


which one is doomed?

Tenderfoot and Porky* edited, thank you!

P1T4


Tech StartingHand Workers

TECH
Harmony
Harmony


STARTING HAND
Building Inspector
Timely Messenger
Boot Camp
Helpful Turtle


WORKERS
Arrest
Manufactured Truth
Spectral Aven
Timely Messenger


NextHand

Discord
Tenderfoot


Discard

Granfalloon Flagbearer
Boot Camp
Porkhand Magistrate
Harmony
Harmony


Tech 2 card(s)
Get Paid - ($7)
Boot Camp: Tenderfoot - ($6)
Onimaru hits Vandy
River Montoya - ($4)
Porkhand Magistrate trades with Vandy
Maxband River - ($2)
Building Inspector
Helpful Turtle - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Helpful Turtle (1/2A) Healing 1
  • :psfist: Elite: Reputable Newsman (1/3) $2 blocked
  • :ps_: Scavenger:
  • :pschip: Technician: Building Inspector (1/1) $1 tax
  • :target: Lookout: L5 River Montoya (3/4) Resist 1

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 2
  • Deck: 7
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

still no tech 1??

Custom format: Mix & Match Variable size starters

Game 3 Player 2, Turn 4

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

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

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+1armor)
  • :psfist: Elite: Bone Collector (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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?)


Alright, alright… if you insist.

P1T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Tenderfoot
Discord
Wither


WORKERS
Arrest
Manufactured Truth
Spectral Aven
Timely Messenger
Tenderfoot


NextHand

Brick Thief
Bloom


Discard

Granfalloon Flagbearer
Boot Camp
Porkhand Magistrate
Harmony
Harmony
Building Inspector
Wither
Discord
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($8)
Wither: Bone Collector - ($6)
Discord, Pestering Haunt dies - ($4)
River kills Hooded Executioner
Helpful Turtle kills Bone Collector
Tech I - ($3)
Heroes’ Hall - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • L5 River Montoya (3/3) Resist 1 [1 damage]
  • Helpful Turtle (1/1) Healing 1 [1 damage]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 9

Funky

Custom format: Mix & Match Variable size starters

Game 3 Player 2, Turn 5

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Dark Pact
Nether Drain
Thieving Imp
Dark Pact + Soul Stone
Metamorphosis + Hooded Executioner

Events of Turn:


Upkeep:

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

Metamorphosis, Dark Pact
Soul Stone, Hooded Executioner
Nether Drain, Hooded Executioner
Dark Pact, Bone Collector


Main:

  • Vandy (6)
  • Nether Drain River, Vandy to midband (5)
  • Dark Pact, base to 16 draw 2
  • Dark Pact, base to 14 draw 2
  • Make a skeleton (4)
  • Bone Collector from graveyard (2)
  • Maxband Vandy, Dooming Newsman and Skeleton (0)
Workers

Graveyard, Sacrifice the Weak, Skeleton Javelineer, Wither

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Vandy (4/5 lvl 5)
  • Garth (1/3 lvl 1)
  • Graveyard (3hp, holding Hooded Executioner and Pestering Haunt)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bloom
Nether Drain
Tenderfoot
Deteriorate
Metamorphosis

End of Turn Discard
My Thoughts

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 :slight_smile:


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.

1 Like