EricF [Demon]/Present/Discipline vs Kaelii Necromancy/Past +?

@Kaelii good luck and have fun!

[details=P1, Turn 1]Sacrifice the Weak
Graveyard
Pestering Haunt
Skeleton Javelineer
Skeletal Archery -> Worker[/details]
4 gold (4)
Worker (3)
Pestering Haunt (3)
Javelineer (2)
Vandy (0)
Discard 2, Draw 4

SQL - L1 Vandy (2/3 +1)
Tech - Javelineer (1/1)

Pestering Haunt (1/1)

Base - 20

5 workers, 0 gold
Hand: 4
Deck: 1
Discard: 2

[details=Thoughts]Before I’ve even seen my hand I am not pleased about going up against a Vandy n Pals start, especially as EricF will probably stomp all over me in my newbishness.
Wishing I had a BROGER-Dog Hand probably?
Bombaster is pretty much the only thing I can put out here and PROBABLY not fall over completely, as I have madman, rambaster, pillage, charge and bombaster. Hastes won’t do diddily to Vandy, even hurling zane and stuff at her isn’t good enough and he is my best immediate damage hero. No point in bringing out zane this turn so it is either bombaster float or bombaster tech 1 – and not much point in putting the tech 1 out if it is probably just getting poked by something.

T2 teching probably netherdrain, doomgrasp, and/or undo, because Vandy n Pals is a problem.
Probably undo honestly. While netherdrain is great and I love it probably more than I should, paying resist each netherdrain is sadness, plus undo far better if meta DOES go off.

The real question here is how to patrol my bombaster as there are basically no great options – probably scavenger as it is dead so many ways. If it is elite he probably just trades haunt and javelin’s it, vandy does whatever, hero’s hall + tech 1 maybe going double dark pact to refill his hand? Also dead to deteriorate+javelin rune.
If it is squadleader he can vandy+rune, midband vandy for 2 gold, tech 1. Or he might again have deteriorate and then he might not even midband vandy yet, keeping all four to go hero’s hall and tech 1.

So yeah, probably scavenger as at least this way I get a gold back when it dies. It is going to die. Every time.
200% of the time, because even when he doesn’t kill it, I almost certainly WILL.

No reason to put down Zane right now. MAYBE an argument for putting out Garth//Prynn behind squadleader – but I don’t think it is worth the risk of deteriorate, or him doing something else to stomp my face in with extra gold behind a maxvandy.

Kinda hard to even guess what kind of strategy I want to pursue outside of default plans when my first goal is “don’t die to the Vandy and Pals Opening”.
Present Tech 2 is solid, as is Discipline. Probably not expecting Tech 2 Demonology. Sparring partner and Argonaught are his cheap and standard tech 1’s respectively. Twins are also reasonable, with gargoyle a possible loop to pitch at me.
Likely going to try and go for a tower and either OS vandy problems away.
Maybe chaos mirror (not the most exciting tech 1/2s but decent hero targets and I should have enough suicidal hasty dudes – less exciting to swap heros with +1/+1 counters but still). Probably 1x Taxman, and 1x Chaos Mirror or 1x OS. Bone collector also valid choice if I am towering.

Not likely to be getting a rambaster through (even though the dream is always TerrasQ Rambaster the base for almost certainly lethal). Maybe we go Lich’s Bargain as my second tech choice and accept a delayed Tech 2.[/details]

P2T1


StartingHand Workers

STARTING HAND
Charge
Bombaster
Mad Man
Pillage
Makeshift Rambaster


WORKERS
Makeshift Rambaster


NextHand

Bloodrage Ogre
Scorch
Careless Musketeer
Nautical Dog
Bloodburn


Discard

Charge
Pillage
Mad Man


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)

Float ($2)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6
1 Like

5 gold (5)
Worker (4)
Vandy kills Bombaster
Tech 1 (2)
Level Vandy to 3 (0)
Haunt hits your base for 1
Discard 3, draw 1, rs, draw 4

Scavenger - Javelineer (1/1)

L3 Vandy (3/4) resist 1
Pestering Haunt (1/1)

Base - 20
Tech 1 - 5

6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

[details=Next Hand]Graveyard
Sacrifice the Weak
Sparring Partner
Twilight Baron
Summon Skeletons
[/details]

Ew.
Ew ew.
Ew ew ew.

[details=Thoughts]Scorch is garbage, into the workers it goes.
Zane, steal a gold, BROGER and Tech 1?
He get’s me pretty good with Sac the Weak, but not much I can do about it unless I want to skip tech 1 (I don’t). I could put down dog instead of broger but then he can get me with deteriorate OR sac the weak.
Grab origin story as my most reliable bad vandy tech, and a bone collector.
Chances are he can kill zane with a vandy attack if he tech’d dark pact or shadowblade or drew sac the weak. If he DOESN’T manage to kill zane, then I probably get to do something nice with him next turn and maxband before he dies. Or ship him off as dead to origin story vandy (so expensive though).

In case of shadowblade put ogre in tech. Hell he might just fetch a shadowblade and kill ogre, which is reasonable.
There might be a better play somewhere, but I’m not finding it.[/details]

P2T2


Tech StartingHand Workers

TECH
Origin Story
Bone Collector


STARTING HAND
Bloodrage Ogre
Bloodburn
Careless Musketeer
Nautical Dog
Scorch


WORKERS
Makeshift Rambaster
Scorch


NextHand

Pillage
Bloodburn
Charge
Bombaster
Mad Man


Tech 2 card(s)
Get Paid + float + Scavenger - ($9)
Worker - ($8)
Zane midbands - ($3)
Kill scavenger skeleton with Zane, we each get a gold. - ($4)
Tech 1 - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bloodrage Ogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane level 4 (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

6 gold (7)
Worker (6)
Sacrifice the Weak (4), ogre dies, haunt can’t be sacrificed
Vandy kills Zane, maxbands dooming Haunt
Graveyard (2)
Sparring Partner (1)
Haunt hits your Tech 1 for a point
Discard 1, draw 3. Float 1 gold.

Tech - Sparring Partner (2/2)

L5 Vandy (4/5)
Doomed Haunt (1/3)

Base - 20
Tech 1 - 5
Graveyard - 3

7 workers, 1 gold
Hand: 3
Deck: 0
Discard: 5

[details=Thoughts]Well Zane died pretty much as expected, which is mad sucks.

I think I build tech 2 despite the near infinite chance it dies as he can’t kill both techs through two patrollers, although tower would be nice to have – but it could easily die here. If he DOESN’T use meta I’ll drop Prynn (2) for resisted origin story in a heartbeat (4-5). If he DOES meta (spar, meta, replay sparring, worker) I need another OS in my deck. And I’ll probably want a hooded executioner so may as well be right now when I’m unsure if tech 2 will survive.
Next turn is tower.

While tower is ‘okay’, he probably just goes tech 2 present or discipline right then and there and that causes major problems, and it might die immediately to – shadowblade?, sparring partner trades, vandy eat puny tower – sad me.[/details]

P2T3


Tech StartingHand Workers

TECH
Origin Story
Hooded Executioner


STARTING HAND
Pillage
Bombaster
Charge
Mad Man
Bloodburn
Nautical Dog


WORKERS
Makeshift Rambaster
Scorch
Bloodburn


NextHand

Bombaster
Bone Collector
Bloodrage Ogre
Origin Story
Careless Musketeer


Tech 2 card(s)
Tech Draw
Get Paid - ($7)
Worker - ($6)
Tech 2, Necromancy - ($2)
Madman - ($1)
Nautical Dog - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Necromancy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

7 gold (8)
Haunt dies to graveyard
Sparring Partner kills dog
Deteriorate Mad Man
Worker (7)
Ready Sparring Partner (5)
Spar with Vandy
Vandy breaks Tech 2
Re-play Haunt from yard
Tech 2 Present (1)
Discard 1, rs, draw 3. Float 1 gold.

No Patrol

Sparring Partner (2/1)
L5 Vandy (5/6)
Pestering Haunt (1/1)

Base - 20
Tech 1 - 5
Tech 2 Present - 5
Graveyard - 3

8 workers, 1 gold
Hand: 3
Deck: 6
Discard: 0

P2T4


Tech StartingHand Workers

TECH
Blackhand Resurrector
Necromancer


STARTING HAND
Origin Story
Bone Collector
Careless Musketeer
Bombaster
Bloodrage Ogre


WORKERS
Makeshift Rambaster
Scorch
Bloodburn
Careless Musketeer


NextHand

Hooded Executioner
Origin Story
Pillage
Charge


Discard

Nautical Dog
Mad Man
Origin Story
Bloodrage Ogre
Bombaster
Blackhand Resurrector
Necromancer


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Bone collector - ($6)
Prynn - ($4)
Origin story, go away Vandy I’ve had enough of you. - ($0)
Rebuild Tech 2

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Prynn level 1 (1/3) @4
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Necromancy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=P1, turn 5]Twilight Baron
Warp Gate Disciple
Thieving Imp -> Worker

Tech in 2x Temporal Distortion [/details]
8 gold (9)
Worker (8)
Twilight Baron (4)
Spar with Twilight Baron
Haunt hits your tech 1 for another point
Grave, level to 3 (0)
Discard 1, draw 3.

SQL - Twilight Baron (5/5 +1)
Tech - L3 Grave (3/4)

Sparring Partner (2/1)
Pestering Haunt (1/1)

Base - 20
Tech 1 - 5
Tech 2 Present - 5
Graveyard - 3

9 workers, 0 gold

[details=next hand]Dark Pact
Sacrifice the Weak
Hyperion[/details]

Hand: 3
Deck: 3
Discard: 3

P2T5


Tech StartingHand Workers

TECH
Netherdrain
Netherdrain


STARTING HAND
Pillage
Charge
Origin Story
Hooded Executioner


WORKERS
Makeshift Rambaster
Scorch
Bloodburn
Careless Musketeer
Pillage


NextHand

Nautical Dog
Hooded Executioner
Necromancer
Origin Story
Mad Man


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Prynn to level 7 - ($2)
Garth - ($0)
Trash Twilight Baron with Prynn maxband
Prynn (@2) + Bone Collector (+Skeleton) kill Grave - Draw a card, Garth to Level 3

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garth level 3 (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Prynn level 7 (3/2) @2 (Twilight Baron)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Necromancy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Draw a card
9 gold (9)
Hyperion (4)
Vandy (2)
Dark Pact, I draw 2
Deteriorate the skeleton
Hyperion kills Garth, Vandy to L3, I reshuffle and draw
Javelineer (1)
Sparring Partner trades with Prynn, Vandy maxes, dooming the Javelineer
Haunt hits your Tech 2 for 1 point
Re-play Sparring Partner from graveyard (0)
Discard 3, draw 5.

SQL - Doomed Javelineer (3/3 +1)
Scavenger - Twilight Baron (4/4)
Lookout - L5 Vandy (4/5)

Sparring Partner (2/2)
Hyperion (4/4)
Pestering Haunt (1/1)

Base - 18
Tech 1 - 5
Tech 2 Present - 5
Graveyard - 3

9 workers, 0 gold
Hand: 5
Deck: 1
Discard: 3

[details=Next Hand]Temporal distortion
Temporal Distortion
Deteriorate
Dark Pact
Chronofixer
Warp Gate Disciple
Now!

(One of those still in deck, and one in discard pile)[/details]

“Try not to die.
Die. A lot.”

P2T6


Tech StartingHand Workers

TECH
Detonate
Lich’s Bargain


STARTING HAND
Necromancer
Origin Story
Mad Man
Hooded Executioner
Nautical Dog


WORKERS
Makeshift Rambaster
Scorch
Bloodburn
Careless Musketeer
Pillage


NextHand

Blackhand Resurrector
Netherdrain
Origin Story


Discard

Origin Story
Detonate
Lich’s Bargain


Tech 2 card(s)
Get Paid+scavenger - ($11)
Tower - ($8)
Necromancer - ($4)
Madman - ($3)
Nautical Dog - ($2)
Hooded Executioner - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hooded Executioner (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Madman (1/1)
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Necromancer (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 4 (Necromancy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Summary]Temporal Distortion
Deteriorate
Dark Pact
Chronofixer (in deck)
Warp Gate Disciple
Now!
[/details]
9 gold (9)
Geiger (7)
Twilight Baron trades with Executioner
Pestering Haunt trades with Dog
Deteriorate Mad Man
Hyperion, Vandy, and Sparring Partner attack your Base, dealing 10 damage
Temporal Distortion (5), return Hyperion and fetch a Tricycloid
Now! (4) on the Tricycloid, who attacks your Base for 6
Tricycloid removes a rune to finish off the base.

Gg. If you want, we can re-match, you going first.

Anything stand out in my initial turns are probable mistakes or poor reads?

Vandy n Pals is a rough opener.

Maybe I should’ve tech’d a detonate earlier for that graveyard…

The opening was OK, although I probably would not have blown 5 gold on Zane just to kill one guy and give me free levels.

Also, in turn 5 I would have maxxed Garth instead of Prynn, and gotten something substantial into play.

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Scorch
Pillage
Bombaster
Nautical Dog


WORKERS
Scorch


NextHand

Makeshift Rambaster
Bloodburn
Charge
Mad Man
Careless Musketeer


Discard

Bombaster
Pillage
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Zane does 2 damage to your base - ($1)
Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=P2, Turn 1]Poisonblade Rouge
Skeleton Javelineer
Sacrifice the Weak
Jandra -> Worker
Deteriorate[/details]
5 gold (5)
Vandy (3)
Worker (2)
Deteriorate the Dog (2)
Level Vandy to 3 (0)
Discard 3, Draw 5

SQL - L3 Vandy (3/4 +1) resist 1

Base - 18

6 workers, 0 gold
Hand: 5
Deck: 0
Discard: 4

Multicolor red vs [Vandy] is suffering

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Chaos Mirror


STARTING HAND
Charge
Mad Man
Careless Musketeer
Bloodburn
Makeshift Rambaster


WORKERS
Scorch
Bloodburn


NextHand

Bone Collector
Nautical Dog
Bloodrage Ogre
Charge


Tech 2 card(s)
Get Paid + Scavenger - ($6)
Worker - ($5)
Tech 1 - ($3)
Careless Musketeer - ($1)
Madman - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Careless Musketeer (2/1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=P2, Turn 2]Skeletal Archery
Pestering Haunt
Thieving Imp
Graveyard
Summon Skeletons -> Worker

Tech Baron + Partner, again[/details]
6 gold (6)
Worker (5)
Tech I (3)
Thieving Imp (0), you discard
Pestering Haunt
Vandy kills Musketeer
Discard 2, rs, Draw 4.

Lookout - Thieving Imp (2/2)

L3 Vandy (3/2) resist 1
Pestering Haunt (1/1)

Base - 18
Tech I - 5

7 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0

P1T3


Tech StartingHand Workers

TECH
Steam Tank
Calypso Vystari


STARTING HAND
Bloodrage Ogre
Charge
Bone Collector
Nautical Dog


WORKERS
Scorch
Bloodburn
Nautical Dog


NextHand

Pillage
Makeshift Rambaster
Chaos Mirror


Discard

Bone Collector
Careless Musketeer
Charge
Mad Man
Bloodrage Ogre
Steam Tank
Calypso Vystari


Tech 2 card(s)
Random.org declares I discard #1
Get Paid - ($6)
Worker - ($5)
Charge Madman - ($3)
Midband Zane - ($0)
Zane kills Thieving imp
Madman trades with Vandy, Zane maxbands and heals

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Zane level 6 (4/4)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7
    Gold:
  • Gold: 0
  • Workers: 7