Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth makes a Skeleton - ($5)
Garth casts Sacrifice the Weak, which sacrifices the Skeleton and the Reputable Newsman
Skeleton Javelineer uses his rune to gain long-range, kills the Building Inspector (a little late), dies to Tower
Bone Collector - ($3)
Sure, I can make a Tower too - ($0)
STARTING HAND
Skeletal Archery
Jandra, the Negator
Thieving Imp (2/2+1A)
Bone Collector
WORKERS
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
NextHand
Graveyard
Corpse Catapult
Deteriorate
Skeletal Archery
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bone Collector kills Overeager cadet, takes 2 damage
Bone Collector makes a Skeleton
Summon Bone Collector - ($5)
Tech II (Necro) - ($1)
Garth makes a Skeleton - ($0)
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Build Tech II (Peace) - ($6)
Brave Knight bravely kills the cowardly Scavenger skeleton, and takes 2 dmg due to tower (you get a gold)
Bigby levels from 3 to 5 maxband - ($4)
Bigby taps to draw a card
Summon Overeager Cadet
Summon Traffic Director - ($3)
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Overeager Cadet (2/2) +armor
[I]Elite[/I]:
[I]Scavenger[/I]: Brave Knight (3/1) +gold
[I]Technician[/I]: Trafic Director (1/1 untargetable) + card
Nether Drain
Thieving Imp (2/2+1A)
Skeletal Lord
Crypt Crawler
Discard
Bone Collector (3/1)
Bone Collector (3/3)
Doom Grasp
Wight
Deteriorate
Sacrifice the Weak
Skeletal Archery
Tech 2 card(s)
Get Paid+ Scavenger - ($10)
Garth casts Deteriorate on Brave Knight, killing it, you get a gold
Summon Corpse Catapult - ($7)
Bone Collector dies killing Overeager Cadet, makes a Skeleton
Corpse Catapult gains a rune
Garth makes a Skeleton - ($6)
Garth levels to midband - ($2)
Garth sacrifices a skeleton to draw a card, Corpse Catapult gains a rune
Worker - ($1)
Explosive turn but for all those draws and +/1+1s that are being tossed around I canât stop you from firing that Corpse Catapult. Shoot away!
Iâve heard that I can reshuffle the discard pile into the deck pile only once per turn. So, if Iâve already done it this turn when it comes to discard/drawing at the end of turn, I just draw from the deck as many as I can and leave the discard pile as is, right?
How do I do that with the scripts? I manually adjusted stuff, I couldnât find a good way to do it automatically.
"P1T6
Tech StartingHand Workers
TECH
Spectral Flagbearer
Hallucination
STARTING HAND
Flagstone Garrison
Drill Sergeant
Arrest
Building Inspector (1/1)
I believe the end of turn discard/draw step doesnât count against the âone reshuffle per turnâ limit. That rule exists for the purpose of ensuring that anything that could draw infinite cards in a single turn doesnât do so (for example, repeated uses of Research and Development).
Well, that wouldnât be infinite, but it could easily loop a couple times if you have good econ. There are ways to generate infinite money using Tax Collectors, though⌠A couple of older threads talk about it if youâre interested.
Itâs mostly a failsafe, just to make sure that crazy things are less likely to break the game.
Lord of Shadows
Thieving Imp (2/2+1A)
Skeleton Javelineer (1/1 ) exhausted
Tech 1 card(s)
Get Paid + float+scavenger - ($11)
Corpse Catapult gains 2 runes
Garth casts Nether Drain, Bigby loses 2 levels, Garth gains 2 - ($10)
Corpse Catapult destroys Tech II, uses 2 runes, your base takes 2 damage
Garth makes a Skeleton - ($9)
Skeletal Lord - ($6)
Garth levels to maximum - ($5)
Garth summons a Wight from the grave
Vandy - ($3)
Crypt Crawler - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (2/2+1A)
[I]Elite[/I]: Skeletal Lord (3+1/3 buffs Skeletons)
[I]Scavenger[/I]:
[I]Technician[/I]: Crypt Crawler (3/3 Sparkshot)
[I]Lookout[/I]:
[B]In Play:[/B]
Garth Lv. 7 (3/4)
Tower
Corpse Catapult (1/4) (2 rune) exhausted
Wight (4/4 unstoppable and deathtouch when attacking heroes)
Man, I canât even process that last turn. Clearly, though, itâs all over. Maybe it would have been better to take out the Garrison instead, I was hoping that youâd end up stuck with cards that you couldnât use without Tech II.
I was thinking about that - the only card I canât play with Tech II being down, is the second Drill Sergeant. But the cheap tech I units still give me enough fuel to keep going. Then again, I donât think it would have mattered this particular match.
Whatâs next? I really canât bring myself to try multi-color stuff. I canât wrap my head around paying 2 gold for tech I, and then not having the correct hero to cast the basic deck spellsâŚ