[LDT] Andreas ([Necro/Demonology]Anarchy) vs FrozenStorm (PtW.dec)

Gl Hf @FrozenStorm. Nice to finally play against you =D

"P1T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer


WORKERS
Summon Skeletons


NextHand

Thieving Imp
Graveyard
Poisonblade Rogue
Skeletal Archery


Discard

Sacrifice the Weak
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Javelineer - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy lvl 1 (2/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

This is going to be a tough match-up. I wanted to come out guns blazing, and thankfully I had the aggro split of Haunt and Jav to open up with. Planning for likely dozers, or anarchy depending on how the game goes.

Unfortunately whiffed on deteriorate draw next turn.

"

1 Like

GL HF, this is going to be a rough start with this awful of a starting hand!

Player 2, Turn 1

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Graveyard
Pestering Haunt
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Pestering Haunt
  • Worker (0)

[details=Workers]
Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 4
  • Workers: 6

[details=End of Turn Hand]
Deteriorate
Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator
[/details]

[details=End of Turn Discard]
Summon Skeletons
Skeletal Archery
Graveyard
[/details]

[details=My Thoughts][spoiler]
Midband Vandy in Elite is a decent choice here, though it can give levels over to Garth if he wants it. I don’t have a lot of other options with this terrible of a starting hand though(no deteriorate to back off his pressure, no Imp or Jandra or even Jav to block with…). I don’t want his Vandy getting free levels, and that’d be about the only way to do that without just opening my base to free damage. I’m not really up for that against Anarchy.

Or am I…? I could just build a tower and let him kill that? Or wait to build the tower next turn? Ok fuck it I guess, why not, let’s just let him through and then pound the board next turn with Janrda + Imp? Idk, this is a super shit start, I’m probably pretty fucked regardless. Maybe Fencer can rescue me a bit
[/spoiler][/details]

"P1T2


Tech StartingHand Workers

TECH
Dark Pact
Bone Collector


STARTING HAND
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Graveyard


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Dark Pact
Bone Collector
Deteriorate
Jandra, the Negator


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Graveyard - ($2)
My haunt trades with yours; mine to grave
Tech 1 - ($0)
Vandy deals 2 dmg to your base

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 1 (2/3)
  • Graveyard 2HP: Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Interesting open on his part. Teching DP and BC for card draw and more aggro. He has a buckload of gold. My guess is he’ll go tech 1 (1G), Heroes Hall (2G), Worker (1G), leaving him 7 more gold-- maybe a thieving imp + Jav? I doubt he’ll bring Garth out since his synergy is mostly with Vandy and River, but we’ll see. BC will also help against nimble fencers if defending. Graveyard to help with hand size, thinning deck, and free haunts or cheap jav’s.

great draw with both DP and Bone Collector!

"

Player 2, Turn 2

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Deteriorate
Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+4float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Vandy (8)
  • Thieving Imp, discard #1 of 5 (5)
  • Jandra, the Negator (2)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Skeleton Javelineer, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 4
  • Workers: 6

[details=End of Turn Hand]
Graveyard
Dark Pact
Pestering Haunt
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Two base damage isn’t bad at all. And Jandra + Imp is safe to bring a hero out against all but a teched Shadow Blade, which I highly doubt. So I’ll do that + Vandy, and bring the pain next turn
[/details]

Very well played considering your starting hand!
btw- my hand size was 4, so I just discarded 1/4.

"P1T3


Tech StartingHand Workers

TECH
Chaos Mirror
Bone Collector


STARTING HAND
Deteriorate
Jandra, the Negator
Bone Collector
Dark Pact


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator


NextHand

Poisonblade Rogue
Sacrifice the Weak
Thieving Imp


Discard

Dark Pact
Deteriorate
Chaos Mirror
Bone Collector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
I discard card #1/4
Midband Vandy - ($3)
Vandy and Javelineer take out Jandra
Bone Collector - ($1)
Summon Javelineer from Graveyard - ($1)

Float ($0)
Discard 1, draw 3


[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]: Skeleton Javelineer (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 3 (3/1)
  • Graveyard 3HP: Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Things already not looking good here. His econ advantage with monocolor + P2 is tough to play against. Jandra + imp play was a very strong move. Losing Dark Pact really hurt. Vandy at risk here. A deteriorate + StW + Nimble Fencer will be very hard to come back from.

"

Player 2, Turn 3

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Graveyard
Dark Pact
Pestering Haunt
Sacrifice the Weak
Deteriorate + Nimble Fencer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Harmony, Nimble Fencer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Dark Pact, draw 2 base to 16
  • Graveyard (5)
  • Deteriorate Javelineer, you draw 1
  • Sacrifice the Weak, Imp and Bone Collector both go to their respective graveyards (3)
  • Nimble Fencer, trades with your Vandy, my Vandy to level 3, fencer to my grave (1)
  • Vandy breaks your graveyard
  • Worker (0)

[details=Workers]
Pestering Haunt, Skeleton Javelineer, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (3/4 lvl 3)
  • Graveyard (3hp) Holding Imp, Nimble Fencer

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Summon Skeletons
Skeletal Archery
[/details]

[details=End of Turn Discard]
Harmony
Nimble Fencer
Jandra, the Negator
Dark Pact
Sacrifice the Weak
Deteriorate
[/details]

[details=My Thoughts]
Okay, if I get deteriorate or fencer I can get a kill on Vandy, if I get both I can get a really great kill, and if I get neither I can still kill BC at least. I want to do a HH and Graveyard though, that’s only going to happen if I lay off killing Vandy. I will more likely skip HH, but I’m grabbing Harmony and a Fencer to split the difference.

Got both, I think I have to take the board clear! He can retaliate with Zane but not in a really dangerous way. Next turn I can HH or Tech 2, based on how much I want to spend on offense
[/details]

You brought on the pain there, wp! ~~ let’s see if I can bounce back

Edit: I realized I paid for my worker but didn’t drag it to the worker box. Turn is still the same except my hand is 3 instead of 4 after discard/draw phase. I had 3 cards in deck, so nothing was affected.

"P1T4


Tech StartingHand Workers

TECH
Blackhand Dozer
Blackhand Dozer


STARTING HAND


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue


NextHand

Dark Pact
Chaos Mirror
Deteriorate


Discard

Graveyard 3HP
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
Bone Collector (3/3)
Sacrifice the Weak
Blackhand Dozer
Blackhand Dozer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Bone Collector - ($4)
Thieving Imp, you discard card #1/2 - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bone Collector (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

He played exactly what I was worried about. Good draws/techs on his part. My only chance now is to capitalize on his low hand size, and go for tech 2 next turn. I’m hoping he uses Vandy’s midband to grab a Dark Pact, and whiffs on Deteriorate-- that way I can keep my Bone Collector another turn. Teching 2 Dozers for my mid game plan, if things go my way. Bit risky, but at this point I need a high risk-high reward plan

"

Thanks, but remains to be seen how this plays out. Let’s see, shall we? :slight_smile:

Player 2, Turn 4

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Graveyard
Dark Pact
Pestering Haunt
Sacrifice the Weak
Deteriorate + Nimble Fencer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Maestro
Harmony, Nimble Fencer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Vandy kills your Thieving Imp
  • My Thieving Imp from Graveyard, you discard #2 of 3 (5)
  • Tech 2 Finesse (1)
  • Worker (0)

[details=Workers]
Skeletal Archery, Pestering Haunt, Skeleton Javelineer, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech 1 HP: 5
  • Tech2 HP: 5 FINESSE

####In Patrol:

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

####In Play:

  • Vandy (3/2 lvl 3)
  • Graveyard (3hp) Holding Nimble Fencer

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Jandra, the Negator
Nimble Fencer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I think Vandy’s going to be a target for him with a Zane play, so I’m going to concede her likely loss, bleed his cards to make playing around heroes even more attractive, and get teched up so I can possibly raise a Grounded Guide to get my Fencers scary XD Throwing in Nether Drain to help with that resurrection plan, and potentially to do a trick-shot repeat doom fencers? Idk kinda crazy but might work. If nothing else, gives me a potential way to pop a barely-living Zane
[/details]

Your Vandy should be 3/2 from attacking Thieving imp

Correct, sorry I didn’t mark it as such, also corrected that my Imp is having you discard from a 3 card hand (so now you’re down to 2).

I expect Zane to join the party here soon :codexzane:

1 Like

Zane always has to make an appearance :smiley:

editted: took duplicate vandy and dead bone collector out of ‘play’ field

"P1T5


Tech StartingHand Workers

TECH
Hooded Executioner
Dark Pact


STARTING HAND
Chaos Mirror
Dark Pact
Deteriorate
Thieving Imp (2/2)
Skeleton Javelineer (1/1)


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Thieving Imp (2/2)


NextHand

Bone Collector (3/3)
Dark Pact
Chaos Mirror
Blackhand Dozer


Discard

Dark Pact
Skeleton Javelineer (1/1)
Deteriorate


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
I discard card #2/3 from your thieving imp
Bone Collector trades with thieving imp, summons skelly, Imp to your graveyard
Zane joins the party!, suiciding into Vandy - ($6)
Vandy - ($4)
Dark Pact, my base to 18, I draw 2
Tech 2 Demonology - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Token (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Vandy (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II Demonology HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Taking out Vandy definitely was important, to prevent River and Vandy’s crazy synergy, and also to prevent Dark Pacts saving his hand size + Vandy maxing. Zane to the rescue =D Teching another low-cost unit and Dark Pact. Hooded Exec gives good flexibility and hoping to be able to cycle through my units quickly and easily, to prevent Dozers sacrificial effect from being too damaging, and also having enough cheap bodies to withstand his hastiness, as well as for hopefully a clutch chaos mirror at some point. Next turn may grab another chaos mirror and/or tech 3, thinking zarramonde or tech lab gunship.

"

Player 2, Turn 5

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Jandra, the Negator
Nimble Fencer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Grounded Guide, Star-Crossed Starlet
Nether Drain, Maestro
Harmony, Nimble Fencer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • My Thieving Imp from Graveyard, you discard #3 of 4 (6)
  • Nimble Fencer, kill your SQL Skeleton (4)
  • Garth (2)
  • Make a skeleton (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator, Skeletal Archery, Pestering Haunt, Skeleton Javelineer, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech 1 HP: 5
  • Tech2 HP: 5 FINESSE

####In Patrol:

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

####In Play:

  • Garth (1/3 lvl 1)
  • Nimble Fencer (2/2)
  • Graveyard (3hp) Holding Nimble Fencer

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Harmony
Summon Skeletons
[/details]

[details=End of Turn Discard]
Grounded Guide
Star-Crossed Starlet
[/details]

[details=My Thoughts]
He gives up Zane plays for next turn, interesting. More interesting is tech 2 demonz, I think that will be reasonably manageable though. Dozers and Voidblockers definitely aren’t great to deal with, but I think I’ll manage.

Harmony clearly wasn’t what I needed here, will probably end up workering that. Might go to tech 3 before the recycle? Idk it’s going to be a tight game here.
[/details]

@Andreas (poke) I think next round’s starting soon, we should wrap up eh?

2 Likes

sorry for the delay-- will be posting soon

1 Like

"P1T6


Tech StartingHand Workers

TECH
Detonate
Shadow Blade


STARTING HAND
Bone Collector (3/3)
Dark Pact
Chaos Mirror
Blackhand Dozer


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Thieving Imp (2/2)


NextHand

Shadow Blade
Hooded Executioner
Sacrifice the Weak
Blackhand Dozer


Tech 2 card(s)
Get Paid - ($9)
I discard card #3/4
Dark Pact, base to 16, I draw 2
Blackhand Dozer - ($5)
Bone Collector - ($3)
Garth, summon skelly - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Blackhand Dozer (7/6+A)
  • :psfist: [I]Elite[/I]: Bone Collector (1+3/3)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Garth lvl 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy lvl 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

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

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

This is a make or break move next turn. He has a lot of attacking power with likely max garth and summoning Grounded Guide to boost his units/virtuosos. If he has a star-crossed scarlet in hand also to play, then I’m screwed. I had to skip a worker to get Garth+skelly on the board in order to protect tech 2 and vandy (who I’m heavily invested in currently with 2 Dark Pacts and a Shadow blade being teched now). Teching shadow blade in order to try and get some momentum back with hasted attack, and also keep his cards down. I will really need to get rid of graveyard somehow to stand a chance here. Detonate seems to be my only realistic chance.

"

1 Like

Player 2, Turn 6

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Harmony
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Grounded Guide, Star-Crossed Starlet
Nether Drain, Maestro
Harmony, Nimble Fencer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Maxband Garth, reviving a Grounded Guide (4)
  • Vandy (2)
  • Resurrect Fencer from the graveyard (0)
  • Fencer and Imp, now buffed, team up to kill Dozer, skeleton dies on trigger and you get a gold
  • Garth trades with your Bone Collector, your Garth to level 3
  • Other Fencer kills your Garth, Vandy to level 3, you get a card

[details=Workers]
Jandra, the Negator, Skeletal Archery, Pestering Haunt, Skeleton Javelineer, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech 1 HP: 5
  • Tech2 HP: 5 FINESSE

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4+1armor lvl 3 resist 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Nimble Fencer (4/3)
  • Grounded Guide (4/4)
  • Graveyard (3hp) Holding Nimble Fencer, Thieving Imp

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Maestro
Nether Drain
Sacrifice the Weak
Deteriorate
[/details]

[details=End of Turn Discard]
Star-Crossed Starlet
Summon Skeletons
Harmony
[/details]

[details=My Thoughts]
We’ll see about that tech 3 later, but right now I just want to get the board cleared up. Zane might be coming but I’ll patrol to make it as difficult as possible for him to break through. He can instamax Zane + midband Vandy and get to my grounded Guide, but that leaves him with no defense and only a maxband vandy against my doomed Fencer. That’s not good for him.
[/details]

"P1T7


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Hooded Executioner
Blackhand Dozer
Sacrifice the Weak
Shadow Blade
Detonate


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Thieving Imp (2/2)


NextHand

Deteriorate
Graveyard 3HP
Dark Pact
Skeleton Javelineer (1/1)


Discard

Blackhand Dozer (7/6+A)
Bone Collector (1+3/3)
Pirate Gunship
Pirate Gunship
Shadow Blade
Sacrifice the Weak
Detonate
Blackhand Dozer


Tech 2 card(s)
Get Paid - ($9)
Scav and tech bonuses - ($10)
Shadow blade to kill your skeleton (most expens. SB ever), you discard card #2/4, you get 1G - ($7)
Sacrifice the weak to kill nimble fencer, who goes to your graveyard - ($5)
Hooded Executioner, boost to kill Grounded Guide, who crowds your graveyard and causes it to fall apart - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Hooded Exec (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Vandy lvl 1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)

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

  • Hand: 4
  • Deck: 4
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Needed a better hand, I had to make a lot of poor value trades here with Shadow Blade on skelly. Although there was good value in getting rid of his 2 units in play causing graveyard to crumble. Vandy and River combo coming up next I expect (harmony+Dark Pact). Unfortunately not able to summon my other Dozer here, wasting him. No other tech 2 in the deck right now to use. I was considering a Banefire Golem to counter his dancers/skellies, although I doubt it (and a cheap unit of mine) would survive a turn. I won’t be able to win if we stay at tech 2, although if I make a dash for tech 3, I don’t see how I’ll keep up with him. Not sure about execution of my end game plan here, but neverthless need to go for it. Going with gunships instead of zarramondes mostly b/c of econ and haste.

"

Wow yuck, lot of killing

Player 2, Turn 7

P1 [Necro/Demon]/Anarchy vs P2 PtW.dec

[details=Starting Hand]
Maestro
Nether Drain (discarded, meh)
Sacrifice the Weak
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1scav)
  • tech 2 cards in

[details=All Teched Cards]
Blademaster, Dark Pact
Grounded Guide, Star-Crossed Starlet
Nether Drain, Maestro
Harmony, Nimble Fencer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Sacrifice the weak, kills Hooded Executioner (9)
  • Vandy kills your vandy, maxbands but it fizzles, you get a gold
  • River (7)
  • Tech 3 (2)

[details=Workers]
Jandra, the Negator, Skeletal Archery, Pestering Haunt, Skeleton Javelineer, Poisonblade Rogue
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech 1 HP: 5
  • Tech2 HP: 5 FINESSE
  • Tech3 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: River (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (4/5 lvl 5)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Dark Pact
Dark Pact
Maestro
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
That was an interesting play from him, but now I’ve got his Vandy, no more dark pact or Shadow Blade. Going to tech 3 as that’s the only real good use of gold this turn, next turn can either Dark Pact for the blademaster if I can dig him up, otherwise meta.
[/details]

It has been a bloodbath indeed, with the fun of thieving imps around this game.

"P1T8


Tech StartingHand Workers

TECH
Zarramonde
Voidblocker


STARTING HAND
Skeleton Javelineer (1/1)
Graveyard 3HP
Deteriorate
Dark Pact


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Thieving Imp (2/2)
Graveyard 3HP


NextHand

Zarramonde
Dark Pact
Chaos Mirror
Pestering Haunt (1/1)
Bone Collector (3/3)


Tech 2 card(s)
Get Paid - ($9)
Scav gold - ($10)
Maxband Garth, summon Dozer from discard - ($2)
Garth summons skelly - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Blackhand Dozer (7/6+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garth (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Skeleton (1/1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP:

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

  • Hand: 5
  • Deck: 12
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Had a choice of tech 3 or max Garth. Decided to go with max Garth to grab a Dozer so that I could hold off his attack another turn, hopefully being able to take adv. of Dozer’s overpower ability, and use a chaos mirror. Plus my next 4 cards are not tech 3 anyway, so no need to rush just yet. Next turn I very likely will go tech 3 + tech lab. Teching a Zarra in the mix also just in case. My deck unfortunately is so bloated at this point since I was at 9 workers that it’s really bad. Need luck on my size. Thankfully will be able to use Dark Pacts to help with randomness, but runs the risk of tech 3s

Damn, I drew a zarramonde. Oh well, that’s how it goes. At least not a gunship, yet.

"

I dont think you have a tech 3, correct?