[LDT] Zhavier ([Finesse]/Demon/Ninjutsu) vs. petE ( [Necro]/Balance/Anarchy)

@petE

Glhf!

Post to come later.

P1T1


StartingHand Workers

STARTING HAND
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot
Timely Messenger
Spark


WORKERS
Helpful Turtle


NextHand

Fruit Ninja
Older Brother
Bloom
Brick Thief
Wither


Discard

Spark
Granfalloon Flagbearer
Timely Messenger


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy 2/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot 1/2
  • :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: 0
  • Workers: 5

GLHF!

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Summon Skeletons
Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator


WORKERS
Summon Skeletons


[/spoiler][/details]

[details=NextHand][spoiler]
Pestering Haunt
Graveyard
Thieving Imp
Skeletal Archery
Poisonblade Rogue


[/spoiler][/details]

[details=Discard][spoiler]
Deteriorate
Sacrifice the Weak
Skeleton Javelineer


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Jandra, the Negator (4/3)
  • :ps_: [I]Scavenger[/I]:
  • :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: 1
  • Workers: 6

[details=Thoughts][spoiler]


Don’t really like the look of this opening. Garth/Skellies looks like leads to a T3 hero loss for me, as he has so many ways to clear my patrol (Vandy’s sparkshot, Tenderfoot, Messenger, Spark, Shadow Blade, Fencers). So I’m left with units, Jandra this turn then Imp next. Though could end up losing Imp cheaply, and Jandra will likely trade down (eg to Older Bro in elite, unfortunate I don’t have Deteriorate in T2 hand) or overstay her welcome and threaten my non-Demon units (eg if he levels or Blooms Vandy and patrols in SQL).

[/spoiler][/details]

P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Dark Pact


STARTING HAND
Older Brother
Brick Thief
Bloom
Wither
Fruit Ninja


WORKERS
Helpful Turtle
Brick Thief


NextHand

Dark Pact
Fruit Ninja
Timely Messenger
Spark
Bloom


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot 1/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Hmm, bloom or Midband opens it up to him just trading zane and jandra if I stay in SQL. Tenderfoot in front though, that just trades tenderfoot for basically nothing. I could wither Jandra. Hmm, Im thinking opening with a spell isn’t that great, Id rather get some things on the board and Older Brother at least hits back regardless of what is in hand.

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Graveyard
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Thieving Imp


WORKERS
Summon Skeletons
Poisonblade Rogue


[/spoiler][/details]

[details=NextHand][spoiler]
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Deteriorate
Tiny Basilisk


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Jandra kills Older Brother
Thieving Imp, discard #2 of 5 - ($3)
Tech1 - ($1)

Float ($1)
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]: Thieving Imp (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jandra, the Negator (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


Still can’t play and protect a hero, so playing Imp – though discard feels a bit toothless, he can rebuild easily with Dark Pact. Not committing a hero also gives me counterattack possibilities from Zane with StW/Deteriorate.

Think I’ve decent midgame options against his deck in either Balance or Anarchy. But for now priority is to stop Vandy getting too powerful, so teching 2xTiny Basilisks. Useful later on threaten heroes, blockers or big Demons, though have to watch out for Wither/Discord turning them into Wisps.


[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH
Shadowblade
Speed of the Fox


STARTING HAND
Dark Pact
Fruit Ninja
Spark
Bloom
Timely Messenger
Nimble Fencer
Granfalloon Flagbearer


WORKERS
Helpful Turtle
Brick Thief
Spark


NextHand

Older Brother
Shadowblade
Speed of the Fox
Wither
Timely Messenger


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Dark Pact
Vandy kills Imp
Heroes’ Hall - ($3)
Midband heal Vandy - ($1)
Timely Messenger, kills Jandra - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tenderfoot 1/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 3/4, lvl 3
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Doom Grasp
Disguised Monkey


STARTING HAND
Tiny Basilisk
Pestering Haunt
Deteriorate
Sacrifice the Weak
Skeleton Javelineer


WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt


[/spoiler][/details]

[details=NextHand][spoiler]
Doom Grasp
Skeletal Archery
Tiny Basilisk
Graveyard


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Tiny Basiisk - ($6)
Skeleton Javelineer - ($5)
Tech2 Anarchy - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2, deathtouch)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


I can kill Vandy with max Zane shoving Tenderfoot; $1 off-colour Deteriorate kills Tenderfoot; Zane kills Vandy; Worker. Leaves me with 4/1 Zane vs his empty board. He almost certainly kills Zane with Wither, Messenger or Fencer, but only collects free hero levels if he’s willing to delay Tech2 build. Pretty tempting though not exactly cheap. I’m killing lvl 3 Vandy for net $5-6, plus maybe 2 hero levels to him eg for a maxed out Setsuki.

Alternative is to build early Tech2 (eg Anarchy) while teching Doom Grasp, will get a chance to play it next turn or the turn after. I’ll pay the same $5-6 for the Vandy kill, but with the hero level bonuses to me instead. I’ve enough back up options if DG doesn’t line up the turn I want it, eg max Zane, max Garth for a hasty/stealthy unit, Tiny Basilisk, Monkey. OK, let’s go with this, and hope I don’t regret passing up a Vandy kill.

…

Drew DG on the reshuffle, so with that or the other options should be rid of Vandy next turn.


[/spoiler][/details]

P1T4


Tech StartingHand Workers

TECH
Hidden Ninja
Nimble Fencer


STARTING HAND
Wither
Speed of the Fox
Shadowblade
Timely Messenger
Older Brother


WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother


NextHand

Bloom
Nimble Fencer
Dark Pact
Fruit Ninja


Discard

Wither
Shadowblade
Timely Messenger
Speed of the Fox
Hidden Ninja
Nimble Fencer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Wither Tiny Basilisk - ($4)
Shadow Blade Javelineer, discard 1 of 4 - ($1)
Tenderfoot hits your tech 2 for 1, unable to see the puny basilisk

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Vandy 3/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Tenderfoot 1/2
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

gah, not enough gold :confused: Wish I could stash that speed of the fox, oh well

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Steam Tank


STARTING HAND
Tiny Basilisk
Skeletal Archery
Graveyard
Doom Grasp -> discard to Shadow Blade


WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery


[/spoiler][/details]

[details=NextHand][spoiler]
Jandra, the Negator
Sacrifice the Weak
Disguised Monkey
Thieving Imp


[/spoiler][/details]

[details=Discard][spoiler]
Doom Grasp
Skeleton Javelineer
Graveyard
Tiny Basilisk
Pirate Gunship


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Garth to max, summon Steam Tank - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Steam Tank (3/6 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth lvl 6 (3/4)
  • Tiny Basilisk (0/1) [with -1/-1 rune]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Anarchy)

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]


Doom Grasp hit by Shadow Blade discard, bummer !

Maxing Garth for a Steam Tank to rebuild hand size and see if I can turtle up to build Tech3 next turn. Doesn’t give him much to attack into or benefit from Fencer haste. Keeping the Basilisk behind the lines to avoid Spark, then if he maxes Vandy the buff will reactivate its deathtouch.

I’m in trouble if he Dark Pact draws into Hidden Ninja to break my tech2.


[/spoiler][/details]

you are a gold short, as zane’s maxband targets and vandy has resist.

1 Like

Good point, will rethink. Just to check, do I get to redo the turn from the start – or am I obliged to do the parts of the move before the error (tech choices, Midori)?

you can redo the whole turn, but redraw the hand regardless of what you change.

1 Like

Turn redone, edited in.

P1T5


Tech StartingHand Workers

TECH
Metamorphosis
Hidden Ninja


STARTING HAND
Fruit Ninja
Dark Pact
Bloom
Nimble Fencer
Granfalloon Flagbearer
Hidden Ninja


WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Fruit Ninja


NextHand

Shadow Blade
Wither
Nimble Fencer
Speed of the Fox


Discard

Hidden Ninja
Dark Pact
Granfalloon Flagbearer
Bloom


Tech 2 card(s)
Get Paid + float - ($9)
Dark Pact
Setsuki - ($7)
Nimble Fencer - ($5)
Hidden Ninja, Fencer and Vandy, don’t get the draw :confused: - ($3)
Vandy kills Basilisk
Maxband Vandy, doom my Fencer, no valid target on your side - ($1)
Fencer breaks your Tech 2
Worker - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Setsuki 1/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tenderfoot 1/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 4/5, lvl 5
  • Nimble Fencer 4/5, doomed
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

Steam tank stale, wise move, let’s see if I can pull something out with dark pact.

Hidden Ninja is probably as good as I was going to get. Sadly, sacking setsuki here, unless I misjudge his next play. At least he is locked out of Zane for the moment. He definintely will be building a tower, and throwing up a skeleton, either for draw or defense. If he has doom grasp I might end up in a bad position, but I think letting him get zane would be worse, especially with the doomed basilisk as well. Biggest problem is I won’t be able to break through to kill his tower, more than likely. Definitely not feeling like I am ahead.

Nice one! Hidden Ninja was the card I least wanted to see.

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Moment’s Peace


STARTING HAND
Thieving Imp
Disguised Monkey
Jandra, the Negator
Sacrifice the Weak


WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Jandra, the Negator


[/spoiler][/details]

[details=NextHand][spoiler]
Deteriorate
Skeleton Javelineer
Pirate Gunship
Tiny Basilisk


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth and Steam Tank kill Setsuki
Skeleton - ($7)
Imp, discard #4 of 4 - ($4)
Tower - ($1)
Tech2 rebuilds

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


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Thieving Imp (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth lvl 6 (3/3)
  • Steam Tank (3/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


Definitely messed up by that Hidden Ninja. Building a Tower against stealth and possible Metamorphosis. Teching a second Pirate Gunship and Moment’s Peace, though that win condition not looking very likely at this point.

[/spoiler][/details]

P1T6


Tech StartingHand Workers

TECH
Glorious Ninja
Glorious Ninja


STARTING HAND
Nimble Fencer
Shadow Blade
Speed of the Fox
Wither


WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Fruit Ninja


NextHand

Timely Messenger
Hidden Ninja
Metamorphosis


Discard

Hidden Ninja
Dark Pact
Granfalloon Flagbearer
Bloom
Nimble Fencer
Speed of the Fox
Shadow Blade
Wither
Glorious Ninja
Glorious Ninja


Tech 2 card(s)
Get Paid - ($9)
River - ($7)
Nimble Fencer, skeleton dies - ($5)
Shadow Blade, Imp dies, discard 4 of 4, then draw 1 - ($2)
Vandy and Tenderfoot break Tech 2

Float ($2)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: River 2/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 4/4, lvl 5
  • Tenderfoot 1/1
  • Nimble Fencer 2/1
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 0
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

I’m not really sure what to spend my resources on. 5g gets me through the patrol easily enough, but to what end. I can break tech 2 again, or Tower. I’m facing 6 attack, with potential haste. My next hand is looking pretty rough, if he gets the kill on Vandy with Doom grasp, a mere 5 or 6g, I’m going to be in a rough position. I’ll build my tech 2, he builds his tech 3, and then its a question of draws, I think.

1 Like

Well I’ll certainly die wealthy…

P2 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Surprise Attack
Doom Grasp


STARTING HAND
Deteriorate
Pirate Gunship
Skeleton Javelineer
Tiny Basilisk -> discard to Shadow Blade
Pirate Gunship
Moment’s Peace


WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Jandra, the Negator


[/spoiler][/details]

[details=NextHand][spoiler]
Graveyard
Tiny Basilisk
Sacrifice the Weak
Doom Grasp
Disguised Monkey


[/spoiler][/details]

[details=Discard][spoiler]
Thieving Imp
Tiny Basilisk
Deteriorate
Moment’s Peace
Pirate Gunship
Pirate Gunship
Surprise Attack
Doom Grasp


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float, tech draw - ($11)
Make and sac a Skeleton for draw - ($10)
Deteriorate Fencer
Skeleton Javelineer - ($9)
Tech2 rebuilds

Float ($9)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Steam Tank (3/5 + 1)
  • :psfist: [I]Elite[/I]: Skeleton Javelineer (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Garth lvl 6 (3/3)
  • :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 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 9
  • Workers: 10

[details=Thoughts][spoiler]


The run of sad draws/discards continues – failed to draw Doom Grasp in hand, tech draw or Skelly sac draw; and Tiny Basilisk hit by Shadow Blade.

[/spoiler][/details]

1 Like

P1T7


Tech StartingHand Workers

TECH
Dark Pact
Speed of the Fox


STARTING HAND
Hidden Ninja
Timely Messenger
Metamorphosis


WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Fruit Ninja


NextHand

Timely Messenger
Shadow Blade
Hidden Ninja


Tech 2 card(s)
Get Paid + float - ($11)
Tenderfoot uselessly dies on Steam Tank Armor
Metamorphosis, Super Saiyan mode activated - ($5)
Vandy kills Tank and sparkshots javelineer, triggers tower
Midband Vandy, pay 1, discard, cast shadow Blade from codex, garth dies, you discard 2 of 5, then reshuffle and draw 1 (yes, possibly the same one you just discarded) - ($1)
River breaks Tech 2, base to 14

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


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

  • :psblueshield: [I]Squad Leader[/I]: River 5/6+A, lvl 5, DEMON
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy 6/2, lvl 5, DEMON
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 15
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Dang, and I kinda didn’t want river to live so I could do Hidden Ninja shenanigans :stuck_out_tongue: But, hey, I’ll take it. So, messenger will be free if I want… vandy can kill the tank and skeleton. The real question is, tech 2 ninjutsu, or shadowblade Garth. If I shadow blade Garth I have 2 glorious ninjas I can’t use. However, I can possibly get away with not breaking the tower if I go for garth, garth dead, tech 2 dead, he could deal 7 damage to river with… surprise attack and zane. Leaving tech 2 up and tower down means hasty damage from possibly monkey and marauder, and STILL potentially facing zane and surprise attack, and of course garth being able to draw for something, but he wouldn’t be able to target either hero. Overall, less immediate damage potential if I kill garth, and probably still have vandy active as well.

Skipping worker cause I really need the cards.

Can Vandy use midband ability when already exhausted?

readiness thanks to meta :wink:

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