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LLL 2: FrozenStorm ([Necro]/Blood/Fire) vs. Kaelii ([Finesse]/Discipline/Strength)


#1

This ought to be fun, I have only seen my deck once but I believe it was in a game against me and @Bob199 beat me pretty good with a late war drums :slight_smile: GL HF @Kaelii!

Player 1, Turn 1

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Graveyard
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Graveyard (2)
  • Worker (1)

[details=Workers]
Jandra, the Negator
[/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:

  • Graveyard (3 HP)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Skeleton Javelineer
Pestering Haunt
[/details]

[details=End of Turn Discard]
Deteriorate
Summon Skeletons
Sacrifice the Weak
[/details]

[details=My Thoughts][spoiler]
This is one awful P1T1 black hand… both of my board equalizers so won’t have those turn 2, none of my cheap units, and no imp either… The good news is I don’t think he can push through 3 damage onto the Graveyard before I start getting use out of it, and largely I want to play around Graveyard for this deck. So I guess I might as well plop it down now? Next turn I’ll be able to Garth + Skele or Imp or Jaina + Jav, whatever looks like the best defense against what he lays down here, and then I can move to equalize a bit with Lobbers.

Main thing to worry about with his deck is two-stepped birds, so I gotta keep Rook and River from being pests, and be ready to build a tower
[/spoiler][/details]


#2

[details=Thoughts]Major immediate threats are: Graveyard recursion of imp over a period of time – to setup say lobbers, Deteriorate free kill, Sac the Weak imbalanced kill.
Probably not going to put out a turtle this game but there’s more of a chance of that than putting out the ninja.
Turtle, Ninja and Flagbearer are all meh versus sac, but brickthief is respectable against sac/deteriorate in scavenger – deal 1 to his base I guess.
He doesn’t have great options to openly contest a combat hero until he is working on tech cards, so grave or rook makes sense, grave midbands quickly has sparkshot and gets readiness fast, while rook has the better tech in choice.

Probably looking at MPM if I start seeing targeting stuff and yld will let me pick off a tech building or the graveyard if he goes for blood. MPM protects against so much stuff that could be problematic.

If we see skeletal archery I probably switch up for DeGray.

With no multicolor cost I might even do something ‘crazy’ like T3 hero’s hall teching in discord and harmony, while keeping around some spells so I can dance if I want to and leave my friends behind.[/details]

P2T1


StartingHand Workers

STARTING HAND
Spark
Brick Thief
Fruit Ninja
Helpful Turtle
Granfalloon Flagbearer


WORKERS
Fruit Ninja


NextHand

Bloom
Wither
Older Brother
Timely Messenger
Tenderfoot


Discard

Helpful Turtle
Spark
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Brick Thief deals 1 to graveyard on arrival - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave level 1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Brick Thief (2/1) Resist 1
  • :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: 6

#3

Brick Thief :frowning:

Player 1, Turn 2

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Skeleton Javelineer
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float)
  • Tech 2 Cards in

[details=All Teched Cards]
Lobber, Bone Collector
[/details]


###Main:

  • Thieving Imp (3)
  • Pestering Haunt (3)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Jandra, the Negator
[/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: Thieving Imp (2/2)
  • :target: Lookout:

####In Play:

  • Graveyard (2 HP)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Lobber
Bone Collector
Summon Skeletons
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Ick Brick Thief… Well my Graveyard is pretty easily done, so let’s fight back with economy trades. Give me cards, I’ll bleed out yours and dig back to the graveyard next cycle.
[/details]


#4

[details=Thoughts]5/7 cards, so sac the weak/deteriorate/tech choices are SUPER likely this turn – but I don’t think I want to play into that stuff.
SO, we’re letting him keep his graveyard a turn and instead breaking his tech 1 this turn, as I really don’t want to deal with lobbers and I think jaina’s spells are expensive enough that I don’t really care if he kills Grave with them this turn, as 3/4+A basically means flame arrow+haunt which is literally all his gold, not even a worker.
More likely is garth+skeleton spell, or imp+hero?

1 for Brickthief, 1 for timely messenger, 3 from grave
Spending 4/6 so heroes’ hall or tech 1 and float? Prolly tech 1? Leaves the option of slamming tech 2 out for ‘5’/8 gold next turn which leaves room to nimble fencer x1 and sparring partner x1? or a bit of play room on grave levels or something.[/details]

"P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Sparring Partner


STARTING HAND
Wither
Older Brother
Bloom
Tenderfoot
Timely Messenger


WORKERS
Fruit Ninja
Wither


NextHand

Brick Thief
Granfalloon Flagbearer
Sparring Partner
Tenderfoot


Tech 2 card(s)
Discard random.org says #1 of 5
Get Paid - ($6)
Worker - ($5)
Brick Theif trades with Imp, you draw - deals 1 to tech 1
Timely Messenger, deal 1 to tech 1 - ($4)
Midband Grave, Breaks Tech 1 - ($2)
Tech 1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Grave level 3 (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Timely Messenger (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

#5

Player 1, Turn 3

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
Lobber
Bone Collector
Summon Skeletons
Skeleton Javelineer
Sacrifice the Weak (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 for technician
  • Tech 2 Cards in

[details=All Teched Cards]
Lobber, Nether Drain
Lobber, Bone Collector
[/details]


###Main:

  • Thieving Imp from the graveyard, you discard #4 of 4 cards according to random.org (3)
  • Skeleton Javelineer (2)
  • Haunt trades with Messenger, goes to graveyard
  • Rebuild tech 1
  • Worker (1)

[details=Workers]
Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
[/details]

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

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

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

####In Patrol:

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

####In Play:

  • Graveyard (2 HP) Holding Haunt

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Skeletal Archery
Lobber
Bone Collector
Lobber
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Hm curiously he doesn’t shut down the Graveyard… I guess that means double down on Lobbers. Just in case I get in hero trouble (with Rook especially) let’s grab Nether Drain as well. I’m able to generate massive card advantage here by replaying Imp, so I’m going to do that in the hopes that he tries to go tech 2. That lets me react and most likely hit him with a Midband Drakk + Lobbers swing that can probably kill Grave, thus maxbanding Drakk and giving me War Drums as a speedy win condition. If he stays hard on board control though (perhaps he has Fencer and he doubles my patrol with Grave + Sword, killing the graveyard) I suppose I’ll just tech up and use Garth to cheat something in, either Bamstamper or Crashbarrow most likely.
[/details]


#6

"P2T3


Tech StartingHand Workers

TECH
Mind Parry Monk
Training Grounds


STARTING HAND
Brick Thief
Granfalloon Flagbearer
Sparring Partner
Tenderfoot – Imp’d


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer


NextHand

Nimble Fencer
Bloom
Spark


Discard

Tenderfoot
Timely Messenger
Brick Thief
Mind Parry Monk
Training Grounds


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Grave kills Skeleton Javelineer, taking 1 damage
Tech 2, Discipline - ($3)
Sparring Partner - ($2)

Float ($2)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Grave level 3 (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :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 (Discipline)

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

  • Hand: 3
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

#7

Player 1, Turn 4

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
Deteriorate
Skeletal Archery
Lobber
Bone Collector
Lobber
Nether Drain (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Draw 1 for technician
  • Tech 2 Cards in

[details=All Teched Cards]
Hooded Executioner, Lich’s Bargain
Lobber, Nether Drain
Lobber, Bone Collector
[/details]


###Main:

  • Drakk (6)
  • Hero’s Hall (4)
  • Lobber x 2 (2)
  • Resurrect Haunt from graveyard
  • Lobbers trade with Grave and go to Graveyard, Drakk to lvl 3
  • Worker (1)

[details=Workers]
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
[/details]

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

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

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

####In Patrol:

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

####In Play:

  • Pestering Haunt (1/1)
  • Graveyard (2 HP) Holding Lobber, Lobber, Skeleton Javelineer

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Sacrifice the Weak
Bone Collector
Hooded Executioner
Nether Drain
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Hm okay, he goes for Discipline so YLDs and Vigor Adepts most likely incoming. I’m good with either of those, easy Sac the Weak targets with his card disadvantage. I’m going once again to stay the decision on going tech 2 or war drums by getting a hero’s hall (almost certainly his play is going to be Maxband Rook, so I need access to the Nether Drain I’m almost guaranteed to draw) and a hooded exec (get out of jail card for Vigor Adept / YLD / Mind Parry Monk).

Next turn I most likely either:

  • Garth + Nether Drain to buff Drakk + 1 maxband drakk + Hasty BC + Lobber (7gold ) take Rook, Drakk and Imp break Lich’s Bargain and tech 2x War Drum, or
  • Garth + Lich’s Bargain + tech 2 fire + Skeleton, pray he didn’t tech discord, hope to cheat in bamstamper?

Idk, I do feel like I’ve backed myself into a corner a little bit but I suppose we’ll see how this plays out!

Of course, I didn’t draw the Lich’s Bargain… That makes things slightly tougher doesn’t it? o_0 I suppose I’ll just be doing the one skeleton then! At least I drew Nether Drain, that was the only must-have to break Rook (who is likely to be 4/6 + a 1/1 from Partner). We’ll see if he goes for vanilla rook + like birds + river instead?
[/spoiler][/details]


#8

P2T4


Tech StartingHand Workers

TECH
Mythmaking
Hero’s Monument


STARTING HAND
Bloom
Nimble Fencer
Spark


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer
Spark


NextHand

Older Brother
Helpful Turtle


Discard

Tenderfoot
Timely Messenger
Brick Thief
Mind Parry Monk
Training Grounds
Bloom
Mythmaking
Hero’s Monument


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rook - ($7)
Bloom Sparring Partner - ($5)
Sparring partner kills imp, taking 2 damage. Graveyard overflows
Nimble Fencer - ($3)
Ready sparring partner, spars with Nimble Fencer - ($1)
Nimble Fencer kills Drakk my base takes 1 Rook to level 3

Float ($1)
Discard 0, draw 2


[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]: Rook level 3 (2/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner (3/1)
  • Nimble Fencer (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

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

  • Hand: 2
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

#9

I both love and loathe playing Black / Red: I feel very uneasy skipping workers or playing til I’m card empty or damaging my own base, but at the same time it allows me to kind of say f"k it YOLO" and just see if some insane idea will actually work or not. I think you actually have to be really thorough and math-y to play red well, but I kind of like the throw up your hands and see how it shakes out approach to things it brings out of someone like me XD

Still, I’d rather be doing White and Purple things

Player 1, Turn 5

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
Sacrifice the Weak
Bone Collector
Hooded Executioner
Nether Drain
Deteriorate
Lich’s Bargain (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Draw 1 for technician
  • Tech 2 Cards in

[details=All Teched Cards]
War Drums x2
Hooded Executioner, Lich’s Bargain
Lobber, Nether Drain
Lobber, Bone Collector
[/details]


###Main:

  • Garth (7)
  • Deteriorate Partner, it dies (5)
  • Sacrifice the weak, fencer dies (5)
  • Haunt pings your base to 19hp
  • Bone Collector (3)
  • Lich’s Bargain, my base to 14 I go to 7 workers, enter stage left three foul creatures (1)
  • Garth makes 1 more skeleton (0)
  • Skip Worker

[details=Workers]
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
[/details]

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

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

  • :heart: Base HP: 14
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor)
  • :psfist: Elite: Zombie (2+1/2)
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Bone Collector (3/3)
  • :target: Lookout: Skeleton (1/1)

####In Play:

  • Garth (1/3 lvl 1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Hooded Executioner
Sacrifice the Weak
Lich’s Bargain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Okay, he did first tech Sparring Partner and Fencer, so he’s holding 2 from the starter deck. Also (not so) kindly he draws me into my Lich’s Bargain, and it’s time to pick a winning move. I think as soon as I went for Lich’s Bargain last turn it was pretty clear I was favoring War Drums, and that seems the clear winning move here: it allows me to just avalanche the board in my favor by merely paying the Lich his dues :wink: I’m teching 2x War Drums and deliberately drawing 4 as I want to maximize the chances I get War Drums on turn 7. I have no intention of doing anything next turn but maxbanding Drakk. If I draw Nether Drain to help me do that, bangarang, but if not that’s fine too. I am 100% okay giving him 2 turns to set up almost whatever he wants to do. The only thing I can’t let him do is sword rune Drakk on his turn 6. So I will sell out my giant board next turn if and only if he does something like Max Rook + Tower + Grave, but otherwise I will probably just maxband Drakk and sit comfortably while I draw into War Drums and give my board of 7 units +7 attack each XD
[/details]


#10

Well. That is a lot of stuff.

Thoughts

His deck is: Deteriorate, Sac, Graveyard, Imp, Javelineer, Lobber, Lobber, Lich’s Bargain, and probably Bone Collector #2, and probably 3 from something like: Netherdrain (probably less likely but may have just added), Doom Grasp (probably less likely but may have just added), Bloodlust, Crash Bomber (1-2 likely?), possible second Lich’s Bargain, or less commonly hooded executioner. Maybe he tech’d Garbage in the other slots but probably not.
Overall (Deteriorate, Sac, Graveyard, Javelineer) is probably the best hand I can hope him to have right now.
1/3rd chance for at least 1 lobber roughly.

Lets be “hopeful” and assume: Bargain #2, BC #2, and Crash Bomber x2

I also know the location of Pestering Haunt, so he probably workered PBR, Summon Skeletons, Skeletal Archery, Jandra.

5/7 gold is midband drakk for 4+3+2+4+2+1+1 or 17 attack on board, or 3+2+4+2+1+1 if I kill Horror with first life of Rook, but then he doesn’t patrol, which seems like a poor choice maybe?

I can patrol Max Rook force him to use at least 9 attack leaving 8 unresolved. A Hero, Brother or Turtle is another 2-5, which leaves 3-6.
Horror, zombie, haunt and skeleton for Rook probably

Now I’m wishing I had a Martial Mastery in my deck already.

I either need to go Discord or DeGray to deal with all this stuff. DeGray is stronger but I don’t think I can keep a tech lab alive right now, so we’ll go Discord and hope it is enough, and we hit the Tech 3 THIS turn so I don’t even have a good reason to build T3 and hope it spooks him enough to distract damage from my tech 2/base.

P2T5


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Helpful Turtle
Older Brother


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer
Spark
Helpful Turtle


NextHand

Timely Messenger
Hero’s Monument
Older Brother


Tech 2 card(s)
Get Paid + float - ($10)
Maxband Rook - ($5)
Worker - ($4)
Grave midband - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Rook level 8 (4/6+A) Two Lives
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Grave level 3 (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)

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

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

#11

Only going to be more things I’m afraid :wink:

Player 1, Turn 6

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
Deteriorate
Hooded Executioner
Sacrifice the Weak
Lich’s Bargain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 Cards in

[details=All Teched Cards]
Nether Drain, Crash Bomber
War Drums x2
Hooded Executioner, Lich’s Bargain
Lobber, Nether Drain
Lobber, Bone Collector
[/details]


###Main:

  • Drakk + Midband (2)
  • Horror Takes Rook’s armor and first life, Bone Collector and ready skeleton (we’ll call Jim, for the moment) finish him off, Drakk maxbands, I get a new skeleton we’ll call Jack
  • Zombie and Haunt kill Grave, you get a card, Garth to level 3
  • Garth and other ready skeleton we’ll call Bojangles ping your base to 16hp
  • Lich’s Bargain, my base to 10hp, 3 more things in play (0)

[details=Workers]
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
[/details]

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

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

  • :heart: Base HP: 10
  • Tech 1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Horror (3/3+1armor)
  • :psfist: Elite: Zombie (2+1/2)
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (1/3 lvl 3)
  • Drakk (3/4 lvl 6)
  • Skeleton (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 8

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
War Drums
Lobber
Nether Drain
War Drums
Thieving Imp
[/details]

[details=End of Turn Discard]
Lich’s Bargain
Bone Collector
Pestering Haunt
Crash Bomber
Nether Drain
Sacrifice the Weak
Hooded Executioner
Deteriorate
[/details]

[details=My Thoughts][spoiler]
Pray for no discord, and double war drums will end this baby right quick. If there’s a discord (have to assume he teched 2 of them, which drawing 4 out of 13 with 2 in the deck means he’s 46% to draw 1, so I’m on the better side of a coin flip but still highly possible he has it), I think I can still edge things out, but it will obviously be a lot tougher / closer. Nothing else I can do without Nether Drain in hand here will work better.

So let’s assume worst-case that he has discord. That’ll give me an extra card and gold, and leave 2 units for me. So double war drums + lobber + skeleton + jav/lobber (hopefully) still gives me heavy attack power (+10 attack +1 frenzy on 4 units that can attack, plus garth and drakk. He can at max patrol 3 units + river in that scenario, and you’d hope I could beat 2 of them with drakk and garth, so even if 2 units die I’m still left with +6 attack + 1 frenzy + 2 base attack x2 units should be enough to kill base. So yeah, I think I got dis even with discord, unless I draw graveyard with the technician, but even then I can nether drain + levels off river to max garth and grab the lobber… yea I think I’m good?
[/spoiler][/details]


#12

Well. There’s a good chance this goes poorly for me…

P2T6


Tech StartingHand Workers

TECH
Martial mastery
Versatile Style


STARTING HAND
Hero’s Monument
Older Brother
Timely Messenger
Brick Thief


WORKERS
Fruit Ninja
Wither
Granfalloon Flagbearer
Spark
Helpful Turtle


NextHand

Mythmaking
Nimble Fencer
Tenderfoot


Discard

Hero’s Monument
Martial mastery
Versatile Style


Tech 2 card(s)
Get Paid - ($10)
Tower - ($7)
River, Maxband - ($2)
Brick Theif, steals a brick from your base (to 9), heals my base for 1 - ($1)
Older Brother - ($0)
Timely Messenger

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+A)
  • :psfist: [I]Elite[/I]: Timely Messenger (2/1)
  • :ps_: [I]Scavenger[/I]: River (3/4)
  • :pschip: [I]Technician[/I]: Brick Thief (2/1) Resist 1
  • :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 (Discipline)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

#13

shouldn’t be 15? the skele gets frenzy, garth obs do not


#14

Haunt put it at 19, Garth at 3 only does 1 damage, 2 from frenzied skeleton, that’s 16 by my count


#15

u forgot drakk’s death png! his base was at 18, not 19 :wink:


#16

You are right, though it won’t matter as the undead hordes shout “WITNESS ME!” and return to Valhalla

Player 1, Turn 7

P1 [Necro]/Blood/Fire vs P2 [Finesse]/Discipline/Strength

[details=Starting Hand]
War Drums
Lobber
Nether Drain
War Drums
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 Cards in

[details=All Teched Cards]
Bone collector, crash bomber
Nether Drain, Crash Bomber
War Drums x2
Hooded Executioner, Lich’s Bargain
Lobber, Nether Drain
Lobber, Bone Collector
[/details]


###Main:

  • War Drums x 2, currently 5 units = +10 atk (2)
  • Lobber (1)
  • Skeleton, now 7 units (0)
  • Drakk kills older brother and takes 3
  • Bojangles kills River, Garth to level 5, 6 units
  • Garth kills brick thief, takes 3
  • Jack kills messenger, 5 units
  • Zombie, horror, Skeleton, and Lobber deals 8 + 11x4 = 52 damage to your base

GG WP @Kaelii! I checked out your tech choices after I worked out my turn here, I feel like two step birds would have been much better early game, and had you killed my graveyard on turn 2 you likely would have protected them without too much trouble.

Heroes monument and mythmaking I also think would have been outclassed by young lightning dragons and building a surplus, better use of gold and tougher for me to deal with.

@EricF the flamethrower guitar band emerges victorious from this one!


#17

Yeah, killing graveyard probably was the correct play. That or I needed to start out with something like double fencers or reversal so I could actually get through a minor line to actually kill the graveyard.

I probably should have gathered wardrums+Bargain by AT LEAST T4 HH, and should have started to tech in discord and/or DeGrey+tech lab rather than going full ham on hero’s monument, which wouldn’t have likely made much of a difference. I probably would have gone for a different T5 with one set already in my deck, and been more likely to survive.

I’m a little curious to know why on T4 you played Double Lobber -> Remake Haunt, rather than Lobber -> Graveyard Lobber + Lobber//Bone Collector.


#18

A few reasons:

  • I wanted enough gold to tech 2 and garth + lich’s bargain + have 1 left to nether drain, skeleton, lobber or worker or something, so it gave me more options for the next turn gold-wise
  • I wanted to play down to discard 3, so I’d have my deck as thin as possible (setting me up for the best possible following cycle
  • I didn’t want to trade with Sparring partner, so haste doesn’t matter to me there, but re-playing haunt means 1 more attack that IS ready next turn that I can’t get from the graveyard / my deck on the next cycle immediately (having lobbers in the deck for the recycle gives me more reactive attack power)
  • I didn’t honestly think you’d kill Imp and topple the graveyard, I was pretty convinced you’d go straight for Rook max there as further going down cards and further delaying the tech 2 units I assumed you were counting on as a primary win condition didn’t seem a wise choice. In hindsight I think I was right: going to dc 0 draw 2 there delayed my war drums a turn, but it also delayed you being able to do much about it for a turn and gave me resources to further cement a card lead.

Yea I think it would have been a very close game had you killed the graveyard and been a little less aggro with cards turns 3/4/5. Without the graveyard, I can’t Imp again on turn 3, and you get to cycle more normally. As the game played out with me having graveyard on turn 3, I really bled you down where an early tech 2 wasn’t terribly threatening

Finesse I think would’ve been a better choice, so at least Fencers give the tech 2 tree a haste threat. That or like you say, Strength for DeGrey / Barbs, where barbs are SCARY AS FK when two-stepped 0_0

Nothing in Discipline tech 2 was immediately concerning to me the turn it hit the board, I have plenty of unit removal to chew up a YLD or Vigor Adept before it can make really big trades, and Training Grounds I can somewhat neutralize with Doom Grasp or Nether Drain or Lich’s Bargain Horror


#19

I was rather upset that you hit my bloom with that imp on T2 though.
Bloom kill imp with grave, trade messenger for haunt, break graveyard, olderbrother//tenderfoot in tech probably.


#20

You don’t need bloom to kill imp in technician with grave though? Grave takes Imp,pay 2 to heal, brick thief breaks graveyard and deals 1 to base / tech 1, older brother in scav / techn, tech 1 worker. THAT was the type of play I expected, and would have been really hard on me. I’d have had to go like BC + Lobber + worker float 2 or something, maybe BC + Garth + deteriorate Brick Thief and pray you don’t draw a Fencer. More likely though you find a way to kill BC and Garth in pretty good trades, and I’m desperately hoping to regain ground with a graveyard replay + blood tech 2, or perhaps playing Fire Tech 2 pretty straight with no great synergy…

Had you done that turn 2, I would have been really hurting for a winning game plan I think! I really didn’t consider brick thief with my turn 1 play