MapMatch: Blue V Black - FrozenStorm and Zhavier

“Reputable” “Newsman”

2 Likes

Go ahead and bring the Judgement down XD

Game 10, Player 1, Turn 4

Map: NO RUSH 15 MINUTES - Prevent all damage until after each player has taken 4 turns.
P1 Black vs P2 Blue

[details=Starting Hand]
Bone Collector
Sacrifice the Weak
Thieving Imp
Deteriorate
Graveyard
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shrine of Forbidden Knowledge, Banefire Golem
Zarramonde, the Obliterator x2
Bone Collector x2
[/details]


###Main:

  • Bone Collector attacks Cadet, no damage happens but hey, I get another skeleton you can bring to the reckoning
  • Graveyard (6)
  • Worker (5)
  • Tech 2 Demonology (1)
  • Tech Lab Necromancy (0)

[details=Workers]
Pestering Haunt, Poisonblade Rogue, Jandra, The Negator
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech Lab HP: 4 NECRO

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (1/3 lvl 1)
  • Bone Collector (3/3)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Summon Skeletons
Zarramonde, the Obliterator
Skeletal Archery
Zarramonde, the Obliterator
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
If I’d teched a Doom grasp t2, I could stop the possible judgement that’s about to come. If he drew it (pretty sure he teched it right away, no stash so he probably split how he wanted), so be it. We’ll play straight up at tech 2. Demonz lets me go big for tech 3, Banefire helps with Garrison and little weanies, next turn I’ll probably bring Vandy. If he doesn’t judgement, great, Zarra plan in full effect.
[/details]

P2T4


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Lawful Search
Judgment Day
Traffic Director
Porkhand Magistrate
Spectral Aven
Flagstone Garrison
Bluecoat Musketeer
Overeager Cadet
Building Inspector


WORKERS
Manufactured Truth
Arrest
Jail


NextHand

Reputable Newsman
Lawful Search
Building Inspector
Drill Sergeant
Judgment Day


Discard

Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer


Tech 2 card(s)
Get Paid + float - ($13)
Max Bigby - ($9)
Tap Bigby to draw
Judgment Day, everybody dies!, graveyard has 2 new residents - ($5)
Flagstone Garrison - ($2)
Traffic Director, draw 1 - ($1)
Lawful Search, draw last card - ($0)
Overeager Cadet, reshuffle draw 1
Stash

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet 2/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bigby 3/4, lvl 5
  • Flagstone Garrison :heart: 4
  • Traffic Director 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Executions for EVERYBODY! I might regret skipping that worker…

Game 10, Player 1, Turn 5

Map: NO RUSH 15 MINUTES - Prevent all damage until after each player has taken 4 turns.
P1 Black vs P2 Blue

[details=Starting Hand]
Summon Skeletons
Zarramonde, the Obliterator
Skeletal Archery
Zarramonde, the Obliterator
Deteriorate
Banefire Golem (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Skeletal Lord
Shrine of Forbidden Knowledge, Banefire Golem
Zarramonde, the Obliterator x2
Bone Collector x2
[/details]


###Main:

  • Deteriorate Cadet, Garth kills him
  • Orpal (7)
  • Make a Skeleton (6)
  • Resurrect Bone Collector from the Grave (4)
  • Skeletal Archery (2)
  • Worker (1)

[details=Workers]
Banefire Golem, Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Jandra, The Negator
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech Lab HP: 4 NECRO

####In Patrol:

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

####In Play:

  • Garth (1/2 lvl 1)
  • Graveyard (3hp), holding Skeleton Javelineer
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Shrine of Forbidden Knowledge
Thieving Imp
Bone Collector
Zarramonde, the Obliterator
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well with the Judgement in play and Garrison also down, I don’t think Banefire is such a hot plan after all. He can just judgement it then hit stuff with Bigby. I’ll hang Orpal out to dry to buy some time, continue spamming skeletons, and just plan to rush tech 3. We’ll see if that works out, I’m not holding my breath lol. Still, it does take time for him to setup something that can take down my buildings. Playing archery just to thin the deck and make him think about skeletons seriously.
[/details]

P2T5


Tech StartingHand Workers

TECH
Flagstone Spy
Air Hammer


STARTING HANDBuilding Inspector
Judgment Day
Reputable Newsman
Drill Sergeant
Lawful Search
Drill Sergeant
Overeager Cadet
Overeager Cadet
Flagstone Spy


WORKERS
Manufactured Truth
Arrest
Jail


NextHand

Porkhand Magistrate
Reputable Newsman
Air Hammer
Bluecoat Musketeer
Spectral Aven


Discard

Building Inspector
Judgment Day
Lawful Search


Tech 2 card(s)
Get Paid + Scav - ($9)
Drill Sergeant, draw 1 - ($6)
Drill Sergeant, draw 1, +1 Rune - ($3)
Overeager Cadet, draw 1, +2 Rune
Overeager Cadet, draw 1, +2 Rune
Flagstone Spy, draw 1, +2 Rune - ($0)
Move runes around
Traffic Director hits your tech 1 for 1
Stash

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


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet 4/4+A, +2 Rune
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet 3/3, +1 Rune
  • :pschip: [I]Technician[/I]: Drill Sergeant 4/4, +1 Rune
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison :heart: 4
  • Traffic Director 1/1
  • Bigby 3/4, lvl 5
  • Drill Sergeant 4/4, +1 Rune
  • Flagstone Spy 5/5, +2 Rune
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Roll out the engine, see how far I can get. Spy! this should be good.

Lol that was hilariously fast…

Game 10, Player 1, Turn 6

Map: NO RUSH 15 MINUTES - Prevent all damage until after each player has taken 4 turns.
P1 Black vs P2 Blue

[details=Starting Hand]
Shrine of Forbidden Knowledge
Thieving Imp
Bone Collector
Zarramonde, the Obliterator
Dark Pact
Skeletal Lord + Summon Skeletons (dark pact, woo!)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Lich’s Bargain, Nether Drain
Dark Pact, Skeletal Lord
Shrine of Forbidden Knowledge, Banefire Golem
Zarramonde, the Obliterator x2
Bone Collector x2
[/details]


###Main:

  • Bone Collector smacks into Cadet, I get a skeleton
  • Orpal rams Cadet, dies, OC -1/1, levels fizzle
  • Ready skeleton finishes Overeager cadet from downtown
  • Vandy (8)
  • Dark Pact, draw 2 base to 18
  • Summon Skeletons, now at 4 skeletons (3 ready) (5)
  • Garth makes a skeleton (4 ready skeletons) (4)
  • Ressurect Javelineer from the grave (5 ready skeletons) (3)
  • Skeletal Lord (1)
  • Tap the 5 ready skeletons play Zarramonde, the Obliterator from my hand. He destroys the backline Drill Sergeant
  • Worker (0)

[details=Workers]
Bone Collector, Banefire Golem, Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Jandra, The Negator
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech Lab HP: 4 NECRO

####In Patrol:

  • :psblueshield: Squad Leader: Zarramonde, the Obliterator (11/11+1armor untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Vandy (2/3 lvl 1)
  • :exhaust: Technician: Skeletal Lord (3/3)
  • :target: Lookout:

####In Play:

  • Garth (1/2 lvl 1)
  • Skeleton (2/2)
  • Skeleton (2/2)
  • Skeleton (2/2)
  • Skeleton (2/2)
  • Skeleton (2/2)
  • Skeleton Javelineer (2/2)
  • Graveyard (3hp), holding Bone Collector
  • Skeletal Archery

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Deteriorate
Zarramonde, the Obliterator
Lich’s Bargain
Thieving Imp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Miracle Dark Pact needed to get Zarra down NOW… and I got it!!!
Still might not be enough, I suppose we’ll see, he could end up getting lethal on the Spy straight away
[/details]

Pretty sure playing Zarra from hand means paying for. Putting a card into play from hand is something else.

I couldn’t remember whether that counted or not. If that’s the case I just concede lol, no way to stop that draw you had from killing my base next turn. Tower doesn’t allot for me being able to put up enough straight defense.

This map is extremely punishing for Black and a godsend to blue. Early game bullying is the primary mechanism for success of any Black plan, inability to do so doesn’t offer much counterplay to Blue’s “let me set up control”

I agree, this map seemed very good for blue, and I think that played out here.

If zarra did hit my DS, I could still kill Zarra with what I have and then everything else with a judgment day, exploding your graveyard, and even kill vandy and maybe garth for good measure.

Suppose I should get some clarification on that Zarra/Lord interaction.

But in any event, onward to the next map :smiley:

DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)

This feels bad for Blue, sorta…? I guess we will find out.

you can start this one. :smiley:

found the ruling on Zarramonde

1 Like

I checked the rules thread and Feral Strike is not “playing from hand” for Zarra’s purposes. So I think Skele Lord is probably the same as Feral Strike.

Teching Doom Grasp and drawing it on turn 4 would have been about the only way I win that game I think, and even then I’d be needing to get some immediate work done on turn 5.

I’m not really sure who benefits from a lack of deck thinning, but Dark Pact makes me think Black probably gets a slight edge over the map-less match.

If you had used Doom Grasp, I still would have had a ton of gold to work with, but yea it would have been bad for me. In retrospect I probably should have patrolled bigby in lookout or at least technician for that eventuality.

1 Like

Ok, no cards for worker. I got the #nightmare draw, no card for worker only makes this better :confused: GL HF my man!

Game 11, Player 1, Turn 1

Map: DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.).
P1 Black vs P2 Blue

[details=Starting Hand]
Graveyard
Sacrifice the Weak
Pestering Haunt
Thieving Imp
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy (2)
  • Jav (1)
  • Pestering Haunt
  • Worker (0)

[details=Workers]
1 Potato
[/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:

  • Vandy(2/3 lvl 1)
  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Deteriorate
Summon Skeletons
[/details]

[details=End of Turn Discard]
Thieving Imp
Sacrifice the Weak
Graveyard
[/details]

[details=My Thoughts]
Dream first hand, this is going to be rough for him I think
[/details]

We shall see if I can manage anything with more cards and no way to thin my deck…

P2T1


StartingHand Workers

STARTING HAND
Traffic Director
Spectral Aven
Arrest
Jail
Bluecoat Musketeer


WORKERS
Workers


NextHand

Lawful Search
Reputable Newsman
Building Inspector
Porkhand Magistrate
Manufactured Truth


Discard

Arrest
Jail
Bluecoat Musketeer
Spectral Aven


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Traffic Director - ($3)
Tower - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I could build tower and TD, as a way to say nope to his attacking repeatedly with those pesky units and get that defense down. At a minimum, my tower take something with it on its way out… Sac plus mid vandy gets a dead tower, but leaves him with no tech 1, no skeleton, and no haunt and a 3/3 Vandy. This is a better result than anything else I can think of.

Game 11, Player 1, Turn 2

Map: DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.).
P1 Black vs P2 Blue

[details=Starting Hand]
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Deteriorate
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Soul Stone, Gargoyle
[/details]


###Main:

  • Vandy kills TD, takes 2
  • Jandra, the Negator (2)
  • Worker (1)
  • Tech 1 (0)

[details=Workers]
2 Potato
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Vandy(2/1 lvl 1)
  • Jandra, the Negator (3/3)
  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Sacrifice the Weak
Soul Stone
Thieving Imp
Summon Skeletons
Skeletal Archery
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Kinda weird but I think Jandra + Soul Stone makes a lot of sense here. So let’s pair that with a Gargoyle that’s super likely to hang on the board awhile as well. Next cycle, probably end up getting a Graveyard and Hero’s Hall down as well, tech in dark pact + another soul stone or gargoyle
[/details]

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Free Speech


STARTING HAND
Reputable Newsman
Manufactured Truth
Building Inspector
Lawful Search
Porkhand Magistrate


WORKERS
workers
workers


NextHand

Bluecoat Musketeer
Spectral Aven
Lawful Search
Porkhand Magistrate
Free Speech


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Reputable Newsman, Naming 2 - ($2)
Building Inspector - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Reputable Newsman 0/3+A, Naming 2
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Building Inspector 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

Sigh, well, thats gonna be a problem… Eh, I don’t see any play that results in him having significantly less power in play, and me continuing to have more than nothing in play.

Yuck…

Game 11, Player 1, Turn 3

Map: DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.).
P1 Black vs P2 Blue

[details=Starting Hand]
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Deteriorate
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Gargoyle
Soul Stone, Gargoyle
[/details]


###Main:

  • Jav peels Newsie Armor off
  • Vandy to level 3, kills Newsie (4)
  • Haunt trades with Inspector, you get 1g
  • Soul Stone Jandra, she wrecks your tower (2)
  • Worker (1)

[details=Workers]
3 Potato
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Vandy(3/3 lvl 3)
  • Jandra, the Negator (4/3) Soul Stone attached

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Graveyard
Poisonblade Rogue
Gargoyle
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
2 Cadets incoming, Jandra needs to run shit over. Not sure what the plan from here is though… Grabbing a dark pact for next cycle, gotta start laying stuff down.
[/details]

P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Tax Collector


STARTING HAND
Free Speech
Lawful Search
Spectral Aven
Porkhand Magistrate
Bluecoat Musketeer
Overeager Cadet


WORKERS
workers
workers
workers


NextHand

Arrest
Traffic Director
Manufactured Truth
Jail


Discard

Free Speech
Building Inspector 1/1
Reputable Newsman
Overeager Cadet
Tax Collector
Lawful Search
Bluecoat Musketeer
Porkhand Magistrate


Tech 2 card(s)
Get Paid + float + Scav - ($9)
Worker - ($8)
Quince - ($6)
Lawful Search, ugh gargoyle :frowning: - ($5)
Overeager Cadet
Free Speech - ($3)
Spectral Aven of DOOM! - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet 2/2+A
  • :psfist: [I]Elite[/I]: Mirror 1/1
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Quince 1/3, lvl 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spectral Aven 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

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

Yea, ok, at least he has less stuff on the board! so, yea, bright side… I could lawful search and hope for the cadet or TD, maybe rebuild the tower and use free speech… Definitely no tech 2 here. Tower seems reasonable to waste more gold on. Free speech I am less sure about. I am just gonna lawful search with quince and hope for the best. Well, with cadet at least I can afford the tower. If he maxbands at least the buff is wasted cause free speech… Alternately, I could forego the tower in favor of spectral aven, which would actually survive a turn! :stuck_out_tongue: Hmm, thats not actually terrible…

Help! I’m being oppressed!

Game 11, Player 1, Turn 4

Map: DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.).
P1 Black vs P2 Blue

[details=Starting Hand]
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Gargoyle
Graveyard
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shrine of Forbidden Knowledge, Dark Pact
Dark Pact, Gargoyle
Soul Stone, Gargoyle
[/details]


###Main:

  • Jandra kills OC and Overpowers to kill Mirror, takes 2 damage
  • Gargoyle (5)
  • Graveyard (3)
  • Hero’s Hall (1)
  • Worker (0)

[details=Workers]
4 Potato
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Gargoyle (0/2)
  • Jandra, the Negator (4/1) Soul Stone attached
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Sacrifice the Weak
Summon Skeletons
Skeletal Archery
Pestering Haunt
Gargoyle
[/details]

[details=End of Turn Discard]
Shrine of Forbidden Knowledge
Dark Pact
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
[/details]

[details=My Thoughts]
Just putting stuff on the board to keep the deck as tidy as possible. The Aven is an interesting choice from him, no doubt he was thinking to have me kill Quince and lose out on my maxband buff, but I want Quince down a little longer than just next turn. No chance of any other teched cards in hand for him, so we’ll let him suicide Quince to fizzle the maxband if he wants to
[/details]

woops, overpaid for MT.

P2T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Manufactured Truth
Jail
Arrest
Traffic Director


WORKERS
workers
workers
workers
workers


NextHand

Building Inspector
Manufactured Truth
Lawful Search
Arrest
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Manufactured Truth aven into Jandra - ($7)
Midband Quince - ($5)
Demonic aven and quince kill Vandy, Quince to max, my jandra aven triggers death curse on nothing
Tech 2 Peace - ($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]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince 1/5, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

oh, I can kill Vandy, huzzah! So now I have to decide, peace or Law. Censorship council seems great for really hampering his card plays, but peace seems like a better way to handle my stupidly large deck. Guess I’ll stick with the Peace plan and hope for the best. Of course, if I want things to survive, I need to not build tech 2 yet… Still definitely not winning this one.