Thieving Imp, breaks Plague Lord out, -1/1 Quince and Bigby who dies, Vandy midbands (5)
Garth kills Quince, Vandy maxbands but nothing to doom
Pestering Haunt, breaks Imp out of Jail you discard #4 of 4
Bust down Hero’s Hall for a Surplus (0)
[details=Workers]
Sacrifice the Weak, Shadow Blade, Skeletal Archery, Graveyard, Poisonblade Rogue, Jandra, The Negator [/details]
Patrol as below
Discard 5 Draw 4 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 14
Tech1 HP: 5
Tech2 HP: 5 DISEASE
Tech3 HP: 5
Surplus HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Garth (3/3 lvl 7)
Vandy (4/5 lvl 5)
Thieving Imp (2/2)
Plague Lord (4/7)
Gorgon (2/4)
Pestering Haunt (in jail)
###Economy Info:
####Cards:
Hand: 5
Deck: 6
Disc: 0
####Gold:
Gold: 0
Workers: 11
[details=End of Turn Hand]
Cursed Ghoul
Abomination
Plague Lord
Nether Drain
Hooded Executioner [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Our decks are too slow for our own good, this is basically over as I get an uncontested Meta next turn as well as attacks with my big bad units first [/details]
Imp discarded one also I missed it at first myself, I was like “wtf why is he patrolling Technician after playing one card?? Ohhh that’s right I’m a jerk and discarded one”
[details=End of Turn Hand]
Skeleton Javelineer
Sacrifice the Weak
Bone Collector
Skeletal Archery [/details]
[details=End of Turn Discard]
Metamorphosis
Deteriorate
Dark Pact
Cursed Ghoul [/details]
[details=My Thoughts]
No real way to break through that defense with this hand, so be it. Graveyard makes for a good foundation, next turn Imp + Tech up should get me in great shape to Meta, bleed his cards more [/details]
Manufactured Truth
Arrest
Traffic Director
Building Inspector
Lawful Search
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Quince - ($8)
Tech 2 Peace - ($4)
Free Speech - ($2)
Overeager Cadet
extra Mirror - ($0)
Newsman dies at your upkeep, my next hand will show the card drawn by his death
[details=End of Turn Hand]
Dark Pact
Sacrifice the Weak
Cursed Ghoul
Abomination
Bone Collector [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
He got the free speech off, and I can’t reach Quince without maxing Garth fruitlessly. Hard pass on that, we’ll leave things open for him to Free Speech again but pressure his hand with the Imp, tech up and to win with Meta still. Abom is the backup plan, reduces the risks of peace engine retalliation [/details]
[details=Starting Hand]
Dark Pact
Sacrifice the Weak
Cursed Ghoul
Abomination
Bone Collector [/details]
##Events of Turn:
###Upkeep:
Get Gold (8+1float+2BGH)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Cursed Crow, Death and Decay
Dark Pact, Abomination
Metamorphosis, Cursed Ghoul
Bone Collector, Dark Pact [/details]
###Main:
Skeleton and Imp trade to bring BC to 1hp
Cursed Ghoul, target BC he dies (7)
Maxband Garth, he kills Quince and takes 2 damage, levels fizzle, you get a card (1)
Rez Haunt from graveyard
Worker (0)
[details=Workers]
Bone Collector, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, The Negator [/details]
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISEASE
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Cursed Ghoul (4/5 resist 1)
####In Play:
Vandy (4/2 lvl 5)
Garth (3/2 lvl 7)
Pestering Haunt (1/1)
Graveyard (3hp, holding Thieving Imp)
###Economy Info:
####Cards:
Hand: 5
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Skeleton Javelineer
Deteriorate
Metamorphosis
Dark Pact
Death and Decay [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Time to kill Quince so I can get meta off next turn, means giving up Garth maxband but that’s fine, I’m far enough ahead that we should be able to bust through and wreck stuff. Being one short of bringing out orpal sucks though [/details]
WORKERS
Bluecoat Musketeer
Jail
Spectral Aven
Manufactured Truth
NextHand
Injunction
Traffic Director
Free Speech
Lawful Search
Porkhand Magistrate
Tech 2 card(s)
Get Paid - ($11)
Flagstone Garrison - ($8)
Overeager Cadet, draw 2
Overeager Cadet, draw 2
Bigby - ($6)
Lawful Search, draw last in deck - ($5)
Reputable Newsman, naming 6, to force you to dig for sac the weak - ($3)
Injunction yonder sickly tech 2, disabling the ghoul, etc - ($0)
Building Inspector trades with Pestering Haunt
Float ($0)
Discard 5, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Overeager Cadet
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet
[I]Technician[/I]: Reputable Newsman 0/3, naming 6 aka Meta
[I]Lookout[/I]:
[B]In Play:[/B]
Flagstone Garrison 4
Flagstone Garrison 4
Bigby 2/3, lvl 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 2
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
He is probably planning on Meta next turn, which will be at least a little of a problem, but I am pretty sure I can dig to an injunction to even this up a bit, deny further disease and orpal shenanigans. And then he has to choose what to kill in the back row, tech building, or garrison, or whatever.
[details=Starting Hand]
Skeleton Javelineer
Deteriorate
Metamorphosis
Dark Pact
Death and Decay
Abomination
Cursed Crow (ugggghhhh)
Sacrifice the Weak [/details]
##Events of Turn:
###Upkeep:
Get Gold (9+2BGH)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Death and Decay, Shadow Blade
Cursed Crow, Death and Decay
Dark Pact, Abomination
Metamorphosis, Cursed Ghoul
Bone Collector, Dark Pact [/details]
###Main:
Dark Pact, my base to 18 draw 2, HEAVY SIGH
Make a skeleton, sacrifice it to draw 1 (10)
Sacrifice the Weak, Ghoul and Newsman die, you get a card (8)
Metamorphosis, Garth and Vandy are demonz (2)
Deteriorate Cadet, Garth kills him and takes 2 damage
Vandy breaks your tech 2, your base to 18
Skeleton Javelineer (1)
Rez Haunt from the graveyard
Worker (0)
[details=Workers]
Cursed Crow, Bone Collector, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, The Negator [/details]
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 DISEASE
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Skeleton Javelineer (1/1+1armor)
Elite:
Scavenger:
Technician: Vandy (6/4 lvl 5)
Lookout:
####In Play:
Garth (5/2 lvl 7)
Pestering Haunt (1/1)
Graveyard (3hp, holding Thieving Imp and Cursed Ghoul)
###Economy Info:
####Cards:
Hand: 4
Deck: 5
Disc: 0
####Gold:
Gold: 0
Workers: 10
[details=End of Turn Hand]
Dark Pact
Sacrifice the Weak
Dark Pact
Death and Decay [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Jeezus it took some heavy digging but I got to StW, which means I can lock him off tech 2 and continue building pressure. It’s possible / likely? that he’ll continue to injunction my tech 2 as well, but there isn’t much I can do about that. Teching in 2x Sickness, we’ll likely have to sacrifice Garth next turn and hopefully Orpal can get some horde control.
…
Well at least I drew the other Dark Pact so I know I can draw down the deck if I like, Deteriorate + StW + 2x Sickness after a Metamorphosis Orpal should be able to do some serious damage [/details]