[details=End of Turn Discard]
Deteriorate
Sacrifice the Weak
Summon Skeletons [/details]
[details=My Thoughts]
Not really sure what the strong start here is, shitty draw with both combats in t1 hand, but this seems a reasonable choice [/details]
ugh, imp really screws me. I can tell im going to have trouble keeping up on cards again. Bigby and newsman, or I could do tower and BI, or save a gold, but he crushes my board pretty easily then. At least with bigby and mewsman there is a chance some stuff survives.
[details=Starting Hand]
Sacrifice the Weak
Summon Skeletons
Graveyard
Bone Collector [/details]
##Events of Turn:
###Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Shadow Blade, Bone Collector
Dark Pact, Bone Collector [/details]
###Main:
Midband Vandy kills OC, takes 2 and sparks Newsie (5)
Jav pulls rune off and pings Newsie, Haunt trades
Summon Skeletons (2)
Bone Collector (0)
[details=Workers]
Poisonblade Rogue, Jandra, The Negator [/details]
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
####In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
####In Play:
Vandy (3/2 lvl 3)
Skeleton Javelineer (1/1)
Bone Collector (3/3)
###Economy Info:
####Cards:
Hand: 4
Deck: 5
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Deteriorate
Skeletal Archery
Dark Pact
Pestering Haunt [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Continuing to overwhelm the board, unless he grabs a tower I’ll lay archery and go ham. If he does go tower, I’ll just tech up to Skele lords [/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($5)
Manufactured Truth porkhand is a Bone Collector - ($3)
PorkBone kills Thieving Imp, I get a skeleton
Bigby kills scav Skeleton
Tax Collector, I steal that scav gold - ($2)
Midband Bigby - ($0)
[details=Starting Hand]
Sacrifice the Weak
Thieving Imp
Dark Pact
Deteriorate (techn)
Shadow Blade
Dark Pact (DP1)
Skeletal Lord
Skeletal Lord (DP2) [/details]
##Events of Turn:
###Upkeep:
Get Gold (8+1scav)
draw 1 techn
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Nether Drain, Wight
Skeletal Lord, Dark Pact
Metamorphosis, Skeletal Lord
Shadow Blade, Bone Collector
Dark Pact, Bone Collector [/details]
###Main:
Dark Pact, draw 2 base to 16
Dark Pact, draw 2 base to 14
Garth (7)
Vandy fetches Metamorphosis, she and Garth go super saiyan, Garth fetches a Skeletal Lord that was freshly discarded (0)
[details=Workers]
Pestering Haunt, Poisonblade Rogue, Jandra, The Negator [/details]
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 14
Tech1 HP: 5
Tech2 HP: 5 NECRO
####In Patrol:
Squad Leader: Garth (5/6+1armor lvl 7)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Vandy (6/7 lvl 5)
Skeletal Lord (3/3)
Graveyard (3hp), holding BCx2 and Jav
Skeletal Archery
###Economy Info:
####Cards:
Hand: 5
Deck: 7
Disc: 0
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Summon Skeletons
Metamorphosis
Skeletal Lord
Shadow Blade
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Ugh couldn’t dig up my meta, have to fetch it, oh well. Next turn we just break tech again and wait for a finishing blow [/details]
STARTING HAND
Lawful Search
Manufactured Truth
Insurance Agent
Overeager Cadet
Censorship Council
WORKERS
Bluecoat Musketeer
Jail
Arrest
Spectral Aven
Building Inspector
NextHand
Lawful Search
Porkhand Magistrate
Traffic Director
Reputable Newsman
Discard
Free Speech
Injunction
Manufactured Truth
Tech 2 card(s)
Get Paid - ($9)
Tower - ($6)
Overeager Cadet
Insurance Agent, insures himself - ($5)
Censorship Council - ($1)
stash a card
Float ($1)
Stash 1, Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Insurance Agent 2/2+A
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet 2/2
[I]Technician[/I]: Bigby 3/4, lvl 5
[I]Lookout[/I]:
[B]In Play:[/B]
Censorship Council 5
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 2
Tech II HP: 5 (Law)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
So, my opinion is that if I can cause this game to stretch a bit, it can only be good for me That said, Im in a tough spot here, very unlikely I can win. I see a turn or two of not very good plays.
GG WP! Agree that the P2 extra worker moving to a 2g advantage makes it tough for P1 to properly stay even on econ
I agree that a free 4-turn pass should probably favor Blue on this map, but we’ll see how it goes!
Question for you and any spectators (maybe I’ll move it to the rules thread): Can Poisonblade Rogue / Orpal / Plague Spitter “attack” and deal -1/-1’s (not damage) in the first four turns?
[details=End of Turn Hand]
Skeletal Archery
Summon Skeletons
Sacrifice the Weak
Poisonblade Rogue
Thieving Imp [/details]
[details=End of Turn Discard]
Pestering Haunt
Skeleton Javelineer
Deteriorate [/details]
[details=My Thoughts]
If I still get to use -1/1s this will be a bad time for Zhav, but if not letting him get teched up for free is going to hurt. [/details]
So, i think my plan will be to lay down an injunction on T4 and build peace tech 2. That means I need to have bigby and at least 1g float. T2, bigby, TD, tech 1, T3 spend at most 4g… I could injunction on T3 and have similar impact though. Bigby can smooth out my draws a bit with stash, too…, So injunction and Cadet and stash to get the timing right possibly. Chances are decent he would pump out skeletons with this map to try and grab a kill with lord of shadow, if so I will need to grab a judgment day eventually. Of course, with that opening, I can safely expect Sickness will be appearing on T3.
[details=All Teched Cards]
Death and Decay x2 [/details]
###Main:
Hero’s Hall (4)
Tech 1 (3)
Worker (2)
[details=Workers]
Skeletal Archery, Jandra, The Negator [/details]
Patrol as below
Discard 4 rs Draw 5
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Orpal (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Graveyard (3hp)
###Economy Info:
####Cards:
Hand: 5
Deck: 4
Disc: 0
####Gold:
Gold: 2
Workers: 7
[details=End of Turn Hand]
Death and Decay
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
No idea how to properly attack this setup. Bone Collector can still attack on turn 4, so I’ll still get a skeleton out of it? Idk, I have half a mind to max out orpal and DnD on turn 4. That’d be pretty crazy right? You know what, maybe let’s try that! I’ll just go 2x DnD right now, Garth or Vandy next turn + max orpal, and hope he doesn’t get Free Speech! [/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Overeager Cadet
Heroes’s Hall - ($3)
Float ($3)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet 2/2
[I]Technician[/I]: Traffic Director 1/1
[I]Lookout[/I]: Bigby 2/3, lvl 1
[B]In Play:[/B]
Jail 3
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 7
Thoughts
Heroes Hall precludes needing to screw with him using injunction, so changing plans to Free Speech to slow things down and assume I can still get a Flagstone when I need it.