[details=End of Turn Discard]
Skeletal Archery
Deteriorate
Sacrifice the Weak [/details]
[details=My Thoughts]
Not quite the full “no heroes” combo, and both combat spells first hand. Hopefully this one will be a more fair fight [/details]
No worries. There’s no time limit on these games after all. There’s a big storm heading into our area atm, and I’m not sure how much trouble it will cause, so I’ll wait until it passes through to jump into the game.
Yeah. I don’t expect to be in any actual danger, though I guess it’s possible. Most likely we’ll just lose power for a few days, if anything, but we’re preparing our house for flooding just in case. Thanks for the sentiment.
Well, we did suffer some damage, but it wasn’t nearly as bad as it looked like it was going to get. Mostly, it was just a massive inconvenience. I actually got so bogged down with the backlog that this game completely slipped my mind, so thanks for the reminder. Gimme another day or so to review, and then we’ll get this going.
[details=All Teched Cards]
Dark Pact, Bone Collector [/details]
###Main:
Vandy kills TD
Thieving Imp, discard #2 of 5 (2)
Pestering Haunt
Worker (1)
Tech 1 (0)
[details=Workers]
Poisonblade Rogue, Jandra, the Negator [/details]
Patrol as below
Discard 2 rs Draw 4
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:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Vandy (2/1 lvl 1)
Thieving Imp (2/2)
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 4
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Summon Skeletons
Deteriorate
Sacrifice the Weak
Graveyard [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Going to continue applying standard pressure. Keeping his hand low early is key.
…
Whiff, ugh… May use Vandy midband to fetch the other DP, may just build out HH, play Graveyard maybe, or may go ham on combat spells. We’ll see I suppose [/details]
I’m not thrilled about dropping to one card, especially because I expect a Graveyard/Imp discard cycle, but I want to protect my investment in the tower. Hopefully placing the Musketeer as Technician will mitigate the hand starvation somewhat, and I’m going all-in on General’s Hammer to punish (and hopefully discourage) Graveyard use. I am concerned about the $ loss in that trade, as well as not having access to Tech I units in my 2nd card cycle, but I need to at least slow the rate my hand size is bleeding. If I’m lucky, he’ll play Graveyard next turn and suicide the Imp to clear a patroller, then I’ll get a chance to pop it while it has arrival sickness. Hopefully the Tech I building can act as a bluff, as Overeager Cadet and Brave Knight would be the obvious tech choices, and if it draws attacks away from my other buildings, that’s a bonus. If he doesn’t destroy it, I have the option of rushing Tech II if I don’t (or can’t) smash a Graveyard next turn.
[details=Starting Hand]
Summon Skeletons
Deteriorate
Sacrifice the Weak
Graveyard [/details]
##Events of Turn:
###Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Shadow Blade, Nether Drain
Dark Pact, Bone Collector [/details]
###Main:
Midband Vandy, kill Newsman (4)
Hero’s Hall (2)
Worker (1)
[details=Workers]
Summon Skeletons, Poisonblade Rogue, Jandra, the Negator [/details]
Patrol as below
Discard 3 Draw 3 rs Draw 2
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: Skeleton Javelineer (1/1+1armor)
Elite:
Scavenger:
Technician:
Lookout: Thieving Imp (2/2)
####In Play:
Vandy (3/2 lvl 3)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 1
Workers: 7
[details=End of Turn Hand]
Dark Pact
Skeletal Archery
Bone Collector
Shadow Blade
Nether Drain [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Eh, he’s bleeding cards and I’m not sure I understand the Newsman in Elite when he already has a tower… I can’t break a building so no point in giving him a card for the musketeer, I’ll just keep my hand healthy. Debated between Graveyard and HH, but getting Garth down prior to tech 2 sets up well for Meta. Next turn I’m probably breaking a building with Maxband Vandy [/details]
With the Heroes Hall and Vandy levelling, I’m going to need Free Speech soon, so I’ll tech it in now. Since neither the graveyard or a new unit hit the field, I have a lot of breathing room this turn, so I’ll take advantage of it to build infrastructure. I’m going to need the flexibility of being able to field 2 heroes and I’ll need to be able to consistently cycle Free Speech before too long, so I’ll aim to tech in Flagstone Garrisons on my next turn. Luckily, drawing 4 cards is enough to guarantee a Hammer next turn, and barring Shadow Blade, it won’t be discarded, so I can pay for the worker I need and still guard against Graveyard.
[details=End of Turn Hand]
Deteriorate
Shadow Blade
Graveyard
Sacrifice the Weak
Soul Stone [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Bummer that I can’t get Garth down, would have loved to draw deteriorate to get through Musketeer, but that’s why Shadow Blade was teched… Grabbing Soul Stone for BC, and another BC. Should be able to get Garth down next turn hopefully. [/details]
[spoiler]Traffic Director
Judgment Day
Free Speech
Manufactured Truth
Injunction
----------[/spoiler]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rebuild Tech II
Heroes Hall - ($7)
General Onimaru - ($5)
Float ($5)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: General Onimaru (2/3) Frenzy 1
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 4
Tech II HP: 5 (Peace)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 5
Workers: 9
Thoughts
Well, speak of the devil… it didn’t really matter though, due to the Musketeer being a Technician. With no defenses, it’ll be hard to field a Garrison, especially if both Tech buildings fall in the same turn. I need to provide another target, but I can’t play any units. With 10 gold, I could summon and maxband Onimaru for the soldiers, but that would likely just encourage a 2-hero Metamorphosis rush (which might happen anyway, but I can’t block it). I would be tempted to play Onimaru and Arrest the Bone Collector, but it’s not patrolling so that’s not an option. Looks like I need Bigby to lock and clear the board, which means I should build a Heroes Hall. I’ll go ahead and offer up Onimaru as a sacrificial Technician. It’ll cost me, but if he doesn’t get hit with Shadow Blade, he should be able to protect the Hall, and if he does, it means that Metamorphosis won’t be cast in the same turn.
[details=Starting Hand]
Deteriorate
Shadow Blade
Graveyard
Sacrifice the Weak
Soul Stone [/details]
##Events of Turn:
###Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Metamorphosis, Hooded Executioner
Bone Collector, Soul Stone
Shadow Blade, Nether Drain
Dark Pact, Bone Collector [/details]
###Main:
Garth (6)
Shadow Blade Onimaru, discard #1 of 5 then draw 1 (3)
Vandy + Haunt break your tech 2, your base to 14
Soul Stone Bone Collector, breaks your tech 1 your base to 12, I get a skeleton (1)
I considered it, but I wouldn’t have been able to use both Bigby and Sirus this turn if I had. Besides, if you kill Bigby, I’ll have the option of maxing Onimaru next turn.
"P2T5
Tech StartingHand Workers
[spoiler]TECH
Scribe
Scribe
STARTING HAND
Free Speech
Injunction
Manufactured Truth
Judgment Day
Traffic Director
Building Inspector
[spoiler]Traffic Director
Scribe
Scribe
Injunction
Free Speech
Judgment Day
----------[/spoiler]
Tech 2 card(s)
Get Paid + float - ($14)
Worker - ($13)
Rebuild Tech I
Bigby Hayes - ($11)
Injunction - ($8)
Sirus Quince - ($6)
Free Speech - ($4)
Building Inspector - ($3)
Mirror Illusion - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Building Inspector (1/1A) $1 tax
[I]Elite[/I]: L1 Bigby Hayes (3/3)
[I]Scavenger[/I]: Mirror Illusion (0/1)
[I]Technician[/I]: Mirror Illusion (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
L1 Sirus Quince (1/3)
[B]Buildings:[/B]
Base HP: 11
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 6
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
That Soul Stone really throws a wrench in my plans, but otherwise that worked out pretty well. I’ll go with Injunction since Judgment Day wouldn’t remove the Collector, but that means I need to work harder to protect Sirus. I could try to Mind Control it on my next cycle, but I’m not sure I can afford to just yet. Dropping my hand size so much makes getting Free Speech next turn iffy, but losing Sirus wouldn’t deny it completely, so it’s better to take the chance.
[details=Starting Hand]
Deteriorate
Shadow Blade
Graveyard
Sacrifice the Weak
Soul Stone [/details]
##Events of Turn:
###Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Terras Q, the Shackled, Death and Decay
Metamorphosis, Hooded Executioner
Bone Collector, Soul Stone
Shadow Blade, Nether Drain
Dark Pact, Bone Collector [/details]
[details=End of Turn Discard]
Death and Decay
Terras Q, the Shackled
Sacrifice the Weak
Bone Collector
Dark Pact [/details]
[details=My Thoughts][spoiler]
Hmm, he’s crawling back… Injunction is a nice stall here.
I could have Vandy kill Bigby, but then again maybe this is just bait? I think more than anything else I just want to get to tech 2 already. So yea, we’ll kill Bigby and just eat the damage on Vandy. Guarantees only Quince gets through and that’s with an arrest, and precious little he can accomplish alone. Another Free Speech would suck but at least I get to build my tech 2
Floating tons of gold and grabbing Terras Q + Death and Decay, stuff to spend tons of gold on or worker I guess lol
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + Scavanger - ($12)
Rebuild Tech II
Free Speech - ($10)
General Onimaru - ($8)
Max Onimaru - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: General Onimaru (4/5A) Frenzy 1, Readiness
[I]Elite[/I]: Soldier (2/1) Sparkshot
[I]Scavenger[/I]: Soldier (1/1) Sparkshot
[I]Technician[/I]: Soldier (1/1) Sparkshot
[I]Lookout[/I]:
[B]In Play:[/B]
L1 Sirus Quince (1/3)
[B]Buildings:[/B]
Base HP: 11
Tech I HP: 5
Tech II HP: 5 (Peace)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 10
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
I’ve managed to stave off the hoardes long enough to rebuild my infrastructure, so I hope to get my draw engine started next turn, but I’ll need some lucky draws.
[details=All Teched Cards]
Death and Decay, Banefire Golem
Terras Q, the Shackled, Death and Decay
Metamorphosis, Hooded Executioner
Bone Collector, Soul Stone
Shadow Blade, Nether Drain
Dark Pact, Bone Collector [/details]
###Main:
Garth suicides into Oni, dealing 1 after armor. Quince to level 3
Orpal + lvl 4 (12)
Bone Collector kills Oni and loses soul stone, Orpal maxbands, I get a skeleton
Jav throws a spear (that he somehow still has after 5 turns on the board lol) at Elite and kills it
[details=End of Turn Hand]
Death and Decay
Metamorphosis
Death and Decay
Sacrifice the Weak
Bone Collector [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Max Oni, to be expected, but just squeezes out another Free Speech, bummer. Grabbing another DnD and getting Orpal in on the party, Garth was forced to miss out on maxband with that Free Speech (unless I leave max oni up, no thanks), can’t give him cards so play Imp and kill all but techn. Skele + Imp are enough to block with if skele is in SQL
…
Oof all the ultis in one hand, let’s hope he doesn’t have another free speech [/details]
I’m not happy to lose the Scribe, but it’s better than losing Free Speech. The problem is now I have to dip to one card, and I probably can’t afford to.
[details=Starting Hand]
Death and Decay
Metamorphosis
Death and Decay
Sacrifice the Weak
Bone Collector [/details]
##Events of Turn:
###Upkeep:
Get Gold (11+5float)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Zarramonde, the Obliterator, Dark Pact
Death and Decay, Banefire Golem
Terras Q, the Shackled, Death and Decay
Metamorphosis, Hooded Executioner
Bone Collector, Soul Stone
Shadow Blade, Nether Drain
Dark Pact, Bone Collector [/details]
###Main:
Bone collector kills SQL, takes 1 damage, I get a skeleton
Old skeleton and Orpal kill Bigby, you get a card
Vandy kills Newsman, takes 1
Imp kills scav, you get 1g
Haunt trades with soldier
Bone collector (14)
Tech 3 (9)
Surplus, base to 16 (4)
Worker (3)
[details=Workers]
Sacrifice the Weak, Shadow Blade, Nether Drain, Graveyard, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator [/details]
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout: Bone Collector (3/3)
####In Play:
Vandy (4/1 lvl 5)
Orpal (2/3 lvl 6)
Thieving Imp (2/1)
Bone Collector (3/2)
###Economy Info:
####Cards:
Hand: 5
Deck: 1
Disc: 6
####Gold:
Gold: 3
Workers: 12
[details=End of Turn Hand]
Soul Stone
Hooded Executioner
Deteriorate
Banefire Golem
Terras Q, the Shackled [/details]
[details=End of Turn Discard]
Pestering Haunt
Zarramonde, the Obliterator
Dark Pact
Death and Decay
Metamorphosis
Death and Decay [/details]
[details=My Thoughts]
Whelp still on ban from spells and abilities… Good spacing on free speech. Going to tech 3, grabbing a surplus, hopefully I’m able to bust though soon… Next turn maybe tech the other zarra and voidblocker or something to fetch. Have to be mindful of mind control [/details]