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[MMM1] Game 6: P1 Blue (Nekoatl) vs P2 Black (FrozenStorm)


#1

GL HF @FrozenStorm

"P1T1


StartingHand Workers

[spoiler]STARTING HAND
Traffic Director
Arrest
Manufactured Truth
Jail
Lawful Search


WORKERS
Manufactured Truth

----------[/spoiler]

NextHand

[spoiler]Bluecoat Musketeer
Porkhand Magistrate
Building Inspector
Reputable Newsman
Arrest

----------[/spoiler]

Discard

[spoiler]Lawful Search
Jail

----------[/spoiler]

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bigby Hayes - ($1)
Traffic Director - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Traffic Director (1/1) Untargetable
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Bigby Hayes (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Playing Bigby because I want the option to Arrest next turn and maybe get a hero kill. Also, if Orpal patrols, it’s possible to use Boot Camp to remove -1 runes from Bigby, but not from Onimaru. I’ll place the Director as Scavenger because it can only be killed by Sacrifice the Weak, which would give me a $2 advantage.

"


#2

GL HF @Nekoatl!

Game 6, Player 2, Turn 1

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Deteriorate
Graveyard
Thieving Imp
Jandra, the Negator
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
[/details]


###Main:

  • Thieving Imp, discard #4 of 5 (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: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
[/details]

[details=End of Turn Discard]
Graveyard
Deteriorate
Summon Skeletons
[/details]

[details=My Thoughts]
Hard discard seems a reasonable choice against this start of his. Next turn, Garth + jav + skele should be safe for 4g, then I can do HH + worker and tech DP + Shadow Blade, and start to work. That or just 1 skeleton if the other isn’t needed and get tech 1. I think it’s a mistake not using oni on his part
[/details]


#3

"P1T2


Tech StartingHand Workers

[spoiler]TECH
Overeager Cadet
Overeager Cadet


STARTING HANDArrest
Spectral Aven
Lawful Search
Jail
Overeager Cadet


WORKERS
Manufactured Truth
Building Inspector

----------[/spoiler]

NextHand

[spoiler]Overeager Cadet
Spectral Aven
Arrest
Reputable Newsman

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Porkhand Magistrate - ($0)

Float ($0)
Stash 1, Discard 1, draw 1, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Bigby Hayes (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Traffic Director (1/1) Untargetable
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Porkhand Magistrate (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Overextending a bit to play Porky, which combined with Arrest, maintains the threat of a hero kill.

"


#4

Bigby is 2/4 at midband, not 3/4, thus won’t be able to kill imp in SQL


#5

Sorry about that, and good catch. I redid my turn.


#6

No worries!

Game 6, Player 2, Turn 2

P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Dark Pact, Shadow Blade
[/details]


###Main:

  • Garth + Skeleton (4)
  • Skeleton Javelineer (3)
  • Hero’s Hall (1)
  • Pestering Haunt
  • Worker (0)

[details=Workers]
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: 20
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

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

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Summon Skeletons
Dark Pact
Sacrifice the Weak
Graveyard
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yep only thing I’d lose to with the double skeles is Arrest + MTruth + a 3atk unit, that’s a safe enough risk even with stash. Going for Shadow Blade + DP for backswing
[/details]


#7

"P1T3


Tech StartingHand Workers

[spoiler]TECH
Scribe
Scribe


STARTING HANDArrest
Spectral Aven
Reputable Newsman
Overeager Cadet


WORKERS
Manufactured Truth
Building Inspector
Spectral Aven

----------[/spoiler]

NextHand

[spoiler]Bluecoat Musketeer
Jail

----------[/spoiler]

Discard

[spoiler]Arrest
Scribe
Scribe

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Overeager Cadet
Arrest Imp - ($3)
Porkhand disables Garth, you draw 1 - ($2)
Bigby kills Javelineer, you draw 1
Reputable Newsman: $2 blocked - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1A) Untargetable
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Porkhand Magistrate (2/3)
  • Overeager Cadet (2/2)
  • L1 Bigby Hayes (2/2) [1dmg]
  • Reputable Newsman (0/3) $2 blocked
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 2
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Overextending a lot to apply pressure, choosing $2 for Newsman to guard against Sacrifice to protect the Newsman and against Soul Stone to protect Judgment Day’s effectiveness. Between Vandy and Garth, he has so much draw power anyway that I’m not too bothered about feeding him cards.

"


#8

Free cards for me?

Game 6, Player 2, Turn 3

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Graveyard
Sacrifice the Weak
Dark Pact
Skeletal Archery (tecn)
Shadow Blade (porky)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Bone Collector, Hooded Executioner
Dark Pact, Shadow Blade
[/details]


###Main:

  • Tech 1 (6)
  • Graveyard (4)
  • Summon Skeletons (1)
  • Skeleton and haunt trade with TD, Haunt to grave
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • 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:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (1/3 lvl 1)
  • Thieving Imp (2/2)
  • Graveyard (3hp, holding Pestering Haunt)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Deteriorate
Bone Collector
Sacrifice the Weak
Dark Pact
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Blocked on archery duh, guess I’ll lay graveyard and skeletons and hope to get a big play next turn…
[/details]


#9

Newsman is blocking Skeletal Archery.


#10

Swapped it for Graveyard, redrew new hand with Haunt out of the deck


#11

"P1T4


Tech StartingHand Workers

[spoiler]TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Bluecoat Musketeer
Jail


WORKERS
Manufactured Truth
Building Inspector
Spectral Aven
Bluecoat Musketeer

----------[/spoiler]

NextHand

[spoiler]Lawful Search
Overeager Cadet
Flagstone Garrison

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II - ($2)
Bigby kills Technician, you draw 1
Level Bigby x2 - ($0)

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Porkhand Magistrate (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Bigby Hayes (2/4)
  • Reputable Newsman (0/3) $2 blocked
    [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: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Can’t quite push for a hero kill this turn, but I can at least keep the hordes at bay. Tech II will probably survive, so I’m trying to rush Garrisons. It’s tempting to patrol Newsman as Elite, but that would leave Porkhand vulnerable to Sacrifice, so I’m backlining him.

"


#12

More free cards

Game 6, Player 2, Turn 4

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Bone Collector
Sacrifice the Weak
Dark Pact
Skeleton Javelineer
Summon Skeletons (techn)
Shadow Blade + hooded exec (from do)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Nether Drain
Bone Collector, Hooded Executioner
Dark Pact, Shadow Blade
[/details]


###Main:

  • Vandy (6)
  • Dark Pact, draw 2 base to 18
  • Shadow Blade Cadet, discard #1 of 3 (3)
  • Deteriorate porky, Imp finishes him, you draw 1
  • Garth smacks your tech 2 to 4hp
  • Skeleton pokes Newsman to 2hp
  • Resurrect pestering haunt
  • Bone Collector (1)
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 3 rs 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 (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Garth (1/3 lvl 1)
  • Bone Collector (3/3)
  • Skeleton (1/1)
  • Thieving Imp (2/1)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Dark Pact
Nether Drain
Sacrifice the Weak
Deteriorate
Shadow Blade
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Taking a risk that he doesn’t draw mtruth, teching in two nether drain since Vandy might die. He’ll probably get Garrison, not great but not much I can do just yet
[/details]


#13

Even after feeding you so many cards, you still used Dark Pact to get more! Lucky for me, Vandy chose poorly, letting me get in on the free cards action. Draw engine, start!

"P1T5


Tech StartingHand Workers

[spoiler]TECH
Free Speech
General’s Hammer


STARTING HAND
Overeager Cadet
Lawful Search
Flagstone Garrison
Scribe
Flagstone Garrison
Traffic Director
Jail
Arrest


WORKERS
Manufactured Truth
Building Inspector
Spectral Aven
Bluecoat Musketeer

----------[/spoiler]

NextHand

[spoiler]General’s Hammer
Arrest
Scribe
Traffic Director
Free Speech

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Overeager Cadet
Flagstone Garrison - ($2)
Scribe - ($0)

Float ($0)
Stash 1, Discard 2, draw 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L3 Bigby Hayes (2/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Scribe (1/3)
    [B]In Play:[/B]
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • Reputable Newsman (0/2) $2 blocked
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Discarding Lawful Search left me with the dream combo of a Garrison and a Cadet, so I think I can get by with just teching a single Free Speech, especially consider both his heroes are still level 1. I’ll take a Hammer as my other card for that Graveyard. If all goes well, I may try to get some Drill Sergeants in play soon, although Flagstone Spies are tempting as my bottleneck is now gold rather than cards and it would be nice to have some invisible attackers.

"


#14

Your tech 2 should be at 4hp, not 2. I’m coming for that draw engine! :wink:

Game 6, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Dark Pact
Nether Drain
Sacrifice the Weak
Deteriorate
Shadow Blade
Skeleton Javelineer + Hooded Exec (dp)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Metamorphosis, Cursed Ghoul
Nether Drain, Nether Drain
Bone Collector, Hooded Executioner
Dark Pact, Shadow Blade
[/details]


###Main:

  • Shadow Blade Cadet, discard #2 of 5 (6)
  • Worker (5)
  • Tech 2 Disease (1)
  • Deteriorate Newsman in back, Haunt finishes him
  • Nether Drain Bigby to Vandy, she kills him and maxbands, Dooming Imp and not Scribe b/c can’t afford it. You get 1g though
  • Bone Collector kills Scribe, I get a skeleton
  • Doom Imp and Garth break your tech 1, your base to 18
  • Skeleton ticks your tech 2 to 3hp

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

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

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

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/5 lvl 5)
  • Garth (1/3 lvl 1)
  • Bone Collector (3/2)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Thieving Imp (4/3 doomed)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Setting up another 3-hero meta. I’m debating breaking the tech 1 b/c it’s his best form of cycling, I know there’s a cadet in there and I’m guessing he loaded up on Hound or another Scribe or something also. I could kill one of the Garrisons, that’d also be a decent choice, forces him to cycle slower and kills a gold investment (he skipped a worker there).

Settling on tech 1, makes it the toughest on him to mount a defensive. Hopefully no free speech so I can get a meta off :slight_smile:
[/spoiler][/details]


#15

Stopped my Cadets and Scribes; nice. And, that army of darkness is rather intimidating.

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Injunction
Jurisdiction


STARTING HANDTraffic Director
Scribe
General’s Hammer
Arrest
Free Speech
Porkhand Magistrate
Jail


WORKERS
Manufactured Truth
Building Inspector
Spectral Aven
Bluecoat Musketeer
Jail

----------[/spoiler]

NextHand

[spoiler]Porkhand Magistrate
Reputable Newsman
Lawful Search
Scribe
Overeager Cadet

----------[/spoiler]

Tech 2 card(s)
Get Paid + Scavanger - ($9)
Rebuild Tech I
Traffic Director - ($8)
Sirus Quince - ($6)
Free Speech - ($4)
Worker - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Sirus Quince (1/3)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

It’s tempting to bring down the Hammer, but I need to start Free Speech, and doing both would take all my gold. Since I’m outnumbered, pulling Tech II units is risky, so I probably need a Judgment Day swing, but I can’t afford it yet… so I’ll take Injunction in the interim. For my 2nd card, I’ll take Jurisdiction for a one-time shot at casting Free Speech when Sirus was killed the previous turn. Jail isn’t as useful against Disease, so I’ll worker it. Whatever defense I field right now will be inadequate, but I’ll try to make attacking my buildings more painful by building a Tower. Sirus will probably die whether patrolling or not, and Free Speech is blocking Shadow Blade,
so I at least want to get a little extra mileage out of my Tower before it goes down.

"


#16

Shut down the barracks!

Game 6, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Nether Drain
Hooded Executioner
Metamorphosis
Sacrifice the Weak
Deteriorate (skele)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 1 cards in (except turn 1)

[details=All Teched Cards]
Dark Pact
Metamorphosis, Cursed Ghoul
Nether Drain, Nether Drain
Bone Collector, Hooded Executioner
Dark Pact, Shadow Blade
[/details]


###Main:

  • Haunt kills Mirror, you get a card, resurrect Haunt from Grave
  • Hooded Executioner boosted, TD dies (5)
  • Orpal (3)
  • Midband Garth, he and a skeleton kill Quince, Orpal to level 3, you get 1g (0)
  • Bone Collector and other skeleton break a Garrison, I get a skeleton, sacrifice it to draw 1
  • Vandy breaks the other Garrison

[details=Workers]
Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
[/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: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/4 lvl 5)
  • Garth (2/2 lvl 4)
  • Orpal (1/3 lvl 3)
  • Hooded Executioner (3/3)
  • Bone Collector (3/1)
  • Skeleton (1/1)
  • Pestering Haunt (1/1)
  • Graveyard (3hp, Holding Thieving Imp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Shadow Blade
Cursed Ghoul
Nether Drain
Dark Pact
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Woo, he gets Free Speech but I get both Garrisons. I’m sacrificing one skeleton to get the reshuffle, I want to be able to play meta from hand AND fetch something from Graveyard so better grab one more Dark Pact also, especially in case I hit the 20% that the skele draw fetches it

Okay safe, phew. Next turn Meta, with no Garrisons I’ll either have lethal b/c my other units break the line, or an easy double tech kill.
[/details]


#17

"P1T7


Tech StartingHand Workers

[spoiler]TECH
Boot Camp
Boot Camp


STARTING HAND
Lawful Search
Overeager Cadet
Porkhand Magistrate
Scribe
Reputable Newsman
General’s Hammer
Injunction
Jurisdiction


WORKERS
Manufactured Truth
Building Inspector
Spectral Aven
Bluecoat Musketeer
Jail
General’s Hammer

----------[/spoiler]

NextHand

[spoiler]Overeager Cadet
Flagstone Garrison
Arrest
Scribe
Free Speech

----------[/spoiler]

Tech 2 card(s)
Get Paid + Scavanger - ($10)
Scribe - ($8)
Overeager Cadet
Bigby Hayes - ($6)
Lawful Search - ($5)
Jurisdiction: Free Speech - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2A)
  • :psfist: [I]Elite[/I]: Scribe (2/3)
  • :ps_: [I]Scavenger[/I]: Bigby Hayes (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Peace)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Tech buildings and Tower survived, but now I have to dig for Jurisdiction or try to protect the Newsman. I’m choosing the Hammer to worker because at this rate, I might end up simply using Judgment Day to pop the Graveyard, and if not there’s still another copy in my Codex.

"


#18

Woof Jurisdiction, nice stall

Game 6, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Shadow Blade
Cursed Ghoul
Nether Drain
Dark Pact
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 1 card in

[details=All Teched Cards]
Hooded Executioner
Dark Pact
Metamorphosis, Cursed Ghoul
Nether Drain, Nether Drain
Bone Collector, Hooded Executioner
Dark Pact, Shadow Blade
[/details]


###Main:

  • Hooded Exec kills SQL, goes to graveyard
  • Boost Hooded Exec out of Graveyard, Scribe dies (5)
  • Bone Collector trades with Bigby, you get a gold, Orpal to lvl 5, I get a skeleton
  • Orpal and Haunt break your tech 2, your base to 16
  • Vandy and skeleton break your tech 1, your base to 14
  • Garth hits your base to 12hp
  • Worker (4)

[details=Workers]
Nether Drain, Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
[/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: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/3 lvl 5)
  • Garth (2/1 lvl 4)
  • Orpal (2/3 lvl 5)
  • Hooded Executioner (3/3)
  • Skeleton (1/1)
  • Graveyard (3hp, Holding Thieving Imp, Bone Collector, Pestering Haunt)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 4
  • Workers: 11

[details=End of Turn Hand]
Nether Drain
Deteriorate
Dark Pact
Metamorphosis
Shadow Blade
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Aw man! Jurisdiction, ick. Well hopefully that deck’s too bloated now, and a double tech kill keeps it that way. I’m luckily grining with Orpal and Garth s.t. they still have a heal coming. I’m teching in one more Hoodie, just in case I need more spell-less clear. I could almost go to tech 3 here but it’s a little too expensive so I’ll save it for next turn if needed.
[/details]


#19

Yeah, but I don’t think I can hold out much longer.

"P1T8


StartingHand Workers

[spoiler]STARTING HAND
Arrest
Overeager Cadet
Free Speech
Scribe
Flagstone Garrison


WORKERS
Manufactured Truth
Building Inspector
Spectral Aven
Bluecoat Musketeer
Jail
General’s Hammer
Arrest

----------[/spoiler]

NextHand

[spoiler]Free Speech
Reputable Newsman
Flagstone Garrison
Boot Camp
Lawful Search

----------[/spoiler]

Discard

[spoiler]Overeager Cadet
Scribe
Free Speech
Scribe
Flagstone Garrison
Overeager Cadet

----------[/spoiler]

Tech 0 card(s)
Get Paid + Scavanger - ($11)
Rebuild Tech I
Sirus Quince - ($9)
Free Speech - ($7)
Worker - ($6)
Mirror Illusion - ($4)

Float ($4)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: L1 Sirus Quince (2/3)
  • :ps_: [I]Scavenger[/I]: Mirror Illusion (0/1)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 11
Thoughts

I think I hear the fat lady singing, but I’ll try to defend with heroes since I can’t play any units. No need to tech, since I can’t draw from discard this turn.

"


#20

Yea but still, ya held off to force me to tech 3!

Game 6, Player 2, Turn 8

P1 Blue vs P2 Black

[details=Starting Hand]
Nether Drain
Deteriorate
Dark Pact
Metamorphosis
Shadow Blade
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11+4float)
  • Tech 2 cards in

[details=All Teched Cards]
Plague Lord x2
Hooded Executioner
Dark Pact
Metamorphosis, Cursed Ghoul
Nether Drain, Nether Drain
Bone Collector, Hooded Executioner
Dark Pact, Shadow Blade
[/details]


###Main:

  • Tech 3 (9)
  • Surplus (4)
  • Orpal kills techn, you get a card
  • Skeleton trades with scav, you get a gold
  • Thieving Imp from graveayrd, discard #5 of 6 (1)
  • Hooded Executioner trades with Quince, Garth to lvl 6
  • Vandy breaks your tower, your base to 10
  • Garth hits your base to 8
  • Worker (0)

[details=Workers]
Shadow Blade, Nether Drain, Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
[/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: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5
  • Surplus HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/2 lvl 5)
  • Garth (2/1 lvl 6)
  • Orpal (2/2 lvl 5)
  • Thieving Imp (2/2)
  • Graveyard (3hp, Holding Hooded Executioner, Bone Collector, Pestering Haunt)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 12

[details=End of Turn Hand]
Sacrifice the Weak
Dark Pact
Hooded Executioner
Cursed Ghoul
Plague Lord
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
slowly whittling him down, got the tech 3 now, i’ll let him have his tech 1 and I’ll just break the tower
[/details]