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[MMM1] Game 7: P1 Blue (Nekoatl) vs P2 Black (FrozenStorm)

GL HF @FrozenStorm

"P1T1


StartingHand Workers

[spoiler]STARTING HAND
Bluecoat Musketeer
Reputable Newsman
Traffic Director
Spectral Aven
Jail


WORKERS
Spectral Aven

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

NextHand

[spoiler]Lawful Search
Arrest
Manufactured Truth
Building Inspector
Porkhand Magistrate

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

Discard

[spoiler]Jail
Reputable Newsman
Bluecoat Musketeer

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

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
General Onimaru - ($0)

Float ($0)
Discard 3, 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]
  • Traffic Director (1/1) Untargetable
  • L1 General Onimaru (2/3) Frenzy 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

I’m going to try to get some Boot Camp’d Air Hammers to deal with various issues. Crypt crawlers will be played in response, but it’s been a while since I’ve gone with an air attack, so I expect that response to be delayed enough that I’ll be able to inflict some significant damage.

"

GL HF @Nekoatl!

Game 7, Player 2, Turn 1

P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Thieving Imp
Summon Skeletons
Skeletal Archery
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp, discard #4 of 5 (2)
  • Worker (1)

[details=Workers]
Pestering Haunt
[/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: Thieving Imp (2+1/2)
  • :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]
Jandra, the Negator
Skeleton Javelineer
Deteriorate
Graveyard
Poisonblade Rogue
[/details]

[details=End of Turn Discard]
Skeletal Archery
Summon Skeletons
Sacrifice the Weak
[/details]

[details=My Thoughts]
Going to try workering Haunt, sticking with Imp given the starting hand and the Oni start. We’ll see how it goes.
[/details]

I’ll take the bait.

"P1T2


Tech StartingHand Workers

[spoiler]TECH
Boot Camp
Boot Camp


STARTING HAND
Porkhand Magistrate
Lawful Search
Building Inspector
Arrest
Manufactured Truth


WORKERS
Spectral Aven
Manufactured Truth

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

NextHand

[spoiler]Boot Camp
Arrest
Lawful Search
Building Inspector
Bluecoat Musketeer

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

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Level Onimaru x4 - ($0)
Onimaru kills Imp
Director pings your base to 19

Float ($0)
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]
  • Traffic Director (1/1) Untargetable
  • L5 General Onimaru (3/1) Frenzy 1, Readiness [3dmg]
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

At this rate, I may end up exploiting The Art of War.

"

Okay XD I don’t think that’s a wise decision though

Game 7, Player 2, Turn 2

P1 Blue vs P2 Black

[details=Starting Hand]
Jandra, the Negator
Skeleton Javelineer
Deteriorate
Graveyard
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Nether Drain, Sickness
[/details]


###Main:

  • Orpal (5)
  • Skeleton Javelineer (4)
  • Hero’s Hall (2)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Sickness
Nether Drain
Thieving Imp
Deteriorate
Summon Skeletons
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Leveling Oni and skipping tech 1 is a mistake for him. I have more than plenty to deal with Maxband Oni in my deck.

I’m guessing he went for Hammer here, probably to kill a hero’s hall or tower, along with maybe a Boot Camp. Orpal should be able to deal with this nicely, and the only way he’ll kill Orpal is by Gimping Oni. So I’ll grab a nether drain to prevent Art of War, and a Sickness to deal with the junior woodchucks. Carrion Curse would also be an excellent choice in this scenario but we’ll save that for next time.

Sorry Vandy, looks like you’re sitting out the early rounds this time.

Dang, awesome draw.
[/spoiler][/details]

"P1T3


StartingHand Workers

[spoiler]TECH
Elite Training
Elite Training


STARTING HAND
Bluecoat Musketeer
Traffic Director
Arrest
Spectral Aven
Building Inspector
Porkhand Magistrate


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search

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

NextHand

[spoiler]Reputable Newsman
Boot Camp
Jail
Elite Training
Bluecoat Musketeer

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

Tech 2 card(s)
Get Paid - ($6)
Building Inspector - ($5)
Boot Camp: Inspector - ($4)
Worker - ($3)
Level Onimaru x3 - ($0)
Onimaru kills Orpal

Float ($0)
Discard 3, draw 3, reshuffle, 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]: Soldier (1/1) Sparkshot
  • :pschip: [I]Technician[/I]: Soldier (1/1) Sparkshot
  • :target: [I]Lookout[/I]: Soldier (1/1) Sparkshot, Resist 1
    [B]In Play:[/B]
  • L8 General Onimaru (2/3) Frenzy 1, Readiness [2-]
  • Building Inspector (2/2) $1 tax [1+]
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

$6 is enough for Sickness + Spreading Plague, which can kill Onimaru, so I’ll have to kill Orpal. I’ll level Onimaru for the Soldier tokens, the ability to use the Boot Camp I’m about to draw next turn, and the lingering threat. Elite Training should allow me to get more bang for my buck in trades.

"

Did you kill Orpal? Summary suggests no but board suggests yes

Yes, sorry, not sure how that line disappeared.

1 Like

Hmmm

Game 7, Player 2, Turn 3

P1 Blue vs P2 Black

[details=Starting Hand]
Sickness
Nether Drain
Thieving Imp
Deteriorate
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Garth (5)
  • Vandy (3)
  • Nether Drain Onimaru, Vandy to level 3 (2)
  • Deteriorate technician soldier, you get a card
  • Make a skeleton (1)
  • Worker (0)

[details=Workers]
Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Skeleton (1/1)

####In Play:

  • Garth (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Skeletal Archery
Sacrifice the Weak
Graveyard
Jandra, the Negator
[/details]

[details=End of Turn Discard]
Sickness
Hooded Executioner
Nether Drain
Deteriorate
Summon Skeletons
Thieving Imp
[/details]

[details=My Thoughts]
Well turns out letting him kill Orpal is still bad for me, although not awful. Nether Drain makes sure no Art of War, but it gives more cheap soldiers. Probably he suicides Oni for this move and puts levels on Quince or Bigby by killing Vandy. Going to deteriorate technician soldier b/c I think he’ll want to spend money on heroes and tech, not cards, and I want to stop my cycle short so I can grab some tech 2 stuff to put in the next cycle. Going to worker sickness b/c I want to save Summon Skeles, but I’m still going to want sickness so tech one of those and a hoodie b/c it’s useful late and I don’t want to commit to a tech 2 just yet (but will probs go demonz?)
[/details]

"P1T4


Tech StartingHand Workers

[spoiler]TECH
Injunction
Injunction


STARTING HAND
Reputable Newsman
Jail
Boot Camp
Overeager Cadet
Bluecoat Musketeer
Porkhand Magistrate


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail

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

NextHand

[spoiler]Arrest
Injunction
Traffic Director
Boot Camp
Elite Training

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

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Level Onimaru x2 - ($4)
Elite Training: Inspector and Soldier - ($2)
Onimaru trades into Vandy, levels to Garth
Bigby Hayes - ($0)
Soldier (2/1A) trades with Vandy
Soldier trades with Javelineer, you get $1
Director trades with Skeleton
Inspector (3/2A) kills Garth

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Soldier (1/1) Sparkshot
  • :pschip: [I]Technician[/I]: Soldier (1/1) Sparkshot
  • :target: [I]Lookout[/I]: Soldier (1/1) Sparkshot
    [B]In Play:[/B]
  • L5 Bigby Hayes (3/4)
  • Building Inspector (2/2) $1 tax [1+]
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

How convenient to be able to collect 4 free levels for Bigby. I was hoping to get Newsman in play, but I needed the gold to relevel Onimaru (probably worth it, for 3 more Soldiers). I keep postponing my Tech I building and therefore the teching of Overeager Cadets, and this time I’ll take Injunction so Bigby will have a means of dealing with nasty tech I units.

"

Well this is certainly a different kind of game…

Game 7, Player 2, Turn 4

P1 Blue vs P2 Black

[details=Starting Hand]
Sickness
Nether Drain
Thieving Imp
Deteriorate
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Maxband Orpal (2)
  • Worker (1)

[details=Workers]
Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Hooded Executioner
Thieving Imp
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Best form of swarm control I have here is just insta-maxing Orpal. He’ll struggle to deal with that in SQL with no tech 1 and no Hero’s Hall. Glad I didn’t give him gold last turn XD Surely both T1 and HH are coming though. Going to go Dark Pact and Carrion Curse for next cycle, probably racing to tech 3 after that here. He has limited pressure. Injunction is certainly a possibility but we’ll roll with that I suppose.
[/details]

I think it’s important to switch things up a bit from time to time to avoid being too predictable.

"P1T5


Tech StartingHand Workers

[spoiler]TECH
Free Speech
Free Speech


STARTING HAND
Elite Training
Boot Camp
Arrest
Injunction
Traffic Director


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest

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

NextHand

[spoiler]Boot Camp
Injunction
Porkhand Magistrate
Boot Camp
Reputable Newsman

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

Discard

[spoiler]Building Inspector
Elite Training
Injunction
Free Speech
Free Speech

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

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech I - ($6)
Heroes Hall - ($4)
Traffic Director - ($3)
Bigby attacks Orpal
Inspector trades into Orpal, 2 Soldiers die
Soldier trades with Orpal

Float ($3)
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]:
  • :pschip: [I]Technician[/I]: Traffic Director (1/1) Untargetable
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Bigby Hayes (1/2) [2-]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I: 5
  • :heart: Heroes Hall: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
Thoughts

Probably should have gone with Sirus instead of Bigby, but I’m surprised no tech I units have been played. Now, I can’t afford to leave Orpal alive because of Death and Decay, but I’ll have to go full attack to kill him. The problem is my aggression has now run out of steam, which is what was allowing me to get away with not casting Free Speech every turn. I might have to use Newsman to block Metamorphosis, so I’m stashing Boot Camp in case I get a chance to boost his attack to 2 and protect him from Sacrifice the Weak. If that doesn’t work, I can either try to block Meta and hope that either that or Sacrifice can’t be cast the following turn, or dig hard for cards, sacrifice Bigby to make room for Sirus, and hope to draw a Free Speech, neither of which is an appealing proposition.

"

Yea for sure, no sense in doing the same thing over and over if it isn’t working!

Game 7, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Hooded Executioner
Thieving Imp
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Thieving Imp, discard #2 of 5 (7)
  • Vandy (5)
  • Tech 2 Demonology (1)
  • Worker (0)

[details=Workers]
Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • 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:

  • Thieving Imp (2/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Summon Skeletons
Graveyard
Jandra, the Negator
Nether Drain
Dark Pact
[/details]

[details=End of Turn Discard]
Zarramonde, the Obliterator
Zarramonde, the Obliterator
Deteriorate
Sacrifice the Weak
Hooded Executioner
[/details]

[details=My Thoughts]
Good, I manage the horde there nicely, he doesn’t get free levels, and now my path is pretty clear to win a tech 3 race (I think). Possible Vandy dies and I miss my Dark Pact opportunity, but putting him down to 4 cards should discourage MTruth + like BK or Hound hopefully. Or he just doesn’t have those in deck, likely he has an Art of War, a couple Boot Camp, and we know he has at least one Elite Training. Barring Injunction on my tech 2, I should be in good shape, and if that does happen I can just spend a turn playing on heroes

Ok good got the dark pact, let’s hope I get to use it. Next turn probably like Orpal + Sickness and tech 3 + worker, maybe Garth + Nether Drain or Orpal + Carrion Curse if he lays no cards and goes peace. I don’t have to necessarily build the tech 3 next turn with 2x Zarra and a Dark Pact, can fetch a Dozer or Voidblocker if that seems prudent
[/details]

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Air Hammer
Air Hammer


STARTING HANDBoot Camp
Reputable Newsman
Boot Camp
Porkhand Magistrate
Injunction
Elite Training
Bluecoat Musketeer
Injunction


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman

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

NextHand

[spoiler]Air Hammer
Building Inspector
Boot Camp
Boot Camp
Free Speech

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

Discard

[spoiler]Injunction
Porkhand Magistrate
Elite Training
Bluecoat Musketeer

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

Tech 2 card(s)
Get Paid + float - ($12)
Bigby draws a card
General Onimaru - ($10)
Boot Camp - ($9)
Boot Camp - ($8)
Tech II - ($4)
Injunction: Tech II, hero limit reduced - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L1 General Onimaru (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]
  • L5 Bigby Hayes (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

No Metamorphosis threat, but instead Tech III is threatened, which wouldn’t be a big problem if the Imp didn’t swipe my Injunction. Had I known that would happen, I would have used Injunction last turn to block Tech II, but I expected to have it available this turn and didn’t want to lower the chances of being able to pump the Newsman. I probably won’t be able to stop the Tech III building from being constructed, which means I need to aim for destroying it and slowing down his ability to cycle cards into hand.

"

Game 7, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Graveyard
Jandra, the Negator
Nether Drain
Dark Pact
Sickness + Carrion Curse (DP)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 1 card in by choice

[details=All Teched Cards]
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Orpal + midband (5)
  • Dark Pact, draw 2 base to 17
  • Sickness to Oni and Bigby (3)
  • Vandy and Imp kill Oni, Orpal maxbands
  • Carrion Curse, would you kindly discard that Free Speech as well as one of those Boot Camps? (0)

[details=Workers]
Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Thieving Imp (2/1)
  • Vandy (2/2 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Deteriorate
Hooded Executioner
Sacrifice the Weak
Zarramonde, the Obliterator
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Damn, Injunction slows the game down. But we can still cast both Orpal spells (carrion curse deflects anything scary) and get him maxbanded, so I’ll tech one death and decay (maybe not both, he could have a scribe to go digging for free speech that I can’t carrion curse. Don’t want to bloat the deck too hard)

Yup a free speech, no garrison though. An Air Hammer, now that’s a very interesting choice. I feel like he’d probably have been better off Boot Camping my Imp, so he could backline Onimaru, if Air Hammer was his idea. He needs weenie cover for that thing so it doesn’t get sacrificed. No matter though, I’m in winning shape here with no scribe in hand and no Oni to cast boot camp.

No DnD and drew a Zarra, but I did get Hoodie + StW and DP, so I’ll have options
[/details]

"P1T7


StartingHand Workers

[spoiler]STARTING HAND
Air Hammer
Boot Camp
Boot Camp
Free Speech
Building Inspector
Injunction


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

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

NextHand

[spoiler]Elite Training
Free Speech
Air Hammer

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

Discard

[spoiler]Injunction
Porkhand Magistrate
Elite Training
Bluecoat Musketeer
Boot Camp
Free Speech
Injunction
Boot Camp

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

Tech 0 card(s)
Get Paid - ($10)
Bigby draws a card
Air Hammer - ($6)
Injunction: Tech II - ($3)
Director pings your Tech II to 4
Worker - ($2)

Float ($2)
Discard 1, draw 3


[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]
  • L5 Bigby Hayes (2/3) [1-]
  • Air Hammer (3/3) Flying
  • Traffic Director (1/1) Untargetable
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 11
Thoughts

I think I’m about to get wrecked by Death and Decay, but without Free Speech, I can’t stop it, and trying to play around it would just put me in an even worse position next turn.

"

Game 7, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Hooded Executioner
Sacrifice the Weak
Zarramonde, the Obliterator
Dark Pact
Summon Skele + Graveyard (dp)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Dark Pact, draw 2 base to 15
  • Vandy midbands, kills Bigby and Maxbands, dooming Imp (8)
  • Imp and Orpal break your tech 2, your base to 18
  • Sacrifice the weak, TD and Imp die (6)
  • Hooded Executioner + boost, killing Air Hammer (1)
  • Worker (0)

[details=Workers]
Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Orpal (2/5 lvl 6)
  • Vandy (4/5 lvl 5)
  • Hooded Executioner (3/3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 11

[details=End of Turn Hand]
Death and Decay
Nether Drain
Carrion Curse
Jandra, the Negator
Sickness
[/details]

[details=End of Turn Discard]
Dark Pact
Sacrifice the Weak
Thieving Imp
Graveyard
Zarramonde, the Obliterator
Deteriorate
[/details]

[details=My Thoughts]
Fingers crossed no free speech, I’ll be able to effectively end with Death and Decay. If not though, couldn’t have asked for a better spot for the other Zarra to be aside from bottom-decked like it is: I build the tech 3 then lay him turn 9
[/details]

"P1T8


Tech StartingHand Workers

[spoiler]TECH
The Art of War
The Art of War


STARTING HAND
Elite Training
Free Speech
Air Hammer


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

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

NextHand

[spoiler]Elite Training
Boot Camp
Air Hammer
The Art of War

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

Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech II
Sirus Quince - ($11)
Free Speech - ($9)
General Onimaru - ($7)
Level Onimaru - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Soldier (2/1) Sparkshot
  • :ps_: [I]Scavenger[/I]: Soldier (1/1) Sparkshot
  • :pschip: [I]Technician[/I]: Soldier (1/1) Sparkshot
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L8 General Onimaru (4/5) Frenzy 1, Readiness
  • L1 Sirus Quince (1/3)
  • Mirror Illusion (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

I’m delaying Garrisons until after the reshuffle so they can be mixed in with Cadets. Taking Art of War now, because things need to die.

"

Bah, Free Speech!

Game 7, Player 2, Turn 8

P1 Blue vs P2 Black

[details=Starting Hand]
Death and Decay
Nether Drain
Carrion Curse
Jandra, the Negator
Sickness
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11)
  • Tech 1 card in

[details=All Teched Cards]
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Garth (9)
  • Jandra, the Negator (6)
  • Hoodie kills Elite
  • Orpal kills Scav, you get 1g
  • Tech 3 (1)
  • Worker (0)

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (1/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout: Jandra, the Negator (3/3)

####In Play:

  • Orpal (2/4 lvl 6)
  • Hooded Executioner (3/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 12

[details=End of Turn Hand]
Zarramonde, the Obliterator
Hooded Executioner
Sacrifice the Weak
Deteriorate
Nether Drain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Yuck, he has just enough gold to free speech AND max Oni. As much as I want to worker Jandra, I think I want her for defense for Boot Camp, just in case. Hopefully he workered Arrest and MTruth, and maybe a Boot Camp also (though I doubt that one)

I’m teching another Hoodie just in case, I want a little more meat in the deck for blocking and with Peace up, likely garrison is coming. Workering the other Sickness, DnD and max Orpal in general is my effective swarm control now (for when I’m not Free Speech’d)
[/spoiler][/details]

You forgot to mark your Tech III HP… and please excuse me a moment while I pray to the RNG gods that you drew neither Zarramonde nor Death and Decay.

"P1T9


Tech StartingHand Workers

[spoiler]TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Elite Training
Boot Camp
Air Hammer
The Art of War
Elite Training


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

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

NextHand

[spoiler]Free Speech
Injunction
Air Hammer

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

Discard

[spoiler]The Art of War
Elite Training
Boot Camp
Overeager Cadet
Overeager Cadet
Elite Training

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

Tech 2 card(s)
Get Paid - ($11)
The Art of War - ($8)
Onimaru kills Vandy
Elite Training: Soldier, Sirus - ($6)
Sirus and Soldier kill Garth
Air Hammer, mirrored - ($2)
Air Hammer {Mirror of A} kills Jandra, Executioner dies
Boot Camp: Air Hammer {A} - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: L8 General Onimaru (6/5A3) Frenzy 1, Readiness
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Sirus Quince (1/5)
  • Air Hammer (3/3) {Mirror of A} Flying
  • Air Hammer (4/4) {A} Flying [1+]
  • Soldier (1/1) Sparkshot
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 7
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

Placing a +1/+1 rune on the Air Hammer so it can survive Death and Decay, but I expect Zarramonde to kill either Onimaru, Sirus, or the Air Hammer next turn… most likely Onimaru.

"

That’s a mighty prayer to make, when you could have just destroyed Tech 3 (and tech 2 with that air hammer)

Game 7, Player 2, Turn 9

P1 Blue vs P2 Black

[details=Starting Hand]
Zarramonde, the Obliterator
Hooded Executioner
Sacrifice the Weak
Deteriorate
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12+1scav)
  • No techs

[details=All Teched Cards]
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Zarramonde, the Obliterator, kill Onimaru (3)
  • Orpal kills soldier, -1/1 spreads to mirror (killing it) and real hammer
  • Sacrifice the Weak, real hammer dies (1)

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

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

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

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Zarramonde, the Obliterator (11/11+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Orpal (2/3 lvl 6)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 1
  • Workers: 12

[details=End of Turn Hand]
Carrion Curse
Graveyard
Zarramonde, the Obliterator
Thieving Imp
Death and Decay
[/details]

[details=End of Turn Discard]
Hooded Executioner
Jandra, the Negator
Sacrifice the Weak
Nether Drain
Deteriorate
Hooded Executioner
[/details]

[details=My Thoughts]
Think he missed a big opportunity to take a kill blow there and destroy tech 2 and 3, making a big bet that I was playing for Meta. Meta wasn’t going to win me a base race though. I want to fork this game after we finish b/c I feel like Neko earned a win here with that Art of War, but just threw it away. As it stands, I think Zarra ends it handily for me
[/details]