Right… I forgot Art of War gave Unstoppable… Though, that would still have left the 3-hero Metamorphosis threat plus your units. It was a dicey situation either way, but at least I can sacrifice heroes to protect my base from Zarramonde, whereas invisible heroes could just execute me.
"P1T10
Tech StartingHand Workers
[spoiler]TECH
Liberty Gryphon
Liberty Gryphon
STARTING HAND
Free Speech
Air Hammer
Injunction
WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector
----------[/spoiler]
NextHand
[spoiler]Porkhand Magistrate
Traffic Director
The Art of War
Free Speech
----------[/spoiler]
Discard
[spoiler]The Art of War
Elite Training
Boot Camp
Overeager Cadet
Overeager Cadet
Elite Training
Air Hammer
Air Hammer
Injunction
Liberty Gryphon
Liberty Gryphon
----------[/spoiler]
Tech 2 card(s)
Get Paid + float - ($12)
Free Speech - ($10)
Tech III - ($5)
Bigby Hayes - ($3)
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: L1 Bigby Hayes (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
L5 Sirus Quince (1/5)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
Tech III HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 11
[B]Gold:[/B]
Gold: 3
Workers: 11
Thoughts
Dealing with Zarramonde will be tough, to say the least. My plan is to stall with hero patrollers and try to get Liberty Griffons to haste-attack him. I’ll probably be thwarted by other heros/units, but I don’t see any other way to get rid of him, other than just letting him take damage from killing my heroes, which seems like a far less effective strategy.
[details=Starting Hand]
Carrion Curse
Graveyard
Zarramonde, the Obliterator
Thieving Imp
Death and Decay [/details]
##Events of Turn:
###Upkeep:
Get Gold (12+1float)
Tech 2 cards in
[details=All Teched Cards]
Death and Decay, Lord of Shadows
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness [/details]
[details=End of Turn Hand]
Dark Pact
Deteriorate
Death and Decay
Death and Decay
Nether Drain [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Bigby is a solid choice as is tech 3, but why not Tech Lab Truth? I mean I very much doubt he’s drawing into any tech 3 unit, but at least threaten Liberty Gryphons EDIT can’t kill Quince, phooey, oh well I guess I hope I ace a free speech from his hand
…
Ugh all spells, REALLY hope he doesn’t have another free speech… [/details]
The second Zarramonde would be discarded instead of arriving, thus the destroy ability wouldn’t trigger, and you’d just be wasting your gold (Rules Questions thread - #1038 by sharpobject). Want to change your turn?
TIL, I was certain fresh Legendaries replaced when duplicates come down. Oh well, I changed my turn as above. Quince lives to fight another day it seems… I reshuffled and redrew my hand. It was worse, sadly
I didn’t build a Tech Lab last turn is because I was confident I wouldn’t have a Liberty Gryphon in hand this turn and I wouldn’t go over the gold cap if I postponed construction. So, theoretically I would have the option of spending it on something else in the unlikely event I wanted to do so.
I considered summoning a token to bait Zarramonde into attacking first, but it didn’t look like it would make much difference, so I’ll save the gold. Something’s gonna get smashed either way, and I just have to hope it doesn’t lock my hand.
[details=Starting Hand]
Dark Pact
Deteriorate
Death and Decay
Death and Decay
Nether Drain [/details]
##Events of Turn:
###Upkeep:
Get Gold (12+3float)
Tech 2 cards in
[details=All Teched Cards]
Death and Decay, Lord of Shadows
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness [/details]
###Main:
Mid Garth (12)
Garth and Imp kill Oni, Garth to level 6
Zarra kills Quince, Garth maxbands, you get a card
[details=End of Turn Hand]
Carrion Curse
Sacrifice the Weak
Lord of Shadows
Hooded Executioner
Hooded Executioner [/details]
[details=End of Turn Discard]
Nether Drain
Death and Decay
Death and Decay
Deteriorate
Dark Pact [/details]
[details=My Thoughts]
Lol YUP, Free Speech stalls further. Still though, no Truth tech lab, he can only have 1 hero blocking next turn, this isn’t the worst. He definitely should have put some levels into Oni though, so it would have chunked Zarra better [/details]
I was hoping to ride this chain past 4 units, but no dice.
"P1T12
StartingHand Workers
[spoiler]STARTING HAND
Bluecoat Musketeer
Injunction
Flagstone Garrison
The Art of War
Overeager Cadet
The Art of War
Traffic Director
Boot Camp
Porkhand Magistrate
Free Speech
WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector
The Art of War
----------[/spoiler]
NextHand
[spoiler]Boot Camp
Air Hammer
Free Speech
Elite Training
Liberty Gryphon
[details=Starting Hand]
Carrion Curse
Sacrifice the Weak
Lord of Shadows
Hooded Executioner
Hooded Executioner [/details]
##Events of Turn:
###Upkeep:
Get Gold (12+9float -1overflow)
No techs
[details=All Teched Cards]
Death and Decay, Lord of Shadows
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness [/details]
###Main:
Lord of Shadows (13)
Zarra sneaks past everything and destroys base, gg wp
If you’re up for it, I’d really like to roll back to your turn 9 and have you leave heroes up but destroy tech 2 and 3, and build a tower. I think you had me, would you have just cut off my tech buildings. I think that’s a much better gamble than betting against Zarra.
GG, WP. I don’t mind rolling back to try a different route, however I couldn’t have destroyed both tech buildings and built the Tower on turn 9, because I relied on killing Vandy and Garth to get Sirus to level 5 for the free mirror copy. So, I’d have to choose between paying $4 to level Sirus to 5 and attack with a durable copy of the Air Hammer, or paying for the Tower. (Also, in reconstructing that board state, I notice I incorrectly drew a card instead of taking a gold that turn, though the card I drew was discarded rather than played.) Do you still want to try it?
Oh good point, still though even without the tower I think it’s worth seeing if the double tech kill would get you enough time to base race. Even a tech 3 kill + hammer going straight face makes sense.
However, after reminding myself that I had Sac the Weak and Nether Drain in hand (and that you can’t make a tower AND Air Hammer) and playing out an alternate turn 9, it seems fairly clear that indeed betting against Zarra wasn’t the worst choice.
Perhaps a hybrid of killing the tech 3, building a tower AND boot camping the Soldier (so it can’t get as easily killed by orpal) or Quince (have to have meta in hand to kill him) would have worked?
Here’s my redone turn 9, assuming my tech 3 and 2 went down b/c you maxed quince to mirror hammer, and thus did not get a tower or Elite Training or Boot Camp, in case you’re curious, but hindsight 20/20 I just had a really good turn 9 draw so I guess it was a tougher spot than I initially thought.
Even after looking at your hand, I don’t see a play I could make that you couldn’t shut down. Armed with that knowledge, I’d have Oni break Tech III, build a Tower, forgo the Air Hammer entirely, and hope the extra card draw would help me somehow make a comeback the following turn. If the Nether Drain were missing, I’d instead have Oni break Tech III, Air rush your base, and hope for Art of War + Elite Training to allow Oni to finish the base on turn 10. But, considering I hadn’t earned that knowledge, I’m satisfied that Black winning is a representative result.