@FrozenStorm , only two more to go!
T1:
Gold (4)
Worker (3)
Haunt
SQL: 2/2A Imp, boo hoo #2 ()
Other: 1/1 Haunt
@FrozenStorm , only two more to go!
T1:
Gold (4)
Worker (3)
Haunt
SQL: 2/2A Imp, boo hoo #2 ()
Other: 1/1 Haunt
Thanks Navi. Busy weekend and start to the work week. GL HF
Also, it’s nuts that we’ve traded wins every single pair of games!
[details=Starting Hand]
Safe Attacking
Sensei’s Advice (discarded, eh)
Fox Viper
Fox Primus
Smoker
[/details]
###Upkeep:
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
[details=Workers]
Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Grappling Hook
Aged Sensei
Snapback
Morningstar Flagbearer
[/details]
[details=End of Turn Discard]
Sensei’s Advice
Fox Primus
Safe Attacking
[/details]
Crazy indeed, but I’m afraid I’ll be winning the last two =b
T2:
Gold (5)
Worker (4)
Tech I (3)
Garth & Skele ()
Haunt your base to 19
dc3 d1 rs d5
Patrol:
Leader: 2/2A Imp
Elite:
Scavenger: 1/1 Skele
Technician:
Lookout:
Other - 1/1 Haunt , 1/3 L1 Garth
Buildings:
Base: 20
Tech I : 5
Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0
H: playd / sum rog StW
W: det rog
T: bcz
That’s confidence right there
It certainly won’t shock me if you do
[details=Starting Hand]
Grappling Hook
Aged Sensei
Snapback
Morningstar Flagbearer
[/details]
###Upkeep:
[details=All Teched Cards]
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Savior Monk
Aged Sensei
Grappling Hook
Bird’s Nest
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Not really sure if this is a good move, if he went for Nether Drain it’ll be nasty but I expect he probably went Gargoyle / BC x2, maaayybe Lich’s Bargain. Going to need Hero’s Hall if I want to make this hook play, as I’m not rushing tech 2.
T3:
Gold (6)
Worker (5)
BC x2 (1)
+Skele ()
Haunt + Garth = Grave
dc2 d3 rs d1
Patrol:
Leader: 1/1A Skele
Elite:
Scavenger: 3/3 BC
Technician: 3/3 BC
Lookout:
Other -
Buildings:
Base: 20
Tech I : 5
Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 5
Discard: 0
H: playd / grave Jav Jan
W: det rog jan
T: grasp skLord
Shit I contradicted my turn without realizing it, smoker and haunt are still alive (I don’t have smoker in my deck, that’s how I know what I landed on), lmk if that changes your decision
If Haunt & Smoker lived, then
Haunt & Garth = Grave
Rest of my turn is unchanged
Lol well that’s unfortunate sry for the delay
[details=Starting Hand]
Savior Monk
Aged Sensei
Grappling Hook
Bird’s Nest
[/details]
###Upkeep:
[details=All Teched Cards]
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Snapback
Safe Attacking
Sensei’s Advice
Fox Primus
[/details]
[details=End of Turn Discard]
Training Grounds
Rambasa Twins
Grappling Hook
Savior Monk
[/details]
T4:
Gold (7)
Orpal (5)
BC x2 > Rook, Nest falls, Orpal to L3, +2 Skeles
Skeletal Archery (3)
Graveyard (1)
Old Skele pew pews Smoker
dc2 d4
Patrol:
Leader: 1/3A L3 Orpal
Elite: 2/1 Skele
Scavenger: 1/1 Skele
Technician:
Lookout:
Other - 3/1 BC, 3/1 BC, 1/1 Skele
Skeletal Archery
Buildings:
Base: 20
Tech I : 5
Graveyard [ / / ]: 3
Economy:
Workers: 7
Spare gold: 1
Hand: 4
Deck: 0
Discard: 5
H: playd / StW sum
W: det rog jan
T: Necro stone
[details=Starting Hand]
Snapback
Safe Attacking
Sensei’s Advice
Fox Primus
Sparring Partner (techn)
[/details]
###Upkeep:
[details=All Teched Cards]
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Snapback
Savior Monk
Fox Primus
Grappling Hook
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
T4:
Gold +F (8)
+Skele (7)
Doom Grasp Grave, sac new Skele, Garth to L3 (3)
Old Skeles > Sparrer
Garth > Setsy, Garth to L5 (2)
BC ()
Haunt
dc2 rs d4
Patrol:
Leader: 3/3 BC
Elite:
Scavenger:
Technician:
Lookout:
Other - 1/1 Skele , 1/1 Skele, 1/1 Haunt, 2/4 L5 Garth
Skeletal Archery
Buildings:
Base: 20
Tech I : 5
Graveyard [ BC / / ]: 3
Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 6
Discard: 0
H: playd / Jav SKlord
W: det rog jan
T: Draino Hoody
Nice DG, didn’t expect it
[details=Starting Hand]
Snapback
Savior Monk
Fox Primus
Grappling Hook
Smoker (techn)
[/details]
###Upkeep:
[details=All Teched Cards]
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Bird’s Nest
Hidden Ninja
Shuriken Hail
Training Grounds
Sensei’s Advice
[/details]
[details=End of Turn Discard]
Sparring Partner
Training Grounds
Mind-Parry Monk
Mind-Parry Monk
Grappling Hook
Savior Monk
Snapback
[/details]
[details=My Thoughts][spoiler]
Well the good news is I have a worker and tech lead now, the bad news is I’m not going to be able to do much about Big Damage coming my way. That was a really solid Doom Grasp, I had a bad read on who to snap out (thought he’d be content with Garth just making skeletons and ult-ing.
An early DG seemed like a good idea against hero.dec
T5:
Gold (7)
Worker (6)
Necro II (2)
Garth + BC > Rook, Garth maxbands, resurrects a gargoyle, +Skele
+Skele (1)
Wake up Gargoyle ()
Haunt = Smoker
Haunt returns!
dc3 d5
Patrol:
Leader: 3/2A Gargoyle
Elite: 2/1 Skele
Scavenger: 1/1 Skele
Technician:
Lookout:
Other - 1/1 Haunt, 3/4 Max Garth, 3/1 BC
Skeletal Archery
Buildings:
Base: 20
Tech I : 5
Necro II : 5
Graveyard [ BC / / ]: 3
Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 1
Discard: 5
H: playd / Jav Imp StW
W: det rog jan Imp
T: zmond SKlord
Indeed it was a good idea!
[details=Starting Hand]
Bird’s Nest
Hidden Ninja
Shuriken Hail
Training Grounds
Sensei’s Advice
[/details]
###Upkeep:
[details=All Teched Cards]
Earthquake, Reversal
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Rambasa Twins
Hidden Ninja
Reversal
Savior Monk
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
T6:
Gold +SCV (9)
Orpal (7)
Nether Drain Grave, Orpal to L3 (5)
Garth > Grave, Orpal to L5
+Skele (4)
Orpal converts Skele to plague on Tweetie
BC (2)
Hooded Executioner ()
Haunt your base to 19
dc3 d1 rs d4
Patrol:
Leader: 3/3A Executioner
Elite: 3/4 L5 Orpal
Scavenger: 3/3 BC
Technician:
Lookout:
Other - 1/1 Haunt, 3/1 Max Garth,
Skeletal Archery
Buildings:
Base: 20
Tech I : 5
Necro II : 5
Graveyard [ BC / Gargoyle / ]: 3
Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 7
Discard: 0
H: playd / grasp SKlord Necro
W: det rog jan Imp
T: Necro stone
I’m pretty determined to not let you make good on this prophecy of victory
[details=Starting Hand]
Rambasa Twins
Hidden Ninja
Reversal
Savior Monk
Mind-Parry Monk (ninja draw, meh)
[/details]
###Upkeep:
[details=All Teched Cards]
Martial Mastery, Earthquake
Earthquake, Reversal
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Reversal, Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Sensei’s Advice
Sparring Partner
Bird’s Nest
Snapback
Smoker
[/details]
[details=End of Turn Discard]
Martial Mastery
Earthquake
Hidden Ninja
Mind-Parry Monk
Savior Monk
Rambasa Twins
[/details]
[details=My Thoughts][spoiler]
That was more or less expected, with Garth down though Rook is a pretty solid brick wall. Bummer to draw an MPM off the Hidden Ninja, but at least it wasn’t Earthquake. Birds would have been so clutch though…
I wouldn’t expect anything less from you
T7:
Gold (8)
Worker (7)
Summon Skeles, +2 Skeles (4)
Vandy (2)
Soulstone BC ()
BC hits Rook for 3 dmg, +Skele , -Stone
Haunt your base to 18
dc2 d4
Patrol:
Leader: 3/3A Executioner
Elite: 3/4 L5 Orpal
Scavenger: 1/1 Skele
Technician: 2/3 L1 Vandy
Lookout:
Other - 1/1 Haunt, 1/1 Skele, 1/1 Skele, 3/3 BC
Skeletal Archery
Buildings:
Base: 20
Tech I : 5
Necro II : 5
Graveyard [ BC / Gargoyle / ]: 3
Economy:
Workers: 9
Spare gold: 0
Hand: 4
Deck: 3
Discard: 5
H: playd / grasp zmond Jav
W: det rog jan Imp zmond
T: zmond d&d
I might have you backed into a corner here!
[details=Starting Hand]
Sensei’s Advice
Sparring Partner
Bird’s Nest
Snapback
Smoker
Shuriken Hail + Mind-Parry Monk (sets)
[/details]
###Upkeep:
[details=All Teched Cards]
Fox’s Den Students, Sparring Partner
Martial Mastery, Earthquake
Earthquake, Reversal
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]
###Main:
[details=Workers]
Reversal, Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Grappling Hook
Earthquake
Snapback
Hidden Ninja
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
Yep, that’s gg, MPM +the 3 Maxbanded amigos, means it’s over
And now for our finale!