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[MMM1] Game 9: P1 Blue (Nekoatl) vs P2 Black (FrozenStorm)

GL HF @FrozenStorm

"P1T1


StartingHand Workers

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


WORKERS
Arrest

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

NextHand

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

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

Discard

[spoiler]Lawful Search
Spectral Aven
Manufactured Truth

----------[/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]: Traffic Director (1/1) Untargetable
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • 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
    "

P1T1 OP AF this series :wink: GL HF @Nekoatl!

Game 9, Player 2, Turn 1

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Skeleton Javelineer
[/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 #1 of 5 (2)
  • Worker (1)

[details=Workers]
Poisonblade Rogue
[/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]
Graveyard
Summon Skeletons
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Skeleton Javelineer
Skeletal Archery
Deteriorate
[/details]

[details=My Thoughts]
TD Again. I’ll go Imp again, seems to work well.
[/details]

"P1T2


Tech StartingHand Workers

[spoiler]TECH
Boot Camp
Boot Camp


STARTING HAND
Bluecoat Musketeer
Reputable Newsman
Building Inspector
Porkhand Magistrate
Jail


WORKERS
Arrest
Jail

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

NextHand

[spoiler]Spectral Aven
Building Inspector
Boot Camp
Boot Camp

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

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Porkhand Magistrate - ($1)
Tech I - ($0)
Director pings your base to 19

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


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

  • :psblueshield: [I]Squad Leader[/I]: General Onimaru (2/3A) Frenzy 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Porkhand Magistrate (2/3)
  • Traffic Director (1/1) Untargetable
    [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

Going Porkhand/Camp to facilitate draws, because Porkhand can disable and then be buffed, and because Porkhand can lock something down long enough for Boot Camp to accumulate runes on something to attack with. Building the Tech I early to suggest I teched units.

"

Oof

Game 9, Player 2, Turn 2

P1 Blue vs P2 Black

[details=Starting Hand]
Graveyard
Summon Skeletons
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Hooded Executioner, Doom Grasp
[/details]


###Main:

  • Graveyard (5)
  • Pestering Haunt
  • Tech 1 (4)
  • Worker (3)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

####In Play:

  • Graveyard (3hp)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 3
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Doom Grasp
Skeletal Archery
Hooded Executioner
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Woof, this is a very tough spot. Porky makes any Hero very unsafe. I can max out Vandy to kill Oni, but that means skipping tech 1. I really don’t know what he’s up to, but I do know I need safe counter-pressure. I’m grabbing a Doom Grasp, and laying the Graveyard to give him something to focus on aside from my tech 1. With any luck he’s aimed for an Oni-centric and takes the bait to invest in him, but I guess we’ll see.
[/details]

"P1T3


Tech StartingHand Workers

[spoiler]TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Boot Camp
Spectral Aven
Boot Camp
Building Inspector
Lawful Search
Reputable Newsman


WORKERS
Arrest
Jail
Spectral Aven

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

NextHand

[spoiler]Reputable Newsman
Bluecoat Musketeer
Manufactured Truth
Overeager Cadet
Boot Camp

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

Tech 2 card(s)
Get Paid - ($6)
Porkhand kills Imp, you draw 1
Onimaru breaks Graveyard
Boot Camp: Porkhand - ($5)
Boot Camp: Porkhand - ($4)
Tower - ($1)
Worker - ($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) Untargetable
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Porkhand Magistrate (4/3) [2+, 2dmg]
  • General Onimaru (2/3) Frenzy 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

Giving Porkhand 2 +/1+1 runes in case Deteriorate + Haunt. Patrolling Director to survive Haunt. Building Tower to punish Haunt if it goes after a building. Teching Cadets in preparation for Garrison + Cadet loop.

"

Game 9, Player 2, Turn 3

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Doom Grasp
Skeletal Archery
Hooded Executioner
Sacrifice the Weak (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+3float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Carrion Curse, Doom Grasp
Hooded Executioner, Doom Grasp
[/details]


###Main

  • Orpal (8)
  • Sacrifice the Weak, TD dies (6)
  • Hooded Executioner w boost, fat porky is made into bacon (1)
  • Worker (0)

[details=Workers]
Doom Grasp, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Hooded Executioner (3/3)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Summon Skeletons
Skeleton Javelineer
Deteriorate
Doom Grasp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Old, on iPad hard to type, I think this slows him down enough though

invest in him, but I guess we’ll see.
[/spoiler][/details]

"P1T4


Tech StartingHand Workers

[spoiler]TECH
Spectral Flagbearer
Free Speech


STARTING HAND
Manufactured Truth
Bluecoat Musketeer
Overeager Cadet
Reputable Newsman
Boot Camp


WORKERS
Arrest
Jail
Spectral Aven
Bluecoat Musketeer

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

NextHand

[spoiler]Lawful Search
Boot Camp
Building Inspector
Free Speech
Overeager Cadet

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

Tech 2 card(s)
Get Paid - ($7)
Level Onimaru x4 - ($3)
Onimaru kills Orpal
Level Onimaru - ($2)
Overeager Cadet
Worker - ($1)

Float ($1)
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]: 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 (2/3) Frenzy 1, Readiness [2-]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

I don’t want to deal with a max level Orpal next turn, and killing him with Onimaru isn’t a bad trade in terms of gold value. I was tempted to Boot Camp a Soldier, but I don’t want Vandy and the Haunt to clear the patrollers and let the Executioner take out Onimaru.

"

Game 9, Player 2, Turn 4

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Skeleton Javelineer
Deteriorate
Doom Grasp
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Blackhand Dozer, Nether Drain
Carrion Curse, Doom Grasp
Hooded Executioner, Doom Grasp
[/details]


###Main

  • Vandy (6)
  • Hoodie trades with OC SQL
  • Deteriorate Elite Soldier
  • Worker (5)
  • Tech 2 Demonz (1)

[details=Workers]
Summon Skeletons, Doom Grasp, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Graveyard
Carrion Curse
Skeletal Archery
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Hooded Executioner
Deteriorate
Blackhand Dozer
Nether Drain
Doom Grasp
Skeleton Javelineer
[/details]

[details=My Thoughts]
Well, I think this is where I race for Tech 3. Doom grasp-ing Oni is too expensive, not worth unless I want to sell out my whole board to leave only 1 soldier standing. I’m not totally fearful of Art of War with Oni gimped like he is, and I feel like it’s unlikely he went for that anyway. I want to leave Haunt standing to counter-attack though. He just cycled, so either he did go Art of War or he techs up with me. Either way, Vandy is the hero I care least about and he can’t get levels so card-free blocker to keep the tech 2 likely to survive, minus a Boot Camp to Vandy (dangerous for him to do) or Art of War. It rebuilds for free, so it’s the safest play here.

Well I sure do wish I’d gotten Thieving Imp on that draw, but Carrion Curse is my best bet to stop whatever he’ll be up to, so at least I got that.
[/details]

"P1T5


Tech StartingHand Workers

[spoiler]TECH
Liberty Gryphon
Liberty Gryphon


STARTING HAND
Lawful Search
Boot Camp
Overeager Cadet
Building Inspector
Free Speech
Boot Camp


WORKERS
Arrest
Jail
Spectral Aven
Bluecoat Musketeer
Building Inspector

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

NextHand

[spoiler]Reputable Newsman
Manufactured Truth
Traffic Director
Spectral Flagbearer
Porkhand Magistrate

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

Discard

[spoiler]Overeager Cadet
Liberty Gryphon
Liberty Gryphon
Lawful Search
Boot Camp
Free Speech
Boot Camp

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

Tech 2 card(s)
Get Paid + float - ($9)
Lawful Search: Hand - ($8)
Onimaru and Soldier kill Vandy
Soldier chases away the Haunt
Overeager Cadet
Tech II - ($4)
Worker - ($3)

Float ($3)
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]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L8 General Onimaru (2/1) Frenzy 1, Readiness [2-]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
Thoughts

I think I can rush Liberty Gryphons before I lose a Tech building, so I’ll commit to teching those. I’ll use Lawful Search to help plan my defense. No spells in hand that can finish off a 1 health hero, so I’ll clear the board to stop Vandy from fetching and to keep the Haunt and Graveyard separated. Seeing Sacrifice, I’ll forgo Boot Camp and just play a vanilla Cadet. Besides, Boot Camp would disrupt my next hand, and I don’t really want to do that. I’ll also patrol as Scavenger rather than Technician for that reason, even though I’m sure I’ll lose a card. Still, I’m going to need some way to recover hand size and speed up draws… I’ll decide my next tech choices with that in mind… maybe switch to a Tech Lab and go with Garrisons.

"

Game 9, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Skeleton Javelineer
Deteriorate
Doom Grasp
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Carrion Curse, Doom Grasp
Hooded Executioner, Doom Grasp
[/details]


###Main

  • Orpal (8)
  • Sacrifice the Weak, Cadet dies (6)
  • Carrion Curse, what’s in that hand of yours… well darn, guess you just discard MTruth (3)
  • Garth (1)
  • Worker (0)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ

####In Patrol:

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

####In Play:

  • Garth (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Thieving Imp
Zarramonde, the Obliterator
Pestering Haunt
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Woof, no immediate free kill, and truth again… So I think I definitely want to Sac the Weak (to keep a hero safe and get free levels) and Carrion Curse (to keep heroes safe in case of boot camp / elite training, lower his cards and get some intel). I’m going to tech 2x Zarra still though, as my draw speed will be slow and my cycle time very long

Darn, only one spell. But the intel is still probably worth it, nothing much to fear. He is RIGHT before a cycle though, likely he will tech up… Good then I guess that Imp will discard one next turn and I kept Cadet off the board. Bad though that I didn’t fetch a Dozer RIGHT NOW. That may be the mistake that ends this game for me, I should have realized he probably would tech up and win a T3 race. Hopefully I can survive it, I’ll probably have to get lucky though!

Well so far not so good, Nether Drain would have been great to have here but one of my Zarras means I don’t have great odds to get another next turn (only 50/50 if I play no cards, 40% if I play Imp). Neko might be getting his first win here! I’ll definitely need to fetch a Dozer now, which means not building tech 3 unless I can get levels on Garth…
[/details]

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Scribe
Scribe


STARTING HAND
Porkhand Magistrate
Spectral Flagbearer
Traffic Director
Manufactured Truth
Reputable Newsman


WORKERS
Arrest
Jail
Spectral Aven
Bluecoat Musketeer
Building Inspector
Porkhand Magistrate

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

NextHand

[spoiler]Overeager Cadet
Lawful Search
Free Speech
Boot Camp

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

Tech 2 card(s)
Get Paid + float + Scavanger - ($13)
Worker - ($12)
Reputable Newsman: $2 blocked - ($10)
Tech III - ($5)

Float ($5)
Discard 2, reshuffle, 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]: Reputable Newsman (0/3) $2 blocked
  • :target: [I]Lookout[/I]: L8 General Onimaru (2/1) Frenzy 1, Readiness, Resist 1 [2-]
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 5
  • Workers: 10
Thoughts

Alright, moment of Truth… how will I defend my Tech III. I can’t kill either hero, and of course I couldn’t have Free Speech as an option this turn. There are 4 spells that could finish off Onimaru, and Orpal’s hero abilities threaten units, but at least I’m not facing an ultimate threat. Between Orpal’s abilities and starter Black spells, I wonder if it’s even worth playing a unit. To destroy the Tech III, Orpal and Garth would need 9 level increases. Assuming Nether Drain kills a Lookout Onimaru, that’s 5 levels needed and $8 to spend. Adding Bigby to the mix would mean 3 levels needed, meaning $5 to spare on a spell to kill Bigby, which is doable with Doom Grasp. So, yes, I need at least one unit to defend. Is a lone Newsman enough? If he blocks $2, he’s safe from Sacrifice, but still vulnerable to Executioner, but at $5, that should be fine. If Orpal midbands Newsman and follows up with Plague, even if Garth Drains Onimaru, that’s $1 short, so I think we have a winner. However, I’m not confident I can protect a Tech Lab, so I’ll choose Scribes instead of Garrisons to tech.

"

Heading out to see Star wars, I suspect I’ve lost but I will post a turn later involving fetching a dozer and playing thieving imp, random.org says discard #2 of 4, and make a skeleton. Max Garth in SQL, Orpal in techn, dozer in scav, pray you didn’t draw a gryphon

Aforementioned turn, formalized. Fingers crossed for no insta-death ^-^

Game 9, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Thieving Imp
Zarramonde, the Obliterator
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 1 card in

[details=All Teched Cards]
Blackhand Dozer
Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Carrion Curse, Doom Grasp
Hooded Executioner, Doom Grasp
[/details]


###Main

  • Maxband Garth, fetch Blackhand Dozer (4)
  • Thieving Imp, discard #2 of 4 (1)
  • Make a skeleton (0)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ

####In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+1armor lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger: Blackhand Dozer (7/6)
  • :exhaust: Technician: Orpal (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Skeleton (1/1)
  • Thieving Imp (2/2)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 10

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
No Nether Drain here, killing Newsman only further increases the odds I’m getting Gryphon’d, though leaving Oni up knowing Boot Camp(s?) are in the deck is a dangerous proposition as well… Still, I think better to make him do that digging. Imp’s a 25% to hit something important and just generally good for business in this race, and then it’s build tech 3 and try to win a losing race or get some fierce offense down before it’s too late. I’m going with the latter. Let’s see how it plays out (I don’t think I’m going to pull this one off though!)

Well, at least I didn’t draw the other Zarra. We’ll see if Hoodie + StW is enough to break whatever defense he musters, b/c if I don’t break that t3 I’m pretty much toast.
[/details]

As much as I would have liked to pull off a 4 Gryphon OTK here, I’m afraid I haven’t a single Gryphon to send your way. :disappointed:

"P1T7


Tech StartingHand Workers

[spoiler]TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Free Speech
Boot Camp
Lawful Search
Overeager Cadet
Boot Camp
Traffic Director


WORKERS
Arrest
Jail
Spectral Aven
Bluecoat Musketeer
Building Inspector
Porkhand Magistrate

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

NextHand

[spoiler]Spectral Flagbearer
Scribe
Liberty Gryphon

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

Discard

[spoiler]Lawful Search
Boot Camp
Boot Camp
Flagstone Garrison
Flagstone Garrison
Free Speech
Traffic Director

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

Tech 2 card(s)
Get Paid + float - ($15)
Sirus Quince - ($13)
Boot Camp: Sirus - ($12)
Boot Camp: Sirus - ($11)
Free Speech - ($9)
Level Quince x4 - ($5)
Overeager Cadet, mirrored
Bigby Hayes - ($3)
Mirror Illusion - ($1)

Float ($3)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2A) {Mirror of A}
  • :psfist: [I]Elite[/I]: Reputable Newsman (1/3) $2 blocked
  • :ps_: [I]Scavenger[/I]: L8 General Onimaru (2/1) Frenzy 1, Readiness, Resist 1 [2-, 2dmg]
  • :pschip: [I]Technician[/I]: L1 Bigby Hayes (2/3)
  • :target: [I]Lookout[/I]: Overeager Cadet (2/2) {A} Resist 1
    [B]In Play:[/B]
  • L5 Sirus Quince (3/7) [2+]
  • Mirror Illusion (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 4
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Sigh… getting my hands on even one Gryphon this turn would have likely secured the win, but coming up blank means I need to go all-in to protect my Tech III. I am at least a bit relived that it appears to be possible to protect the Tech III for one more turn. He can break through all my patrollers and kill the backline Mirror, but if I don’t leave it there as a sacrifice, an Executioner could take out a patroller and allow the Dozer to Overpower the Tech III. Of course, two Executioners could wreck me, but that’s rather unlikely, and there’s nothing I can do to stop it regardless.

"

Definitely not looking good

Game 9, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Nether Drain
Blackhand Dozer
Sacrifice the Weak
Hooded Executioner
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Blackhand Dozer
Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Carrion Curse, Doom Grasp
Hooded Executioner, Doom Grasp
[/details]


###Main

  • Garth kills SQL, takes 3
  • Dozer kills Newsman and overpowers Bigby, you get a card, Dozer takes 2
  • Skeleton kills Oni, Orpal to level 5
  • Orpal kills Lookout Cadet, takes 3
  • Imp kills your mirror
  • Blackhand Dozer (6)
  • Tech 3 (1)
  • Maxband Orpal to heal him (0)

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

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Blackhand Dozer (7/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Blackhand Dozer (7/4)
  • Garth (3/1 lvl 7)
  • Thieving Imp (2/1)
  • Orpal (2/5 lvl 6)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Carrion Curse
Deteriorate
Zarramonde, the Obliterator
Skeleton Javelineer
Doom Grasp
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well, not bloody likely I’m taking out that Buff Quince without my Zarra, so better at least tech up now. Non-zero chance he didn’t draw a Gryphon but in all odds he’s more likely to draw both, and most likely to draw 1. So I’ll max out Orpal as well to give him things other than the dozers to shoot at
[/details]

"P1T8


StartingHand Workers

[spoiler]STARTING HAND
Scribe
Liberty Gryphon
Spectral Flagbearer
Overeager Cadet
Manufactured Truth


WORKERS
Arrest
Jail
Spectral Aven
Bluecoat Musketeer
Building Inspector
Porkhand Magistrate

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

NextHand

[spoiler]Lawful Search
Liberty Gryphon
Scribe

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

Tech 0 card(s)
Get Paid + float + Scavanger - ($12)
Mirror Illusion - ($10)
Liberty Gryphon, mirrored - ($7)
Scribe - ($5)
Mirror Illusion - ($3)
Overeager Cadet, mirrored
Spectral Flagbearer - ($2)
Tech Lab, base to 18 - ($1)
Gryphon breaks Tech III, base to 18
Gryphon kills Orpal

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


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2A) {Mirror of B}
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Scribe (1/3)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2) {B}
  • :target: [I]Lookout[/I]: Spectral Flagbearer (2/2) Resist 1
    [B]In Play:[/B]
  • L5 Sirus Quince (3/7) [2+]
  • Liberty Gryphon (5/5) {A} Flying, Untargetable
  • Liberty Gryphon (5/5) {Mirror of A} Flying, Untargetable
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Peace)

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

  • Hand: 3
  • Deck: 10
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Even after the Technician and Scribe, only 1 Gryphon. Sigh… there’s no way I can defend against both Dozers, a maxed Orpal, and the threat of Zarramonde. I’ll take out the 2 biggest threats and hope that when the dust clears, I’m not completely wrecked.

"

Perhaps I can turn the tide!

Game 9, Player 2, Turn 8

P1 Blue vs P2 Black

[details=Starting Hand]
Carrion Curse
Deteriorate
Zarramonde, the Obliterator
Skeleton Javelineer
Doom Grasp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 2 Cards in

[details=All Teched Cards]
Dark Pact, Plague Lord
Blackhand Dozer
Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Carrion Curse, Doom Grasp
Hooded Executioner, Doom Grasp
[/details]


###Main

  • rebuild tech 3
  • Dozer kills sql and overpowers Scribe, takes 2, you get a gold
  • Imp trades with Flagbearer
  • Vandy (8)
  • Garth makes a skeleton and sacrifices it to doom grasp quince, killing mirror gryphon, Vandy to level 3 (3)
  • Other dozer kills techn cadet and overpowers to destroy your tech 3, your base to 16
  • Garth trucks your base to 13
  • Deteriorate real gryphon, it dies
  • Maxband Vandy, nothing to doom (1)
  • Tech Lab Disease (0)

[details=Workers]
Pestering Haunt, Skeletal Archery, Summon Skeletons, Doom Grasp, Jandra, the Negator, Poisonblade Rogue
[/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
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Tech Lab HP: 4 Disease

####In Patrol:

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

####In Play:

  • Blackhand Dozer (7/4)
  • Blackhand Dozer (7/2)
  • Garth (3/1 lvl 7)
  • Vandy (4/5 lvl 5)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Graveyard
Sacrifice the Weak
Plague Lord
Zarramonde, the Obliterator
Pestering Haunt
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Dozers MVP! I may yet haul this back, man black is OP lol he’s playing great and patient and I’m still right in it. With his tech 3 down and his board clear, I want to be able to threaten meta, plague Lord and Zarra. Between all those, I should be able to keep it down and win!

Well I suppose i’d prefer to meta first and then zarra, but this hand equips be for just about anything so that’s really great ^=^
[/details]

It looks like you didn’t notice I swapped out my Tower for a Tech Lab. Do you want to change anything?

No I did notice, I just messed up the base damage math I think right? Did I get all the patrol damage? fixed base damage, all clear unless you see something else I missed

The Dozer took 2 damage from a 1/3 Scribe.