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]
[I]Squad Leader[/I]: General Onimaru (2/3A) Frenzy 1
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Porkhand Magistrate (2/3)
Traffic Director (1/1) Untargetable
[B]Buildings:[/B]
Base HP: 20
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.
[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]
[I]Squad Leader[/I]: Traffic Director (1/1A) Untargetable
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Porkhand Magistrate (4/3) [2+, 2dmg]
General Onimaru (2/3) Frenzy 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
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.
L8 General Onimaru (2/3) Frenzy 1, Readiness [2-]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
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.
[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]
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet (2/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L8 General Onimaru (2/1) Frenzy 1, Readiness [2-]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
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.
[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]
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
[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]
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.
[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]
Liberty Gryphon (5/5) {Mirror of A} Flying, Untargetable
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech III HP: 5
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.
[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]
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