[MMM1] WARM-UP: BLUE (Nekoatl) vs BLACK (FrozenStorm)

Ugh I forgot he has it on defense too, thought it was when attacking only for some reason. I’ll max-protect instead of killing then

Not only does he have Long Range when patrolling, but Sharpo just confirmed in the Rules Questions Thread that the Elite slot can get around the 1 ATK restriction on that Long Range! Not that it’s likely to be relevant in this MU / ever.

2 Likes

That doesn’t seem right. Does it then also apply if he gets other attack buffs? Frenzy X, or +1/1s, or Dinosize? Elite changes his attack from 1 to 2, though not the printed value, so is it just printed value or how is Elite different from other attack modifiers?

That’s what’s being asked right now… I’ll update you if sharpo either gives an explanation for why it’s this way or reverses his opinion. I will say that a different question had him say that patrol zone bonuses apply after everything else, so that might be what causes it… But then that creates an inconsistency with Doubling Barbarbarian, since that unit does double the bonuses it gets from the patrol zone. We’ll see what happens.

"P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Reputable Newsman
Arrest


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest


NextHand

Spectral Aven
Manufactured Truth


Discard

Traffic Director
Free Speech
Free Speech
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Reputable Newsman: $2 blocked - ($5)
Onimaru kills SQL
Tech II - ($1)
Musketeer snipes Elite

Float ($1)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2+A)
  • :psfist: [I]Elite[/I]: Reputable Newsman (0+1/3) $2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Building Inspector (1/1) $1 tax
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 General Onimaru (3/4-2dmg) Frenzy 1, Readiness
  • Bluecoat Musketeer (1/2) Long Range
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 2
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

I’m torn between efficiency and suppression. I can’t allow 5 skeletons and a Skeletal Lord to hit the field at the same time. Having skeletons on the board when a Skeletal Lord drops should be avoided in general, if possible. Hopefully having a SQL without Long-Range will provoke some attacks.

"

So to answer your question, other effects won’t affect this. It’s just that the Patrol Zone works differently.

2 Likes

How dare you attempt to block the bargain of the Lich!!! I shall not stand for this!

Game 4, Player 2, Turn 4

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Thieving Imp
Lich’s Bargain
Lich’s Bargain
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Bone Collector, Skeletal Lord
Nether Drain x2
Lich’s Bargain x2
[/details]


###Main:

  • two skeletons suicide into cadet, Javelineer kills from long range
  • Deteriorate Newsman, Garth midbands and kills him (5)
  • Lichs Bargain x2, my base to 12 and workers to 6, army of darkness arrives (1)
  • Worker (0)

[details=Workers]
Thieving Imp, Graveyard, Pestering Haunt, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 1 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: Horror (3/3+1armor)
  • :psfist: Elite: Zombie (2+1/2)
  • :pspig: Scavenger: Zombie (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Garth (2/4 lvl 4)
  • Jav (1/1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Horror (3/3)

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand][spoiler]

[/spoiler][/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Horde time
[/details]

2 Likes

The help text on Musketeer says: “(Defenders without long-range deal no damage to this when it attacks.)”

So normally long-range really is only a benefit on the attack. But it also essentially negates the opponent’s long-range benefit if it happens to be attacked by a long-range unit/hero. It’s just really rare that two long-range units go at each other, so we forget about that bit!

2 Likes

Part of why I find it hard to remember that it does something on defense is that it seems like it ought to work like swift strike when defending purely from a realism perspective (firing at approaching units before they get to you), but there’s a couple reasons for it to not work that way…

  1. Doing that would make it a renamed swift strike, and having two versions of the same ability that don’t interact with each other is weird.
  2. Everything that has it would become far better than they currently are. As a thought experiment, imagine if Pirate Gunship had swift strike… Depressing, isn’t it?
2 Likes

When you said you were gonna try something weird, I didn’t expect something this weird. Very interesting. I’m staring to think I should just randomly spam Lawful Search for clues about what’s coming, in order to better plan a counter.

"P1T5


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Spectral Aven
Manufactured Truth


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest


NextHand

Overeager Cadet
Judgment Day
Flagstone Garrison
Manufactured Truth


Tech 2 card(s)
Get Paid + float - ($9)
Level Onimaru x3 - ($6)

Float ($6)
Discard 2, draw 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Soldier (1/2+A) Sparkshot
  • :psfist: [I]Elite[/I]: Bluecoat Musketeer (1+1/2) Long-Range
  • :ps_: [I]Scavenger[/I]: Soldier (1/1) Sparkshot
  • :pschip: [I]Technician[/I]: Building Inspector (1/1) $1 tax
  • :target: [I]Lookout[/I]: Soldier (1/1) Sparkshot, Resist 1
    [B]In Play:[/B]
  • L8 General Onimaru (4/5) Frenzy 1, Readiness
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 6
  • Workers: 8
    "
2 Likes

Oh when I say weird I mean it :wink: I doubt there’s much different you’d be doing though, had you lawful searched me? Your cycle time was so long anyway, you ended up being able to tech reactively to it

Game 4, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Bone Collector, Skeletal Lord
Bone Collector, Skeletal Lord
Nether Drain x2
Lich’s Bargain x2
[/details]


###Main:

  • Garth kills Soldier (who only has 1 health + armor, not 2
  • Horror kills Musketeer, takes 2 damage
  • Zombie kills Scavenger, takes 1 damage, you get a gold
  • Zombie kills Technician, takes 1 damage, you get a card
  • Skeleton trades with Lookout
  • Horror, Jav, and Skeleton kill your tech 2, your base to 18
  • Make a Skeleton (6)
  • Worker (5)
  • Tech 2 Necromancy (1)

[details=Workers]
Sacrifice the Weak, Thieving Imp, Graveyard, Pestering Haunt, Jandra, the Negator
[/details]

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

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (2/3 from 1 damage lvl 4)
  • Jav (1/1)
  • Skeleton (1/1)
  • Zombie (2/1 from 1 damage)
  • Zombie (2/1 from 1 damage)
  • Horror (3/3)
  • Horror (3/1 from 2 damage)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Lich’s Bargain
Lich’s Bargain
Deteriorate
[/details]

[details=End of Turn Discard]
Skeletal Lord
Bone Collector
Nether Drain
[/details]

[details=My Thoughts][spoiler]
Opting to break the tech 2 instead of kill Onimaru, as I’m not too afraid of Art of War (unlikely tech for the Garrison plan, he knows I could kill Oni with Horror) or Arrest (likely to have been workered in that last cycle, I didn’t see it and his hands were pretty small, more likely to keep Lawful Search and units).

It’s certainly a little riskier to not kill Oni (I can’t lose to a good garrison draw right away). But the expected value of keeping him from having anything fruitful to spend his gold on next turn (like Free Speech, or Judgement Day! yikes!)

He really should have built a Hero’s Hall or Tower or something, floating that much gold is just silly, especially when he can get locked off spending it.

Bummer not to draw Nether Drain, Archery, Bone Collector or Skeletal Lord… I suppose I can just go balls out on the other Lich’s Bargains though? That or make hero plays (Max Vandy + Hero’s Hall? Max Orpal + Max Garth if I can kill a hero?)
[/spoiler][/details]

1 Like

It’s difficult to say for sure, but depending on the circumstances, I might have built a Heroes’ Hall, or it may have made no difference. But, I mean more in the general case rather than this specific game.

"P1T6


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Overeager Cadet
Manufactured Truth
Judgment Day
Flagstone Garrison
Flagstone Garrison


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest
Manufactured Truth


NextHand

Free Speech
Spectral Aven
Overeager Cadet
Free Speech
Judgment Day


Discard

Bluecoat Musketeer
Building Inspector
Judgment Day
Flagstone Garrison
Flagstone Garrison
Drill Sergeant
Drill Sergeant


Tech 2 card(s)
Get Paid + float + Scavenger - ($15)
Rebuild Tech II
Worker - ($14)
Surplus - ($9)

Float ($9)
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]: L8 General Onimaru (4/5) Frenzy 1, Readiness
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Surplus HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 9
  • Workers: 9
Thoughts

I really should have patrolled with Onimaru last turn… or better yet, attacked a Horror with him. Now, I can’t bring out Bigby for Judgment Day.

"

We can return to the world in which you did build a hero’s hall, if you like! If that’s all your hand could do otherwise without a tech 1, I think I will be able to lock down your buildings repeatedly from here on out. Horror and a Zombie kill your patrol, Garth maxes and fetches a skeletal lord, Horror Zombie kill tech 2, garth jav kill tech 1, two skeles kill surplus, and then I have 8 gold left over to do whatever, probably Max out Vandy and build a hero’s hall.

I would have a different turn 5 though, if you did build the hero’s hall. I’d probably take the kill on Oni with my Horror, build a hero’s hall of my own, and draw two cards after having my remaining skeleton and jav hit your tech 2 to 3hp, for fear of Judgement day coming :wink:

I kind of want to rollback to my turn 5; I’d play it the same way, except that I’d use Oni to take out one of your Horrors and hopefully protect my Tech II building. I’m not entirely certain I can’t recover at this point, but I am entirely certain that I should have made that trade.

Hmm, in that case, I suppose my turn changes a little more… I’d advise re-drawing your turn 6 hand, partly because I checked it after we called game, partly because it’s no use to anyone to retroactively make changes if know what you’ll draw into :wink: I did the same, re-drawing my upcoming turn 6 hand

Game 4, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Voidblocker, Blackhand Dozer
Bone Collector, Skeletal Lord
Nether Drain x2
Lich’s Bargain x2
[/details]


###Main:

  • Zombie kills SQL, takes 1 damage
  • Garth kills Elite, takes 2 damage
  • Skeleton trades with Scav, you get a gold
  • Skeleton trades with Techn, you get a card
  • Jav trades with Lookout
  • Horror and Zombie break your tech 2, your base to 18
  • Make a Skeleton (6)
  • Worker (5)
  • Tech 2 Demonology (1)
  • Tech Lab Necromancy (0)

[details=Workers]
Sacrifice the Weak, Thieving Imp, Graveyard, Pestering Haunt, Jandra, the Negator
[/details]

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

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (2/2 from 2 damage lvl 6)
  • Zombie (2/2)
  • Zombie (2/1 from 1 damage)
  • Horror (3/3)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Deteriorate
Poisonblade Rogue
Lich’s Bargain
[/details]

[details=End of Turn Discard]
Blackhand Dozer
Voidblocker
Nether Drain
Skeleton Javelineer
[/details]

[details=My Thoughts]
Now that we’re forced to deal with the possibility of Judgement Day or Free Speech, I’m going to tech towards Zarra as a win condition, and let the chips fall where they may for the rest of this. Could still end up pivoting to Vandy maxband, we’ll see. If it’s Free Speech it’s no big deal, kill everything, if it’s Judgement day though I won’t be able to re-break the tech 2 right away, thus the Dozer’s effectiveness.
[/details]

Agreed. I see you still got my Tech II, heh. Oh, well, at least this time I’m not locked out of summoning Bigby.

"P1T6


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Overeager Cadet
Flagstone Garrison
Judgment Day
Reputable Newsman
Manufactured Truth


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest
Manufactured Truth


NextHand

Free Speech
Overeager Cadet
Spectral Aven
Flagstone Garrison
Flagstone Garrison


Discard

Bluecoat Musketeer
Building Inspector
Judgment Day
Overeager Cadet
Reputable Newsman
Drill Sergeant
Drill Sergeant


Tech 2 card(s)
Get Paid + float + Scavenger - ($15)
Rebuild Tech II
Bigby Hayes - ($13)
Level Bigby x4 - ($9)
Judgment Day - ($5)
Worker - ($4)

Float ($4)
Stash 1, Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: L5 Bigby Hayes (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 3
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
    "

Indeed I did, though I’m starting to wonder if it would have been worth it to grab a gargoyle with maxband Garth last turn, to hit back with :wink: I think almost certainly it would have, I’d have been able to re-break tech 2 again…

Game 4, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Poisonblade Rogue
Lich’s Bargain
Lich’s Bargain (techn)
Skeletal Lord (sacrifice)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shadow Blade, Zarramonde, the Obliterator
Voidblocker, Blackhand Dozer
Bone Collector, Skeletal Lord
Nether Drain x2
Lich’s Bargain x2
[/details]


###Main:

  • Make a skeleton, sacrifice it to draw a card (7)
  • Skeletal Lord (5)
  • Vandy (3)
  • Maxband Garth, fetch a Blackhand Dozer (2)
  • Worker (1)

[details=Workers]
Lich’s Bargain, Sacrifice the Weak, Thieving Imp, Graveyard, Pestering Haunt, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONOLOGY
  • Tech Lab HP: 4 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletal Lord (3/3)
  • :exhaust: Technician: Blackhand Dozer (7/6)
  • :target: Lookout:

####In Play:

  • Garth (3/4 lvl 7)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Skeletal Archery
Nether Drain
Summon Skeletons
Bone Collector
Lich’s Bargain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Definitely should have grabbed Gargoyle to rush tech 3, sometimes you play this game looking to get multiple advantages when you really need to trade off some advantages to really zero in on the most important advantage. Here, the most mportant thing was re-breaking that tech 2, and I could have done it with Garg + Max Vandy. That would have sealed a Meta or Zarra win much easier.
[/details]

A Gargoyle would have made my decisions this turn more difficult. $4+$0 vs. $4+$3 was a very appealing trade.

"P1T7


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HANDFlagstone Garrison
Free Speech
Spectral Aven
Overeager Cadet
Flagstone Garrison
Judgment Day
Traffic Director
Free Speech
Overeager Cadet
Building Inspector
Bluecoat Musketeer
Spectral Hound
Judgment Day


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest
Manufactured Truth
Free Speech


NextHand

Spectral Hound
Drill Sergeant
Judgment Day
Free Speech
Reputable Newsman


Discard

Bluecoat Musketeer
Spectral Aven
Spectral Hound
Judgment Day


Tech 2 card(s)
Get Paid + float - ($13)
Flagstone Garrison - ($10)
Flagstone Garrison - ($7)
Overeager Cadet
Judgment Day - ($3)
Traffic Director - ($2)
Overeager Cadet
Worker - ($1)
Building Inspector - ($0)

Float ($0)
Stash 1, Discard 4, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1+A) Untargetable
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Building Inspector (1/1) $1 tax, Resist 1
    [B]In Play:[/B]
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L5 Bigby Hayes (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

Game 4, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Skeletal Archery
Nether Drain
Summon Skeletons
Bone Collector
Lich’s Bargain
Poisonblade Rogue (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Death and Decay, Lord of Shadows
Shadow Blade, Zarramonde, the Obliterator
Voidblocker, Blackhand Dozer
Bone Collector, Skeletal Lord
Nether Drain x2
Lich’s Bargain x2
[/details]


###Main:

  • Garth kills TD
  • Vandy kills Inspector
  • Worker (10)
  • Tech 3 (5)
  • Make a Skeleton (4)
  • Bone Collector (2)
  • Nether Drain Garth, Vandy to level 3 (1)

[details=Workers]
Poisonblade Rogue, Lich’s Bargain, Sacrifice the Weak, Thieving Imp, Graveyard, Pestering Haunt, Jandra, the Negator
[/details]

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

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

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONOLOGY
  • Tech3 HP: 5
  • Tech Lab HP: 4 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bone Collector (3/3)
  • :target: Lookout:

####In Play:

  • Garth (2/3 from 1 damage lvl 5)
  • Vandy (3/4 lvl 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 8

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Voidblocker
Deteriorate
Nether Drain
Shadow Blade
Zarramonde, the Obliterator
[/details]

[details=End of Turn Discard]
Death and Decay
Lord of Shadows
Skeletal Lord
Blackhand Dozer
Nether Drain
Lich’s Bargain
Summon Skeletons
Skeletal Archery
[/details]

[details=My Thoughts]
Well he can’t break the tech 3 almost no matter what, so no need to threaten Meta just yet. Set up for Zarra, see what he does.
[/details]

Maxbanding a Tech III unit from discard is strictly prohibited by Flagstone ordinance 107.4.

"P1T8


StartingHand Workers

STARTING HAND


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest
Manufactured Truth
Free Speech


NextHand

Reputable Newsman
Building Inspector
Judgment Day
Bluecoat Musketeer
Spectral Hound


Tech 0 card(s)
Get Paid - ($10)
Drill Sergeant - ($7)
Drill Sergeant - ($4)
Sergeant trains Cadet
Bigby kills Skeleton
Cadet trades with Collector, you draw 1
Overeager Cadet
Sirus Quince - ($2)
Free Speech - ($0)
Sergeants train Cadet

Float ($0)
Discard 5, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (4/4+A) 2+
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drill Sergeant (3/3)
  • :pschip: [I]Technician[/I]: Drill Sergeant (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L5 Bigby Hayes (3/4-1dmg)
  • L1 Sirus Quince (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "