[MMM1] Warmup: Urbanvelvet (Black) vs FrozenStorm (Red)

"P1T7


StartingHand Workers

STARTING HAND
Summon Skeletons
Deteriorate
Blackhand Resurrector


WORKERS
Poisonblade Rogue
Jandra, the Negator
Graveyard
Bone Collector
Sacrifice the Weak
Sickness


NextHand

Skeletal Lord (3/3)
Nether Drain
Pestering Haunt (1/1)
Dark Pact


Discard

Dark Pact
Lord of Shadows
Thieving Imp (2/2)
Skeleton Javelineer
Deteriorate
Summon Skeletons


Tech 0 card(s)
Get Paid + float - ($11)
Garth + skele - ($8)
Maxband Garth, skeletal Lord arises - ($2)
Blackhand Resurrector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth (3/4+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skele (2/2)
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Skeletal Lord (3/3)
  • Blackhand Resurrector (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

And somehow he didn’t. Oh well, I won’t get that lucky again I don’t think

"

MMM1 Game 7 Player 2, Turn 7

P2 Red vs P1 Black

Starting Hand

Pirate Gunship
Steam Tank
Charge
Disguised Monkey

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No techs
All Teched Cards

Pirate Gunship, Surprise Attack
Steam Tank, Pirate Gunship
Disguised Monkey, Steam Tank
Kidnapping, Gunpoint Taxman


Main:

  • Steam Tank, gains haste from Drakk (7)
  • Pirate Gunship, kills Garth, Jaina to level 6 (1)
  • Maxband Jaina (0)
  • Fresh Steam Tank 7 + Jaina maxband ability 3 + Injured Steam Tank 5 + Zane 2 + Drakk 3 destroy your base, GG WP!
1 Like

Ahhhh, can’t seem to get anything past you. I’ll lead us off I another

Edit: nvm I went first last time, you are up

GG WP. I think Necro T2 is going to be tough for you to pull off when it’s pretty easy for me to pick off Skeletons. I think heroes and demonology are the best bet generally.

Indeed it is my turn to start! GL HF!

MMM1 Game 8 Player 1, Turn 1

P2 Red vs P1 Black

Starting Hand

Bloodrage Ogre
Charge
Scorch
Bombaster
Pillage

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (2)
  • Worker (1)
Workers

Scorch

  • :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:
  • :pspig: Scavenger: Bloodrage Ogre (3/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster
Mad Man

End of Turn Discard
My Thoughts

Tough spot here with no 1-drop, but Brogre definitely seems worth over a hero!


That’s rich seeing as you beat me handily with necro tech 2 both times iirc. Demonology was my first lean to, but kidnapping really made me reconsider that.

"P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Skeletal Archery


WORKERS
Skeletal Archery


NextHand

Thieving Imp
Pestering Haunt
Sacrifice the Weak
Graveyard
Summon Skeletons


Discard

Poisonblade Rogue
Deteriorate
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+a) *overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Tech should be safe so let’s build it to avoid float. He could easily get at it for some dmg but that would require him to use zane to accomplish it, or madman or even rambaster. On the off chance he doesn’t have rambaster or madman then he has to do zane, which at that point seems like it’s not worth it for him. Let’s do this

"

Oh. Lol. I forgot I used it both games, I knew I had done one but I felt kinda fortunate to have gotten it to work. I guess the other game was with that also. Sorry, no disrespect was meant there. It’s possible that plan might have worked out, but I do think you have to be really careful how you patrol if you want the skeleton plan to pan out, and you have to tech for it as well. Lich’s Bargain and using Summon Skeletons (but keeping the skeletons away from easy Zane double ups) is vital to building enough skeletons up to make the Skele Lord pay off as effective, and as you saw Kidnapping can be just as effective against Necro as Demonz. It’s an important card to tech and have floating around in your deck as Red :wink:

Yeah it’s tough for Black in this matchup, as Red has decent counters to all the various game plans Black runs. I can’t say I have a hard and fast “hedge towards this thing” bit of advice, but perhaps using heroes more is the best simplified advice I can give. I think some of the better moves I made in my two black games prior here were to utilize a Hero’s Hall as P1, and use Heroes as chump blockers as P2 (along with a tower) to minimize strong trading opportunities.

MMM1 Game 8 Player 1, Turn 2

P2 Red vs P1 Black

Starting Hand

Bloodrage Ogre
Charge
Scorch
Bombaster
Pillage

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Lobber


Main:

  • Mad Man, poke Jandra’s armor off (5)
  • Brogre trades with Jandra
  • Makeshift Rambaster, hits your tech1 to 2hp (3)
  • Worker (2)
  • Tech 1 (1)
Workers

Scorch

  • :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

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Careless Musketeer
Gunpoint Taxman
Pillage
Charge

End of Turn Discard
My Thoughts

Yea probably ended up being the right call. Can’t have Jandra stick around now can we? So we take her down, going down a card in the process, but continuing to put the pressure on. Standard T1 unit techs here, maybe spend some coin on Zane or Drakk next turn


Dang, I am probably going to regret building t1 to avoid float

"P2T2


Tech StartingHand Workers

TECH
Shadow Blade
Bone Collector


STARTING HAND
Summon Skeletons
Thieving Imp
Sacrifice the Weak
Graveyard
Pestering Haunt


WORKERS
Skeletal Archery
Graveyard


NextHand

Summon Skeletons
Bone Collector
Pestering Haunt
Poisonblade Rogue
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #2 - ($2)
Vandy - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vandy (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Tech should be safe so let’s build it to avoid float. He could easily get at it for some dmg but that would require him to use zane to accomplish it, or madman or even rambaster. On the off chance he doesn’t have rambaster or madman then he has to do zane, which at that point seems like it’s not worth it for him. Let’s do this

"

Oh that’s why you did that. Makes sense. Ugh this Imp with the Snipes! That one really hurts

MMM1 Game 8 Player 1, Turn 3

P1 Red vs P2 Black

Starting Hand

Careless Musketeer
Gunpoint Taxman (discarded, ouch)
Pillage
Charge

Events of Turn:


Upkeep:

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

Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Jaina (5)
  • Tower (2)
  • Worker (1)
Workers

Careless Musketeer, Bloodburn, Scorch

  • :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
  • Tower HP: 4

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Nautical Dog
Mad Man
Lobber
Bloodrage Ogre

End of Turn Discard
My Thoughts

Oof, that discard hurt really bad… Really could have used that gpt here. I guess I’ll take a gamble Urban didn’t tech Shadow Blade, and patrol to prevent free levels otherwise. Tough spot though


Yeah, I figured you probably didn’t have both madman and rambaster but I was proved wrong. 3 is a lot of dmg for it to take on your t2.

Tower seems like an odd choice to me, must have gotten quite lucky with the imp I guess

"P2T3


Tech StartingHand Workers

TECH
Voidblocker
Sickness


STARTING HAND
Deteriorate
Bone Collector
Poisonblade Rogue
Pestering Haunt
Summon Skeletons


WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue


NextHand

Jandra, the Negator (3/3+a) *overpower
Shadow Blade
Sacrifice the Weak
Skeleton Javelineer


Discard

Deteriorate
Summon Skeletons
Voidblocker
Sickness


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Demonology) - ($2)
Bone Collector - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • L1 Vandy (2/3)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Demonology)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

He is gonna want to bring out tech 2 which leaves him little gold after. I’m pretty sure he will have to spend gold to sacrifice Jaina and pull out zane for hasty damage so he won’t do much without postponing tech 2, big win I think. If he doesn’t do much I have options next turn. Shadowblade means I could kill a patroller, and having it next turn is good setup

"

It did indeed bigly snipe me

MMM1 Game 8 Player 1, Turn 4

P1 Red vs P2 Black

Starting Hand

Nautical Dog
Mad Man
Lobber
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Bloodrage Ogre (6)
  • Worker (5)
  • Tech 2 Anarchy (1)
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tower HP: 4

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Bombaster
Lobber
Kidnapping
Disguised Monkey

End of Turn Discard
My Thoughts

Don’t really think there’s a scary demon coming, but we shall see.


If you are celebrating today I am wishing you the best!

This was a difficult turn for me. Definitely want to revisit this turn with you after the match to see if you would have done it differently

"P2T4


Tech StartingHand Workers

TECH
Sickness
Terras Q, the Shackled


STARTING HAND
Shadow Blade
Sacrifice the Weak
Jandra, the Negator (3/3+a) *overpower
Skeleton Javelineer


WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer


NextHand

Thieving Imp
Sickness
Voidblocker
Jandra, the Negator (3/3+a) *overpower


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Shadow Blade brogre, you discard #3 - ($4)
Garth - ($2)
Haunt and imp trade with Jaina, garth to lvl 3 and you draw
Midband garth and make a skele - ($0)
Bone collector and vandy destroy your tech 2 and take 1 each. Skele appears

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L4 Garth (2/4)
  • :psfist: Elite:
  • :ps_: Scavenger: Skele (1/1)
  • :pschip: Technician: Skele (1/1)
  • :target: Lookout:

In Play:

  • L1 Vandy (2/2)
  • Bone Collector (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Demonology)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
    "

Likewise! There was much celebration and family and delicious food today and it was very much the best :slight_smile:

That Shadow Blade, OTOH, was big snipe #2 of this game and is beginning to unravel me lol. I obviously can’t see spoilers but generally, I think that seems a reasonable turn, though I think I probably would not have given levels to the chump blocker in front. I probably would have brought out Orpal, given the levels to Vandy, and lived with having just the one skeleton. But I can’t see what else you’re up to.

MMM1 Game 8 Player 1, Turn 5

P1 Red vs P2 Black

Starting Hand

Bombaster
Lobber
Kidnapping (discarded, this game lol… heat seeking discards)
Disguised Monkey
Steam Tank (technician, NOT GREAT BOB)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Marauder, Chaos Mirror
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Zane + Midband, smack Garth around (4)
  • Lobber, trades with Garth, Zane maxbands and shoves techn skeleton to elite, killing it (3)
  • Rambaster kills scav skeleton, you get 1g
  • Bombaster (1)
  • Worker (0)
Workers

Steam Tank, Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)
  • Makeshift Rambaster (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Pillage
Nautical Dog
Gunpoint Taxman

End of Turn Discard

Kidnapping
Bloodrage Ogre
Lobber
Disguised Monkey
Marauder
Chaos Mirror

My Thoughts

Shadow Blade though, woof. And it’s a HEAT SEEKING MISSLE for my most interesting card yet again. Discard the Monkey I can’t play, eh? :wink: Steam Tank techn is also a big bummer, really could have used playing that next turn.

Oh well, Not going to let midband Garth sit here and get a cheap resurrect, sick 'em Zane!


Do I have another lucky snipe in me?

"P2T5


Tech StartingHand Workers

TECH
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge


STARTING HAND
Sickness
Jandra, the Negator (3/3+a) *overpower
Thieving Imp
Voidblocker


WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator (3/3+a) *overpower


NextHand

Deteriorate
Sacrifice the Weak
Terras Q, the Shackled


Discard

Bone Collector (3/2)
Sickness
Voidblocker
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge


Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Orpal - ($7)
Sickness Zane and Rambaster - ($5)
Thieving Imp, you discard #2 - ($2)
Vandy trades with bombaster. Levels fizzle
Bone collector trades with Zane, levels to Orpal and skele appears
Midband Orpal - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skele (1/1)
  • :target: Lookout:

In Play:

  • L4 Orpal (2/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Demonology)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
    "

Wasn’t much to snipe in this hand lol

MMM1 Game 8 Player 1, Turn 6

P1 Red vs P2 Black

Starting Hand

Pillage
Nautical Dog (discarded, so much discard…)
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship x2
Marauder, Chaos Mirror
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Drakk (7)
  • Jaina (5)
  • Gunpoint Taxman (4)
  • Worker (3)
Workers

Steam Tank, Mad Man, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tower HP: 4

In Patrol:

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

In Play:

  • Drakk (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 11

Gold:

  • Gold: 3
  • Workers: 10

End of Turn Hand

Surprise Attack
Charge

End of Turn Discard

Kidnapping
Bloodrage Ogre
Lobber
Disguised Monkey
Marauder
Chaos Mirror
Bombaster
Makeshift Rambaster
Pirate Gunship
Pirate Gunship
Nautical Dog

My Thoughts

So much discard lol… Well, next turn we’ll get Zane back in the game with some Sharks (possibly), and tech up to Gunships


Hmm.
Interesting.

1 Like

@Bryce_The_Rice thanks for pointing that out, I’ll just assume he is floating 1 less

"P2T6


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Terras Q, the Shackled
Deteriorate


WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator (3/3+a) *overpower


NextHand

Sickness
Pestering Haunt (1/1)
Shadow Blade


Discard

Bone Collector (3/2)
Sickness
Voidblocker
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge
Thieving Imp (2/2+a)
Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid + float - ($11)
Skip Worker
Terras Q, the Shackled - ($5)
Orpal and imp kill Jaina, levels to Orpal and he heals from maxband
Orpal sacrifices skele to kill a wizard, 2 other wizards die from maxband
Deteriorate the last wizard, Q is unshackled
Garth - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garth (1/3+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Terras Q, the Shackled (15/15) *resist 3+1 *obliterate 2

In Play:

  • L6 Orpal (2/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
    "
2 Likes

Seems you might actually pull this off lol :wink: Nicely done

MMM1 Game 8 Player 1, Turn 7

P1 Red vs P2 Black

Starting Hand

Surprise Attack
Charge

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • No techs
All Teched Cards

Pirate Gunship x2
Marauder, Chaos Mirror
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Zane (10)
  • Surprise Attack, Sharks arrive (5)
  • Drakk and GPT take down Garth, Drakk to level 3
  • Sharks deal 6 to Terras Q
  • Tech 3 (0)
Workers

Steam Tank, Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • Drakk (1/1 lvl 3)
  • Gunpoint Taxman (3/1 marked for death)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Marauder
Chaos Mirror
Bloodrage Ogre

End of Turn Discard
My Thoughts

Well Urban’s on the clock now to keep tech 3 down, but I imagine between maxband Orpal and Terras Q unshackled, that wont’ be too much of a problem. End’s in sight for me, well played game thus far!


Your taxman should still be alive, I think

Indeed, though I hold no delusions that he will be for long :wink:

This game might just be a matter of luck to be honest good sniped and my draws have been amazing

"P2T7


Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Shadow Blade
Sickness
Pestering Haunt (1/1)


WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator (3/3+a) *overpower


NextHand

Pestering Haunt (1/1)
Summon Skeletons
Shrine of Forbidden Knowledge


Tech 2 card(s)
Get Paid - ($10)
Skip Worker
Vandy - ($8)
Shadow Blade Zane, you discard #1 and levels to vandy - ($5)
Q does 15 to your base, takes 1
Sickness, drakk and taxman die. Levels to Vandy,maxband whiffs- ($3)
Orpal hits your base for 2, takes 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Vandy (4/5+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L6 Orpal (2/4)
  • Terras Q, the Shackled (15/8) *resist 3+1 *obliterate 2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
    "