For a while there, I thought so too! If not for the Mantis, I would have been cooked for sure. Want to run it back?
P2T10
StartingHand Workers
STARTING HAND
Skeletal Archery
Rickety Mine
Deteriorate
Summon Skeletons
Kidnapping
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Pestering Haunt
Skeleton Javelineer
Sacrifice the Weak
NextHand
Kidnapping
Blooming Elm
Kidnapping
Nether Drain
Summon Skeletons
Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
Deteriorate SQL
Kidnapping, Scavenger Baron trades with Elite - ($6)
Garth kills Garth
Mantis kills Lookout
Drakk, Ancient, and Collector break your base, GG WP!
Float ($6)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Might of Leaf and Claw [5 growth]
Graveyard (3)
Rickety Mine (3)
L6 Drakk Ramhorn (8/9) 1 base damage if killed
L7 Garth Torken (8/6)
Artisan Mantis (9/9) Frenzy 1
Blooming Ancient (9/14) Haste, frenzy 1 [3+]
Bone Collector (8/8) Frenzy 1
Skeleton (6/6)
In Graveyard:
Bone Collector
Buildings:
Base HP: 1
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech Lab HP: 4 (Necromancy)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 6
Workers: 11
Thoughts
Okay, I either need to kill both Catapults or break his base this turn, no way around it. Now that my units are all super powerful, Iād like to worker StW, but weāll see if I have that luxury, or if it will make any difference. Letās Seeā¦ Deteriorate can clear the SQL, Kidnapping can clear the Barons, and Iāve got plenty left to deal with his other stuffā¦ yeah, no worries.
Both Deteriorate and StW in hand on T!, not goodā¦ but at least he doesnāt know that, so Iāll take a cue from the blowfish and make myself look more dangerous than I really am. Last game was a great learning experience, now letās see if I can put it to practical use going forward.
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Bone Collector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Graveyard - ($0)
Haunt trades with Haunt
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Garth Torken (1/3A)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:
In Play:
Graveyard (3)
In Graveyard:
Pestering Haunt
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Thought about teching in an Executioner here for defense, but honestly, itās really only worth it if I go for the boost, and most tech 0-I units arenāt worth spending $3 to killā¦ so maybe Executioners make more sense after the first reshuffle. Of course, the exception to that is Barons, which he may be going for againā¦ but even then, am I really going to have $5 to spare on T3, as P1? I kinda doubt itā¦ and moreover, as P1, Iāll have the chance to deploy tech I units first, which means the Collectors are more likely to have a chance at a first strike. Opting to keep the Haunt around via Graveyard to proc Necromancers, as I want to try leading with tech II Necromancy this time around, idea being to get Skeleton generation in full swing before bringing in MoLaC and Ancients, so the value of those Growth cards can ramp up rapidly.
STARTING HAND
Bone Collector
Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Summon Skeletons
WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
NextHand
Thieving Imp
Skeletal Archery
Discard
Summon Skeletons
Deteriorate
Sacrifice the Weak
Skeletal Lord
Skeletal Lord
Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Deteriorate Technician
Sacrifice the Weak, Imp dies - ($4)
Pestering Haunt from Graveyard
Bone Collector - ($2)
Skeleton - ($1)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: L1 Garth Torken (1/3A)
Elite:
Scavenger: Bone Collector (3/3)
Technician: Skeleton (1/1)
Lookout:
In Play:
Graveyard (3)
Pestering Haunt (1/1) Unstoppable
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 7
Thoughts
Hmmā¦ think Iāll try going all-in on Skeleton enhancement and see where it gets me, at least for now. No matter what, I need to get my Tech II built next turn and defend it so I can start dropping units on turn 5. Also, I should make defending against my army as expensive as possible to delay deployment of those pesky Catapults.
Time for an Undead Beatdown! If he doesnāt challenge it, Iāll maxband Orpal to set up D&D. If he does, Iāll make a Bargain to create some crazy board presence while setting up slightly later D&D devastation.
WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
NextHand
Skeletal Lord
Bone Collector
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Skeletal Archery - ($5)
Skeleton snipes Baron, Collector and Haunt trade to finish him off
Skeleton - ($4)
Replay Haunt from Graveyard
Tech II: Necromancy - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L1 Garth Torken (1/3A)
Elite:
Scavenger: Skeleton (1/1) Long-range, anti-air
Technician: Skeleton (1/1) Long-range, anti-air
Lookout:
In Play:
Skeletal Archery
Graveyard (3)
Skeleton (1/1) Long-range, anti-air
Pestering Haunt (1/1) Unstoppable
In Graveyard::
Bone Collector
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 2
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Baron again, but from the discard? I wonder what he cycled in, thenā¦? Well, itās worth attacking to clear it out, but Iāll invest in Archery to preserve my Skeletonā¦ if this provokes him into switching to a Tower, Iāll try to compensate with a Skeletal Lord or two to allow the Skeletons to take more arrows before going down, and more importantly, that would be $3 not going towards Catapult production.
Get paid ($8)
Raise a Bony Boi ($7)
Hire Orpal ($5)
Maxband Orpal ($0)
The Bony Boi dies. Your backline Bony Boi gets -1/-1 and dies
Pestering Haunt scavenger Bony Boi die of a case of-1/-1
Squad leader: Garth (3/4)
Technician: Orpal (2/5)
Base: 20
Tech 1: 5
Heroes Hall: 4
8 workers
Hand: 5
Deck: 0
Discard: 8
New Hand
Deteriorate
Sacrifice the Weak
Thieving Imp
Death and Decay
Graveyard
Got the Skeletal Lord in play as quickly as possible, and it was still a turn too slow, lol. Nice move!
P1T5
Tech StartingHand Workers
TECH
Bloodlust
Bloodlust
STARTING HAND
Bone Collector
Skeletal Lord
WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
NextHand
Necromancer
Summon Skeletons
Discard
Bloodlust
Bloodlust
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Skeletal Lord - ($6)
Bone Collector - ($4)
Bone Collector from Graveyard - ($2)
Skeleton - ($1)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: L1 Garth Torken (1/3A)
Elite:
Scavenger: Skeleton (2/2) Long-range, anti-air
Technician: Skeleton (2/2) Long-range, anti-air
Lookout:
In Play:
Skeletal Archery
Graveyard (3)
Skeletal Lord (3/3)
Bone Collector (3/3)
Bone Collector (3/3)
In Graveyard::
Pestering Haunt
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 2
Deck: 4
Disc: 2
Gold:
Gold: 1
Workers: 8
Thoughts
Ouch, that was a nice move. Still, at least he hasnāt built his Tech II yet, so no Catapult threat. Gotta try and keep the pressure onā¦ OH, $#!+, I have no answer to D&D!!! At most I could protect my tech buildings wtih 2 4 health heroes, and maybe I should. But with only 9 gold, can I, even? Yeahā¦ but I wouldnāt be able to do much else. Gotta hope he doesnāt have it in hand, I guess. Either way, Iām about to lose Garth. Itās time to call on a Resurrector or twoā¦ maybe Wights also, both are very potent when hasty. Howeverā¦ that assumes that Iāll ever be able to play tech II units again, which is iffy at this point. Ahhhhh, I had hoped to be able to just burst Orpal down with attackers before things got to this point, but that was clearly too optimistic. Well, if he doesnāt have D&D in hand, I might still have a chance here, so Iāll bet on that possibilityā¦ as a contingency, and for general utility, guess Iāll tech in Bloodlusts. I can decide where to steer the ship after the current threat plays out.
Deteriorate
Sacrifice the Weak
Thieving Imp
Death and Decay
Graveyard
No worker
Tech
Death Rites 2X
Get paid ($8)
Cast Death and Decay ($0) all your buildings take 3 damage (thatās all she wrote for your Graveyard) and all your units and heroes die
Orpal and Garth finish off your tech buildings. Your base is at 13 HP
In play: Garth (3/4) Orpal (2/5)
Base: 20
Tech 1: 5
Heroes Hall: 4
8 workers
Hand: 5
Deck: 10
Discard: 0
New Hand
Thieving Imp
Twilight Baron
Death and Decay
Death Rites
Death Rites
Yeahā¦ I was hoping you wouldnāt draw that just then, but it was a thin hope. I think that probably secured your win, but I want to see if recovery is possible.
P1T6
Tech StartingHand Workers
TECH
Doom Grasp
Doom Grasp
STARTING HAND
Summon Skeletons
Necromancer
Skeletal Lord
Sacrifice the Weak
Necromancer
Deteriorate
Skeletal Lord
Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Rebuild Tech I
Aragarg Garg, maxband - ($3)
Heroesā Hall - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3A) Anti-air
Elite:
Scavenger: L5 Argagarg Garg (1/5)
Technician: Wisp (0/1)
Lookout:
In Play:
Skeletal Archery
Buildings:
Base HP: 13
Tech I HP: 5
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 10
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Yeahā¦ thatās about what I expected. Guess Iāll tech in Doom Grasp. Iāll put the Elemental up front to try and get some damage on any heroes brave enough to attack, and put the Wisp in Technician so if the Elemental dies to combat damage, Iāll get a cardā¦ gotta try and rush in my spells while I still have some base HP remaining. Building a Heroesā Hall so that if Argagarg survives, I can actually cast those spells. Iām almost tempted to not worker this turn in furtherance of that goal, but Iām going to need the income, and it improves the chances of getting something useful per drawn card.
STARTING HAND
Sacrifice the Weak
Deteriorate
Necromancer
Skeletal Lord
Bone Collector
WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Summon Skeletons
Sacrifice the Weak
NextHand
Bloodlust
Graveyard
Pestering Haunt
Skeletal Lord
Necromancer
Discard
Skeletal Lord
Deteriorate
Necromancer
Bone Collector
Blackhand Resurrector
Blackhand Resurrector
Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Worker - ($10)
Rebuild Tech I
Float ($10)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Skeletal Archery
Buildings:
Base HP: 8
Tech I HP: 5
Heroesā Hall HP: 1
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 6
Gold:
Gold: 10
Workers: 10
Thoughts
I think heās avoiding reliance on units because of the Kidnapping incident last game, so StW is trashā¦ shame I canāt also worker Deteriorate. I was really, really hoping to draw one of those spells that I teched in to maybe, hopefully, turn this situation around, but no dice. To Skeleton draw, or not to Skeleton drawā¦ that is the question. If I pull a Doom Grasp, I wonāt be able to use itā¦ so I guess not. But, I canāt summon a hero either, or I wonāt be able to cast that heroās spells the following turn. And, of course, I canāt play a unitā¦ guess I just gotta pass the turn.
Summon Skeletons
Deteriorate
Dark Pact
Lichās Bargain
Pestering Haunt
No worker
Tech
Sickness 2X
Get paid ($8)
Cast Lichās Bargain ($6) I trash a worker
Orpal and Garth slap your base really hard. It has 3 HP now
Cast Summon Skeletons ($3) Bony Bois rise up!
Float 3 gold
Makes sense, and as a bonus, the lack of a Tech II building made it seem like you were struggling to keep up, so I kept investing in offensive pressure rather than preparing contingencies for defense. This game was a brutal lesson, but well worth learning, thanks!