petE
August 24, 2017, 12:10am
41
P2 Turn5
[details=Tech StartingHand Workers][spoiler]
TECH
Potent Basilisk
Pirate Gunship
STARTING HAND
Graveyard
Bone Collector
Pestering Haunt
Deteriorate
WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
[/spoiler][/details]
[details=NextHand][spoiler]
Wandering Mimic
Sacrifice the Weak
Chaos Mirror
Thieving Imp
Potent Basilisk
[/spoiler][/details]
[details=Discard][spoiler]
Tiny Basilisk
Deteriorate
Bone Collector
Graveyard
Pirate Gunship
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth to max, summon Potent Basilisk from discard - ($0)
Midori kills Tenderfoot
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Potent Basilisk (3/5 + 1, deathtouch)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Garth lvl 7 (3/4)
[B]In Play:[/B]
Midori lvl 1 (3/2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
He has a big float, so can block with a instamax Rook, then give me problems with Training Grounds. So teching a Gunship as well as the summoned Potent Basilisk, in case I end up needing Tech3.
[/spoiler][/details]
I think Midori is 2/2 right now after killing Tenderfoot last turn. I also have a feeling that Iām screwed.
"P1T6
Tech StartingHand Workers
TECH
Earthquake
Earthquake
STARTING HAND
Nimble Fencer
Martial Mastery
Granfalloon Flagbearer
training grounds
Young Lightning Dragon
Nimble Fencer
WORKERS
Spark
Helpful Turtle
Older Brother
Brick Thief
Fruit Ninja
Granfalloon Flagbearer
NextHand
Bloom
Young Lightning Dragon
Discard
Tenderfoot (1/2)
Martial Mastery
Earthquake
Earthquake
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
1 gold for scavenger - ($12)
Training Grounds - ($11)
Summon Grave, lvl 1, (2/3) - ($9)
Summon Nimble Fencer - ($7)
Grave plays Martial Mastery, draw two cards, look at your hand - ($6)
Nimble Fencer - ($4)
Young Lightning Dragon - ($1)
Float ($1)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nimble Fencer (2/3)
[I]Elite[/I]: Young Lightning Dragon
[I]Scavenger[/I]: Timely Mesenger (1/1)
[I]Technician[/I]: Nimble Fencer (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Training Grounds (4 HP)
Grave, lvl 1, (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 3
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
Iām way behind right now. It would take a miracle draw the next two turns. Letās see what happens.
"
petE
August 24, 2017, 7:40am
43
P2 Turn6
[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
STARTING HAND
Wandering Mimic
Sacrifice the Weak
Thieving Imp
Chaos Mirror
Potent Basilisk
WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
[/spoiler][/details]
[details=NextHand][spoiler]
Potent Basilisk
Bone Collector
Nether Drain
Tiny Basilisk
[/spoiler][/details]
Tech 1 card(s)
Get Paid - ($10)
Thieving Imp, discard #2 of 2 - ($7)
Mimic (haste/sparkshot/flying from Fencer/Grave/YLD) kills tech Fencer, sparkshot kills Messenger - ($3)
Potent Basilisk kills SQL Fencer
Skeleton - ($2)
StW, Skeleton and YLD die - ($0)
Garth and Midori destroy Training Grounds
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Thieving Imp (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Midori lvl 1 (2/2)
Wandering Mimic (4/4)
Garth lvl 7 (3/4)
Potent Basilisk (3/3, deathtouch)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
[/spoiler][/details]
"
Your base should be at 18 from when i first took out your tech 2.
"P1T7
Tech StartingHand Workers
TECH
Rambasa Twin
TWO STEP
STARTING HAND
Young Lightning Dragon
Bloom
Sparing Partner
WORKERS
Spark
Helpful Turtle
Older Brother
Brick Thief
Fruit Ninja
Granfalloon Flagbearer
NextHand
Wither
training grounds
Tenderfoot (1/2)
Tech 2 card(s)
Get Paid + float - ($11)
discard second card
1 gold from scavenger - ($12)
1 card from technician
Summon Sparring Partner - ($11)
Mid Grave - ($9)
Grave Kill Imp, ready (now 3/2), you draw 1
Summon Rook - ($7)
Max Grave, heals - ($3)
Grave tap to Sword Rune Midori, Rook gains 2 levels
2 gold to YLD, 5 Attack, kills Tech 2, your base to 16 - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Sparing Partner
[I]Technician[/I]: Rook, lvl 3, (2/4)
[I]Lookout[/I]:
[B]In Play:[/B]
Grave, lvl 7, (4/3)
Young Lightning Dragon
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 11
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Waiting for that miracleā¦
"
petE
August 24, 2017, 2:38pm
45
YLD died to StW during my last turn
Oh thatās right. My bad. Iām going to GG it here. I wonāt be able to come back from this.
petE
August 24, 2017, 5:48pm
47
GG! Iāve been getting somewhat better early trades in these games. As P1 thereās pressure to make value trades to offset the $1 per turn econ disadvantage ā easier said than done against Black starter with StW and zero cost Deteriorate and Haunt. Makes playing $3 units like Fruit Ninja quite risky, as in this game when it ended up trading down to StW. Likely would have been better levelling Grave instead.
On for another, with the same or a different deck?
Those are really good points. Iāll make a note for that kind of stuff moving forward.
Iām okay for now. Iād be down for a different deck at some point, just let me think what to do and Iāll post it.