Yeah I hit some good draws later on. Didnt have Stampede yet, but was planning on Teching it this next turn
Also big fan of this map! Opens up some interesting combos without feelin ridiculously OP right out of the gate. Really increases the complexity of the game, but feels kind of like when you finally get to the RTS map that allows you access to all of your buildings and units!
Really not a lot of downsides to this one! Can’t think of any ridiculously OP set ups on this one can you?
new decks and map
[ Law / Disease / Past ] for me on p1
[ Peace / Balance / Necromancy ] for you
map 8, which is BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.
[details=End of Turn Hand]
Bluecoat Musketeer
Building Inspector
Reputable Newsman
Manufactured Truth
Spectral Aven [/details]
[details=End of Turn Discard]
Lawful Search
Arrest
Porkhand Magistrate [/details]
[details=My Thoughts]
I think player 1 has a huge advantage against the blue starter here, as I think it’s way more likely I’ll be able to keep a hero alive and he’ll have to be extra cautious about doing so. I’m going to tentatively plan to tech Stewardess and Spitter, then Injunction + Scribe or something, and go at him with Manufactured Truth. I should be able to get hero kills if he tries to block up, and if he tries to go tower + tech 2 rush I think I can manage that as well. Newsman Tech 1 next turn I think will work very nicely. [/details]
So, Doom Grasp and Origin Story… This is the map for Origin Story on your Own hero, which I am really hoping player 1 does. I am placing my bets on Player 2 with a reactive Doom Grasp
Squad Leader: Newsman (0/3+1armor, blocking cost 1 spells and upgrades)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Traffic Director (1/1 untargetable)
Bigby Hayes (2/3 lvl 1)
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Arrest
Plague Spitter
Stewardess of the Undone
Porkhand Magistrate
Spectral Aven [/details]
[details=End of Turn Discard]
empty [/details]
[details=My Thoughts]
All according to last turn’s plan. Blocking 2 for him is a peculiar choice, just Arrest and Jurisdiction I guess? I can work just fine with that XD [/details]
[details=End of Turn Hand]
Building Inspector
Manufactured Truth
Lawful Search
Arrest
Stewardess of the Undone (stashed) [/details]
[details=End of Turn Discard]
empty [/details]
[details=My Thoughts]
I think I’m setting my self up well to lock him down. I’ll decide next turn what to grab for tech 2, if I want to do that at all. I might stick to Orpal and Bigby for a bit, do like sickness and spreading plague… Stashing the stewardess to get a building kill next turn with manufactured truth [/details]
#Player 2, Turn 3 (Random Bonanza! Game 5)
P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy
Map: Burial Grounds: Ded Heroes stay ded
Starting Hand
Events of Turn:
[details=Starting Hand]
Arrest
Truth
BI
Search
Aven [/details]
##Events of Turn:
###Upkeep:
Get Gold (7+1 float)
###Main:
Worker (7)
Building Inspector (6)
Garth (4)
Skeleton (3)
[details=Workers]
AvenMuskJail[/details]
Patrol as below
Discard 3 Draw 3 RS Draw 2
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 4
Tower: 4
####In Patrol:
Squad Leader: BI (1/1+1a, untargetable)
Elite:
Scavenger: Newsie (0/2 from 1 dmg, naming 2)
Technician: Skeleton (1/1)
Lookout:
####In Play:
Garth (1/3 L1)
####Economy Info:
#####Cards:
Hand: 5
Deck: 4
Disc: 0
#####Gold:
Gold: 3
Workers: 8
[details=End of Turn Hand]
Tiny B
Tiny B
Arrest
Mtruth
Porkie [/details]
[details=My Thoughts]
Yeah Im in trouble, gunna try to turtle up but I dont know how much longer I can get by. I dont think he can get throu to Tech 1 here with only 2 attacking units (3 if he has Mtruth) Could lose Garth though, which would be a major blow but I dunno what else I should do here [/details]
[details=End of Turn Discard]
Sickness
Plague Spitter
Manufactured Truth
Arrest [/details]
[details=My Thoughts]
Yeah I have a choke hold on this board, I won’t need tech 2 but I’ll probably tech something of it for next turn, for right now let’s just grab some kill spell potential with Sickness, and another Spitter (who is so annoying). Injunction + card draw for next turn means I can tech into something to dig for it immediately, I have a ton of flexibility, I like where I sit XD [/details]
[details=End of Turn Discard]
Traffic Director
Plague Spitter [/details]
[details=My Thoughts]
He’s without tech buildings, I broke his tower, and I’ve still got tons of dudes on the ground. Fairly certain I’ve got this game, probably last tech 2x Death and Decay. I took the Tax Collector just to choke him on gold and have a cheap body of my own. [/details]
[details=All Teched Cards]
Death And Decay x 2
Community Service, Tax Collector
Sickness, Plague Spitter
Scribe, Injunction
Plague Spitter, Stewardess of the Undone [/details]
###Main:
Maxband Orpal (4)
Orpal kills TD, who now has died from -1/1 runes, so maxband triggers and elite + scavenger soldiers die, you get 1g, orpal takes 1 damage
Scribe kills technician, takes 1 damage, you draw a card
Plague Spitter suicides to neuter Onimaru to a 1/2
@FrozenStorm pointed out that I cant rebuild Tech 2 due to that stupid injucntion, so it appears im sunk
GG! Man, tought doing Mirror blue starts from player 2 position. Not sure what I could have done better except taking a hero out earlier, but seems so risky
Also didnt help that you had the perfect 1-2 combo of injucntion and Orpal to literally wipe out any patrol I had, and Plague spitters to take away any big units I could lay down. Maybe Hooded earlier? Even then, I dont know if that would have bought me much
#Player 1, Turn 1 (Random Bonanza! Game 6)
P1 [Discipline]/Fire/Truth vs P2 [Anarchy]/Strength/Demon
Map: Mystical Forrest: Instead of readying a hero or unit, can add +1/+1 instead
Starting Hand
Events of Turn:
[details=Starting Hand]
Viper
Sensei
Advice
Flag
Monk [/details]
##Events of Turn:
###Upkeep:
Get Gold (4)
###Main:
Worker (3)
Monk (1)
[details=Workers]
Flag[/details]
Patrol as below
Discard 3 Draw5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader: Monk (2/2+1a)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
####Economy Info:
#####Cards:
Hand: 5
Deck: 0
Disc: 3
#####Gold:
Gold: 1
Workers: 5
[details=End of Turn Hand]
Primus
Smoker
SB
Hook
SA [/details]
[details=My Thoughts]
Well this map isnt very exciting. Guess Ill try to use Lobbers and Sparring Partners for some early pressure to try to keep him off of an early metamorph, thats gotta be his strategy [/details]