Random Map/Deck Bonanza: YoungBuck and FrozenStorm

#Player 1, Turn 2 (Random Bonanza! Game 11)
P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush: No damage until after turn 4]

Events of Turn:

[details=Starting Hand]
YT
Tiger
Panda
FF
Spore
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2

###Main:

  • Worker (5)
  • Panda (3) + wisp
  • Tech 1 (1)

[details=Workers]
VT
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Panda (2/2)

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 6


[details=End of Turn Hand]
IB
TRENT
MF
FF
RG

[/details]


[details=My Thoughts]
I really feel like blood is my best option here. He’ll likely go for skeletons? Or maybe Fire, can actually set up for some brutal dmg with it. If he goes Necro, I go bugblatters and murkwood and just flood the board with units. Or I could mirror Crashbarrows. Either way, I got good options!
[/details]

Do note, the wording of the map is “damage”. Doesn’t prevent sacrificing, returning to hand, or other ill status effects like -1/1. Doesn’t even prevent attacking, just the damage dealt during attacking… I had a feeling that black starter and Past would be pretty good on this map just looking at that aspect, let’s see if that theory bears out…

Player 2, Turn 1 (Random Bonanza! Game 11)

P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush 15: Prevent all damage until after each player has taken 4 turns.]

[details=Starting Hand]
Graveyard
Jandra, the Negator
Deteriorate
Summon Skeletons
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs first turn

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Garth (3)
  • Make a Skeleton (2)
  • Deteriorate Merfolk, you get a card
  • Worker Up (1)

[details=Workers]
Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Skeleton (1/1)
  • Garth Torken (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Thieving Imp
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Deteriorate
Poisonblade Rogue
Summon Skeletons
Graveyard
[/details]

[details=My Thoughts][spoiler]
This is going to be interesting… I think I’ll go a skeleton-centric plan. He’ll probably try to get like Tigers in response, truth isn’t a great option for him and neither is Blood. Probably first tech 2x BC, maybe BC + Stewardess if he goes for Ironbark (I doubt he will). Perhaps he’d go Murkwood? Anyway, I should be able to generate a LOT of board by turn 5, even going second I think this is favorable matchup-wise for me.

Next turn I’ll want:
7 gold : tech 1 (2) + a skeleton (3) + a worker (4) + a unit from hand (imp? jav?)
Turns 3 & 4 I’ll want
7 gold + 8 gold + any turn 2 float : 2 skeletons (2) + tech 2 necro (6) + 2x BC (10) + summon skeletons (13) + 2 workers (15)? I’d be going down 1 card, but the skeletons I generate will more than compensate. Alternatively, if I save a little for maxband Garth, I can fetch a Lord on turn 4, and that would help block up immensely.

So with that in mind, I actually think I want to tech a Nether Drain and a BC first cycle, then a lord and maybe Lich’s Bargain? Depends on whether or not he goes blood I think. If he goes Truth, definitely will go for ember sparks. If he goes Feral… Yeah maybe also there I go Lich’s Bargain?
[/spoiler][/details]

#Player 1, Turn 2 (Random Bonanza! Game 11)
P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush: No damage until after turn 4]

Events of Turn:

[details=Starting Hand]
YT
Tiger
Panda
FF
Spore
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2

###Main:

  • Worker (5)
  • Panda (3) + wisp
  • Tech 1 (1)

[details=Workers]
VT
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Panda (2/2)

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 6


[details=End of Turn Hand]
IB
TRENT
MF
FF
RG

[/details]


[details=My Thoughts]
I really feel like blood is my best option here. He’ll likely go for skeletons? Or maybe Fire, can actually set up for some brutal dmg with it. If he goes Necro, I go bugblatters and murkwood and just flood the board with units. Or I could mirror Crashbarrows. Either way, I got good options!
[/details]

Player 2, Turn 2 (Random Bonanza! Game 11)

P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush 15: Prevent all damage until after each player has taken 4 turns.]

[details=Starting Hand]
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Thieving Imp
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Bone Collector, Nether Drain
[/details]


###Main:

  • Make a skeleton (6)
  • Tech 1 (4)
  • Skeleton Javelineer (3)
  • Pestering Haunt (3)
  • Worker Up (2)

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

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Float 2g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Skeleton (1/1)
  • Pestering Haunt (1/1)
  • Garth Torken (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 7

[details=End of Turn Hand]
Summon Skeletons
Deteriorate
Bone Collector
Nether Drain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Building up board, getting ready to strike, sticking to the plan… It’s weird to worker Imp over Archery, but the skeleton spam is I think pretty clearly my optimal choice against his deck. Don’t mind going down on cards here, I can always use Garth to draw cards back up. Last worker will hopefully be PbRogue, but if I don’t draw that I suppose I could worker graveyard, and as a last resort Deteriorate / StW.
[/details]

#Player 1, Turn 2 (Random Bonanza! Game 11)
P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush: No damage until after turn 4]

Events of Turn:

[details=Starting Hand]
YT
Tiger
Panda
FF
Spore
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1 float)
  • Tech 2

###Main:

  • Worker (7)
  • Merfolk (6)
  • Trent (4) and Draw
  • Cala (2)

[details=Workers]
VT
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Panda (2/2)
TRENT (0/2)
Merfolk (1/1)
Cala (2/3 L1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 2
Disc: 0

#####Gold:
Gold: 2
Workers: 7


[details=End of Turn Hand]
CB
Spore
RG
IB
MA

[/details]


[details=My Thoughts]
man im tempted to go Feral and bring out cheap gigadons! But with doom grasp, that seems risky. Think I gotta stick with the plan
[/details]

Player 2, Turn 3 (Random Bonanza! Game 11)

P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush 15: Prevent all damage until after each player has taken 4 turns.]

[details=Starting Hand]
Summon Skeletons
Deteriorate
Bone Collector
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in

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


###Main:

  • Make a skeleton (8)
  • Bone Collector (6)
  • Tech 2 Necromancy (2)
  • Worker Up (1)

[details=Workers]
Deteriorate, Thieving Imp, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC NECROMANCY

####In Patrol:

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

####In Play:

  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
  • Bone Collector (3/3)
  • Pestering Haunt (1/1)
  • Garth Torken (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Sacrifice the Weak
Poisonblade Rogue
Graveyard
Skeletal Archery
[/details]

[details=End of Turn Discard]
Skeletal Lord
Lich’s Bargain
Nether Drain
Summon Skeletons
[/details]

[details=My Thoughts][spoiler]
Having to worker Deteriorate kinda sucks, but things will turn out okay still I think. I can’t use it really effectively anyway.

I’m going to try and cheat an Ebbflow Archon in turn 5/6, here’s hoping I can pull that off!
[/spoiler][/details]

#Player 1, Turn 4 (Random Bonanza! Game 11)
P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush: No damage until after turn 4]

Events of Turn:

[details=Starting Hand]
MA
Sham
CB
IB
RG
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+2 float)
  • Tech 2

###Main:

  • Tap Merfolk for gold (10)
  • Murkwood Allies (5) Get 4 1/1 froggies
  • Tech 2 - Blood (1)
  • Worker (1)

[details=Workers]
VT
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 RS Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
  • :ps2gem: Tech 2 - Blood: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Panda (2/2)
TRENT (0/2)
Merfolk (1/1)
Cala (2/3 L1)
Frogs x 4 (1/1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 8


[details=End of Turn Hand]
CB
Spore
RG
IB
MA

[/details]


[details=My Thoughts]
man im tempted to go Feral and bring out cheap gigadons! But with doom grasp, that seems risky. Think I gotta stick with the plan
[/details]

Player 2, Turn 4 (Random Bonanza! Game 11)

P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush 15: Prevent all damage until after each player has taken 4 turns.]

[details=Starting Hand]
Sacrifice the Weak
Poisonblade Rogue
Graveyard
Skeletal Archery
Nether Drain (skeleton)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in

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


###Main:

  • Maxband Garth, fetch Skeletal Lord from graveyard (3)
  • Sacrifice a skeleton (down to 2) to draw a card (3)
  • Make a Skeleton (3 skeletons) (2)
  • Bone Collector attacks, no damage can be dealt but it does make a skeleton (now 4 tokens)
  • Worker Up (1)

[details=Workers]
Poisonblade Rogue, Deteriorate, Thieving Imp, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 4 rs Draw 1
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC NECROMANCY

####In Patrol:

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

####In Play:

  • Skeletal Lord (3/3)
  • Bone Collector (3/3)
  • Pestering Haunt (1/1)
  • Garth Torken (3/4 lvl 7)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Summon Skeletons
Lich’s Bargain
Ebbflow Archon
Ebbflow Archon
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Fingers crossed no Crashbarrow or Behind the Ferns! I sold out to draw to drop the Archon right now, drawing 1/5 with 2 archons and 1 summon skeletons that would have given me 2/4 odds, I think it was a coin flip. Came up a loser, hopefully I won’t get too punished!
[/details]

#Player 1, Turn 5 (Random Bonanza! Game 11)
P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire

Map: [No Rush: No damage until after turn 4]

Events of Turn:

[details=Starting Hand]
BB x 2
CB
MA
Bomber
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1 float)
  • Tech 2

###Main:

  • Bugblatter x 2 (3)
  • Crash Barrow (0)
  • Crash Barrow runs into SQL skele, overpowers to elite skele, all 3 die dealing 6 dmg to Base
  • All 4 frogs suicide into SCVn and TechN Skele Jav, 6 units die, dealing 12 dmg to your base
  • Wisp attacks Looky Skele, dies, 2 dmg to base for the win

Well that was kinda of anticlimactic, We both has pretty good win options I think, I just drew mine

What. The. Hell. I couldn’t hit a 50% to get an Archon, and yet you draw 3 tech 2 cards in the same turn?

Booo :wink: Very nicely done.

So our last map to play is Daggerfall prison camp, I’ll roll matchups and post my turn 1 tomorrow!

Last unplayed map, feel like Red Starter + Peace would have been perfect for it but ah well, gl hf

Player 1, Turn 1 (Random Bonanza! Game 12)

P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

[details=Starting Hand]
Verdant Tree
Rich Earth
Spore Shambler
Forest’s Favor
Ironbark Treant
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Rich Earth (1)
  • Worker Up (1)

[details=Workers]
NOTHING
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Rampant Growth
Young Treant
Tiger Cub
Playful Panda
Merfolk Prospector
[/details]

[details=End of Turn Discard]
Ironbark Treant
Forest’s Favor
Spore Shambler
Verdant Tree
[/details]

[details=My Thoughts]
Well I like his starter a lot more than mine… Truth is my best “card-expensive” plan so I’ll probably go with that, though I think Bone Collectors are the proper tech 1 choice. Garth may have to help with cycling though, these decks are going to get BLOATED… I have a feeling I’ll be laying verdant tree just to thin my deck out
[/details]

Player 2, Turn 1 (Random Bonanza! Game 12)
P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

Events of Turn:

[details=Starting Hand]
StW
SA
SS
Prouge
Phaunt
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Phaunt (4)
  • Prouge (2)
  • Vandy (0)

[details=Workers]
NONE!
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Prouge (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Vandy (2/3 L1)
P.Haunt (1/1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 0
Disc: 3

#####Gold:
Gold: 0
Workers: 6


[details=End of Turn Hand]
Jav
Imp
Jandra
GY
deter

[/details]


[details=My Thoughts]
Well we will see how this goes!
[/details]

Player 1, Turn 2 (Random Bonanza! Game 12)

P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

[details=Starting Hand]
Rampant Growth
Young Treant
Tiger Cub
Playful Panda
Merfolk Prospector
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Bone Collector, Centaur
[/details]


###Main:

  • Tiger Cub (4)
  • Playful Panda (2)
  • Tech 1 (0)
  • Worker Up (0)

[details=Workers]
NOTHING
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp (0+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Tiger Cub (2/2)
  • :target: Lookout:

####In Play:

  • Playful Panda (2/2)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Verdant Tree
Rampant Growth
Merfolk Prospector
Young Treant
Ironbark Treant
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Going with one Centaur in addition to BC, to help protect things staying on my board a bit. Hopefully it does help, I feel horribly matched right now!
[/details]

Player 2, Turn 2 (Random Bonanza! Game 12)
P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

Events of Turn:

[details=Starting Hand]
Deter
Jav
Jandra
Imp
GY
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)

###Main:

  • Worker (5)
  • Deterioate Wisp (5) it ded
  • Vandy kills Tiger Cub, takes 2 dmg, you get 1 card
  • Prouge and Phaunt take your Tech 1 to 2 hp
  • Jav (4)
  • Tech 1 (2)
  • Heroes Hall (0)

[details=Workers]
NONE!
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech 1: 5
  • HH: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Jav (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Vandy (2/1 from 2 dmg L1)
P.Haunt (1/1)
Prouge (2/1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 4
Disc: 0

#####Gold:
Gold: 0
Workers: 6


[details=End of Turn Hand]
Jav
Imp
Jandra
GY
deter

[/details]


[details=My Thoughts]
Well we will see how this goes!
[/details]

Player 1, Turn 3 (Random Bonanza! Game 12)

P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

[details=Starting Hand]
Verdant Tree
Rampant Growth
Merfolk Prospector
Young Treant
Ironbark Treant
Spore Shambler (techn)
Bone Collector (TRENT)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 for technician
  • Tech 2 cards in

[details=All Teched Cards]
Macciatus, The Whisperer, Reteller of Truths
Bone Collector, Centaur
[/details]


###Main:

  • Young Treant, draw 1 (4)
  • Bone Collector (2)
  • Verdant Tree (0)
  • Worker Up (0)

[details=Workers]
NOTHING
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 2

####In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician: Playful Panda (2/2)
  • :target: Lookout:

####In Play:

  • Verdant Tree (3hp)
  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Forest’s Favor
Centaur
Merfolk Prospector
Reteller of Truths
Spore Shambler
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
This game is going to go awful, I’m going to try to play with a Truth tech 2 but really I’m so gold starved I don’t know how that’s going to happen… at least Verdant Tree helps give him something else to focus attention on besides the tech 1
[/details]

Player 2, Turn 3 (Random Bonanza! Game 12)
P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

Events of Turn:

[details=Starting Hand]
Deter
Jav
Jandra
Imp
GY
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)

###Main:

  • Worker (6)
  • Deterioate BC (6)
  • Shadowblade (3) BC, he dies, you DC 1 at random (1/5)
  • Vandy kills Trent, sparkshots 1 dmg to Panda, you get 1 g
  • Jav trades with Panda, you get 1 card
  • Prouge and Phaunt destory your Verdant Tree
  • Orpal (1)

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech 1: 5
  • HH: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Orpal (1/3 L1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Vandy (2/1 from 2 dmg L1)
P.Haunt (1/1)
Prouge (2/1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 7
Disc: 0

#####Gold:
Gold: 1
Workers: 8


[details=End of Turn Hand]
Jav
Imp
Jandra
GY
deter

[/details]


[details=My Thoughts]
Well we will see how this goes!
[/details]

Player 1, Turn 4 (Random Bonanza! Game 12)

P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

[details=Starting Hand]
Forest’s Favor
Centaur
Merfolk Prospector
Reteller of Truths
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1scav)
  • Draw 1 for technician
  • Tech 2 cards in

[details=All Teched Cards]
Reteller of Truths, Spectral Hound
Macciatus, The Whisperer, Reteller of Truths
Bone Collector, Centaur
[/details]


###Main:

  • Centaur (5)
  • Merfolk Prospector (4)
  • Tech 2 : Truth (0)
  • Worker Up (0)

[details=Workers]
NOTHING
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 SPEC TRUTH

####In Patrol:

  • :psblueshield: Squad Leader: Centaur (3/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Merfolk Prospector (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Ironbark Treant
Rampant Growth
Macciatus, The Whisperer
Forest’s Favor
Reteller of Truths
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Grind grind grind, I just have to out-econ him until about turn 7. I need cycling though, agh!
[/details]

Player 2, Turn 4 (Random Bonanza! Game 12)
P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

Events of Turn:

[details=Starting Hand]
Jandra
SS
StW
Imp
Deter
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1 float)

###Main:

  • Skip Worker (9)
  • Maxband and heal Vandy (5). Give Prouhe and Merolk +2/+2 and Doom
  • Prouge takes out Centaur and dies
  • StW (3) Merfolk dies. You get 1 g
  • Midband Orpal (0)
  • Orpal Destroys Tech 1, Base to 16 hp
  • Vandy and Phaunt destory Tech 2, Base to 14 hp

[details=Workers]
NONE!
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech 1: 5
  • HH: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Vandy (4/5 L5)
P.Haunt (1/1)
Orpal (2/4 L4)

####Economy Info:

#####Cards:
Hand: 5
Deck: 2
Disc: 8

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
MM
GY
SA
Sickness
SB

[/details]


[details=My Thoughts]
Well we will see how this goes!
[/details]

Barf, probably done but let’s see

Player 1, Turn 5 (Random Bonanza! Game 12)

P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

[details=Starting Hand]
Ironbark Treant
Rampant Growth
Macciatus, The Whisperer
Forest’s Favor
Reteller of Truths
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Tech 2 cards in

[details=All Teched Cards]
Doom Grasp, Spectral Hound
Reteller of Truths, Spectral Hound
Macciatus, The Whisperer, Reteller of Truths
Bone Collector, Centaur
[/details]


###Main:

  • Ironbark Treant (6)
  • Quince (4)
  • Tower (1)
  • Worker Up (1)

[details=Workers]
NOTHING
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Float 1g, Tech 2 cards after your turn

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

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: DOWN SPEC TRUTH
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Mirror Token (0/1)
  • :exhaust: Technician: Quince (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Rich Earth

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 8

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Spore Shambler
Verdant Tree
Bone Collector
Young Treant
Reteller of Truths
[/details]

[details=End of Turn Discard]
Doom Grasp
Spectral Hound
Merfolk Prospector
Centaur
Reteller of Truths
Forest’s Favor
Macciatus, The Whisperer
Rampant Growth
[/details]

[details=My Thoughts]
Wish I had some card draw…
[/details]

Player 2, Turn 5 (Random Bonanza! Game 12)
P1 [Feral]/Truth/Necromancy vs P2 [Demon]/Disease/Feral

Map: [Daggerfall Prison Camp: Hiring a worker does not cost a card]

Events of Turn:

[details=Starting Hand]
MM
GY
SB
Sick
SA
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)

###Main:

  • Skip Worker (8)
  • Sickness (6) To IBT and Quince
  • Phaunt trade with mirror, you get 1 g
  • Metamorph (0) Phaunt dies, Orpal maxbands
  • Orpal attacks, spotted by tower, kills IBT, takes 1 dmg from tower
  • Vandy attacks base to 10 hp, takes 1 dmg from tower

[details=Workers]
NONE!
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 RS Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech 1: 5
  • HH: 5
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Orpal (4/6 from 1 dmg L6)

####In Play:
Vandy (6/6 from 1 dmg L5)

####Economy Info:

#####Cards:
Hand: 5
Deck: 12
Disc: 0

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
DD
Sick
GY
Jav
SA

[/details]


[details=My Thoughts]
Well we will see how this goes!
[/details]