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[XCAFRR19 Round8 MAKEUP] NekoAtl [Feral]/Growth/Disease vs charnel_mouse [Discipline]/Necromancy/Law

GL HF @charnel_mouse

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Young Treant
Merfolk Prospector
Verdant Tree
Rampant Growth


WORKERS
Spore Shambler


NextHand

Tiger Cub
Rich Earth
Playful Panda
Forest’s Favor
Ironbark Treant


Discard

Verdant Tree
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss (2/3)
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like

GLHF! Thanks for picking this up, let’s see if I can make this deck work this time.

P2T1


Starting hand: 5

Morningstar Flagbearer
Fox Primus
Sensei’s Advice
Grappling Hook
Snapback

Thoughts

Not a great opening hand, I think I want to either put down a 3-cost unit, or bring out Garth so I still have at least a Skeleton on the board if he dies. Maybe Morningstar Flagbearer in Squad Leader would be OK to start, so Nekoatl has to midband Calamandra or sacrifice Merfolk Prospector instead of blasting past it with a spell. Tossing out Fox Primus, since the only air unit for Nekoatl is Carrion Crow, and I don’t expect to see it.


Get paid - ($5)
Worker - ($4)
Morningstar Flagbearer - ($1)
Discard 3, draw 5


:psblueshield: Squad Leader: Morningstar Flagbearer 2/2+1A (flagbearer)

:heart: Base HP: 20


Hand: 5

Smoker
Savior Monk
Fox Viper
Aged Sensei
Safe Attacking

Deck: 0
Discard: 3

Sensei’s Advice
Grappling Hook
Snapback

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10


Gold: 1
Workers: 6

5 x start
T1: Fox Primus

Yeah, you’ve got an interesting one. I’ve had mixed results with it myself, and I look forward to seeing what you can do.

P1T2


Tech StartingHand Workers

TECH
Galina Glimmer
Murkwood Allies


STARTING HAND
Playful Panda
Rich Earth
Forest’s Favor
Tiger Cub
Ironbark Treant


WORKERS
Spore Shambler
Tiger Cub


NextHand

Playful Panda
Young Treant
Rampant Growth
Verdant Tree
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Find gold - ($6)
Rich Earth - ($3)
Worker
Midband Calamandra - ($1)
Calamandra kills Flagbearer

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • L3 Calamandra Moss (3/2)
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

Gotta take Snapback into account for this match, unfortunately. It’s well worth it to midband Cala and take out that Flagbearer, but because of the multicolor penalty, I’d have to delay my Tech I and relying on her spells is dangerous. I think I’ll delay the building but tech in units anyway, worst case scenario is I delay playing them by a turn, and if I’m lucky, he’ll get nervous about Cala’s spells and prioritize a Snapback to trade in my favor. Then again… it might be worth teching in just one copy of Murkwood Allies in case his Snapback is delayed by a turn. A dead card from having the wrong hero isn’t really worse than a dead card from not having the appropriate tech building, and Allies is the fastest way to power up Galina. And I do want to power up Galina, because I plan to be spending lots of gold later on. Also, the more tiny tokens I get in play, the less I’m at risk of Hooded Executioner or Death Rites picking off something valuable. I’ll give it a shot.

P2T2


Starting hand: 5

Smoker
Savior Monk
Fox Viper
Aged Sensei
Safe Attacking

Thoughts

Lich’s Bargain is more of a gamble here with the threat of Plague Lab. Against Disease in general, I’m liking the look of Discipline II for the Mind-Parry Monk, then Doom Grasp if I have to deal with Blooming Ancients. Training Grounds is also good, since my heroes all have good maxbands, or instant ultimates in the case of Bigby. If Nekoatl goes for Feral, that’s when I break out Lich’s Bargain for the deathtouch, plus Injunction or Judgement Day. One way or the other, one of us will have nice expensive units for Insurance Agents to get cover for. Versatile Style will also be useful in case of Might of Leaf and Claw, and can take out Rampant Growth in the meantime, if I’m not worried that that slows me down too much early on. I’m Player 2, so maybe it’s OK. I’ll tech in Versatile Style, plus the usual Rambasa Twins. Hopefully Garth should make them easier to keep in play until Insurance time.

Still, I have to deal with Calamandra first, and I’m not sure what’s the best way to do that. Since Calamandra’s on 2 HP, I think I just put two things with 2 attack on patrol, including something with at least 2 HP in patrol, then Rampant Growth doesn’t let him mince me so easily.

Wait… Nekoatl didn’t build his Tech I! He’s got to be planning something big with Calamandra, maybe an early Murkwood Allies? With Rich Earth and Merfolk Prospector out, he can afford to cast that, then either tech up or maxband Calamandra. What can I do about mass Frogs? Potentially not very much, I’ve got some sparkshot from Grave and Fox Viper but that’s about it. I think I switch my techs to Nether Drain and Hooded Executioner, then I can try to keep Calamandra under control, and I’ve got a beefy body that can also be handy if he tries to go for Feral. Putting down Fox Viper to threaten sparkshot on Frogs if he doesn’t kill it.

Teched cards: 2

T2: Hooded Executioner, Nether Drain


Get paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Fox Viper - ($2)
Savior Monk - ($0)
Discard 2, reshuffle, draw 4


:psblueshield: Squad Leader: Savior Monk 2/2+1A (healing 1)
:exhaust: Technician: Fox Viper 2/1 (sparkshot)

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


Hand: 4

Grappling Hook
Morningstar Flagbearer
Hooded Executioner
Safe Attacking

Deck: 4

Sensei’s Advice
Snapback
Nether Drain
Aged Sensei

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Fox Primus
T2: Smoker

P1T3


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Verdant Tree
Playful Panda
Forest’s Favor
Young Treant
Rampant Growth


WORKERS
Spore Shambler
Tiger Cub
Young Treant


NextHand

Forest’s Favor
Galina Glimmer
Ironbark Treant
Murkwood Allies


Tech 2 card(s)
Get Paid + float - ($7)
Worker
Find Gold - ($8)
Maxband Calamandra - ($6)
Calamandra kills Savior Monk
Playful Panda - ($4)
Verdant Tree - ($2)
Tech I - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L5 Calamandra Moss (4/3) [2 damage]
  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Tree can heal Calamandra if she stays on board and potentially enables playing an Ancient next turn. Building Tech I perhaps earlier than necessary, because there’s a small chance of an Executioner taking the Wisp and Sensei’s Advice powering up the viper to break the Tree, and I want to ensure Galina can be played next turn. That combo could take out Calamandra, but that’s spending $4 and 2 cards to take her out, which is still a good deal for me factoring in the units she’s already killed. Any sort of aggression will recover my hand size, unless he spends a card on Grappling Hook, so overall I’m feeling good but not great about this situation.

P2T3


Starting hand: 4

Grappling Hook
Morningstar Flagbearer
Hooded Executioner
Safe Attacking

Thoughts

I don’t like the look of this. Nekoatl has a ton of economic advantage, and he’s ahead on board. I’ll try to shoot for Insurance Agents to catch up, but I’m not optimistic. Doom Grasp is going in, because I’m not confident that Nether Drain can deal with Calamandra quickly enough.

Teched cards: 2

T2: Hooded Executioner, Nether Drain
T3: Doom Grasp, Insurance Agent


Get paid - ($7)
Worker - ($6)
Tech II Discipline - ($2)
Hooded Executioner - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Hooded Executioner 3/3+1A
:ps_: Scavenger: Fox Viper 2/1 (sparkshot)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)


Hand: 4

Sensei’s Advice
Snapback
Nether Drain
Aged Sensei

Deck: 0
Discard: 5

Savior Monk
Doom Grasp
Insurance Agent
Morningstar Flagbearer
Safe Attacking

Card count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
0 in deck
5 in discard
3 in workers
Total: 14


Gold: 0
Workers: 8

5 x start
T1: Fox Primus
T2: Smoker
T3: Grappling Hook

P1T4


Tech StartingHand Workers

TECH
Plague Spitter
Plague Spitter


STARTING HAND
Murkwood Allies
Galina Glimmer
Ironbark Treant
Forest’s Favor


WORKERS
Spore Shambler
Tiger Cub
Young Treant
Ironbark Treant


NextHand

Blooming Ancient
Blooming Ancient
Rampant Growth


Discard

Murkwood Allies
Forest’s Favor
Plague Spitter
Plague Spitter


Tech 2 card(s)
Get Paid - ($7)
Worker
Galina Glimmer - ($6)
Murkwood Allies: Frogs - ($1)
Find gold - ($2)
Calamandra kills Executioner

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2A) Resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (0/1) Resist 1
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L5 Calamandra Moss (4/1) [4 damage]
  • Galina Glimmer (2/2) Resist 1
  • Merfolk Prospector (1/1) Resist 1
  • Frog (1/1) Resist 1
  • Frog (1/1) Resist 1
  • Frog (1/1) Resist 1
  • Frog (1/1) Resist 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 8

Thoughts

If he has Nether Drain, killing the Executioner with Calamandra could get her killed, but since he started with Snapback, Nether Drain would seem somewhat redundant, so I’m hoping he didn’t tech it. Even if she does die, I already got my frogs. Seeing him go for Discipline makes me worried about Dragons, however… guess I’ll tech in Plague Spitters to deal with them.

Oh, thank God.

P2T4


Starting hand: 4

Sensei’s Advice
Snapback
Nether Drain
Aged Sensei

Thoughts

Cool, I can drain Calamandra to death, and then she’s not around to grant resist next turn if I see a juicy Insurance target. I’m still pretty worried about Nekoatl’s board, though: there’s more than enough units there to trigger Might of Leaf and Claw, and I’m pretty sure he’s played Verdant Tree and floated to play exactly that. I need to tech a Versatile Style, and preferably end up with an insurance target alive too. Or maybe I go for Judgement Day first? Yeah, I think so. Shame I didn’t tech a Tax Collector, given how much he’s floating.

I’ll be able to fetch something in addition to Tech Lab + Skeleton, what do I want? Probably Rambasa Twin, although the Discipline II ground units would also be nice. Vigor Adept, in particular, could help to stand up to a big assault next turn, and has more health than the Twins.

Teched cards: 2

T2: Hooded Executioner, Nether Drain
T3: Doom Grasp, Insurance Agent
T4: Judgement Day, Vigor Adept


Get paid - ($8)
Worker - ($7)
Garth Torken - ($5)
Nether Drain, Garth drains Calamandra dry, hits level 5 (midband) - ($4)
Maxband Garth, fetches Vigor Adept - ($2)
Garth raises a Skeleton - ($1)
Tech Lab: Law - ($0)
Discard 2, reshuffle, draw 4


:psblueshield: Squad Leader: Fox Viper 2/1+1A (sparkshot)
:psfist: Elite: Skeleton 1+1/1
:ps_: Scavenger: Garth L7 3/4
:exhaust: Technician: Vigor Adept 5/5 (frenzy 1, readiness)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)
:heart: Tech Lab HP: 4 (Law)


Hand: 4

Savior Monk
Insurance Agent
Judgement Day
Snapback

Deck: 6

Doom Grasp
Morningstar Flagbearer
Safe Attacking
Hooded Executioner
Sensei’s Advice
Nether Drain

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
4 in hand
6 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 9

5 x start
T1: Fox Primus
T2: Smoker
T3: Grappling Hook
T4: Aged Sensei

I was hoping you didn’t have one of those in hand to cast; optimism can be dangerous.

P1T5


Tech StartingHand Workers

TECH
Blooming Elm
Blooming Elm


STARTING HAND
Blooming Ancient
Blooming Ancient
Rampant Growth


WORKERS
Spore Shambler
Tiger Cub
Young Treant
Ironbark Treant
Rampant Growth


NextHand

Blooming Elm
Forest’s Favor


Tech 2 card(s)
Get Paid + float + Galina - ($14)
Worker
Find Gold - ($15)
Quick build Tech II: Growth - ($11)
Blooming Ancient - ($7)
Blooming Ancient - ($3)
Argagarg Garg - ($1)
Move 2 runes to Frog
Move 3 runes to Frog
Frog (3/3) kills Viper
Frog (4/4) kills Garth
Frog (1/1) trades with Skeleton

Float ($1)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Playful Panda (3/2) Resist 1
  • :ps_: Scavenger: Wisp (0/1) Resist 1
  • :pschip: Technician: Wisp (0/1) Resist 1
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3) Healing 1
  • L3 Argagarg Garg (1/4)
  • Blooming Ancient (2/4) Resist 1
  • Blooming Ancient (2/4) Resist 1
  • Galina Glimmer (2/2) Resist 1
  • Merfolk Prospector (1/1) Resist 1
  • Frog (3/1) Resist 1 [2+, 2 damage]
  • Frog (4/1) Resist 1 [3+, 3 damage]
  • Frog (1/1) Resist 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Seems I was too optimistic to expect Nether Drain wouldn’t be available, but no big deal. I’m glad he went for the Adept; I don’t care how hard it hits as long as I can restrict what it can hit, and I’m especially glad it’s not patrolling SQL, as that exposes the rest of his patrol zone to attack. No Dragon yet means I can summon a 2nd Ancient instead of maxing Argagarg for the Elemental. I’m kind of tempted to build a Surplus sometime soon, but I think getting Plague Labs may be more useful long-term. Might be worth building a temporary Surplus and swapping out later, though, especially if I bring in Guargum and want to load up on free spells. For now, though, I’ll go for Elms, as I have enough fodder to protect them, and they’ll produce a lot of value for me if I can keep them in play.

1 Like

Oof, that’s a lot of units.
To lose.

P2T5


Starting hand: 4

Savior Monk
Insurance Agent
Judgement Day
Snapback

Thoughts

OK, I can cope with just Ancients for now. Nekoatl was even kind enough to leave my big Insurance target alive, let’s see if I can get a comeback going here. Adding Versatile Style now I can see he’s gone with Growth II, and Training Grounds for my powerful maxbands/ultimates, since I suspect there’s a Guargam on the way.

Teched cards: 2

T2: Hooded Executioner, Nether Drain
T3: Doom Grasp, Insurance Agent
T4: Judgement Day, Vigor Adept
T5: Training Grounds, Versatile Style


Get paid + scavenger - ($10)
Insurance Agent, insuring your Playful Panda - ($9)
Vigor Adept readily kills Playful Panda, takes 3 damage

I collect 2 gold and 1 card as insurance - ($11)

Sensei’s Advice

Bigby Hayes - ($9)
Maxband Bigby - ($5)
Judgement Day, all units die, you get a gold and draw - ($1)
Worker - ($0)
Discard 2, draw 4


:exhaust: Technician: Bigby L5 3/4

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)
:heart: Tech Lab HP: 4 (Law)


Hand: 4

Morningstar Flagbearer
Safe Attacking
Hooded Executioner
Nether Drain

Deck: 1

Doom Grasp

Discard: 8

Fox Viper
Training Grounds
Versatile Style
Insurance Agent
Vigor Adept
Judgement Day
Savior Monk
Snapback

Card count check (opponent-viewable)

Expected: 10 + 8 teched = 18
0 on board
4 in hand
1 in deck
8 in discard
5 in workers
Total: 18


Gold: 0
Workers: 10

5 x start
T1: Fox Primus
T2: Smoker
T3: Grappling Hook
T4: Aged Sensei
T5: Sensei’s Advice

I should have seen that coming…

P1T6


Tech StartingHand Workers

TECH
Guargum, Eternal Sentinel
Guargum, Eternal Sentinel


STARTING HAND
Blooming Elm
Forest’s Favor
Blooming Elm


WORKERS
Spore Shambler
Tiger Cub
Young Treant
Ironbark Treant
Rampant Growth
Forest’s Favor


NextHand

Murkwood Allies
Plague Spitter


Discard

Blooming Ancient
Blooming Ancient
Galina Glimmer
Merfolk Prospector
Playful Panda
Guargum, Eternal Sentinel
Guargum, Eternal Sentinel


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Worker
Blooming Elm - ($8)
Blooming Elm - ($5)
Tech III - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Argagarg Garg (1/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Blooming Elm (4)
  • Blooming Elm (4)
  • Verdant Tree (3) Healing 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Right… Judgment Day. Not sure how I forgot about that… The obvious answer is to rush tech III units, and it would have been wise of me to anticipate that and tech them in sooner. I would go for Feral Strike instead, except Nether Drain. Oh, well, I’ll fit what I can in now. I would normally max Argagarg here and summon a 2nd hero, but now that he’s fielding Bigby, I’m on guard against Injunction. Patrolling as SQL in case of Training Grounds.

P2T6


Starting hand: 4

Morningstar Flagbearer
Safe Attacking
Hooded Executioner
Nether Drain

Thoughts

Lots of things I’d like to tech here.

  • Mind Parry Monk would be nice so my heroes don’t get hit with Sickness, but Orpal hasn’t done anything so far, and Nekoatl might not be expecting me to focus on heroes over Discipline II.
  • Hero’s Monument gives me an invulnerable attacker not affected by Judgement Day, and also boosts my heroes, which I’ll be focusing on anyway, plus Tech III lets me get all of them into play at once.
  • Lich’s Bargain for the deathtouch, and some other tokens to help towards protecting the Horror against obliterate.
  • Death Rites is reasonable with Training Grounds out, and with Judgement Day already in the deck.
  • Second Insurance Agent.
  • Censorship Council would stop Nekoatl from going tall and wide at the same time, and really slows down those Ancients, plus it survives Judgement Day.

Given how low Nekoatl’s hand size is, I’ll prioritise cards to deal with Guargum. That means Lich’s Bargain and Death Rites, and maxbanding Garth now over getting Tech III. Vigor Monk gets to come back and go in Squad Leader, even Dinosize won’t let Argagarg kill him.

Teched cards: 2

T2: Hooded Executioner, Nether Drain
T3: Doom Grasp, Insurance Agent
T4: Judgement Day, Vigor Adept
T5: Training Grounds, Versatile Style
T6: Death Rites, Lich’s Bargain


Get paid - ($10)
Garth Torken - ($8)
Nether Drain, Garth drains Argagarg to level 1, he can’t level on your turn, hits level 3 - ($7)
Maxband Garth, Vigor Monk returns - ($3)

Bigby exhausts, I draw

Doom Grasp

Hooded Executioner - ($1)
Garth raises a Skeleton - ($0)
Discard 3, reshuffle, draw 5


:psblueshield: Squad Leader: Vigor Monk 5/5+1A (frenzy 1, readiness)
:ps_: Scavenger: Skeleton 1/1
:exhaust: Technician: Hooded Executioner 3/3

Bigby L5 3/4
Garth L7 3/4

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)
:heart: Tech Lab HP: 4 (Law)


Hand: 5

Nether Drain
Snapback
Lich’s Bargain
Morningstar Flagbearer
Doom Grasp

Deck: 8

Fox Viper
Training Grounds
Versatile Style
Insurance Agent
Judgement Day
Savior Monk
Death Rites
Safe Attacking

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
5 in hand
8 in deck
0 in discard
5 in workers
Total: 20


Gold: 0
Workers: 10

5 x start
T1: Fox Primus
T2: Smoker
T3: Grappling Hook
T4: Aged Sensei
T5: Sensei’s Advice

Nether Drain only prevents the victim from levelling up until end of turn, meaning until the turn it was cast ends, not until the start of your next turn. Still want to cast it?

1 Like

Oops. Yeah, no change.

P1T7


Tech StartingHand Workers

TECH
Plague Lord
Plague Lord


STARTING HAND
Murkwood Allies
Plague Spitter


WORKERS
Spore Shambler
Tiger Cub
Young Treant
Ironbark Treant
Rampant Growth
Forest’s Favor


NextHand

Plague Lord
Murkwood Allies
Plague Spitter


Tech 2 card(s)
Get Paid - ($10)
Orpal Gloor, midband - ($5)
Plague Spitter - ($2)
Tech Lab: Disease - ($1)
Elms boost Spitter and Orpal

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter (6/6A) Anti-air, diseased touch [3+]
  • :psfist: Elite: L4 Orpal Gloor (4/5) Diseased touch [1+]
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Argagarg Garg (1/3)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Blooming Elm (4)
  • Blooming Elm (4)
  • Verdant Tree (3) Healing 1
  • L1 Calamandra Moss (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Disease)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

I think I finally understand what the point of including Necromancy in his build is… lead with Judgment Day, follow up with Hooded Executioners to take down surviving tech III units. Still, that’s really expensive, and limits his ability to deploy… but Discipline/Law has buildings that don’t care about Judgment Day, and Insurance Agents can actually use it to make a net profit… not bad.

You had Calamandra on your board by mistake, so I brought her in for you.

P2T7


Starting hand: 5

Nether Drain
Snapback
Lich’s Bargain
Morningstar Flagbearer
Doom Grasp

Thoughts

Nekoatl’s going for all the buildings, huh? Well, let him. Plague Lab doesn’t do much if I’m focusing on heroes, unless it stays down for a turn. Holding off on techs for now, but potentially I want Censorship Council: if I draw well then I can start swinging things around this turn, and the Council will let me hold on to it. Mind Parry Monk would also help if Orpal’s going to start doing things.

Now, then… how much effort do I want to put into drawing Death Rites? I’ve got up to five chances to draw it, if I draw Insurance Agent on the way. Got to be worth a shot, right? That involves a Skeleton ($1), Lich’s Bargain ($2), Bigby’s maxband, the Skeleton I’ve already got, and Insurance Agent ($1). That still leaves me with gold for Death Rites ($4), but not for Doom Grasp ($4) on top of that, which I’d like to have to deal with Orpal. Backup plan is to run Vigor Monk into him. Hang on, $4 for Death Rites when there’s only one unit is a bit much, let’s think about this. What can I do with what I’ve got? I could Doom Grasp the Plague Spitter and Snapback Orpal instead, then I’ve still got a ton of units and heroes to smack into his buildings. I’ll do that instead. In fact, I’ll smack his base instead of the other buildings: I’m feeling confident now, and have several Skeletons to draw Death Rites if I need it, I think I can skip dealing with that Verdant Tree. Oh, but my Skeletons could be destroyed by Plague Lord or Plague Lab, I should be more careful. OK, I’ll take out the Tech III, I should be able to deal with Abomination or Plague Lab easily enough.

Teched cards: 0

T2: Hooded Executioner, Nether Drain
T3: Doom Grasp, Insurance Agent
T4: Judgement Day, Vigor Adept
T5: Training Grounds, Versatile Style
T6: Death Rites, Lich’s Bargain


Get paid - ($10)
Lich’s Bargain, I lose a worker, my base to 16, horde arrives - ($8)
Doom Grasp, I sacrifice the new Skeleton, Plague Spitter dies - ($4)
Expensive Snapback, Orpal swaps out for Calamandra - ($0)
Bigby kills Argargarg, you draw, takes 1 damage, levels fizzle
Hooded Executioner kills Calamandra, takes 2 damage
Vigor Monk readily destroys your Tech III, your base to 18
Garth destroys your Verdant Tree
Skeleton hits your Tech II down to 4
Discard 3, draw 5


:psblueshield: Squad Leader: Vigor Monk 5/5+1A (frenzy 1, readiness)
:psfist: Elite: Zombie 1+2/2
:ps_: Scavenger: Skeleton #1 1/1
:target: Lookout: Horror 3/3 (resist 0+1, deathtouch)

Bigby L5 3/3 (1 damage)
Garth L7 3/4
Hooded Executioner 3/1 (2 damage)
Skeleton #2 1/1

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)
:heart: Tech Lab HP: 4 (Law)


Hand: 5

Fox Viper
Training Grounds
Versatile Style
Death Rites
Safe Attacking

Deck: 3

Insurance Agent
Judgement Day
Savior Monk

Discard: 5

Lich’s Bargain
Snapback
Nether Drain
Morningstar Flagbearer
Doom Grasp

Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
5 in hand
3 in deck
5 in discard
5 in workers
Total: 20


Gold: 0
Workers: 9

5 x start
T1: Fox Primus
T2: Smoker
T3: Grappling Hook
T4: Aged Sensei
T5: Sensei’s Advice
-1 from Lich’s Bargain

1 Like

P1T8


Tech StartingHand Workers

TECH
Plague Lab
Plague Lab


STARTING HAND
Plague Spitter
Murkwood Allies
Plague Lord
Playful Panda


WORKERS
Spore Shambler
Tiger Cub
Young Treant
Ironbark Treant
Rampant Growth
Forest’s Favor


NextHand

Galina Glimmer
Blooming Ancient
Plague Lord
Guargum, Eternal Sentinel


Discard

Verdant Tree
Plague Spitter
Plague Lab
Plague Lab
Murkwood Allies
Plague Lord


Tech 2 card(s)
Get Paid + float - ($11)
Playful Panda - ($9)
Plague Spitter - ($6)
Rebuild Tech III
Elms boost Spitter and Wisp

Float ($6)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp (4/4) [3+]
  • :ps_: Scavenger:
  • :pschip: Technician: Plague Spitter (6/6) Anti-air [3+]
  • :target: Lookout:

In Play:

  • Rich Earth
  • Blooming Elm (4)
  • Blooming Elm (4)
  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Disease)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 6
  • Workers: 10

Thoughts

Yikes, bad timing to lose my tree, and no heroes available to summon, either. I’m torn about whether to tech in Growth spells. Sure, Guargum can cast them for free, but they’re kind of all geared towards attacking, and right now I’m on the defensive. Guess I’ll go for Polymorph if nothing else, as it provides partial benefit if cast on a unit that survives combat. Maybe it’s better not to bloat my deck. I’ll take another Allies, though, as the more units I have, the more incentive he has to Judgment Day which resets his board as well as mine. Probably the most important thing I need to do is try to maintain enough pressure that he doesn’t feel like he can afford a Tech III, because if he drops Heroes Monument and Lawbringer Gryphons, those Judgment Days will be much worse for me. Very disappointed to see the Murkwood Allies land on a turn where Calamandra was unavailable.

P2T8


Starting hand: 5

Fox Viper
Training Grounds
Versatile Style
Death Rites
Safe Attacking

Teched cards: 2

T2: Hooded Executioner, Nether Drain
T3: Doom Grasp, Insurance Agent
T4: Judgement Day, Vigor Adept
T5: Training Grounds, Versatile Style
T6: Death Rites, Lich’s Bargain
T8: Censorship Council, Mind Parry Monk


Get paid - ($10)
Death Rites - ($6)

Sacrifice a Skeleton, I draw, Playful Panda dies

Insurance Agent

Sacrifice another Skeleton, I draw, Wisp dies

Savior Monk

Insurance Agent, insuring Plague Spitter - ($5)
Garth summons a Skeleton - ($4)

Sacrifice new Skeleton, I draw, Plague Spitter dies, you draw

Judgement Day

I reshuffle, get insurance - ($7)

Morningstar Flagbearer

Training Grounds - ($6)
Bigby (4), Garth (4), Vigor Monk (6), Zombie (2), Hooded Executioner (3), and Horror (3) hit your base down to -4, GG!


:psblueshield: Squad Leader: Vigor Monk 5/5+1A (frenzy 1, readiness)

Bigby L5 4/3 (Training Grounds aura, 1 damage)
Garth L7 4/4 (Training Grounds aura)
Insurance Agent 2/2
Hooded Executioner 3/1 (2 damage)
Horror 3/3 (deathtouch)
Zombie 2/2

:heart: Training Grounds (my heroes have +1 attack, can maxband one hero per turn)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)
:heart: Tech Lab HP: 4 (Law)


Hand on win: 6

Fox Viper
Versatile Style
Safe Attacking
Savior Monk
Judgement Day
Morningstar Flagbearer

Deck: 7

Lich’s Bargain
Snapback
Nether Drain
Doom Grasp
Censorship Council
Mind Parry Monk
Death Rites

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 12 teched = 22
4 on board
6 in hand
7 in deck
0 in discard
5 in workers
Total: 22


Gold on win: 6
Workers: 9

5 x start
T1: Fox Primus
T2: Smoker
T3: Grappling Hook
T4: Aged Sensei
T5: Sensei’s Advice
-1 from Lich’s Bargain

@FrozenStorm

1 Like

GG WP, and thanks for helping me understand why Necromancy was included in that deck!

2 Likes

GGWP! I think I only worked it out a few turns before you did.

1 Like