@zhavier good luck in what is effectively a best-of-5 finals (where we are starting 1-1)
I’ll take Black starter and Demonology.
@zhavier good luck in what is effectively a best-of-5 finals (where we are starting 1-1)
I’ll take Black starter and Demonology.
GLHF in our best of 3 remaining.
I’ll take white finesse strength
I’ll just go mono black
Discipline to round it out, of course.
"P1T1
STARTING HAND
Fox Viper
Morningstar Flagbearer
Aged Sensei
Snapback
Safe Attacking
WORKERS
Fox Viper
Sensei’s Advice
Grappling Hook
Savior Monk
Fox Primus
Smoker
Safe Attacking
Morningstar Flagbearer
Snapback
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
5 gold (5)
Worker (4)
Javelineer (3)
Garth (1)
Skeleton (0)
Discard 3, Draw 5
SQL - Skeleton (1/1 +1)
Scavenger - Javelineer (1/1)
L1 Garth (1/3)
Base - 20
6 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3
P1T2
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Grappling Hook
Savior Monk
Fox Primus
Smoker
Sensei’s Advice
WORKERS
Fox Viper
Fox Primus
Snapback
Safe Attacking
Nimble Fencer
Smoker
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Hook Scav to Elite
Grave kills both Skeletons
Savior Monk - ($2)
Tech 1 - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Tech 2x Bargain
6 gold (6)
Thieving Imp, discard 1 at random (3)
Worker (2)
Tech I (1)
Skeleton (0)
Deteriorate Aged Sensei
Pestering Haunt
Discard 1, rs, Draw 3
Elite - Thieving Imp (3/2)
Technician - Skeleton (1/1)
L1 Garth (1/3)
Pestering Haunt (1/1)
Base - 20
Tech I - 5
7 workers, 0 gold
Hand: 3
Deck: 5
Discard: 0
P1T3
TECH
Reversal
Martial Mastery
STARTING HAND
Smoker
Nimble Fencer
Safe Attacking
Snapback
Grappling Hook
WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Nimble Fencer
Snapback
Aged Sensei
Grappling Hook
Reversal
Martial Mastery
Tech 2 card(s)
Get Paid + float, Draw, Heal - ($7)
Worker - ($6)
Safe Attacking - ($5)
Hook Imp to Lookout
Grave kills Imp and sparks Skeleton
Nimble Fencer - ($3)
Fencer and Monk kill Garth safely, Grave to lvl 3 heals
Heroes’ Hall - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Grave had only 2 hp, and does not benefit from Safe Attacking, so he would die when he attacks?
cuz S monk heal? you do not have tower.
Add in Dark Pact and Gorgon
7 gold (7)
Worker (6)
Tech II Disease (2)
Haunt pings your Hero’s Hall for a point
Discard 3, Draw 4, rs, draw 1. Float 2 gold
Meh, who needs a patrol zone?
Pestering Haunt (1/1)
Base - 20
Tech I - 5
Tech II - 5 (Disease)
8 workers, 2 gold
Hand: 5
Deck: 5
Discard: 0
Gorgon
Graveyard — Tech 0
Skeleton Javelineer — Tech 0
Skeletal Archery — Tech 0
Lich’s Bargain
"P1T4
TECH
Grounded Guide
Thunderclap
STARTING HAND
Nimble Fencer
Morningstar Flagbearer
WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Snapback
Sensei’s Advice
Reversal
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook - ($5)
Tech 2 Finesse - ($1)
Grave and fencer break tech 2
Savior kills haunt safely
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Gorgon
Graveyard — Tech 0 -> Worker
Skeleton Javelineer — Tech 0
Skeletal Archery — Tech 0
Lich’s Bargain
Add Crow and Ghoul
8 gold (10)
Garth (8)
Worker (7)
Skeleton (6)
Lich’s Bargain (4)
Javelineer (3)
Level Garth once (2)
Discard 2, Draw 4. Float 2 gold.
SQL - Horror (3/3 +1)
Elite - Zombie (3/2)
Scavenger - Javelineer (1/1)
Technician - Skeleton (1/1)
Lookout - Skeleton (1/1)
L2 Garth (1/3)
Base - 14
Tech I - 5
Tech II - 5 (Disease)
8 workers, 2 gold
Hand: 4
Deck: 1
Discard: 6
P1T5
TECH
Discord
Grounded Guide
STARTING HAND
Sensei’s Advice
Reversal
Snapback
WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Thunderclap
Grounded Guide
Sensei’s Advice
Snapback
Discord
Grounded Guide
Tech 2 card(s)
Get Paid + float - ($9)
Reversal the Horror, disabled with 1hp - ($6)
Rook kills Scav
Sensei’s Advice on my units - ($5)
Fencer kills Elite nearly safely
Grave kills Lookout and Tech
River - ($3)
Snapback Garth for Vandy - ($0)
Savior safely kills Vandy, Rook to lvl 3
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
I dont want more Lich’s, and I dont want him summoning a tech 2, so yea, kill garth… or skip a worker and snap garth for vandy, stopping vandy shenanigans as well. Seems good, also i have gold to get out River
Edit: had to re-order turn account for surviving Horror
Thieving Imp
Sacrifice the Weak — Magic
Summon Skeletons — Magic
Deteriorate — Magic
Dark Pact -> Worker
Tech Nether Drain and Hooded Executioner
8 gold + patrol bonuses (11)
Orpal (9)
Thieving Imp, discard half your hand (6)
Worker (5)
Summon Skeletons (2)
Sacrifice the weak Savior Monk and Skeleton
Discard 1, rs, Draw 3
SQL - L1 Orpal (1/3 +1)
Scavenger - Thieving Imp (2/2)
Technician - Skeleton (1/1)
Horror (3/1)
Base - 14
Tech I - 5
Tech II - 5 (Disease)
9 workers, 0 gold
Hand: 3
Deck: 8
Discard: 0
[details=“Next Hand”]
Per rules for turn edits, I have to re-draw this
Not sure If I liked the turn where horror dies better. Though I would suggest changing your turn a few hours later because you noticed a misplay is unusual, though not disallowed as far as I can tell.
P1T6
TECH
Bird’s Nest
Two Step
STARTING HAND
Grounded Guide
Thunderclap
WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Martial Mastery
Grappling Hook
Sensei’s Advice
Snapback
Discord
Grounded Guide
Thunderclap
Savior Monk
Bird’s Nest
Two Step
Tech 2 card(s)
Get Paid - ($8)
Grounded Guide - ($3)
Fencer kills Orpal safely, Grave to lvl 5
Grave kills Imp and sparks Skeleton
River trades with Horror
Rook hits base to 12
Grave to Max heals - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
This card thing is going to become a problem, I can tell.
I interpreted the situation as “I made an illegal play (Sacrifice the Weak without killing my own unit) -> backup.”
I would not be offended if you wanted to appeal that interpretation to an actual Judge.
Judge here, I think that @EricF appropriately handled the situation (if you notice your own illegal play, you are welcome and encouraged to edit a change. As a courtesy, best practice would be to tag the opponent and notify the change if they had seen the earlier version and formulated a plan based on that)
Indeed, carry on.
Between the re-draw and noticing that I hadn’t put the Javelineer back in my deck, my draw went from nice to awful. #karma
Add in Gorgon and Ghoul
9 gold (10)
Garth (8)
Sacrifice the Weak Fencer (6)
Max Garth, fetch Cursed Ghoul, give Guide a -1/-1 rune
Discard 3, Draw 5
SQL - Cursed Ghoul (4/5 +1)
Scavenger - L7 Garth (3/4)
Base - 12
Tech I - 5
Tech II - 5 (Disease)
9 workers, 0 gold
Hand: 5
Deck: 4
Discard: 5