Hope you are keeping well and have had a good long weekend! I thought I’d setup a thread for our match in case you’d missed the update in the tournament thread. You got P1 this round. This round’s map…
BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.
Regardless of Blackhand Resurrector rulings, it feels like Black would be most at home in the Burial Grounds, thematically speaking. Best of luck!
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Playful Panda, a Wisp arrives - ($3)
Begin constructing Tech I building - ($2)
Play Merfolk Prospector - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tiger Cub (2/2+A)
Elite:
Scavenger: Young Treant (0/2, Can’t attack)
Technician: Wisp (0/1)
Lookout: Merfolk Prospector (1/1, Resist 1)
In Play:
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Well Nether Drain seems like a good bet. I wonder if Skeletal Archery + Bone Collector are coming maybe? Midbanding Garth… Hmmm… and no Tech I building.
Well, still concerned about StW and Deteriorate, so I’ll fill the patrol up a bit here.
On this map I like MoLaC with some hasty fencers. So I think I’ll look to do that.
STARTING HAND
Forest’s Favor
Spore Shambler
Nimble Fencer
Rampant Growth
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
NextHand
Discord
Verdant Tree
Spore Shambler
Nimble Fencer
Discard card #2.
Tech 2 card(s)
Get Paid + float - ($8)
Merfolk Prospector finds a shiny - ($9)
Worker - ($8)
Begin constructing Tech II… GROWTH! - ($4)
Construct a Tower - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tiger Cub (2/2+A)
Elite: Playful Panda (2+1/2)
Scavenger: Young Treant (0/2, Can’t attack)
Technician:
Lookout: Wisp (0/1, Resist 1)
In Play:
Merfolk Prospector (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
So the Tower defends against Skeletal Archery.
I’m thinking that having Nope pay the Resist tax is actually preferable to the technician patrol bonus here. I don’t remember ever having a deck this slim, though methinks it’s about to fill up with some destroyed units. I’m definitely drawing into Discord, and I’m a good chance to pull at least one fencer, so I think I’ve just about rationalised this patrol choice. Pressing the economic advantage here hopefully puts Nope to some tricky decisions.
Sacrifice the Weak
Skeletal Archery
Nether Drain
Deteriorate
Worker
Skeletal Archery
Tech
Doom Grasp + Death Rites
Get paid ($7)
Raise a Bony Boi ($6)
Deteriorate the Prospector
Pestering Haunt trades with the wisp
Garth and a Javelin Bony Boi kill the tiger Cub
Javelin Boi dies
Bony Bois trade with the panda
Maxband Garth. Raise a Bone Collector ($4)
Build a Heroes Hall ($2)
Worker ($1)
Thieving Imp kills the Young Treant
Float 1 gold
Squad leader: Bone Collector (3/3)
Scavenger: Bony Boi (1/1)
In play: Garth (3/4) Thieving Imp (2/1)
Base: 20
Tech 1: 5
Heroes Hall: 4
8 workers
Hand: 4
Deck: 6
Discard: 0
New Hand
Death Rites
Sacrifice the Weak
Summon Skeletons
Deteriorate
Thoughts
I’m pretty sure I win. I’ve tried to come up with a way to come back, even just put up real resistance from here, and can’t think of anything. We’ll see.
STARTING HAND
Discord
Verdant Tree
Nimble Fencer
Spore Shambler
WORKERS
Ironbark Treant
Rich Earth
Forest’s Favor
NextHand
Rampant Growth
Nimble Fencer
Blooming Ancient
Might of Leaf and Claw
Verdant Tree
Tech 2 card(s)
Get Paid + float + Scavenger - ($10) Skip worker!
Summon and Maxband Arg, Wisp and Water Elemental arrive - ($4)
Summon River Montoya - ($2)
River casts Discord, Imp and Skelly perish, you gain a gold - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3+A, Anti-Air)
Elite:
Scavenger: L5 Argagarg Garg (1/5)
Technician: Wisp (0/1)
Lookout:
In Play:
L1 - River Montoya (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
So River + Discord + Fencer + Spore Shambler + $1 to shift a run to Fencer means I can clear all but Garth. But it leaves me with Shambler on solo patrol. And I have to skip a worker. And it’s going down to 1 card. Feels like it’d be over extending for not a great deal of benefit.
Hmm.
Maxband Arg might be a better way to go. A bit vulnerable to StW + Deteriorate (I think Nope just reshuffled?) but I think it leaves me in a better position next turn.
Death Rites
Sacrifice the Weak
Summon Skeletons
Death Rites
No worker
Tech
Twilight Baron + Nether Drain
Get paid + float + scavenger ($10)
Cast Death Rites ($6)
Summon 2 Bony Bois ($3)
Hire Orpal ($1)
Sacrifice 2 Bony Bois to draw 2 cards. Your units die.
Hire Pestering Haunt
Bone Collector attacks Arg. A bony Boi rises up
Sacrifice the Bony Boi to draw
Garth kills Arg. Levels to Orpal
Midband Orpal ($0)
Squad leader: Orpal (2/4)
In play: Bone Collector (3/1) Garth (3/2) Pestering Haunt (1/1)
Rampant Growth
Verdant Tree
Tiger Cub (2/2+A)
Might of Leaf and Claw
Guargum, Eternal Sentinel
Might of Leaf and Claw
Technician draw
Tiger Cub.
Tech 2 card(s)
Get Paid + Scavenger - ($9) Skip worker!
Play Blooming Ancient - ($5)
Play Nimble Fencer, add a rune to Blooming Ancient - ($3)
River casts an expensive Rampant Growth on Nimble Fencer - ($0)
Move rune from Blooming Ancient to Nimble Fencer.
Nimble Fencer (now 5/4+AA) hastily kills Orpal. Armour prevents damage. River midbands.
River (now (2/4) kills Garth, takes 3 damage, but maxbands and heals up.
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Blooming Ancient (2/4+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 - River Montoya (3/4)
Nimble Fencer (3/4, +, Haste)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 8
Burial Grounds:
L5 - Argagarg Garg “We’ll miss his tokens.”
Thoughts
Weird not to be playing MoLaC, but the double hero kill is pretty huge here, so I’ll go for that instead.
The size of this deck is going to bite me in a few turns though.
What are the chances of that BA surviving? I ought to have a hand full of units to play out next turn…