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[XCAPS20] ROUND5 James Monoblack vs Akiata [Balance/Growth]/Finesse

Hi @James!

Just wrapped the round four match and thought it’d be a good idea to create the thread for our game so you knew we were on. Looks like we’re both fighting for survival this round.

VORTOSS RUINS: Players can’t build the heroes’ hall or tech lab add-ons, but automatically get their effects.

I daresay Black’s heroes are at an advantage on this map… although I’m not so sure about the tech lab effect. If we even make it to Tech II. :worried:

Best of luck, should be a good game!

Hey, thanks! Yeah this game sounds interesting, looking forward to seeing what happens. GLHF!

P1T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Deteriorate
Summon Skeletons
Graveyard
Skeleton Javelineer


WORKERS
Summon Skeletons


NextHand

Pestering Haunt
Jandra, the Negator
Thieving Imp
Skeletal Archery
Poisonblade Rogue


Discard

Graveyard
Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy L1 2/3 sparkshot
  • Skele jav 1/1 has javelin

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Keep it simple opening

P2T1


StartingHand Workers

STARTING HAND
Spore Shambler
Ironbark Treant
Forest’s Favor
Playful Panda
Merfolk Prospector


WORKERS
Ironbark Treant


NextHand

Young Treant
Rampant Growth
Verdant Tree
Rich Earth
Tiger Cub


Discard

Spore Shambler
Forest’s Favor
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Playful Panda, a Wisp arrives - ($2)
Summon Argagarg Garg, another Wisp arrives - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • :exhaust: Playful Panda (2/2)
  • L1 Argagarg Garg (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

That’s a pretty threatening opening… this is going to be tough!

@James’s turn!

P1T2


Tech StartingHand Workers

TECH
Dark Pact
Nether Drain


STARTING HAND
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Skeletal Archery


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Poisonblade Rogue
Sacrifice the Weak
Dark Pact
Pestering Haunt
Thieving Imp


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy kills one wisp, skele the other, you get gold
Jandra, the negator - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3A) [overpower] [diabolical explosion]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L1 2/3 sparkshot
  • Skele jav 1/1 has javelin

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

If only I had deteriorate in this hand! But I don’t. Plan A on this map is to early Metamorphosis somehow. Thus, I want to level Vandy ASAP and get out another hero, preferably scoring a hero kill on him along the way. Plan B is abomination/TerrasQ I think? So, for the Meta play… I want to save up gold whilst maintaining pressure. I also want to have a level 5 vandy and another hero out the turn before I draw the Meta. I’m not going to aim to meta next turn, as I can’t max vandy and have another hero out; so I’ll aim for T4 meta as optimum. So, next turn, I want to max vandy and have a hero, which costs a max total of 6 gold, plus anything else I want to do. I have to watch out for buffs on that panda. I could get a hero this turn, and then use my other two gold to either get a garthskele and dave or a rogue. Rogue in sql blocks arg and requires buff-arg or panda to kill; RG-arg could still then score a hero kill. any hero in SQL is killed by a RGPanda. I guess my best option is Jandra and save one; killed by an RGPanda, but then Arg can’t take Vandy, and if Jandra survives I can use Vandy’s max to buff her for a good overpower next turn maybe. Saving the gold rather than getting a T1 is a clear meta flag, and may inpire a Tower by him, but I might not even care about it I think. What do I tech? it depends how hard I want to rely on meta. If all the way, double dark pacts maybe to max the chance of T4 metadraw. If not, then… gargoyle? Combos well with stuff vandy does, but a bit expensive, and I have no T1. Nether drain might be a good one - any levels on arg and I get a discount on what I want to do next turn… let’s do that, it’s cheese but great if it works.

Re James' thoughts

Abomination+terras q… genius!
Also nether drain always grants levels even if it doesn’t drain them. They’re two separate clauses.

My Wisps!! :astonished:

P2T2


Tech StartingHand Workers

TECH
Dinosize
Nimble Fencer


STARTING HAND
Rampant Growth
Young Treant
Rich Earth
Tiger Cub
Verdant Tree


WORKERS
Ironbark Treant
Rich Earth


NextHand

Forest’s Favor
Nimble Fencer
Rampant Growth
Young Treant
Dinosize


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Construct Tech 1 building - ($5)
Summon River Montoya - ($3)
Arg casts Rampant Growth on Panda - ($1)
Playful Panda (now 4/2+AA) kills Jandra, takes 1 damage after armour.
Skeleton Javelineer dies in a diabolcal explosion.
Arg splashes your base for 1 damage.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River Montoya (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Playful Panda (2/1, 1 damage)
  • :exhaust: L1 - Argagarg Garg (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Ugh, dealing with Deteriorate and StW is a bit of a nightmare. Not to mention the looming possibility of a Shadow Blade to boot.

I think a sacrificial River makes some (or the most) sense here, at least the Black starter spells are no use against her.

@James’s turn!

P1T3


Tech StartingHand Workers

TECH
Metamorphosis
Metamorphosis


STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
Dark Pact
Pestering Haunt
Deteriorate
Graveyard


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Dark Pact
Nether Drain
Skele jav 1/1 has javelin
Poisonblade Rogue
Metamorphosis


Tech 2 card(s)
Get Paid + float - ($7)
Skip Worker!
Dark Pact
Deteriorate Panda
Garth - ($5)
Skeleton - ($4)
Max Vandy, my skeleton is empowered, no unit on your side to reap benefit - ($0)
Vandy kills River, takes 2, Garth levels to 3

Float ($0)
Discard 5, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton of Power 3/3A [dies horribly at my next upkeep]
  • :psfist: Elite:
  • :ps_: Scavenger: Garth L1 1/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L5 4/3 (2 damage) sparkshot

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

OK, before I doubletech meta, what could wreck me here? the plan as it stands: DP. If I draw deteriorate, deteriorate panda (6), Garth and max vandy. If I don;t draw deteriorate, but do draw ND, garth (5), StW (3), ND Vandy to 3 (2), max Vandy (0), kill River with Vandy, patrol Garth. This could be wrecked by RG + FF Arg, or by Fencer + RG, or fencer + FF + Arg, or by fencer fencer, or by Fencer + Starlet + Arg all scoreing a hero kill on Garth. I can defend against some of that by skipping my worker to get myself a 3/3 Vandy-ised skepeton to patrol, which blocks most of above. If I get ND AND deteriorate, I’m laughing as I can get a skeleton AND build a tech 1. Chance is 1/3 od that happening. If I get the 1/3, then double meta is great as gives 70ish% of drawing next turn and then I can Garth out a tech 1 too. If I don’t get the 1/3, is it too risky? All of above are 2 card combos for him, and he drew 5 from 9 which includes 1 RG, one FF and lets say 2 fencers. So it looks pretty likley that he would get one of these combos. So maybe I should tech more conservatively on the assumption I don’t hit my 1/3 and have to make a different play, or decide I am comfortable with the worker skip. Is it worth it for a ~70% chance of a T4 meta? He would build a tower for 2 and have 4 to spend; he might just max Arg, or might play a T1. Worst case there… centaur? Garth kills and Vandy gets the tech kill. I’m still left in quite a strong position. And if I don’t get the meta? Same as any tech draw whiff I guess. However, I would be better positioned if I did something else this turn maybe. Oh whatever, I’m going to try the cheese (this may be why I don’t win too much).

Draw 1 - deteriorate, excellent. 50/50 for glory. Draw 2… Graveyard. Drat. Any point in not patrolling Garth? River is dead, no grappling hook, no green spells that target patrollers, no midori or arg abilities that target them… If I have missed a way he can get through the skele then I want the gold. Skele - any way he can do 3 and then 3 damage? yes - fencer + starlet + arg, so I do want it in SQL to protect the heroes.

“Skeleton of Power” rules! Definitely stealing that whenever I doom a skelly. \m/ :skull: \m/

Note your base is at 17 from Dark Pact.

P2T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Forest’s Favor
Rampant Growth
Young Treant
Nimble Fencer
Dinosize


WORKERS
Ironbark Treant
Rich Earth


NextHand

Spore Shambler
Merfolk Prospector
Tiger Cub
Verdant Tree


Discard

:exhaust: Playful Panda (2/1, 1 damage)
Forest’s Favor
Dinosize
Young Treant
Rampant Growth
Tiny Basilisk
Tiny Basilisk


Tech 2 card(s)
Get Paid + float - ($8)
Also skip worker!
Play Nimble Fencer - ($6)
Arg casts Dinosize on self - ($2)
Arg casts Forest’s Favor on Nimble Fencer - ($0)
Arg (now 7/3+AAAAAA) stomps Skeleton of Power.
Nimble Fencer (now 3/4) hastily dispatches Garth, takes 1 damage.
Arg midbands, you gain a gold.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • :exhaust: L3 - Argagarg Garg (1/4)
  • :exhaust: Nimble Fencer (3/3, Haste, +, 1 damage)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Well the idea here is to make Metamorphosis less impactful, James doesn’t have the funds to play it and summon another hero… 1 injured meta-Vandy isn’t quite so scary.

If it’s online then Tech I Tiny Basilisks might make good hero killers…

@James’s turn!

P1T4


Tech StartingHand Workers

TECH
Dark Pact
Bone Collector


STARTING HAND
Nether Drain
Skele jav 1/1 has javelin
Metamorphosis
Poisonblade Rogue
Dark Pact
Thieving Imp
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue


NextHand

Metamorphosis
Jandra, the Negator (3/3A) [overpower] [diabolical explosion]
Sacrifice the Weak
Graveyard
Pestering Haunt


Discard

Dark Pact
Bone Collector
Dark Pact
Nether Drain
Deteriorate
Metamorphosis


Tech 2 card(s)
Get Paid + float - ($7)
Worker
Dark Pact, base to 15
Orpal Gloor - ($5)
Imp, please discard #2 of 4 - ($2)
Skele jav - ($1)
Vandy kills Arg, takes 1, Orpal to 3

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Thieving Imp 3/2
  • :ps_: Scavenger: Skele jav 1/1 has javelin
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L5 4/2 (3 damage) sparkshot
  • Orpal Gloor L3 1/3 disease touch

Buildings:

  • :heart: Base HP: 15

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Dinosize - drat. Not sure I could have done anything to prevent it though, and the skeleton was the right play I think. No second hero makes my meta far less valuable - I just get invisibility and +2/+2 for 6, which is ok, but not superb. So much so, in fact, that it might be worth delaying it by a turn, as the threat of a turn 4 meta made him skip a worker and invest quite a lot into killing Garth so I have gained a bit of value already. I’ll be sad if I don’t draw it again though… I could roll the dice again and play a dark pact hoping to NOT draw the second meta, and thus ensure a meta next turn, and maybe get STW to deal with the fencer whilst Vandy kills Arg, and I can get a better unit. Let’s risk it. Tech - another DP and and a strong agressive T1 unit I think. Draw 1 - no meta, phew. Draw 2 - got away with it. No STW though. Orpal for meta next turn. Some defence. Float 1, so if Orpal dies I can still Garth-meta (though if he can kill orpal, he can kill Vandy… hm. Nothing better to do than float it though - I could build a tech 1, but I DON’T want to reshuffle and draw one yet as I plan meta next turn and I might want to tech a death and decay first. Skeleton as an extra chump blocker in case of another fencer --> two attacks.This should be fine - I’m ahead on cards and board position, and not even really behind on economy. It will be bad if Vandy dies somehow ofc, but I don’t THINK he has a way? Something with discord to get rid of the skele maybe, and a starlet…? Can’t be bothered to math it out now.

I don’t see a rich earth in play

He just doesnt have any float, carry on :smiley:

1 Like

P2T4


Tech StartingHand Workers

TECH
Potent Basilisk
Blooming Ancient


STARTING HAND
Merfolk Prospector
Verdant Tree
Spore Shambler
Tiger Cub


WORKERS
Ironbark Treant
Rich Earth
Spore Shambler


NextHand

:exhaust: Playful Panda (2/1, 1 damage)
Forest’s Favor
Verdant Tree
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon River Montoya - ($4)
Begin constructing Tech II… BALANCE & GROWTH! - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River Montoya (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nimble Fencer (3/3, Haste, +, 1 damage)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, I can’t be quite so discouraging of Metamorphosis this turn. I’ll build Tech II and forgo the tower for now… The tower would be broken for just the loss of just one of Orpal’s hit points, and I don’t think James can manage a double tech break this turn…


Well geez, woulda been nice to pull one of the three basilisks out of the deck!

@James’s turn!

P1T5


Tech StartingHand Workers

TECH
Death and Decay
Death and Decay


STARTING HAND
Pestering Haunt
Metamorphosis
Graveyard
Sacrifice the Weak
Jandra, the Negator (3/3A) [overpower] [diabolical explosion]


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Graveyard


NextHand

Death and Decay
Nether Drain
Sacrifice the Weak
Metamorphosis


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Imp and Javalineer put River on 1hp
Metamorphosis, heroes evolve to demonform, imp and jav are sacrificed to the ritual - ($0)
Invisible Vandy runs past and kills tech II, your base to 18
Ivisible Orpal does 4 damage to your base, on 14
Pestering Haunt

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 demon 6/4 [++ readiness invisible] (3 damage) sparkshot
  • Orpal Gloor L6 demon 4/7 [++ invisible readiness] disease touch
  • Pestering Haunt

Buildings:

  • :heart: Base HP: 15

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Meta time. So what do I attack? I can destroy one tech building, kill either patroler, or just unload 10 into the base. Tech II cards I would be concerned about from him - not that many actually? sure, a lot of them are big beefy things but not as big and beefy as my demon heroes. River spells to be concerned about: two step onto fencers I suppose. I am more concerned about arg buffs than that tbh. He is going to have 8 gold next turn. Arg (6), dinosize (2), starlet does 14 damage but means he cannot build that crucial tower. If he doesn’t build a tower and I just unload this turn, I win next turn, and can also burn him with DPs. Eeeergh aaaallll innnn? Or play it a bit safer? FINE a bit safer.

This is a fun one to watch!

P2T5


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Tyrannosaurus Rex


STARTING HAND
Merfolk Prospector
Verdant Tree
Forest’s Favor
:exhaust: Playful Panda (2/1, 1 damage)


WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree


NextHand

Blooming Ancient
Tiny Basilisk
Rampant Growth
Young Treant


Discard

Forest’s Favor
:exhaust: Playful Panda (2/1, 1 damage)
Might of Leaf and Claw
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II building.
Worker - ($7)
Build a Tower - ($4)
Maxband River - ($0)
Play Merfolk Prospector - pay with River’s discount code.
Nimble Fencer banishes Pestering Haunt, takes 1 damage.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 - River Montoya (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • :exhaust: Nimble Fencer (3/2, Haste, +, 2 damage)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance & Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

So now Death and Decay is a distinct possibility. As ultimate spells go - it’s really got quite the deluxe feature set! Maxbanding River is a bit of a waste of gold, but I’m hoping it will wear down Orpal, and a free Prospector isn’t bad. Shield’s Fencer from StW, and might even net me some cash next turn.

@James’s turn!

P1T6


Tech StartingHand Workers

TECH
Spreading Plague
Shadow Blade


STARTING HAND
Nether Drain
Metamorphosis
Sacrifice the Weak
Death and Decay


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Graveyard


NextHand

Bone Collector
Thieving Imp 3/2
Dark Pact
Skele jav 1/1 has javelin
Jandra, the Negator (3/3A) [overpower] [diabolical explosion]


Discard

Death and Decay
Pestering Haunt
Metamorphosis
Sacrifice the Weak
Nether Drain
Spreading Plague
Shadow Blade


Tech 2 card(s)
Get Paid - ($8)
Skip Worker again, whom needs 'em
DEATH AND DECAY - ($0)
Fencer, prospector die; river to 0/1A; Base to 11; Tech buildings to 2, tower to 1
Orpal kills River, takes one from tower
Vandy kills your tower, your base to 9

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 demon 6/4 [++ readiness invisible] (3 damage) sparkshot
  • Orpal Gloor L6 demon 4/6 (1dmg) [++ invisible readiness] disease touch

Buildings:

  • :heart: Base HP: 15

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Decay time. So which building do I attack? The tower to prevent him using a dinosize fencer to kill a hero? the base to put him on 5? Another D&D will deal 7 to the base, and if I still have two heroes at that point I can just punch once to take the detection and then run it down. I think me losing a hero is first step to his comeback if that is a thing at all, so I’ll take out the tower and then dark pact into the second D&D next turn if I need to. Anything I need to be scared of not patrolling? Fencers have haste. He doesn’t have the gold to double dinosize anything, so that’s whatever. He can play big basilisks with his tech 2, but that’s also whatever if I just win the game with burn at this point. OK, no tower to allow a dinosize fencer to kill Orpal for you.

P2T6


Tech StartingHand Workers

TECH
Two Step
Two Step


STARTING HAND
Blooming Ancient
Young Treant
Tiny Basilisk
Rampant Growth
Dinosize


WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree


NextHand

Potent Basilisk
Dinosize
Might of Leaf and Claw
Tiger Cub
Tiny Basilisk


Tech 2 card(s)
Get Paid + Tech Draw - ($9)
Skip Worker! Gettin the feeling I won’t be needing em either :wink:
Rebuild Tower - ($6)
Play Blooming Ancient - ($2)
Summon Arg, a Wisp arrives - 2 runes to Blooming Ancient - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (4/6+A, ++)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: L1 - Argagarg Garg (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 9
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 2 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

As it turns out, Tiny Basilisks won’t stand up to a Death and Decay… another one of those is lethal.

She’s not lookin too good from here boys.

@James’s turn!

GG! A fun game and a cheesy win for me with no tech 1 building :stuck_out_tongue:

P1T7


Tech StartingHand Workers

TECH
Lich’s Bargain
Shadow Blade


STARTING HAND
Dark Pact
Skele jav 1/1 has javelin
Thieving Imp 3/2
Jandra, the Negator (3/3A) [overpower] [diabolical explosion]
Bone Collector
Deteriorate
Dark Pact
Death and Decay
Metamorphosis


WORKERS
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Graveyard


NextHand

Lich’s Bargain
Shadow Blade
Metamorphosis
Jandra, the Negator (3/3A) [overpower] [diabolical explosion]
Pestering Haunt


Tech 2 card(s)
Get Paid - ($8)
Dark Pact, base to 13
Second Dark Pact, base to 11
Here we go again with DEATH AND DECAY - ($0)
Wisp and arg die, you get spoils; Ancient to 1/3A; tech buildings die, 4 damage to your base, 3 damage drom D&D itself, base on 2
Orpal tanks the tower shot by killing Ancient
Vandy finishes off your base, GG!

Float ($0)
Discard 6, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy L5 demon 6/4 [++ readiness invisible] (3 damage) sparkshot
  • Orpal Gloor L6 demon 4/4 (1dmg) [++ invisible readiness] disease touch

Buildings:

  • :heart: Base HP: 11

Economy Info:
Cards:

  • Hand: 5
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Winning is easy - just draw Death and Decay bro. Maybe I should have respected that tech II more last turn though, as that ancient is a bit scary if I don’t draw it… here we go, DARK PACT. Draw 1… nope. OK, 2/3 of drawing either the DP or the D&D, draw 2… It’s the second DP, phew! A nerve wracking finish for me, though probably there was something I could have done to remain ahead this turn :smiley:

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Ayyy GG! I don’t think there’s anything cheesy about it - on this map it’d be madness to go any other way. I didn’t have a great deck to counter and just had to hope I got lucky.

Well played, it was tense! Good luck in the rest of the tournament!

indestructible HH vs black is p harsh. You played well, but black here can really shine

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