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[XCAPS21] Round 6: CarpeGuitarrem [Law]/Demonology/Feral vs FrozenStorm [Disease]/Bashing/Fire

GLHF!

"P1T1


StartingHand Workers

STARTING HAND
Traffic Director
Spectral Aven
Lawful Search
Porkhand Magistrate
Building Inspector


WORKERS
Porkhand Magistrate


NextHand

Jail
Bluecoat Musketeer
Manufactured Truth
Reputable Newsman
Arrest


Discard

Building Inspector
Spectral Aven
Lawful Search


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Traffic Director from hand - ($2)
Summon Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director (untargetable) 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Ew, blue starter vs black starter. I think my best option here is to Cal to bolster my opener. I really need to think about how I slingshot in power after enduring the early game.

@FrozenStorm’s turn!

1 Like

GL HF @CarpeGuitarrem ! I will be seeking vengeance for that FFA Tech2 break :wink:

XCAPS21 R6: Player 2, Turn 1

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Skeletal Archery
Deteriorate
Graveyard
Jandra, the Negator
Poisonblade Rogue

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Orpal (3)
  • Graveyard (1)
  • Worker (0)
Workers

Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Orpal (1+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Thieving Imp
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak

End of Turn Discard
My Thoughts

Tough choice here, Graveyard + Orpal sacrifice or PBR + Orpal safe seem the strong plays. Having Lobbers makes Graveyard very appealing, but I don’t have much haste or use for it beyond that. Still, PBR isn’t great. I think I’ll go graveyard.

This is a weird, “Super lopsided starter matchup balanced by equally lopsided hero matchup”… Not really sure how I’ll be playing it out. Probably very disease heavy supported by lobber spam, maybe fire tech 2 as the win con? Tough to say


2 Likes

I mean, fair enough.

(Btw, you may have copy-pasted from something else, I’m Law Demonology Feral)

P1T2


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Reputable Newsman
Bluecoat Musketeer
Manufactured Truth
Jail
Arrest


WORKERS
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Scribe
Manufactured Truth
Jail
Lawful Search
Arrest


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Reputable Newsman, block 2 - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (blocking 2) 0/3+a
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director (untargetable) 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Graveyard is scary, even if it isn’t an immediate threat. I can use Cal and hit it, or I can Newsie on 2 to block StW, chill. I can always break it next turn. Regarding techs, Gargoyle is hot garbage against Disease, Centaur isn’t great either. Maybe Scribe to draw into power cards. Vandy Meta is the play? I can attack with Cal and also tap for tigers. patrolling in Scav in case of goofy maxband Orpal nonsense

@FrozenStorm’s turn!

Ofcourse Neko had to go and just clear the whole board LOL

Absolutely right on the copypasta, fixed it ty!

XCAPS21 R6: Player 2, Turn 2

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Thieving Imp
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber x2


Main:

  • Thieving Imp, discard #5 of 5 (3)
  • Tech 1 (1)
  • Worker (0)
Workers

Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite: Orpal (1+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Skeleton Javelineer
Jandra, the Negator
Lobber
Lobber
Sacrifice the Weak

End of Turn Discard
My Thoughts

Arright, go go gadget lobbers, I think Fire is the better tech plan to play around so go with that for now


P1T3


Tech StartingHand Workers

TECH
Dark Pact
Shadow Blade


STARTING HAND
Scribe
Jail
Manufactured Truth
Lawful Search
Arrest
Spectral Aven


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven


NextHand

Scribe
Building Inspector


Discard

Arrest
Dark Pact
Shadow Blade
Manufactured Truth
Lawful Search


Tech 2 card(s)
Get Paid - ($6)
Play a Scribe from hand, draw - ($4)
Discard two cards, give Cal stealth
Cal and Traffic Director destroy your Graveyard
Play Jail from hand - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman (blocking 2) 0/3
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3
  • Traffic Director (untargetable) 1/1
  • Jail, 3 HP (nothing)

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

That’s kinda obnoxious as a discard. But let’s kill Graveyard now after we draw? It might be a bad idea to go down on cards so much, but Graveyard and Imp is gonna shred my hand anyway, and I have Scribe and Dark Pact to rebuild. Gotta get a HH up soon so I can play Vandy.

@FrozenStorm’s turn!

You appear to have missed a worker? Did you delete instead of pasting?

(I was going “wait, how do I have more workers than Frozen, I’m P1…”)

1 Like

Just noticed that as well, I don’t use the sheet the normal way… I copypasta past turns for my posts and just have the sheet track where cards are so I can get random draws. The still on 6 workers was just a “forgot to update it” problem

XCAPS21 R6: Player 2, Turn 3

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Skeleton Javelineer
Jandra, the Negator
Lobber
Lobber
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hotter Fire x2
Lobber x2


Main:

  • Lobber, to jail (6)
  • Lobber, to jail, busts his homie out (5)
  • Lobber hucks a molotov at the jail, some thanks for the breakout by ya boi eh man?
  • Worker (4)
  • Tech 2 Fire (0)
Workers

Jandra, the Negator, Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite: Orpal (1+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Lobber (2/2)
  • Lobber (in jail)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Poisonblade Rogue
Pestering Haunt
Deteriorate
Graveyard

End of Turn Discard
My Thoughts

Wow, over-extended for the Graveyard PLUS JAIL?? Odd choice, but does slow me down a little. No problem, tech for hotter fire, play for breaking the other lobber out next turn w/ Haunt and doing orpal things maybe.


1 Like
[b]P1T4[/b]
Tech StartingHand Workers

TECH
Centaur
Centaur


STARTING HAND
Scribe
Building Inspector
Centaur


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Building Inspector


NextHand

Manufactured Truth
Arrest


Tech 2 card(s)
Get Paid - ($7)
Play a Scribe - ($5)
Play a Centaur - ($2)
Worker - ($1)
Scribe and Calamandra kill Imp
Traffic Director hits your Tech 2 down to 4

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur (overpower) 3/4
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/1
  • Traffic Director (untargetable) 1/1
  • Jail, 2 HP (Lobber)
  • Reputable Newsman (blocking 2) 0/3
  • Scribe 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Hmmmm I’ve not been nearly threatening enough. But next turn I can break Cal on an enemy, bring Bigby out to arrest or something. MT is actually really good here, turn a Scribe into something else like a Centaur. Soon maybe I can set up for Meta?

@FrozenStorm’s turn!

XCAPS21 R6: Player 2, Turn 4

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Poisonblade Rogue
Pestering Haunt
Deteriorate
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Ember Sparks, Flame Arrow
Hotter Fire x2
Lobber x2


Main:

  • Pestering Haunt, busts Lobber out of jail
  • Midband Orpal, hit SQL (5)
  • Maxband Orpal (3)
  • Lobber kills Scribe, the plague spreads to centaur and backline scribe, killing it
  • Deteriorate Centaur, other lobber kills, you draw 1
  • Troq (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator, Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 4 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Troq (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 6)
  • Lobber (2/2)
  • Lobber (2/1)
  • Haunt (in jail)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Skeleton Javelineer
Hotter Fire
Sacrifice the Weak

End of Turn Discard
My Thoughts

Okay, I’ll probably be giving a kill of Troq away. But maxband Orpal proves a threat, I’m still on Tech 2, I have a maxband orpal and we’re on card parity.


"P1T5


Tech StartingHand Workers

TECH
Metamorphosis
Dark Pact


STARTING HAND
Manufactured Truth
Arrest
Lawful Search
Dark Pact
Centaur
Shadow Blade


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Building Inspector


NextHand

Shadow Blade
Dark Pact
Manufactured Truth
Centaur (overpower) 3/4


Tech 2 card(s)
Get Paid + float - ($9)
Cal casts expensive Lawful Search, draw, look at your hand - ($7)
Cal attacks Troq and die, 2 levels to Troq
Summon Vandy - ($5)
Vandy casts Dark Pact, I take 2 to my base and draw 2
Play Centaur - ($2)
Vandy casts expensive Manufactured Truth, my Newsman is a Centaur! - ($0)
Reputable Centaur kills Troq, levels to Vandy, overpowers 1 damage into damaged Lobber, killing it
Traffic Director bops your tech 2 for 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Centaur (overpower) 3/4+a
  • :psfist: Elite:
  • :ps_: Scavenger: L3 Vandy (sparkshot, resist 1) 3/4
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Traffic Director (untargetable) 1/1
  • Jail, 2 HP (Haunt)
  • Reputable Newsman (blocking 2) 0/1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Math time. 2 for Search to draw into either Vandy spell or Centaur for copying. Vandy plus SB is 5 more, leaves a free gold out. I think that’s my option here. Hey, that Search reveals a pretty dud turn

@FrozenStorm’s turn!
"

1 Like

I’m so curious what your win condition is here…

XCAPS21 R6: Player 2, Turn 5

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Skeleton Javelineer
Hotter Fire
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Death and Decay x2
Ember Sparks, Flame Arrow
Hotter Fire x2
Lobber x2


Main:

  • Hotter Fire (6)
  • Lobber breaks the Jail with a firebomb
  • Skeleton Javelineer (5)
  • Sacrifice Skeleton for -1/1 on Newsman, who dies. Plague spreads to Centaur, can’t target pesky TD
  • Jaina (3)
  • Tower (0)
Workers

Poisonblade Rogue, Jandra, the Negator, Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 3 FIRE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 6)
  • Lobber (2/2)
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Hotter Fire
Death and Decay
Pestering Haunt

End of Turn Discard
My Thoughts

Looks to me like I can keep Orpal alive, let’s go for DnD for right now and have Jaina cover.


1 Like

P1T6


Tech StartingHand Workers

TECH
Injunction
Metamorphosis


STARTING HAND
Manufactured Truth
Dark Pact
Centaur (overpower) 3/4
Shadow Blade
Metamorphosis
Scribe 1/1
Arrest


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Building Inspector
Shadow Blade


NextHand

Scribe 1/3+a
Lawful Search
Metamorphosis
Dark Pact
Traffic Director (untargetable) 1/1


Tech 2 card(s)
Get Paid - ($8)
Vandy casts Dark Pact, draws 2 and takes 2 to base
Vandy bumps Jaina for 3, takes 2
Traffic Director kills Jaina, maxband Vandy, doom my Centaur and your Lobber
Centaur breaks your Tech 2
Play a Scribe, draw - ($6)
Play a Centaur - ($3)
Worker - ($2)
Build a Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe 1/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Centaur (overpower) 3/4

In Play:

  • L5 MAX Vandy (sparkshot, resist 1) 4/5
  • Centaur (overpower, -, doomed) 4/5

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Shadow Blade + MT is 5 gold, leaving 2 for HH. It also breaks Tech 2 (Centaur bump, MT TD and then SB to kill Jaina and maxband Vandy. Vandy breaks tech 2, I have a TD/“Centaur” with 5 attack. Which lets me kill Orpal. Kinda leaves Vandy a sitting duck though. I could also bump with Vandy, TD kills, doom Centaur and Lobber, Centaur breaks T2. That costs no gold, means I can throw up a wall of Scribes and still play a HH. I think that’s my best play.

@FrozenStorm’s turn!

Time for death and destruction.

XCAPS21 R6: Player 2, Turn 6

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Hotter Fire
Death and Decay
Pestering Haunt

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Molting Firebird, Bamstamper Lizzo
Death and Decay x2
Ember Sparks, Flame Arrow
Hotter Fire x2
Lobber x2


Main:

  • Death and Decay, things look ill, buildings take damage (1)
  • Orpal kills centaur, infects the doomed Centaur as well
  • Lobber trades Vandy, levels fizzle
  • Worker (0)
Workers

Pestering Haunt, Poisonblade Rogue, Jandra, the Negator, Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Tower HP: 4

In Patrol:

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

In Play:

  • Orpal (2/5 lvl 6)
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Thieving Imp
Death and Decay
Graveyard

End of Turn Discard
My Thoughts

Well we’ll see if I can make this work!


[b]P1T7[/b]
Tech StartingHand Workers

TECH
Community Service
Moss Ancient


STARTING HAND
Dark Pact
Lawful Search
Scribe 1/3+a
Metamorphosis
Traffic Director (untargetable) 1/1
Injunction


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Building Inspector
Shadow Blade
Lawful Search


NextHand

Reputable Newsman (blocking 2) 0/1
Metamorphosis
Arrest
Injunction
Dark Pact


Discard

Scribe 1/3+a
Centaur (overpower, -, doomed) 4/5
Centaur (overpower) 3/4
Community Service
Moss Ancient
Traffic Director (untargetable) 1/1
Dark Pact
Metamorphosis


Tech 2 card(s)
Get Paid, Doomed centaur expires - ($9)
Play a Scribe, draw - ($7)
Summon Bigby - ($5)
Tech 2 – Feral - ($1)
Worker - ($0)
Stash a card

Float ($0)
Stash 1, Discard 3, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Scribe 2/3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Bigby Hayes 2/3

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 2
  • :heart: Tech II (Feral) HP: 5
  • :heart: Heroes’ Hall HP: 1

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well that wrecked me thoroughly. I just have to hope the other one isn’t incoming.

@FrozenStorm’s turn!

Going to offer a hand across the table here, feels like this’ll seal it

XCAPS21 R6: Player 2, Turn 7

P2 [Disease]/Bashing/Fire vs P1 [Law]/Demon/Feral

Starting Hand

Thieving Imp
Death and Decay
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Molting Firebird, Bamstamper Lizzo
Death and Decay x2
Ember Sparks, Flame Arrow
Hotter Fire x2
Lobber x2


Main:

  • Jaina (8)
  • Death and Decay, Bigby dies Jaina to level 3, tech 1 and HH die, your base to 6hp (0)
  • Orpal breaks tech2, your base to 4hp
Workers

Pestering Haunt, Poisonblade Rogue, Jandra, the Negator, Summon Skeletons, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/3 lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Orpal (2/5 lvl 6)
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Skeleton Javelineer
Deteriorate
Ember Sparks
Flame Arrow

End of Turn Discard
My Thoughts

Should be GG, lucky me getting the other DnD on the shuffle


Yep, the second DnD does it. GG! @charnel_mouse

1 Like

I would agree the jail turn did not go well.

I thought jail was a good move. It captured some prisoners which should pay off it’s cost. Your first line of play in T6 would have given you a much better position. Having a wall wasn’t going to save you. He had a Hotter Fire down already. Scribe is a good card but I think it worked against you in this game. I’ve seen your games where you went aggressive and took the kill. I thought it suit you well.

1 Like

I agree that the Jail, in and of itself, wasn’t necessarily bad. Stealthing Cala for the grave break was overreaching IMO though. I couldn’t immediately kill my hasty lobbers anyway, not on Scribe and Newsie.

You needed a Hero’s Hall earlier IMO. Cala + Vandy is some massive bully and I didn’t have great combat heroes to counter.

1 Like