[CAMS18] CarpeGuitarrem MonoRed vs Shax [Necro]/Peace/Blood

@Shax glhf!

"P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bombaster
Charge
Bloodburn
Mad Man


WORKERS
Charge


NextHand

Careless Musketeer
Scorch
Pillage
Nautical Dog
Bloodrage Ogre


Discard

Makeshift Rambaster
Bloodburn
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Mad Man, who bings your base for 1 - ($2)
Summon Jaina - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Jaina Stormborne L1 (sparkshot) 2/3
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Mad Man (haste) 1/1
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5
Thoughts

Given that I drew Rambaster, I have to ask myself this: can I base race this combo? StW can kill my Rambaster, and skeletons can block my path. Mad Man is better here, letting me also deploy Jaina, whose sparkshot helps with skeletons.

Keeping Rambaster around might be good to swing back tempo.

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Deteriorate
Graveyard
Poisonblade Rogue
Summon Skeletons


WORKERS
Summon Skeletons


NextHand

Pestering Haunt
Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
Thieving Imp


Discard

Deteriorate
Graveyard
Sacrifice the Weak
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Garth and level him to 2 - ($1)
Deteriorate mad man
Summon skeleton - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garth lvl2 (1/3)

Buildings:

  • :heart: Base HP: 19

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

This plays around pillage and rambaster. Madman out means I don’t need to go for SQL or Scav. I’ll still have anough gold to play either imp or jandra next turn too.

"

@CarpeGuitarrem

1 Like

P1T2


Tech StartingHand Workers

TECH
Ember Sparks
Lobber


STARTING HAND
Scorch
Careless Musketeer
Bloodrage Ogre
Nautical Dog
Pillage


WORKERS
Charge
Pillage


NextHand

Lobber
Bombaster
Bloodburn
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jaina kills the skeleton, taking 2 damage
Summon Nautical Dog - ($3)
Summon Bloodrage Ogre - ($1)
Build Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (frenzy) 1/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre 3/2
  • :target: Lookout:
    In Play:
  • Jaina Stormborne L1 (sparkshot) 2/1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

Deteriorate is a fair response, but I should be able to deal with this board. Ember Sparks is essential to stop Skeleton overflow. Hopefully I can kick in Bloodburn once I have a board to work with.

I have two options here: Fire to stave off Black hordes with Firehouse or Blood to stuff in damage. Fire is probably better, because it forestalls the War Drums maxband that Necro/Blood threatens. And I’ll be teching in Firebats anyhow to keep Skeletons at bay, so I may as well go full bore. Plus, Doubleshot Archer helps immensely with pushing through damage even against cheap blockers.

Lines here:
I can kill the skeleton, putting Jaina to 2/1. There’s no direct damage in Black starter, so she’s safe as long as I protect her with a patroller or two. I can summon Naughty Dog for 1 and Zane for 2, leaving 1 gold for Tech 1.
Result: 2/1 Jaina, 1/1 Naut. Dog in SQL, 2/2 Zane in Elite (3/2), Tech 1

Wait no, duh. I can’t summon Zane, silly. Bloodrage Ogre is just fine, and I don’t mind going down on cards now.

Or, I can level her three times, kill the patroller with her midband, and have 1 gold for tech 1.
Result: 3/3 Jaina, Tech 1

@Shax

1 Like

I tagged you last time because my response was two days late. I think we are both aware of this thread now so we don’t need to tag each other anymore.
"P2T2


Tech StartingHand Workers

TECH
Bone Collector
Overeager Cadet


STARTING HAND
Thieving Imp
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Jandra, the Negator


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Graveyard
Pestering Haunt
Skeleton Javelineer
Thieving Imp
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build tech I - ($3)
Summon Jandra - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator(3/3+A)
  • :psfist: Elite: Garth lvl2 (2/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Why are my early game positions so consistantly weak? After some extra careful consisderation I realised that playing Imp over Jandra here was flirting with the possibility of some massive blowouts. I should have put the skeleton in scav instead of elite last turn.

"
:smirk::point_right:@CarpeGuitarrem :heart: …but I want to

3 Likes

P1T3


Tech StartingHand Workers

TECH
Bamstamper Lizzo
Molting Firebird


STARTING HAND
Lobber
Bombaster
Bloodburn
Scorch


WORKERS
Charge
Pillage
Bloodburn


NextHand

Careless Musketeer
Makeshift Rambaster
Ember Sparks
Mad Man


Discard

Nautical Dog
Lobber
Bloodrage Ogre
Scorch
Bombaster
Bamstamper Lizzo
Molting Firebird


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina and Nautical Dog trade into Jandra; Garth levels to 4 and heals the sparkshot damage
Summon Lobber - ($4)
Summon Zane - ($2)
Lobber and Bloodrage Ogre kill Garth; Zane levels twice to L3
Level Zane to 4; Zane whacks your Tech 1 for 3 damage - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Captain Zane L4 (haste) 3/3
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7
    Gold:
  • Gold: 1
  • Workers: 7
Thoughts

Annoying. Garth is set to level up when Jaina dies, making him an obnoxious 2/4. However, I can triple-level Jaina and ping Jandra if I want, trading with BRO.

Looks like Bloodburn won’t come down this turn, because I can only spare 2 gold. Probably best to worker it at this point, my engine is moving fast, and I can use Firebird to deal with skeletons.

Lines of play:
Level Jaina three times (2), Lobber (1), BRO and Jaina ping finish off Jandra, Naut. Dog and Lobber finish off Garth, giving Jaina two free levels, I float a gold to prep for max level Jaina next turn.
Result: 3/3 L6 Jaina, 4 cards in hand, float (1)

Trade Jaina and Naut. Dog into Jandra, Garth levels to 4 (2/4), BRO and Zane (3) trade into Garth, leaving 3 gold. I could play Bloodburn in advance of this, gaining two runes.
Result: Bloodburn (2 runes), 4 cards in hand

I could also summon Lobber to trade into Garth instead of Zane, giving me a L3 Zane that plunks into Tech 1.
Result: L5 Zane, 4 cards in hand

Alternative to Zane: Bombaster for a ping next turn (inferior to Bloodburn line); better, Zane into Scorch, letting Zane plunk into T1.
Result: L3 Zane, 4 cards in hand

So my real choice is between an almost-maxband Zane and an almost-maxband Jaina. Zane is able to immediately take action and trade into something, potentially stealing resources for me and also potentially able to nudge an SQL out of place. Jaina maxband is potentially able to outright kill something in the patrol zone. 3 damage doesn’t deal with any of the 3-health squad leader options, but Ember Sparks finishes it off, and I’m guaranteed that next turn. This unfortunately takes up 3 gold of my next turn, and even counting the floated gold in, I’m left with 3 gold which can’t build T2.

Maxband Zane deals 3 damage to T1, though, and barring Summon Skeletons, I can Rambaster the following turn to break T1. What’s interesting is that this only costs (3) and nets a gold if Zane knocks a skeleton into Scavenger, giving me 4 gold next turn to build T2. Zane can also build T2 if he kills a 3/3 this way and summons Musketeer, or if I use Mad Man instead and don’t break T1. I think Zane offers me more options, then.

Note to self: teching Bloodlust next turn to help Firebird come out with haste.

2 Likes

"P2T3


Tech StartingHand Workers

TECH
Shoddy Glider
Flagstone Garrison


STARTING HAND
Graveyard
Overeager Cadet
Skeleton Javelineer
Thieving Imp
Pestering Haunt


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Bone Collector


Discard

Jandra, the Negator
Thieving Imp
Pestering Haunt
Shoddy Glider
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build tech II, Blood - ($2)
Build tech lab, Peace - ($1)
Summon Cadet and Skeleton javelineer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet(2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Skeleton Javelineer(1/1)

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Zane can’t suicide to this board, but can clear the board on his own. Mad man is bound to be around again, possibly rambaster and lobber too. Likely he could get my tech I or possibly even tech lab. I don’t think he can get my tech II but it would be very annoying if he set it up to die later. At least the tech is out of the way(free rebuilds yay!) and I can start counter attacking next turn with spells.

"

1 Like

Please note, the outcome of this match does affect next rounds pairings.

1 Like

P1T4


Tech StartingHand Workers

TECH
Bloodlust
Molting Firebird


STARTING HAND
Mad Man
Ember Sparks
Careless Musketeer
Makeshift Rambaster


WORKERS
Charge
Pillage
Bloodburn
Careless Musketeer


NextHand

Molting Firebird
Ember Sparks
Lobber


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Zane kills Cadet and takes 2 damage
Summon Mad Man, it kills Javelineer - ($6)
Summon Rambaster, it kills your Tech 1, your base takes 2 damage - ($4)
Build Tech 2 (Fire) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Captain Zane L4 (haste) 3/1
  • Makeshift Rambaster (haste) 1*/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

The simple and clean “maxband Zane, shove patroller into another slot” plan turned out not to be so simple or clean, because I’m a dummy who forgot about Lookout. :stuck_out_tongue:

Maxband Zane after killing Cadet (5), shove Javelineer into Lookout (3) leaves me with not enough gold to build Tech 2. I can still Rambaster Tech 1 down, leaving Shax with T2 Blood/Peace.

Trade Zane into Cadet, Mad Man into Javelineer clears the board, leaves me with (6), I can Rambaster Tech 1 and build Tech 2. Puts me down to 3 cards. But at 3 cards, are there really any reasonable odds that I draw into a Tech 2?

More pressingly, Shax threatens some scary things. Crashbarrow blows up either Zane or Tech 1, Air Hammer can win the game long-term, Debilitator Alpha lets Shax deploy a 4/5+a and a hero next turn. Those are the three big things that I’m worried about.

Crashbarrow dies after killing Zane (and any other unit I summon) and giving two free levels. That’s (5) accounted for, leaving Shax with (2) to do something. Potentially a L5 hero (3/4 frenzy Oni). I can’t respond to that other than by turtling.

Air Hammer allows (3), potentially comboing with Flagstone to replace itself. I can deal with this smacking Garrison with Zane.

I can deal with Debilitator Alpha by Maxband Zaning it into another slot, letting Zane trade with it.

Looks like my best option is to not Maxband Zane, use Mad Man and Rambaster to limit Shax’s options, and hope not to get Crashbarrowed, although I can theoretically turtle up to protect my Tech 2.

1 Like

"P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Flagstone Garrison


STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Bone Collector
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Poisonblade Rogue


NextHand

Bone Collector
Skeleton Javelineer
Shoddy Glider
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rebuild tech I
Summon Garth and Onimaru - ($3)
Cast StW, rambaster dies - ($1)
Garth summons skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Garth (1/3)
  • :target: Lookout: Skeleton (1/1)

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

two sacrificial heroes to plug the patrol zone because I simply CAN’T let my tech II die here. I guess I should have teched tech II stuff first turn(!!) to have been able to play them here. playing around haste options is annoying. Skele in lookout again to inconvience maxband Zane. Fire probably means birds or stampers. I’m ready to pop off unless he guts me, but he only has three cards and no extra gold.

Well, teched the second garrison in hopes of increasing my chances of drawing it; fingers crossed on tech draw.

"

1 Like

P1T5


Tech StartingHand Workers

TECH
Bamstamper Lizzo
Doubleshot Archer


STARTING HAND
Molting Firebird
Ember Sparks
Lobber
Bombaster (drawn during turn)


WORKERS
Charge
Pillage
Bloodburn
Careless Musketeer
Bombaster


NextHand

Bloodlust
Mad Man
Nautical Dog
Scorch


Discard

Makeshift Rambaster
Lobber
Bamstamper Lizzo
Doubleshot Archer
Molting Firebird
Ember Sparks


Tech 2 card(s)
Get Paid - ($8)
Summon Lobber - ($7)
Max Zane and heal him, bump Oni into Elite; he takes 1 damage - ($5)
Summon Drakk - ($3)
Lobber trades into Oni; Drakk gains 2 levels
Zane kills Garth and takes 1 damage; Drakk gains 2 levels, we both draw a card
Worker - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk Ramhorn, L5 2/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Captain Zane L6 MAX (haste) 4/3
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6
    Gold:
  • Gold: 2
  • Workers: 9
Thoughts

Okay, that was way less scary than I expected.

Max Zane (5), bop Oni into Elite, trade Lobber (4) into Oni while Drakk (2) is up for two free levels, Zane hits Garth and draws me a card, leveling Drakk up again, 1 level from maxband

Alternately, I can Max Zane, bop Garth into Scavenger, Zane kills Oni and takes 2, Lobber kills Garth and takes 1. This leaves me with 2 less health on Zane, but a 2/1 Lobber on the board that can be frenzied by Drakk next turn. It also leaves me a card down and leaves Shax a gold up. I like this less.

I think route 1 is good, because it gives me a strong chance of being able to max Drakk and then haste a Firebird or a Bamstamper Lizzo.

Wow, that draw sucks.

1 Like

"P2T5


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Shoddy Glider
Skeleton Javelineer
Sacrifice the Weak
Bone Collector
Thieving Imp


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Poisonblade Rogue
Thieving Imp


NextHand

Flagstone Garrison
Overeager Cadet
Flagstone Garrison
Jandra, the Negator


Discard

Shoddy Glider
Skeleton Javelineer
Sacrifice the Weak
Crashbarrow
Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon and midband Drakk - ($3)
Summon shoddy glider, kill your Drakk. Mine maxbands - ($2)
Summon bone collector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Drakk max (3/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Yet again no garrison. At least I get to try this strat at its slowest. Killing his Drakk should cut down on haste; it has to start running out of steam soon since fire doesn’t have inherent haste. Rambaster and lobbers should be out. Charge+ tech II could still fuck me up so I think I have to patrol Drakk anyways to protect my tech. You know, if I could actually DRAW my tech.

"

1 Like

P1T6


Tech StartingHand Workers

TECH
Kidnapping
Cinderblast Dragon


STARTING HAND
Mad Man
Scorch
Nautical Dog
Bloodlust


WORKERS
Charge
Pillage
Bloodburn
Careless Musketeer
Bombaster
Nautical Dog


NextHand

Molting Firebird
Bamstamper Lizzo
Bloodrage Ogre
Bloodlust


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Summon Jaina - ($8)
Build Tech III - ($3)
Summon Mad Man - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Captain Zane L6 MAX (haste) 4/3+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina Stormborne L1 (sparkshot) 2/3
  • :target: Lookout: Mad Man (haste) 1/1
    In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0
    Gold:
  • Gold: 2
  • Workers: 10
Thoughts

Alright, this sucks. This is not the hand I want to be playing with. So I gotta hunker down and stay alive until I can deploy a Tech II unit. That’s my big tempo swing. Unfortunately, this was the turn I really needed to put the pressure on, and I’m looking at facing down a hasted Peace Tech II unit, which sucks.

Kidnapping and Flame Arrow teched, to allow for the swing I’ll need in future turns.

Lines of play:
We always summon Jaina, as a roadblock. That leaves us with 8 gold after workering. (We always worker, so that we’re at 10, and don’t need to tech.)

We can Tech III (down to 3 gold) as a distraction, but also to threaten Cinderblast as a swing card. This allows us to build Tower, but that leaves Drakk + Skeleton + hasted Tech II against Jaina. Better to keep a minion in the Patrol Zone.

Keeping Zane in SQL forces an awkward line of play, which lets us put Jaina in another slot and put a Nautical Dog or Mad Man in a third slot. This preps us for a Bamstamper or Cinderblast swing.

1 Like

This is probably GG
"P2T6


StartingHand Workers

STARTING HAND
Flagstone Garrison
Overeager Cadet
Jandra, the Negator
Flagstone Garrison
Crashbarrow
Pestering Haunt
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Poisonblade Rogue
Thieving Imp


NextHand

Sacrifice the Weak
Deteriorate
Shoddy Glider
Skeleton Javelineer
Jandra, the Negator


Tech 0 card(s)
Get Paid - ($10)
Build flagstone Garrison - ($7)
Summon overeager cadet, gains haste and draw.
Summon crashbarrow, draw - ($4)
Summon pestering haunt, draw
Summon Garth - ($2)
Crashbarrow trades with Zane and overpowers to kill Jaina. Garth to lvl 5 and you draw
Max Garth, pull crashbarrow from discard - ($0)
Crashbarrow kills madman and overpowers to destroy your tech III. 2 base damage.
Drakk and Skeleton destroy your tech II. 2 base damage.
Hasted Cadet and Bone collector(summons skeleton) destroy your tech I. 2 base damage.
Crashbarrow dies.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth max(3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton #2(1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison(3)
  • Bone Collector (3/3)
  • Skeleton (1/1)
  • Drakk max (3/4)
  • Overeager Cadet(2/2)
  • Pestering Haunt(1/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

That was even more explosive then I expected. I actually had 18 base damage if I ignored tech buildings. The main point of the combo was insane deck cycling that nets me at least CB+SG every turn for the kind of sustained offense Blood only ever dreams about. Normally playing blood units slows everything down, but with Garrison you gain speed. Next turn I am literally assured 2xCB & 2xSG with 1-2 gold to spare, a massive Peace swarm from last turn, and a full 5 card redraw at the end. I think maybe swapping Garth for a better early combat hero like Vandy, Cal, Grave or Rook might be better though. Draws didn’t line up for me or Carpe; there was at least 2 turns where I was at complete mercy of whether or not he had a good draw.

"

2 Likes

Yeah that’s gg, I can kill Garth and skellie but that’s it.

1 Like

Congratualtions shax on staying in the game.

Don’t forget to tag me on the GG :slight_smile:

3 Likes