STARTING HAND
Skeleton Javelineer
Pestering Haunt
Deteriorate
Summon Skeletons
Jandra, the Negator
WORKERS
Jandra, the Negator
NextHand
Thieving Imp
Skeletal Archery
Sacrifice the Weak
Graveyard
Poisonblade Rogue
Discard
Summon Skeletons
Deteriorate
Skeleton Javelineer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Vandy - ($2)
Play Pestering Haunt
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: L1 Vandy (3/3)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Pestering Haunt (1/1)
[B]Buildings:[/B]
Base HP: 19
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 2
Workers: 6
Thoughts
Playing Jandra isn’t good here, because he can just stick Fargo or a hero in SQL so she can’t kill anything, then bounce her with Stewardess. If I play Vandy in SQL, he can kill her with Nullcraft + midband Zane, and Zane will maxband. I’m not a fan of facing down maxband Zane this early. This way, Zane can do no better than trade for Vandy. If he has Zane + Nullcraft kill Vandy and builds Tech 1, next turn I build Tech 1 and play Imp and GY/hero. That seems fine.
Hand : TR,TS,Forgfighter,battlesuits,tink
Tech: stewardess+BK
Thoughts : Ok, balance means he would prolly bust my garrisons, overall is a feasome deck. I think he will either go fire or balance, and use demon as draw/ult engine [/details]
Get 5 Gold+f (6), tech 2 cards
Worker (5)
Tech I (3)
nullc kills PH
Battle Suits (1)
disc 3 rs draw 5
[details=Secrets]
Workers : 4+plasmo+TS
Discard : 0
New Hand : TR,FFight,tink,steward,BK [/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Play Thieving Imp. You discard at random (Random.org 1) - ($4)
Play Graveyard - ($2)
Build Tech 1 - ($0)
Vandy hits your Tech 1 for 2
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2+A)
Elite:
Scavenger:
Technician:
Lookout: In Play:
L1 Vandy (2/3)
Graveyard HP: 3 () Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 0
Workers: 7
Thoughts
He still doesn’t really have a board, so I can develop my board in relative safety. I could have killed Nullcraft with StW, but I decided I’d rather have a Graveyard to go with Lobber instead. I teched a Lobber to Lobber things and a Dark Pact to keep me full of cards. With Graveyard, I only really need one Lobber.
I drew what might literally be the worst hand possible. I didn’t draw Dark Pact, Lobber, or either removal spell. I don’t think I’ll have quite enough money to safely build Tech 2 next turn, so I might summon some skeletons and plan on building Tech 2 on turn 4. It will depend on what he plays next turn.
Hand : neop, fargo, mox,ffighter
Tech: garrison+cadet
Thoughts : eugh! cannot kill tech 2 just for 1 dmg. sad. would like to save 3 gold, but a hero will save me a card. if he has StW or anything he will smash my techs! [/details]
Get 7 Gold+f (8), tech 2 cards, disc card 1
Worker (7)
Tech II Peace (3)
nullc pokes tech II
oni (1)
disc 3 draw 4 rs draw 1
[details=Secrets]
Workers : 4+plasmo+TS+tink+mox
Discard : 0
New Hand : tr,garrison,bk,cadet,garrison [/details]
STARTING HAND
Sacrifice the Weak
Deteriorate
Dark Pact
Lobber
Thieving Imp
Potent Basilisk
Summon Skeletons
WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Thieving Imp
NextHand
Summon Skeletons
Sacrifice the Weak
Ember Sparks
Wandering Mimic
Pestering Haunt
Tech 2 card(s)
Get Paid + float - ($9)
Play Vandy - ($7)
Play Dark Pact
Hire a worker - ($6)
Play Potent Basilisk, destroying Battle Suits - ($2)
Play Lobber - ($1)
Lobber hits Oni
Replay Lobber from Graveyard - ($0)
Lobber trades with Oni, Vandy midbands
sorry for the delay. got bedridden for 2 whole days.
P1T5
[details=Secrets]
Hand : tr,garrison,bk,cadet,garrison garrison:cadet+bk+fargo+ffightr+surpr+battles
Tech: surprise+sarge
Thoughts : last turn was really good for him plus now he can have a frigging mimic, so nullc is a liability. can’t even fucking patrol in elite cuz sparkshot! [/details]
Get 8 Gold+f (9), tech 2 cards
garrisonx2 (3)
cadet draw 2
cadet draw 2
Worker (2)
Fading argo (0) rs draw 2
disc 5 draw 1 rs draw 4
[details=Secrets]
Workers : 4+plasmo+TS+tink+mox+FFighter
Discard : 0
New Hand : sarge,bk,surprise,bs,neop [/details]
Deteriorate
Dark Pact
Faerie Dragon
Lobber
Metamorphosis
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Jaina - ($6)
Vandy kills Fargo, and sparkshots onto Lookout Cadet. You draw.
Skeleton Javelineer kills Lookout Cadet from long range
Play Ember Sparks, killing Scavenger Cadet and dealing 1 to your Tech 2 - ($3)
Replay Lobber from Graveyard - ($2)
Maxband Vandy, buffing Nullcraft and Lobber - ($0)
Lobber breaks your Tech 2
Potent Basilisk breaks your Tech 1
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L1 Jaina (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Potent Basilisk (3/5)
L5 Vandy (4/5)
Skeleton Javelineer (1/1) (no rune)
Lobber (4/4) (doomed)
Graveyard HP: 3 ()
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 4 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Okay, I think I have this one. I don’t think he can kill Vandy next turn unless he has Chaos Mirror. If he does, then I play Lobber + Faerie Dragon and get to start breaking his tech buildings forever. If he doesn’t, I get to Metamorphosis and win.
Hand : sarge,bk,surprise,bs,neop+tr (tech) garrison:cadet+surprise
Tech: rew+calypso
Thoughts : This is bad. Hope i chose well killing vandy instead of tech I or 2 [/details]
Get 9 Gold+scv (10), tech 2 cards, rebuild tech I
Worker (9)
Zane (7)
nullc and stewardess take out jaina, zane lv3
surprise attatck (2)
sharks kill vandy, zane lv 5, mids
zane breaks ur graveyard.
neo p (0) rs and draw 2
disc 5 draw 4 rs draw 1
[details=Secrets]
Workers : 4+plasmo+TS+tink+mox+FFighter+TR
Discard : 0
New Hand : rew,caly,cadet,fargo, surprise [/details]
Board:
Patrol:
Squad Leader: Neo P 2/2+A
Elite:
Scavenger:
Technician:
Lookout:
In Play : , garrison 4 garrison 4, Stewardess 2/1, nullc 3/3 doomed, LV 5 zane 3/3
Sacrifice the Weak
Dark Pact
Summon Skeletons
Wandering Mimic
Tech 2 card(s)
Get Paid - ($10)
Play Lobber - ($9)
Play Faerie Dragon, putting a feather rune on Lobber - ($5)
Play Midori - ($3)
Lobber kills Zane. Midori to L3
Deteriorate the Stewardess - ($2)
Potent Basilisk kills Plexus
Skeleton hits your Tech 1 for 1
Hire a worker - ($1)
Surprise Attack while on Peace Machine!? That’s a setback. I’m still in decent shape though, I think. He can spam Cadets now with Tech 1 intact, but with 7 power in flying on the board already + Mimic in hand and Midori in play, I should be able to break both tech buildings again. Either that, or deal a lot to his base.
Hand : rew,caly,cadet,fargo, surprise garrison:bk+sarge,cadet+neop, elite+nullc,stewardess+bs
Tech: elite
Thoughts : This is bad. Hope i chose well killing vandy instead of tech I or 2 [/details]
Get 10 Gold (10), tech 1 card, rebuild tech II
oni (8)
cadet draw 2
calypso (7) draw 2
cadet rs draw 2
Brave knight (2) draw 2
Elite training on cadet and BK (5)
battle suits
disc 6 rs draw 5
[details=Secrets]
Workers : 4+plasmo+TS+tink+mox+FFighter+TR
Discard : 0
New Hand : stewardess,elite,nullc,sarge,neop [/details]
Board:
Patrol:
Squad Leader: Cadet 4/2+2A with AA
Elite: BK 5/3+A anti air
Scavenger: CAdet 3/2
Technician: Vystary 3/2
Lookout:
In Play : , garrison 4 garrison 4, Oni 2/3, battle suits
Tech 2 card(s)
Get Paid + float - ($12)
Play Vandy - ($10)
Play Dark Pact
Play Lobber - ($9)
Play Wandering Mimic - ($5)
Maxband Midori - ($0)
Mimic, Flying Lobber, Faerie Dragon, and Midori (in that order) hit your base for 15
Lobber pings your base for the last point
I think it would have been better to play Mox over Nullcraft on turn 1. You knew that there wasn’t anything good besides Suits in your next hand, so if you’re playing suits anyway then Mox is better. Mox also gives you some defense, which is good against the Vandy + Lobber deck.
I would have swapped your patrollers on turn 4. Graveyard + Fire telegraphs Lobbers pretty hard, and you should have been especially suspicious since I didn’t play anything on turn 3.
Nullcraft in SQL on turn 5 and killing Vandy on turn 6 were both good calls. On turn 6, I had Metamorphosis in hand.
This deck almost always goes for the Balance tech 2 fliers plan; and it’s very good at it. I would have probably teched a Taxman or 2 early.
I mistakenly played the Dark Pact before checking for lethal. I actually had an entirely different turn planned, but double checked before posting. Luckily, I drew the Lobber and was able to make it work. I did see that I should have just killed with Dark Pact before I posted, though.