Death and Decay, Zarramonde, The Obliterator
Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector
Plague Lord x2
Death and Decay, Zarramonde, The Obliterator
Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector
Main:
Hooded Executioner + boost, wave bai to Newsman (8)
Imp kills SQL, dies and goes to my graveyard
BC trades with Bigby, you draw 1, I get a skeleton
Replay BC from the Grave (6)
Vandy and Orpal break your tech 2, your base to 12
Dark Pact
Dark Pact
Plague Lord
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (10)
no techs
All Teched Cards
Plague Lord x2
Death and Decay, Zarramonde, The Obliterator
Death and Decay, Blackhand Dozer
Dark Pact, Metamorphosis
Shadow Blade, Hooded Executioner
Dark Pact, Bone Collector
Main:
Plague Lord, your stuff weakens (4)
Hoodie trades with SQL
Vandy trades with Quince, levels fizzle
Orpal kills techn, takes 3, you draw 1
Skeleton trades with backline Mirror
BC hits your tech2 to 2hp, takes 1, I get a skeleton
Thieving Imp rises from the grave, discard #6 of 6 (1)
Worker (0)
Workers
Sacrifice the Weak, Metamorphosis, Pestering Haunt, Janda, the Negator, Summon Skeletons, Skeletal Archery, Poisonblade Rogue
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 DEMONZ
Tech3 HP: 5
Tech Lab HP: 4 DISEASE
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Orpal (2/1 lvl 6)
Skeleton (1/1)
Bone Collector (3/2)
Thieving Imp (2/2)
Plague Lord (4/7)
Graveyard (3hp, holding Skeleton Javelineer and Hooded Executioner)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 2
Gold:
Gold: 0
Workers: 11
End of Turn Hand
Death and Decay
Blackhand Dozer
Zarramonde, the Obliterator
Shadow Blade
I’d really like to Tech Lab some Gryphons, but I hesistate to give up my Tower under these circumstances… maybe Drill Sergeants and a Tech III bluff could work, since he’s going Disease? I would be relieved to finally get a turn with an intact Tech II, except I just discarded both Garrisons. With Quince unavailable, I can only hope D&D isn’t incoming.
Well finally I have an endgame and nothing to prevent me from using it!
Death and Decay, your base takes 7 from tech 2 and tower (3)
Imp kills Bigby
Plague Lord and BC kill your base, GG WP!
Your previous free speech lined up perfect with my Meta and a Dark Pact, and then I bottom-decked Dark Pact to prevent digging for it the next turn.
I’ll start game 3 tomorrow, I feel like the early game got off to a really rough start for you in that one. Building the tech 1 early I don’t think is a great option, better to take the base damage than let me set up an eventual double break don’t you think?
yikes this is a rough hand. Nothing I want to worker, lots of stuff I want to be able to play next turn. Guess I try Haunt + Vandy like game 1 though, and worker… StW? It seems to be my least used of the 4, and least useful against the unit spam Neko’s gameplan typically relies upon
This opening hand is even worse than last game’s, and he’s got the Haunt, to boot. Going to deliberately try to trigger a reshuffle before teching in cards this time around… maybe it’ll help.
I’ll admit to feeling a bit guilty when I brought this up to you two for this reason, “do I really want to submit Nekoatl to more cruelty at the hands of Black?” I was pretty relieved when the Black Without Vandy tests were even, haha
Bone Collector
Skeletal Archery
Thieving Imp
Dark Pact
End of Turn Discard
My Thoughts
Interesting that he’s intentionally leaving me an opening here… I’m almost inclined to respond to that with a Hero’s Hall right now (Neko can’t as easily answer Carrion Curse or Sickness).
But I’m not going to do that. BC is too good to pass up on, as is dropping Jav. Next turn I’ll be likely looking to do some combo of Midband Vandy, BC, Hero’s Hall and Graveyard
I feel like the extra card draw is helping, maybe? If nothing else, I can drop 2 units now without worrying about being punished for it by the Imp.
P2T2
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Spectral Aven
Traffic Director
Building Inspector
Arrest
Reputable Newsman
Bluecoat Musketeer
WORKERS
Jail
Bluecoat Musketeer
NextHand
Spectral Aven
Porkhand Magistrate
Manufactured Truth
Arrest
Lawful Search
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech I - ($6)
Tower - ($3)
Traffic Director - ($2)
Reputable Newsman - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Traffic Director (1/1A) Untargetable
Elite:
Scavenger:
Technician: Reputable Newsman (0/3) $2 blocked
Lookout:
Buildings:
Base HP: 19
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
The early reshuffle means the Garrisons will hit a bit later in my cycle, giving me more time to prepare a Tech II building for them. A larger hand size makes it harder for a random discard to take one. I’m kind of tempted to block $3 with Newsman, but I suspect he didn’t tech in a Shadow Blade yet, and if he fetches one, that’s less attack damage to worry about, meaning more mileage from my Tower and Tech I.
I’m gonna go for the Carrion Curse now in the hopes I might be able to get it next turn and hit some Garrisons or Free Speeches with it. Going to ditch Jav and PBR before graveyard to keep it relatively empty (they make good workers, too), and leave Vandy on lvl 1 for now.