Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Judgment Day - ($5)
Tax Collector steals $1 - ($4)
Bigby breaks Graveyard
Tech II: Law - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tax Collector (2/3)
Lookout:
In Play:
L5 Bigby Hayes (3/4)
Buildings:
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Law)
Tower HP: 3
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 8
Gold:
Gold: 0
Workers: 11
Thoughts
If I factor in the cost of the Graveyard, Judgment Day slightly favors me in terms of value, and more importantly, it gives him fewer tools to break my infrastructure with, which is especially important since I’m now at risk of D&D. And speaking of D&D, I can’t afford to procrastinate on Free Speech any longer… doubling one up with a Jurisdiction for flexible sourcing.
I’ll DnD again, have Garg kill Oni, make a skeleton, Orpal breaks the tech 1, and Garth puts your base on 3hp. I’m guessing that’s a scoop but can format the turn properly if need be, just LMK!
Naw, you got me… I can stop your heroes from finishing me off, but have no answer to the Gargoyle. GG WP! I don’t seem to have any luck with Law spec, do I?
P1T1
StartingHand Workers
STARTING HAND
Lawful Search
Spectral Aven
Traffic Director
Porkhand Magistrate
Bluecoat Musketeer
WORKERS
Bluecoat Musketeer
NextHand
Jail
Building Inspector
Manufactured Truth
Reputable Newsman
Spectral Aven
Discard
Lawful Search
Porkhand Magistrate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
Bigby Hayes - ($0)
Float ($0)
Stash 1, Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Traffic Director (1/1) Untargetable
Technician:
Lookout:
In Play:
L1 Bigby Hayes (2/3)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 5
Thoughts
A little disappointing to see Search and Aven both in T1 hand, but at least I also have Director.
I was between TB and Garg, but yeah glad I ultimately chose Garg. You’ve got your Bigby game on point w/ his spells, but I’m not convinced there is a winning line w/ Law T2 that isn’t primarily driven by Insurance Agents and a T3 finish. I can totally sympathize with the conundrum of balancing lockdown stuff like Law has, but I feel like almost all the Law T2 cards aside from Insurance Agent could have used a little love. Constable should have haste IMO or just better stats / gold efficiency, GatG should have 2 attack and affect heroes, JJ should have… 5 attack? I understand that’s a big buff for it but it’s also still counterable & and it’s slow & expensive… And Censorship Council should maybe be 3g? Idk, the point is none of them are super exciting.
Same start to last game, don’t want to just let Bigby maxband but not a lot of excellent choices here. Orpal would be an alternative I suppose, but I mean I won last game so it wasn’t a disaster to do this…
I think Justice Juggernaut + Insurance Agent would be incredibly potent once it gets rolling, but I’ve yet to get it off the ground. Maybe I should try using Promise of Payment to accelerate it sometime.
Btw, I’m utterly baffled by the choice to spend $1 on a Vandy level when I can’t rush in a Tax Collector with a card still in my deck and only $5 on hand, and couldn’t play one without having previously built my Tech I besides. Sure you wouldn’t rather just float?
I don’t want Bigby to trade away and levels to go to Oni, so it’s a way to have Vandy midband if Bigby suicides (she’s lvl 4 mid in our little experiment here).
I’m not saying I know for sure it’s a great decision, but it worked for me last game and my opening hand was pretty similar so I figured I’d see if last game was a fluke for me or it was actually fine to let Bigby maxband
Well, if he’s investing extra value in that Vandy level, I’m extra motivated to take her out, and I’ll happily pay to midband Bigby to do so, as I find his card draws quite helpful. I’ll Scavenger the Inspector, as it ensures a favorable trade in terms of gold, and barring a timely Graveyard, breaks even in terms of cards. Stashing the Newsman to defend against spells of replacement heroes, and teching in… Scribes, to counter Carrion Curse, in light of StW’s potential to clear away a $3 Newsman.
It doesn’t seem totally crazy, does it? Early maxband on Bigby is not the most threatening thing. Perhaps laying Orpal out and floating 1 would be better, I was conflicted on that, but no great options
Definitely not totally crazy, and in some ways it seems clever, though I’m quite happy with it, at least for the moment. If I were to argue against it, I’d say that Orpal is pretty good at taking the wind out of Onimaru’s sails, especially in the early game, and that maxband Bigby gives me good control over my hand size and composition, which largely negates the threat of your discard mechanics. From my perspective, I’m just happy to get a good value trade more than anything, although it’s a bit bittersweet in that I didn’t get more combat value out of Bigby before losing the opportunity to heal him. Essentially, you’re leading me into sacrificing combat value for hand resilience, but that being the case, I would think following up with a SQL hero would be stronger than dropping the Imp, unless you either aren’t sure which hero to switch to, are planning to follow up with a Vandy replay, or don’t want to telegraph your strategy by playing a hero before you have a desired spell in hand.
P1T3
Tech StartingHand Workers
TECH
Brave Knight
Brave Knight
STARTING HAND
Reputable Newsman
Arrest
Porkhand Magistrate
Scribe
Scribe
Spectral Aven
Traffic Director
Lawful Search
WORKERS
Bluecoat Musketeer
Jail
Traffic Director
NextHand
Manufactured Truth
Brave Knight
Spectral Aven
Brave Knight
Arrest
I think I’ll aim to put a Scribe in Elite to protect a backline $2 Newsman to protect against StW, Bargain, and Sickness, and just accept that I might lose cards to Carrion Curse, and as such, I’ll tech in units… but which ones to go for? Tax Collector is probably a bad choice, because it’s only effective as a surprise play, and it’s too soon to go for tech IIs… I think I’ll try to lay down some Knights, as they seem like strong counters to Vandy’s maxband as long as I take steps to protect them from spells and abilities. On second thought, an Executioner could take down a single patroller, so I’ll aim for 2 Scribes and, since Deteriorate could render them ineffective defenders, place them to recover value instead of for combat effectiveness.
Gonna creep into Truth, as the Scribes seem to work well with it. Going with SQL for the Kniight so even if it gets Deteriorated, both he Imp and Javelineer will need to trade to take him down, and though this does risk Deteriorate finishing him off to bypass his ability, with all the draw power I’m running, I’m not really concerned about it. Going with Search as my worker choice because Eyes will obsolete it.
Skeletal Archery, Graveyard, Jandra, the Negator, Poisonblade Rogue
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DEMONZ
In Patrol:
Squad Leader: Orpal (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Thieving Imp
Summon Skeletons
Shrine of Forbidden Knowledge
Pestering Haunt
End of Turn Discard
My Thoughts
I think this is going well for me? Idk it’s kinda hard to know but I feel like I’m getting decent trading and the “Bigby spends a lot of resources stalling to no strong win con” is in effect atm. We’ll see if I still feel that way when the stall leads to Liberty Gryphon destruction, but until that happens let’s grab Demonz and see where it leads!
I dunno, you got me to delay my Tech II (and thus miss the chance for free levels here), kept me from breaking your Tech I before you had a chance to tech up, and managed to get some enfeeblement on Bigby, so not too shabby from my perspective. Well, I did think it was a mistake for you to kill the Scavenger instead of the Technician, but looking at my hand size now, I’m not so sure about that anymore.
P1T5
Tech StartingHand Workers
TECH
Macciatus, The Whisperer
Reteller of Truths
STARTING HAND
Porkhand Magistrate
Building Inspector
Manufactured Truth
Spectral Aven
Spectral Flagbearer
WORKERS
Bluecoat Musketeer
Jail
Traffic Director
Lawful Search
Building Inspector
NextHand
Brave Knight
Arrest
Reputable Newsman
Discard
Brave Knight
Manufactured Truth
Porkhand Magistrate
Macciatus, The Whisperer
Reteller of Truths
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Spectral Aven - ($6)
Manufactured Truth, Scribe was really an Aven! - ($5)
Bigby and “Aven” kill Orpal
Spectral Flagbearer - ($4)
Tech II: Truth - ($0)
I had intended to go with Eyes of the Chancellor to hide the Reteller so the Flagbearers could interfere with Orpal’s abilities, but Sickness makes that a less viable strategy, and seeing him go Demonology has me more concerned about Zarramonde’s ability than Orpal’s, so I’ll take Macciatus instead. Seeing Demonology, I’m really glad I decided to tech in those Flagbearers.
Early teching Gryphons because I want to keep my cycle small… I could go for spells here, and maybe should, but I want to be ready to break some buildings ASAP. Hmm… with that in mind, I’ll rush my Tech III and hope for a lucky draw next turn!
Liberty Gryphon {A} (6/6) Flying, haste, unstoppable, unattackable, untargetable
Liberty Gryphon {Copy of A} (6/6) Flying, haste, unstoppable, unattackable, untargetable
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Skipping tech in favor of focusing on unit deployment… no need for Free Speech to defend against ultimates when I have the threat of hasty Gryphons. … Lucky Bibgy draw, and I can barely afford quite a nice line of support for double Gryphons. I think I’ve got this in the bag.