This is hilarious to me for some reason. MUSCLE REPORTER
Perhaps not, I wanted to make sure I keep the tech 3 but perhaps it wasn’t as critical as forcing a choice. Note I lost a skeleton when Dozer died per his “demon drawback”, I’ll assume you chose the one in Elite.
Think I’m probably cooked here… thought I’d make it to tech 3 before the machine was full speed, but you’ve got the peace dream there and I don’t have the right tools to take it down
Game 2, Player 1, Turn 7
P1 Black but no Vandy or her Spells vs P2 Blue
Starting Hand
Plague Spitter
Zarramonde, the Obliterator
Blackhand Dozer
Hooded Executioner
Deteriorate (skeleton)
Events of Turn:
Upkeep:
- Get Gold (10)
- Tech 2 cards in (except turn 1)
All Teched Cards
Sickness, Blackhand Dozer
Zarramonde, the Obliterator x2
Blackhand Dozer, Nether Drain
Doom Grasp, Hooded Executioner
Plague Spitter, Bone Collector
Main:
- Sacrifice a skeleton to draw one
- Deteriorate Flagbearer, can’t have it here
- Zarramonde, the Obliterator, take out a… Drill Sergeant? (0)
Workers
Summon Skeletons, Skeleton Javelineer, Doom Grasp, Poisonblade Rogue, Skeletal Archery
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
- Tech3 HP: 5
In Patrol:
- Squad Leader: Garth (3/4+1armor lvl 7)
- Elite:
- Scavenger:
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Zarramonde, the Obliterator (11/11)
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Nether Drain
Zarramonde, the Obliterator
Blackhand Dozer
Bone Collector
Sacrifice the Weak
End of Turn Discard
My Thoughts
Maybe I shouldn’t have patrolled Dozer… Needed to be able to hit back harder
Maybe, but that’s not what I meant. Keeping the Dozer in the back line would have stopped me from trading with it, keeping your Graveyard alive and preventing me from recycling the Cadets for free procs.
But yeah, I think I’ve got you pretty soundly locked down at this point. Getting to play both Garrisons right after teching up was rather lucky.
P2T7
Tech StartingHand Workers
TECH
Macciatus, The Whisperer
Reteller of Truths
STARTING HAND
Spectral Hound
Spectral Flagbearer
Manufactured Truth
Traffic Director
Spectral Hound
Macciatus, The Whisperer
Overeager Cadet
Spectral Flagbearer
Reteller of Truths
Overeager Cadet
Drill Sergeant
WORKERS
Jail
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer
Traffic Director
NextHand
Building Inspector
Spectral Hound
Manufactured Truth
Spectral Hound
Tech 2 card(s)
Get Paid - ($10)
Cadets attack Garth
Spectral Flagbearer - ($9)
Macciatus, The Whisperer - ($7)
Overeager Cadet
Drill Sergeant - ($4)
Overeager Cadet
Reteller of Truths - ($2)
Spectral Flagbearer - ($1)
Inspector trades with Garth
Drill Sergeant kills Skeleton
Move 8 runes to Aven
Move 1 rune to Newsman
Aven kills Zarramonde
Newsman breaks Tech II
Worker - ($0)
Float ($0)
Discard 3, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Overeager Cadet (2/2A)
- Elite: Overeager Cadet (3/2)
- Scavenger: Spectral Flagbearer (3/3)
- Technician: Spectral Flagbearer (3/3)
- Lookout:
In Play:
- Flagstone Garrison (4)
- Flagstone Garrison (4)
- Drill Sergeant (3/2)
- Drill Sergeant (4/4) [1+]
- Macciatus, The Whisperer (3/3)
- Reteller of Truths (4/4)
- Reputable Newsman (5/8) $4 blocked [5+]
- Spectral Aven (11/11) Flying [8+]
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 4 (Peace)
- Tech Lab HP: 4 (Truth)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
Thoughts
The Newsman is protecting againist Doom Grasp and Spreading Plague, so I think I’ll keep him alive. With those options off the table, I might be unassailable at this point. I’ll choose the Tech II to destroy to limit Garth’s maxband options, and because I don’t mind if Zarramonde pops a Flagbearer.
I think this is the first time I’ve seen Aven get buffed by DS, certainly the first I’ve seen it get buffed that hard.
I’ll GG to that and start game 3 tomorrow!
You’re probably right that equally important was not allowing the cycles, at this point I wasn’t really valuing the Graveyard, it had served its purpose.
GG. In addition to not having to worry about Vandy’s extreme physical pressure, not having to worry about Shadow Blade makes stuffing the patrol zone much more viable. If you’re going to use the Imp, I suggest also using Carrion Curse, as it’s Black’s ability to completely decimate hand size and stall out the deck cycle that makes the Imp so dangerous, and just losing a single card per turn isn’t nearly as devastating (plus, a well-timed Carrion Curse can guarantee no Garrisons will be available next turn). Otherwise, I think you’re better off spending the $3 on another Spitter, as you’d have to be very lucky to completely shut me down with random discards. I’m planning to go with a Peace engine strategy again for game 3 (though no promises that I’ll stick with it, depending on how the game progresses), and am curious how you’d fare if using Orpal instead of (or alongside) Garth. Looking forward to see what you come up with.
Okie dokie, last game on P1, GL HF @Nekoatl!
Game 3, Player 1, Turn 1
P1 Black but no Vandy or her Spells vs P2 Blue
Starting Hand
Sacrifice the Weak
Skeleton Javelineer
Thieving Imp
Deteriorate
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Thieving Imp, discard #5 of 5 (1)
- Worker (0)
Workers
Summon Skeletons
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Thieving Imp (2/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Pestering Haunt
Poisonblade Rogue
Graveyard
Skeletal Archery
Jandra, the Negator
End of Turn Discard
My Thoughts
That second game was more how I expected things to go, worse than coin flip I can’t get ahead of the Peace Engine in time. Maybe hitting cards early will help this time, no Shadow Blade and no Soul Stone makes early game pressure harder though
Imp right out the gate, eh? Interesting… GL HF!
P2T1
StartingHand Workers
STARTING HAND
Arrest
Porkhand Magistrate
Spectral Aven
Reputable Newsman
Manufactured Truth
WORKERS
Arrest
NextHand
Bluecoat Musketeer
Traffic Director
Jail
Lawful Search
Building Inspector
Discard
Porkhand Magistrate
Spectral Aven
Manufactured Truth
Reputable Newsman
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
General Onimaru - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 General Onimaru (2/3A) Frenzy 1
- Elite:
- Scavenger:
- Technician:
- Lookout:
Buildings:
- Base HP: 20
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 6
Thoughts
Since heroes are immune to Black starer spells, and getting Onimaru diseased is a pain, I’ll take advantage of the lack of hero pressure to recover my hand size and invite Bigby along for the fun. Looks like he’s still going for a discard strat, and hopefully backing it up with some other to supplement the Imp. I’ll try countering with Scribes, Bigby, and/or Boot Camp to give me a chance at a post-discard Garrison draw.
Gotta try different things
Game 3, Player 1, Turn 2
P1 Black but no Vandy or her Spells vs P2 Blue
Starting Hand
Pestering Haunt
Poisonblade Rogue
Graveyard
Skeletal Archery
Jandra, the Negator
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Sickness, Hooded Executioner
Main:
- Orpal (3)
- Graveyard (1)
- Pestering Haunt
- Worker (0)
Workers
Poisonblade Rogue, Summon Skeletons
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite: Orpal (1+1/3 lvl 1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Thieving Imp (2/2)
- Graveyard (3hp)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Hooded Executioner
Sickness
Sacrifice the Weak
Skeletal Archery
End of Turn Discard
My Thoughts
Hero’s Hall?? Skipping tech 1, I want to put some runes on that Oni if he wants to try and own with heroes. Graveyard lets me chain discards, might pair it with Carrion Curse also but for now, Sickness and Hoodie
True enough.
P2T2
Tech StartingHand Workers
TECH
Scribe
Scribe
STARTING HAND
Building Inspector
Traffic Director
Jail
Bluecoat Musketeer
Lawful Search
WORKERS
Arrest
Jail
NextHand
Building Inspector
Scribe
Porkhand Magistrate
Scribe
Reputable Newsman
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bigby Hayes - ($3)
Traffic Director - ($2)
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Traffic Director (1/1A) Untargetable
- Elite: L1 Bigby Hayes (3/3)
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 General Onimaru (2/3A) Frenzy 1
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
The goal here is to bait him into taking Orpal out of patrol and trading Imp for Bigby. Taking Scribes first to receover from Carrion Curse and insulate against Spitter attacks. If it becomes a stall game where he builds board, I’ll try to drop a Judgment Day to recover.
Shoulda killed Orpal my dude
Game 3, Player 1, Turn 3
P1 Black but no Vandy or her Spells vs P2 Blue
Starting Hand
Hooded Executioner
Sickness
Sacrifice the Weak
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Cursed Ghoul, Carrion Curse
Sickness, Hooded Executioner
Main:
- Sickness, Bigby and Oni aren’t feelin’ so hot (4)
- Imp kills SQL, takes 1
- Orpal and Haunt kill Bigby, Orpal to level 3
- Replay Haunt from Grave
- Midband Orpal (3)
- Tech 1 (2)
- Worker (1)
Workers
Skeletal Archery, Poisonblade Rogue, Summon Skeletons
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Orpal (2/4 lvl 4)
- Thieving Imp (2/1)
- Graveyard (3hp)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Deteriorate
Skeleton Javelineer
Jandra, the Negator
Sickness
End of Turn Discard
My Thoughts
I think he shoulda taken the kill on Orpal, Sickness is about to mess his stuff up XD Going to plan to tech up to Disease next turn, Ghoul should compliment maxband Orpal. I expect he’ll kill the Graveyard and midband Oni, but we’ll see. Also teching Curse b/c discard pressure helps
I expected you to expect a $2 Newsman and avoid teching Sickness, but yeah, that was overly optimistic. Better late than never?
P2T3
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Porkhand Magistrate
Scribe
Building Inspector
Reputable Newsman
Scribe
WORKERS
Arrest
Jail
Porkhand Magistrate
NextHand
Spectral Aven
Scribe
Bluecoat Musketeer
Lawful Search
Manufactured Truth
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Maxband Onimaru - ($0)
Onimaru kills Orpal
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Soldier (1/1) Sparkshot
- Technician: Soldier (1/1) Sparkshot
- Lookout: Soldier (1/1) Sparkshot, resist 1
In Play:
- L8 General Onimaru (1/2) Frenzy 1 [3-]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Maxband Orpal is scary, so he dies now.
I expected you to expect me to expect that… XD Not really. I just figured you’d kill Orpal, tbh, and figured if you didn’t it would be b/c you didn’t think I had teched anything for him.
Game 3, Player 1, Turn 4
P1 Black but no Vandy or her Spells vs P2 Blue
Starting Hand
Hooded Executioner
Sickness
Sacrifice the Weak
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gorgon, Cursed Crow
Cursed Ghoul, Carrion Curse
Sickness, Hooded Executioner
Main:
- Garth (6)
- Make a skeleton (5)
- Imp kills Lookout, goes to graveyard
- Haunt hits Oni to 1hp, replay him from graveyard
- Worker (4)
- Tech 2 Disease (0)
Workers
Skeletal Archery, Poisonblade Rogue, Summon Skeletons
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Skeleton (1/1+1armor)
- Elite:
- Scavenger:
- Technician: Garth (1/3 lvl 1)
- Lookout:
In Play:
- Graveyard (3hp, holding Thieving Imp)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Sacrifice the Weak
Cursed Ghoul
Hooded Executioner
Carrion Curse
Cursed Crow
End of Turn Discard
My Thoughts
Bit of a bummer he goes for that kill but nbd Oni is totally neutered now. Grabbing Crow and Gorgon, hopefully I draw one on the reshuffle, and pinging Oni so no free kills for him
P2T4
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Lawful Search
Bluecoat Musketeer
Manufactured Truth
Spectral Aven
Scribe
WORKERS
Arrest
Jail
Porkhand Magistrate
Bluecoat Musketeer
NextHand
Scribe
Building Inspector
Flagstone Garrison
Flagstone Garrison
Reputable Newsman
Discard
Manufactured Truth
Lawful Search
Scribe
Spectral Aven
Overeager Cadet
Overeager Cadet
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Peace - ($3)
Bigby Hayes - ($1)
Float ($1)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader: L8 General Onimaru (1/1A) Frenzy 1 [3-]
- Elite: L1 Bigby Hayes (3/3)
- Scavenger: Soldier (1/1) Sparkshot
- Technician: Soldier (1/1) Sparkshot
- Lookout:
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 9
Thoughts
Don’t want to draw into a Garrison this turn. I can’t rely on a Soldier to screen for Bigby, so I’ll make Onimaru do it.
Game 3, Player 1, Turn 5
P1 Black but no Vandy or her Spells vs P2 Blue
Starting Hand
Sacrifice the Weak
Cursed Ghoul
Hooded Executioner
Carrion Curse
Cursed Crow
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Death and Decay
Gorgon, Cursed Crow
Cursed Ghoul, Carrion Curse
Sickness, Hooded Executioner
Main:
- Orpal (6)
- Haunt trades with techn, you draw one, replay haunt from grave
- Carrion Curse, let’s peek at what you’re workin’ with… (3)
@Nekoatl what’d you bottom deck there with that techn draw?
(rest of turn to be edited in)
(continuing via edit…)
- Discard your Garrisons, and let’s hope that Scribe doesn’t dig one up
- Garth and skeleton kill Oni, Orpal to level 3
- Skeleton (2)
- Orpal Midband (1)
- Worker (0)
Workers
Skeletal Archery, Poisonblade Rogue, Summon Skeletons
- Patrol as below
- Discard 3 Draw 4 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
- Squad Leader: Skeleton (1/1+1armor)
- Elite:
- Scavenger:
- Technician: Orpal (2/4 lvl 4)
- Lookout:
In Play:
- Graveyard (3hp, holding Thieving Imp)
- Garth (1/2 lvl 1)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Sickness
Skeleton Javelineer
Gorgon
Deteriorate
Cursed Crow
End of Turn Discard
My Thoughts
Nice, got the Curse on the Garrisons this time. Should really slow him down and meanwhile, I can play for Orpal max.
Your get gold count has not been updated, despite you continuing to make workers.
Traffic Director
Let’s hope you don’t have Sacrifice the Weak in hand.
P2T5
Tech StartingHand Workers
TECH
Spectral Flagbearer
Spectral Flagbearer
STARTING HAND
Scribe
Flagstone Garrison
Reputable Newsman
Flagstone Garrison
Building Inspector
Traffic Director
Spectral Flagbearer
Manufactured Truth
WORKERS
Arrest
Jail
Porkhand Magistrate
Bluecoat Musketeer
Manufactured Truth
NextHand
Flagstone Garrison
Overeager Cadet
Lawful Search
Flagstone Garrison
Spectral Aven
Discard
Spectral Flagbearer
Traffic Director
Building Inspector
Tech 2 card(s)
Get Paid + float - ($10)
Scribe - ($8)
Maxband Bigby - ($4)
Bigby draws
Reputable Newsman: $3 blocked - ($2)
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Scribe (1/3A)
- Elite:
- Scavenger: Soldier (1/1) Sparkshot
- Technician: Reputable Newsman (0/3) $3 blocked
- Lookout:
In Play:
- L5 Bigby Hayes (3/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 3
Gold:
- Gold: 1
- Workers: 10
I killed the technician one, so you should only have one soldier left
He’ll just patrol as Scavenger then, updating post now.