zhavier
November 25, 2018, 1:21pm
63
"P1T4
Tech StartingHand Workers
TECH
Blackhand Dozer
Nether Drain
STARTING HAND
Hooded Executioner
Shadow Blade
Summon Skeletons
Sacrifice the Weak
Nether Drain
WORKERS
Deteriorate
Pestering Haunt
Skeletal Archery
Shadow Blade
NextHand
Graveyard
Poisonblade Rogue
Carrion Curse
Sacrifice the Weak
Skeleton Javelineer
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Vandy - ($6)
Hooded Executioner - ($4)
Tech 2 Demonology - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Hooded Executioner 3/3+A
Elite :
Scavenger : Jandra, the Negator 3/3
Technician :
Lookout : Vandy 2/3
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Game 4, Player 2, Turn 4
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Sensei's Advice
Grappling Hook
Snapback
Events of Turn:
Upkeep:
Get Gold (8+2float)
Tech 2 cards in (except for turn 1)
All Teched Cards
Doubling Barbarbarian, Reversal
Sparring Partner, Earthquake
Inverse Power Ninja, Entangling Vines
Main:
Grave (8)
Entangling Vines on Hooded Exec (5)
Rook kills Vandy, Grave midbands
Worker (4)
Tech 2 Strength (0)
Workers
Inverse Power Ninja, Grappling Hook, Fox Primus, Fox Viper
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
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Grave (3/4+1armor lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (4/4 lvl 8)
Safe Attacking
Entangling Vines (attached to your Hoodie)
Economy Info:
Cards:
Gold:
End of Turn Hand
Savior Monk
Doubling Barbarbarian
Earthquake
Snapback
End of Turn Discard
Aged Sensei
Earthquake
Sparring Partner
Smoker
Snapback
Sensei's Advice
My Thoughts
Tech 2 Demonz eh? I need to generate pressure in a hurry to combat Zarra. Ninja is my fastest tech 2 but not necessarily effective against it. I’m going to go with Strength and a Doubling Barb (goes well with SP and Sensei’s Advice), and I’ll see what I can do from there. IPN is decent backup to the Barb eh?
zhavier
November 26, 2018, 12:10am
65
"P1T5
Tech StartingHand Workers
TECH
Carrion Curse
Lich’s Bargain
STARTING HAND
Carrion Curse
Poisonblade Rogue
Graveyard
Skeleton Javelineer
Sacrifice the Weak
WORKERS
Deteriorate
Pestering Haunt
Skeletal Archery
Shadow Blade
Graveyard
NextHand
Summon Skeletons
Blackhand Dozer
Nether Drain
Nether Drain
Discard
Carrion Curse
Sacrifice the Weak
Skeleton Javelineer
Carrion Curse
Lich’s Bargain
Tech 2 card(s)
Get Paid - ($8)
Orpal - ($6)
Carrion Curse, bye bye earthquake and snapback - ($3)
Poisonblade Rogue - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Poisonblade Rogue 2/1+A
Elite :
Scavenger : Jandra, the Negator 3/3
Technician :
Lookout :
In Play:
Hooded Executioner 3/3, entangled
Orpal 1/3, lvl 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Nice
Game 4, Player 2, Turn 5
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Savior Monk
Doubling Barbarbarian
Earthquake
Snapback
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except for turn 1)
All Teched Cards
Colossus, Doubling Barbarbarian
Doubling Barbarbarian, Reversal
Sparring Partner, Earthquake
Inverse Power Ninja, Entangling Vines
Main:
Doubling Barbarbarian (6)
Setsuki (4)
Rook kills SQL
Grave kills Jandra, Hoodie dies as well, Vines to my discard along with it
Maxband Grave to heal him (0)
Workers
Morningstar Flagbearer, Grappling Hook, Fox Primus, Fox Viper
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Grave (4/5+1armor lvl 7 sword ready)
Elite:
Scavenger:
Technician: Doubling Barbarbarian (3/5)
Lookout:
In Play:
Rook (4/2 lvl 8 two lives)
Setsuki (1/3 lvl 1)
Safe Attacking
Economy Info:
Cards:
Gold:
End of Turn Hand
Reversal
Sparring Partner
Sensei's Advice
End of Turn Discard
Earthquake
Snapback
Entangling Vines
Doubling Barbarbarian
Colossus
Savior Monk
My Thoughts
Fingers crossed no StW, clearing up the board and boosting mine seems a good plan though
zhavier
November 26, 2018, 1:37am
67
"P1T6
Tech StartingHand Workers
TECH
Blackhand Dozer
Zarramonde, the Obliterator
STARTING HAND
Blackhand Dozer
Summon Skeletons
Nether Drain
Nether Drain
WORKERS
Deteriorate
Pestering Haunt
Skeletal Archery
Shadow Blade
Graveyard
Summon Skeletons
NextHand
Thieving Imp
Carrion Curse
Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Garth - ($7)
Nether drain rook twice Garth to Max with 4 lvls and rook dead - ($5)
Garth fetches Blackhand Dozer
Blackhand Dozer - ($1)
Make a skeleton - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Blackhand Dozer 7/6+A
Elite :
Scavenger :
Technician : Blackhand Dozer 7/6
Lookout :
In Play:
Garth 3/4, lvl 7
Orpal 1/3, lvl 1
Skeleton 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Thoughts
That sword rune is a problem… what do I fetch with nether drain… Oh, I have enough to make 2 dozers safe I think
"
Game 4, Player 2, Turn 6
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Reversal
Sparring Partner
Sensei's Advice
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except for turn 1)
All Teched Cards
Fox’s Den Students, Sparring Partner
Colossus, Doubling Barbarbarian
Doubling Barbarbarian, Reversal
Sparring Partner, Earthquake
Inverse Power Ninja, Entangling Vines
Main:
Grave hucks his sword at the SQL, it and skeleton die
Reversal the Scav, it is disabled on the sidelines (6)
Sensei’s Advice to Barb, it kills Garth, Sets to level 3 (5)
Sparring Partner (4)
Maxband Sets, kill Orpal, levels fizzle (1)
Workers
Morningstar Flagbearer, Grappling Hook, Fox Primus, Fox Viper
Patrol as below
Discard 0 Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
In Play:
Grave (4/5 lvl 7 )
Setsuki (3/4 lvl 6)
Doubling Barbarbarian (3/4)
Safe Attacking
Economy Info:
Cards:
Gold:
End of Turn Hand
End of Turn Discard
Earthquake
Snapback
Entangling Vines
Doubling Barbarbarian
Colossus
Savior Monk
Reversal
Sensei’s Advice
Sparring Partner
Fox’s Den Students
My Thoughts
Double Nether Drain hurts, but I can still burn him down! This should be in good shape
zhavier
November 26, 2018, 2:47am
69
Freaking…
I thought carrion curse would cut down on the spell onslaught…
Play it out anyway
"P1T7
StartingHand Workers
STARTING HAND
Thieving Imp
Carrion Curse
WORKERS
Deteriorate
Pestering Haunt
Skeletal Archery
Shadow Blade
Graveyard
Summon Skeletons
NextHand
Carrion Curse
Nether Drain
Sacrifice the Weak
Discard
Blackhand Dozer
Carrion Curse
Tech 0 card(s)
Get Paid - ($10)
Thieving Imp, discard 1 of 2 - ($7)
Vandy Maxband, doom partner and imp - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader : Thieving Imp 4/4+A, doomed
Elite :
Scavenger :
Technician : Vandy 4/5
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Game 4, Player 2, Turn 7
P2 White vs P1 Black w/ 1g Deteriorate
Starting Hand
Aged Sensei
Smoker
Inverse Power Ninja + Fox’s Den Students (Sets, woo)
Events of Turn:
Upkeep:
Get Gold (9+1float)
Tech 2 cards in (except for turn 1)
Sets draws 1 rs draw 1 for maxband
All Teched Cards
Fox’s Den Students, Hidden Ninja
Fox’s Den Students, Sparring Partner
Colossus, Doubling Barbarbarian
Doubling Barbarbarian, Reversal
Sparring Partner, Earthquake
Inverse Power Ninja, Entangling Vines
Main:
Fox’s Den Students, 4 hasty ninjalinos arrive (6)
3 Ninjalinos trade with Dozer, picks off Imp in the process
Sparring Partner buffs Sets
Ready Partner, spars with Grave (4)
Ready Partner, spars with Barb (2)
Rook (0)
Barb kills Vandy, you get a card, Rook to level 3
Grave breaks your tech 2, your base to 18
Sets and the last ninjalino break your tech 1, your base to 16
Workers
Morningstar Flagbearer, Grappling Hook, Fox Primus, Fox Viper
Patrol as below
Discard 0 Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Rook (2/4 lvl 3)
In Play:
Grave (5/6 lvl 7 )
Setsuki (4/5 lvl 6)
Doubling Barbarbarian (5/2, ++)
Ninjalino (1/1)
Sparring Partner (doomed, going to go ahead and put him in my discard**
Safe Attacking
Economy Info:
Cards:
Gold:
End of Turn Hand
Snapback
Earthquake
Reversal
Aged Sensei
End of Turn Discard
My Thoughts
Looks like I might have this in the bag!! FDS on the reshuffle was lucky but reversal and hidden ninja work too
zhavier
November 26, 2018, 4:54am
71
Fine Fine, I’ll scoop. Sheesh, that was a really lucky draw.
Funny thing is, I don’t see any point in that match where deteriorate would have made any appreciable difference.
1 Like
zhavier
November 26, 2018, 12:04pm
72
I take that back, p1t2 deteriorate woulda been game changing but it wasn’t even in hand.
1 Like
It was a pretty lucky draw, but i had Vines, Reversal and Hidden Ninja (as well as Sensei’s Advice) that could have accomplished pretty similar turns (you would have kept the tech 1 in many of them, but still had an empty board against a beefy one)
I agree that deteriorate didn’t play a big roll here, nor would it have in many of the turns. This was a 5/5 matchup when @Bob199 and I played it though, so me winning two close ones in a row doesn’t seem like it has broken the matchup in favor of white. Want to play a few more to investigate further, or move on to other colors?
1 Like
zhavier
November 26, 2018, 12:44pm
74
We can play 2 more matches, then move on.
1 Like
Okie dokie, I’m game for that.
Game 5, Player 1, Turn 1
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Snapback
Morningstar Flagbearer
Sensei's Advice
Smoker
Fox Viper
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
Grave (2)
Smoker (1)
Worker (0)
Workers
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: Smoker (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Aged Sensei
Fox Primus
Grappling Hook
Safe Attacking
Savior Monk
End of Turn Discard
Sensei's Advice
Morningstar Flagbearer
Snapback
My Thoughts
This is better than game 3, Smoker in Lookout should definitely make it to next turn, making a hero very risky indeed)
zhavier
November 26, 2018, 5:02pm
76
P2T1
StartingHand Workers
STARTING HAND
Jandra, the Negator
Skeletal Archery
Pestering Haunt
Graveyard
Sacrifice the Weak
WORKERS
Graveyard
NextHand
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons
Thieving Imp
Deteriorate
Discard
Skeletal Archery
Sacrifice the Weak
Pestering Haunt
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite : Jandra, the Negator 4/3
Scavenger :
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Game 5, Player 1, Turn 2
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Aged Sensei
Fox Primus
Grappling Hook
Safe Attacking
Savior Monk
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except for turn 1)
All Teched Cards
Reversal, Sparring Partner
Main:
Savior Monk (3)
Aged Sensei (2)
Smoker pings your base to 19
Worker (1)
Tech1 (0)
Workers
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Grave (2/3+1armor lvl q)
Elite:
Scavenger: Savior Monk (2/2)
Technician: Aged Sensei (1/1)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Snapback
Grappling Hook
Sensei's Advice
Reversal
End of Turn Discard
My Thoughts
Going to stay aggressive, Jandra by herself is no threat to grave in SQL so flood the board and make him deteriorate to make any progress. Reversal and SP will keep the pressure high and the board scary.
zhavier
November 26, 2018, 7:01pm
78
P2T2
Tech StartingHand Workers
TECH
Carrion Curse
Sickness
STARTING HAND
Poisonblade Rogue
Deteriorate
Summon Skeletons
Thieving Imp
Skeleton Javelineer
WORKERS
Graveyard
Deteriorate
NextHand
Sickness
Pestering Haunt
Sacrifice the Weak
Poisonblade Rogue
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($5)
Skeleton Javelineer - ($4)
Thieving Imp, discard 4 of 4 - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader : Skeleton Javelineer 1/1+A
Elite :
Scavenger : Thieving Imp 2/2
Technician : Jandra, the Negator 3/3
Lookout :
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info:
Cards:
Gold:
Game 5, Player 1, Turn 3
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Snapback
Grappling Hook
Sensei's Advice
Reversal (discarded, eh)
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except for turn 1)
All Teched Cards
Bird’s Nest, Glorious Ninja
Reversal, Sparring Partner
Main:
Monk kills jav, takes 1
Sensei buffs Grave, he takes out Jandra and sparkshots Imp, you get a card
Smoker trades with Imp, you get 1g
Midband Grave to heal him (4)
Worker (3)
Workers
Grappling Hook, Fox Primus, Fox Viper
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:
Grave (3/4 lvl 3)
Savior Monk (2/1)
Aged Sensei (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Sparring Partner
Safe Attacking
Morningstar Flagbearer
Glorious Ninja
End of Turn Discard
My Thoughts
I’m torn. On the one hand, keeping him completely devoid of board seems to be a winning strategy, and a Soul Stone or Nether Drain + Deteriorate in hand could make things really bad for me if I don’t wipe him out. On the other hand, I’d have to spend Hook or give up some of my board in order to do it. I think that’s probably worth it though? Yea, giving up Smoker seems worth it. Okay then. Teching Bird’s Nest and pre-teching a GN for some quick threat, if I feel like generating it.
…
So of course I draw the GN, lol… Well, I guess that means I can keep my tech 2 options open and worker it if I think it won’t work at least!
zhavier
November 26, 2018, 9:01pm
80
P2T3
Tech StartingHand Workers
TECH
Soul Stone
Nether Drain
STARTING HAND
Sacrifice the Weak
Sickness
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
WORKERS
Graveyard
Deteriorate
Pestering Haunt
NextHand
Carrion Curse
Jandra, the Negator
Skeletal Archery
Soul Stone
Tech 2 card(s)
Get Paid + float +Scav - ($9)
Worker - ($8)
Orpal - ($6)
Sickness on Savior and Sensei - ($4)
Poisonblade Rogue - ($2)
Heroes’s Hall - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician : Poisonblade Rogue 2/1
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Game 5, Player 1, Turn 4
P1 White vs P2 Black w/ 1g Deteriorate
Starting Hand
Sparring Partner
Safe Attacking
Morningstar Flagbearer
Glorious Ninja
Events of Turn:
Upkeep:
Get Gold (7+3float)
Tech 2 cards in (except for turn 1)
All Teched Cards
Porcupine, Fox’s Den School
Bird’s Nest, Glorious Ninja
Reversal, Sparring Partner
Main:
Grave kills PBR, you draw 1
Maxband Grave to heal him (6)
Sparring Partner (5)
Worker (4)
Tech 2 Ninjutsu (0)
Workers
Safe Attacking, Grappling Hook, Fox Primus, Fox Viper
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 NINJUTSU
In Patrol:
Squad Leader: Grave (4/5+1armor lvl 7 sword active)
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Smoker
Bird’s Nest
Sensei’s Advice
Snapback
End of Turn Discard
My Thoughts
If I die to Sickness + Spreading Plague so be it, I want to keep my sword rune in hopes that next turn it proves more useful. Otherwise, Grave’s safe and I tech up, might as well go Ninjas with GN already teched. He doesn’t know I’ll be whiffing it next turn FDSchool will help with targeting issues as well
zhavier
November 26, 2018, 10:11pm
82
P2T4
Tech StartingHand Workers
TECH
Voidblocker
Hooded Executioner
STARTING HAND
Carrion Curse
Skeletal Archery
Jandra, the Negator
Soul Stone
Summon Skeletons
WORKERS
Graveyard
Deteriorate
Pestering Haunt
Summon Skeletons
NextHand
Nether Drain
Sacrifice the Weak
Skeleton Javelineer
Thieving Imp
Discard
Poisonblade Rogue
Voidblocker
Hooded Executioner
Carrion Curse
Skeletal Archery
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vandy - ($5)
Jandra, the Negator - ($2)
Soul Stone Jandra - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Jandra, the Negator 4/4+A, Soul Stone
Elite :
Scavenger : Vandy 2/3, lvl 1
Technician : Orpal 1/3, lvl 1
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Carrion Curse or Soul Stone, can’t do both, and Carrion Curse has the chance to wiff, though past games shows it probably wouldnt Soul Stone seems a lot safer.