I’ve owed you a new turn for awhile, apologies!
Game 12 Player 2, Turn 1
P2 Modified Black vs P2 Modified Blue
Color mods for this game (aka Changes v9)
Black Nerfs |
|
Deteriorate |
Cost →1g, Cannot Target Illusions |
Dark Pact |
Cost → 1g |
Vandy Midband |
Remove Resist 1, Cannot fetch Metamorphosis |
Vandy Maxband |
Remove Targeting |
Blue Buffs |
|
Bigby Midband |
2/4 → 3/3 |
Bluecoat Musketeer |
1/2 → 1/1, Abilities → “Arrives or Upkeep: → Deal 1 damage to a unit without flying” |
Jurisdiction |
Type → Ongoing Spell, Effect → “Channeling. Your Law hero can cast any non-ultimate spell. When this is played, draw a card” |
Community Service |
Cost → 2g, Look at an opponents hand or discard, then you may pay 2g/3g: put a Tech I/Tech II unit from there into play under your control |
Guardian of the Gates |
Abilities → “Can’t attack. Can’t have less than 1ATK. When this deals combat damage to an attacker, even to their armor, disable that attacker” |
Arresting Constable |
Replace abilities with Arrives or Upkeep: → Disable a unit |
Starting Hand
Poisonblade Rogue
Pestering Haunt
Deteriorate
Summon Skeletons
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards every turn (except turn 1)
All Teched Cards
Main:
- Vandy (3)
- Deteriorate BI, you draw 1 (2)
- Pestering Haunt
- Worker (0)
Workers
- Patrol as below
- Discard 2 Draw 4
- Maybe Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Vandy (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Graveyard
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
End of Turn Discard
My Thoughts
last game was good, close, looking forward to another!
No worries at all, I’ve kept you waiting many a time (including this one as I thought I submitted it! )
I appreciate the pressures of time when playing tournament codex (and just life in general!)
P1T2
Tech StartingHand Workers
TECH
STARTING HAND
Spectral Aven
Porkhand Magistrate → Worker
Jail
Lawful Search
Technician Draw → Traffic Director
WORKERS
Arrest
Porkhand Magistrate
NextHand
Spectral Hound
Lawful Search
Building Inspector
Manufactured Truth
Tech 2 card(s)
Technician Draw
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Aven - ($1)
Traffic Director - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: L1 Bigby Hayes 2/3A [Stash]
- Elite:
- Scavenger: Spectral Aven 2/2 [Flying]
- Technician: Traffic Director 1/1 [Untargetable]
- Lookout:
In Play:
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I definitely feels less threatening than an Oni opening. Now I need to deal with Vandy.
TD+Aven seems mandatory. Only question is do I patrol Bigby in SQL and TD in Technician or swap them?
Vandy midband to tutor and cast Shadow Blade costs 6g total, leaving him with one 1g to Worker. Given the cost, I don’t think it’s something I need to be worried about.
Haunt wants to trade with TD so that he can StW my Aven, if I put him in SQL instead he has to waste Vandy or StW on it instead. StW seems desirable for him as Vandy + Haunt can then kill Bigby and he gets free levels without buffing my board.
Alternatively, I SQL Bigby which means he can’t kill him and get free levels unless he midbands Vandy and also trades in the Haunt. That leaves me with TD as StW protection/MT target for Aven or with Bigby in play. Sounds decent enough.
this should be interesting!
Game 12 Player 2, Turn 2
P2 Modified Black vs P2 Modified Blue
Color mods for this game (aka Changes v9)
Black Nerfs |
|
Deteriorate |
Cost →1g, Cannot Target Illusions |
Dark Pact |
Cost → 1g |
Vandy Midband |
Remove Resist 1, Cannot fetch Metamorphosis |
Vandy Maxband |
Remove Targeting |
Blue Buffs |
|
Bigby Midband |
2/4 → 3/3 |
Bluecoat Musketeer |
1/2 → 1/1, Abilities → “Arrives or Upkeep: → Deal 1 damage to a unit without flying” |
Jurisdiction |
Type → Ongoing Spell, Effect → “Channeling. Your Law hero can cast any non-ultimate spell. When this is played, draw a card” |
Community Service |
Cost → 2g, Look at an opponents hand or discard, then you may pay 2g/3g: put a Tech I/Tech II unit from there into play under your control |
Guardian of the Gates |
Abilities → “Can’t attack. Can’t have less than 1ATK. When this deals combat damage to an attacker, even to their armor, disable that attacker” |
Arresting Constable |
Replace abilities with Arrives or Upkeep: → Disable a unit |
Starting Hand
Graveyard
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards every turn (except turn 1)
All Teched Cards
Hooded Executioner, Dark Pact
Main:
- Thieving Imp, discard #2 of 4 (4)
- Vandy midband, she and haunt trades Bigby, Vandy maxbands and dooms Imp and Aven (2)
- Tech 1 (1)
- Worker (0)
Workers
Jandra, the Negator, Skeletal Archery
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Maybe Tech 2 cards after your turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Thieving Imp (4/4, doom)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeleton Javelineer
Sacrifice the Weak
Dark Pact
Hooded Executioner
End of Turn Discard
My Thoughts
Think this is good for me? helps me get rid of the Aven, maybe I lose my tech1 but that’s fine, I’d have max Vandy to threaten big damage
@thehug0naut friendly poke