Well, I can’t do much about Calamandra just yet. I’ll just build a Graveyard for now and hope to get rid of her in the near future. Tax Collector might be able to steal some gold next turn, and is properly annoying with Graveyard. Gargoyle should hopefully be able to dispatch Calamandra (with some help) before she becomes too much trouble
STARTING HAND
Tiger Cub
Forest’s Favor
Young Treant
Ironbark Treant
Rich Earth
Merfolk Prospector
WORKERS
Verdant Tree
Rich Earth
NextHand
Playful Panda
Spore Shambler
Rampant Growth
Huntress
Tiny Basilisk
Discard
Forest’s Favor
Merfolk Prospector
Ironbark Treant
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Young Treant, reshuffle + draw card - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Calamandra 3 (3/4A)
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]: Tiger Cub (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
He can’t kill Cala with Zane still, so we’re good there. I’m having flashbacks to when Cstick destroyed me with tax collectors (among other things) last game we played, so let’s spend all our gold, thin the deck, and try to take the board.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Zane - ($3)
Imp and Haunt hit Calamandra and go to Graveyard
Zane trades with Calamandra
Play Thieving Imp from Graveyard, you discard at random (Random.org 1) - ($0)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II - Balance - ($2)
Tiny Basilisk - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Young Treant (0/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Tiny Basilisk (1/2)
Tiger Cub (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Oops. Oh well, he had to do a lot to get that kill, so I can jump up to tech II pretty safely. Going down a card to play the tiny B so I can take out whatever he plays. This is a weird patrol but I hope it works out.
STARTING HAND
Gargoyle
Skeleton Javelineer
Summon Skeletons
Scribe
Chaos Mirror
Sacrifice the Weak (Scribe)
WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
NextHand
Tax Collector
Chaos Mirror
Deteriorate
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($7)
Play Scribe - ($5)
Play Gargoyle - ($2)
Hire a worker - ($1)
Play Skeleton Javelineer - ($0)
Play Pestering Haunt from Graveyard
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Thieving Imp (2/2+A)
[I]Elite[/I]: Scribe (2/3)
[I]Scavenger[/I]: Skeleton Javelineer (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard HP: 3
Pestering Haunt (1/1)
Gargoyle (0/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Okay, hopefully Gargoyle + Chaos Mirrors can help me take down whatever he plays next turn. Turn 3 tech 2 is a little intimidating. The plan from here is to get to Tech 2 and win with Terras Q + Gargoyle + Chaos Mirror. I just need to wait for the right opening to present itself.
This works out nicely. I was able to clear his board while still floating a couple of gold, so I should be able to build Tech 2 next turn for sure. The Tower is mildly annoying for Gargoyle’s survival, but I can just replay it out of the Graveyard when it dies.
I’m hedging a couple of bets on this turn. No sac the weak, and no second copy of Chaos Mirror. But I think this line puts out the most pressure - I want to hang on to my tech II advantage as long as possible.
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Build Tech 2: Demonology - ($6)
Zane runs into the Basilisk, dealing 1 damage to it.
Play Bigby - ($4)
Play Injunction, disabling your Tech 2 units and building - ($1)
Play Skeleton Javelineer from the Graveyard - ($0)
That’s actually kind of annoying. I wanted Gargoyle to live. Plus, I bottom-decked the Dark Pact. Injunction seems really good here, though, so hopefully I can chain them.
Dark Pact
Injunction
Terras Q
Injunction
Judgement Day
Discard
Dark Pact
Judgement Day
Pestering Haunt
Skeleton Javelineer
Scribe
Graveyard
Thieving Imp
Gargoyle
Sacrifice the Weak
Chaos Mirror
Chaos Mirror
Tech 2 card(s)
Get Paid - ($10)
Maxband Bigby - ($6)
Exhaust Bigby to draw
Play Vandy - ($4)
Play Dark Pact
Pestering Haunt hits your Tech 2 for 1
Javelineer and Scribe work together to hit Arg for 1
My Graveyard overfills
Play Judgement Day - ($0)
Float ($0)
Stash 1, Discard 3, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: L1 Vandy (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L5 Bigby (3/4)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 11
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I didn’t want to be forced into Judgement Day here, but it worked out, I guess. I lost my Graveyard and my nice thin deck, though. I now have to start thinking about alternative paths to victory. Metamorphosis or Tech 3 could both work here. I stashed Terras Q because I might be able to play it, stash Judgement Day, then next turn Midband Vandy for Soul Stone and play Judgement Day. More importantly though, I wanted to delay my reshuffle so that I could tech in anything else I want before next cycle.
Pirate Gunship
Graveyard
Scribe
Sacrifice the Weak
Skeleton Javelineer
Discard
Dark Pact
Dark Pact
Judgement Day
Injunction
Injunction
Chaos Mirror
Terras Q
Judgement Day
Tech 2 card(s)
Get Paid - ($10)
Play Dark Pact
Play Dark Pact
Build Tech 3 - ($5)
Build Tech Lab: Anarchy - ($4)
Vandy and Bigby kill Argagarg, Vandy midbands
Play Judgement Day - ($0)
Play Pestering Haunt
Float ($0)
Discard 5, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L5 Bigby (3/2)
Pestering Haunt (1/1)
L3 Vandy (3/4)
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I messed up. I wanted to build Tech 3 while using Vandy to fetch Shadow Blade to kill Midori, but I forgot that she had to be at midband, so I didn’t have enough gold. It feels bad to spend a Judgement Day to kill a Tiny Basilisk. He shouldn’t have enough gold to break my Tech Lab and play a T-Rex.
Edit: Tech lab was incorrectly listed in turn summary.
Tech 0 card(s)
Get Paid - ($11)
Merfolk Prospector - ($10)
Playful Panda + wisp - ($8)
TRex, kills Pestering Haunt and one of your workers - ($0)
Midori trades with Bigby, Vandy’s maxband fizzles
Dark Pact
Dark Pact
Judgement Day
Injunction
Injunction
Chaos Mirror
Terras Q
Judgement Day
Pestering Haunt
Sacrifice the Weak
Scribe
Graveyard
Scribe
Zarramonde
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Sacrifice the Weak to kill the Wisp - ($6)
Vandy runs into the T-Rex
Play Pirate Gunship - ($0)
Pirate Gunship attacks and kills the T-Rex, while obliterating the Merfolk Prospector and the Panda