That was quite a defense and I’m about to give ya a lot of cards, so maybe it isn’t over.
And yeah, not too crazy difficult to get the Maestro Fencer graveyard setup. Then again neither are the Ancient/Shark/Birds or MoLaC/Zane/Shark or Peace Engine setups Even still, maybe Maestro should cost 4 or make Virtuosos cost 50% less or something. Free is always a problematic cost in this game
Double Gorgon + Brick Thief is a pretty heavy patrol, but at least I can score some free levels off River. Well, I can score free levels if I deteriorate SQL. And maybe I try to use 1g to draw a Starlet or Dark Pact I spose.
…
Sac the Weak, eh, not what we wanted. Oh well, better chance for big chonga starlets next turn
Tech 0 card(s)
Get Paid + float + scav + draw 3 - ($12)
Rebuild T2
Orpal - ($10)
Sickness both Guides - ($8)
Spreading Plague, guides die and your graveyard blows up, you draw a card - ($4)
Bone Collector 2x - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3A)
Elite:
Scavenger:
Technician: Bone Collector (3/3)
Lookout:
In Play:
Orpal L1 (1/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
well I think fucked up that patrol, had I had the brick Thief in SQL or just thrown the turtle down I may have been able to keep my T2 and get the Plague Lab + Spreading Plague combo. It sucks leaving that maestro on the board, but at least the graveyard is down fencers are in the discard and I’m actually ahead on cards after being down to nothing. Don’t love this new hand but I can probably draw another with Garth next turn so hopefully I can hit a Plague Lab or Gorgon.
Oooof I was hoping there wasn’t a Spreading Plague tech lurking in there… that’s a bummer
Question: if you have a plague lab in hand (I suspect you might?) or Wither or something where Starlets taking 1 damage on upkeep would cause a death, can I get patrol bonuses from the death? or do they leave patrol pre-upkeep?
Leaping Lizard
Dark Pact
Dark Pact
Thieving Imp
Blademaster
End of Turn Discard
My Thoughts
I think I need to get Orpal outta here, he’s legit dangerous. Going to tech up, get some blademasters in the deck, and setup for some maxband Vandy hype as well as a backup win con. That Sickness + Plague setup is hawt and I had it coming w/ all those cards given over, and I want to avoid a Lab + Spreading or Orpal maxband shenanigans situation that has me lose the Maestro anyway. I’ll give up Garth here as well so I might set up meta + getting a fetch off for a maestro or something. We’ll see what the next cycle brings!
…
Oooh a blademaster babay! No fencer but yes Dark Pacts, might be able to turn that into a Maestro and that’d mean I probably just win
I think they are only technically patrolling at the end of your turn, otherwise you could like, patrol a skeleton and sacrifice it and get more from it that way
I’m not 100% sure but in the rule book it says units/heroes don’t count as patrollers until you “lock them in” at the end of your main phase, so I assume that means they arent patrolling earlier in your turn, like the ready and upkeep phases.
During your main phase, you can move unit and heroes into and out of your patrol zone
however you like and rearrange them however you like, but they don’t actually count as patrollers (or even count as being in those slots) until they’re locked in. When you end your main phase, your patrollers are locked in until your next turn.
Parts of a Turn
Now that you know how the game system works, we can put it all together and see what you do each turn Ready
Ready (straighten) any exhausted (sideways) cards that you have in play. Upkeep
Get 1 gold for each of your workers.
Also do anything that any card tells you to do during your upkeep. Main Phase
This is the bulk of your turn. You can do these things in any order:
“Until your next turn” doesn’t specify what phase of your next turn, but I think kind of implies pre-upkeep and this post from Barrelfish seems to suggest as much as well. I’ll keep the Starlets in patrol anyway JIC you find your way past Vandy and trying to get to my tech buildings
Thinking about this I would have just done the same thing but deteriorated brick thief and would have ended up having the skeleton hit tech 1 or tower or maybe even sacrificing for a starlet chance, so I think that woulda been worse than what you did
Plague Lab
Gorgon (2/4)
Sickness
Death Rites
Plague Lab
Discard
Bone Collector (3/3)
Timely Messenger
Bone Collector (3/3A)
Wither
Nimble Fencer (2/3A)
Bloom
Spreading Plague
Spreading Plague
Tech 0 card(s)
Get Paid + tech draw - ($10)
Garth - ($8)
Nimble Fencer - ($6)
Fencer and Collector Kill Vandy, Garth to lvl3, make a skeleton
Level garth and sac skeleton to draw - ($5)
Timely messenger plinks starcrossed #1 - ($4)
Wither Starcrossed #2 - ($2)
Make a skeleton - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite:
Scavenger:
Technician: Garth L4 (2/3)
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 8
Gold:
Gold: 0
Workers: 11
Thoughts
Man a pretty terrible splits on my last few draws between T2 disease when I have no T2 and spells when I don’t have Orpal. Despite a pretty shit draw I think this is nearly the best board state I could hope for, though I’m pretty sure I’m still behind. Hopefully he doesn’t get a T2 break again because next hand I’m guaranteed to draw some good stuff.
Well at least blademaster is immune to Spreading Plague… Still, it’s gonna be a brawl to finish out here yet still. Orpal’s such a jerk… So sucks to miss the Dark Pacts here