which card do I discard?
Oh yeah huh, #5 of 5
"P1T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Wither
Bloom
Spark
Timely Messenger
Fruit Ninja
WORKERS
Granfalloon Flagbearer
Fruit Ninja
NextHand
Brick Thief
Bloom
Helpful Turtle
Older Brother
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Wither imp - ($2)
Tech 1 - ($1)
Orpal and tenderfoot kill imp
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Orpal L1 (1/2)
- Tenderfoot (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
"
CAMS22 Round 2 Player 2, Turn 2
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Nimble Fencer
Main:
- Vandy (5)
- Jandra, the Negator (2)
- Pestering Haunt
- Worker (1)
- Tech 1 (0)
Workers
Summon Skeletons, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Jandra, the Negator (3/3a)
- Elite:
- Scavenger:
- Technician:
- Lookout: Vandy (2/3 lvl 1)
In Play:
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Graveyard
Deteriorate
Dark Pact
Skeleton Javelineer
End of Turn Discard
My Thoughts
Hmm interesting choice, okay then, I can recover cards with Jandra pretty well I think, maybe even score an Orpal death. We shall see
"P1T3
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Helpful Turtle
Older Brother
Brick Thief
Bloom
WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
NextHand
Timely Messenger
Spark
Bone Collector
Bone Collector
Discard
Bloom
Tenderfoot (1/1)
Helpful Turtle
Brick Thief
Nimble Fencer
Nimble Fencer
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Orpal lvl4 - ($3)
Bloom orpal - ($1)
Orpal sacrifices Tenderfoot to put a -1/-1 on Jandra
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Orpal L4 (3/5A)+
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 1
- Workers: 7
Thoughts
Missing a t1 sucks a bit while staring down this boardstate. I may be in trouble if he draws a nimble fencer but I think this is the play.
"
That’s a scary Orpal, I think I should kill him
CAMS22 Round 2 Player 2, Turn 3
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Graveyard
Deteriorate
Dark Pact
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Midband Vandy (5)
- Haunt pings Orpal’s Armor off, Jandra pings him to 3hp, both die
- Vandy taps and discards one for shadow blade (4)
- Shadow Blade kills Orpal, Vandy maxbands and heals, you discard #1 of 4 (1)
- Worker (0)
Workers
Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (4/5 lvl 5)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 8
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Sacrifice the Weak
Nimble Fencer
Skeletal Archery
Thieving Imp
End of Turn Discard
My Thoughts
That’s a scary Orpal 0_0. I could tech Doom Grasp, DP it up and tech up, but idk that’s how I want to deal with the Orpal. Better, I think to just kill 'em now with a Shadow blade tutor. Plus I get a card snowball going, can Imp next turn as well + tech up, and then I am showing Meta / Tech 2 dual threat. Seems worth, winning position
P1T4
Tech StartingHand Workers
TECH
Gorgon
Gorgon
STARTING HAND
Timely Messenger
Bone Collector
Spark
Bone Collector
WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
Spark
NextHand
Wither
Nimble Fencer
Tech 2 card(s)
Get Paid + float, discard #1- ($8)
Worker - ($7)
Bone Collector - ($5)
Bone Collector - ($3)
Garth - ($1)
Summon Skeleton - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Skeleton (1/1A)
- Elite:
- Scavenger: Bone Collector (3/3)
- Technician: Bone Collector (3/3)
- Lookout:
In Play:
- Garth L1 (1/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
well didnt see the darkblade coming. Being this low on cards suck and this spec does not have many ways to come back. Not sure if 1 or 2 bone collectors is the right play, going down to zero cards feels terribad but I’m afraid I’ll end up forever behind if I don’t get bodies on the field.
CAMS22 Round 2 Player 2, Turn 4
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Sacrifice the Weak
Nimble Fencer
Skeletal Archery
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in except turn 1
All Teched Cards
Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Thieving Imp, discard #1 of 2 (5)
- Worker (4)
- Tech 2 Finesse (0)
Workers
Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
In Patrol:
- Squad Leader: Thieving Imp (2+1/2)
- Elite:
- Scavenger:
- Technician: Vandy (4/5 lvl 5)
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 4
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Sacrifice the Weak
Dark Pact
Graveyard
Nimble Fencer
End of Turn Discard
My Thoughts
Whelp, thats a lotta skeleton coming my way. Luckily I have discord for that. Stick to Imp + Tech up, putting Pena on one card and protecting the tech 2 means I should be in pretty good shape. Might lose Vandy to a Garth sac or midband? but w/e that’s fine, not gonna be easy to recover on cards though I spose skeletons will help…
Your vandy should be 4/4, right?
P1T5
Tech StartingHand Workers
TECH
Plague Lab
Plague Lab
STARTING HAND
Wither
Nimble Fencer
WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
Spark
Nimble Fencer
NextHand
Timely Messenger
Tenderfoot (1/1)
Discard
Wither
Bone Collector (3/3)
Plague Lab
Plague Lab
Tech 2 card(s)
Get Paid, discard #1 - ($8)
Worker - ($7)
Bone collector kills imp, makes a skeleton
Garth to L4, sacrifice a skeleton to draw - ($4)
Nimble fencer - ($2)
Fencer + bone collector #2 kill Vandy, you draw a card, Garth to lvl6, make a skeleton
Level Garth to Lvl7, bring out a Nimble Fencer - ($1)
Garth and fencer break your T2, base takes 2 dmg
Garth makes a skeleton - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Skeleton (1/1A)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Garth L7 (3/4)
- Bone Collector (3/1)
- Nimble Fencer (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 5
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
Thoughts
rude imp! also having to worker a T1 unit sucks, I have plenty of T0 shit in my deck still.
I don’t like going down to zero cards again, but this way I avoid another potential brutal shadowblade play and break his T2 to avoid some epic finesse shinanegans like he got to play last round of the tournament. Hopefully it was worth it for the T2 break as opposed to just getting out the Bone Collector, who has a lot more value after that first slap.
Pretty much have to take a turn off now with that draw, but I need to T2 anyways and hopefully my board state can keep me afloat.
Yes, and if she attacked SL, she is not going to be able to patrol.
That’s my bad I decided not to attack, so you should have one more skeleton Pena.
Ok, I was confused, will fix
CAMS22 Round 2 Player 2, Turn 5
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Sacrifice the Weak
Dark Pact
Graveyard
Nimble Fencer
Leaping Lizard (oof, deteriorate or discord woulda been really nice)
Events of Turn:
Upkeep:
- Get Gold (9)
- draw 1 techn
- Tech 2 cards in except turn 1
All Teched Cards
Star-Crossed Starlet x2
Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- Garth (7)
- Nimble Fencer (5)
- Graveyard (3)
- Tower (0)
Workers
Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tower HP: 4
In Patrol:
- Squad Leader: Nimble Fencer (2/3a)
- Elite:
- Scavenger:
- Technician: Garth (1/3 lvl 1)
- Lookout:
In Play:
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Shadow Blade
Jandra, the Negator
Nimble Fencer
Discord
Maestro
End of Turn Discard
My Thoughts
That’s a lot of skeletons… 0_0
Woulda been really nice to get discord here but I spose at least Garth is maxbanded and I still have the tech advantage. Graveyard + Garth + Tower is a decent alternative, should take some heat off the tech buildings
"P1T6
Tech StartingHand Workers
TECH
Death Rites
Sickness
STARTING HAND
Tenderfoot (1/1)
Timely Messenger
Bloom
WORKERS
Granfalloon Flagbearer
Fruit Ninja
Older Brother
Spark
Nimble Fencer
Tenderfoot (1/2)
NextHand
Gorgon
Gorgon
Helpful Turtle
Brick Thief
Discard
Wither
Bone Collector (3/3)
Plague Lab
Plague Lab
Timely Messenger
Bloom
Death Rites
Sickness
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 2 Disease - ($4)
Make a skeleton, sacrifice a skeleton to draw - ($3)
Tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Nimble Fencer (2/3A)
- Elite: Skeleton (2/1)
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Garth L7 (3/4)
- Bone Collector (3/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 8
Gold:
- Gold: 0
- Workers: 10
Thoughts
I could sell it all to break his tower, but that doesn’t quite seem worth it. Better to get my hand back to a happy place and hold off.
"
CAMS22 Round 2 Player 2, Turn 6
P2 Nightmare-ish vs P1 Finesse/Necromancy/Disease
Link to full rule changes in effect
Starting Hand
Shadow Blade
Jandra, the Negator
Nimble Fencer
Discord
Maestro
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in except turn 1
All Teched Cards
Grounded Guide, Dark Pact
Star-Crossed Starlet x2
Leaping Lizard, Discord
Maestro, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
- River (7)
- Discord, skeletons and BC die, you get 1g and rs draw 1 (5)
- Maestro (2)
- Fencer and Garth kill SQL, take 1 each
- Nimble Fencer from hand, free
- Fencer hits your Garth, goes to graveyard, resurrects and finishes him off, my Garth to level 3
- Worker (1)
- Make a skeleton (0)
Workers
Jandra, The Negator, Skeletal Archery, Skeleton Javelineer, Summon Skeletons, Poisonblade Rogue
- Patrol as below
- Discard 1 rs Draw 3
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
- Tower HP: 4
In Patrol:
- Squad Leader: River (2/3a lvl 1)
- Elite:
- Scavenger:
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Garth (1/2 lvl 3)
- Maestro (3/5)
- Nimble Fencer (2/2)
- Graveyard (3hp, holding Nimble Fencer)
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Pestering Haunt
Deteriorate
Grounded Guide
End of Turn Discard
My Thoughts
Aaaight this works out great, discord saves the day, kill everything, own the board. Hopefully turns into GG.
What a discord!
Gotta tech it against all those skeletons
Your summary says discard 1 reshuffle draw 2, shouldn’t it be draw 3?
Yes, holding 3 cards in hand, ty for catching that