[CAMS24] Round4: P1 charnel_mouse [Necromancy]/Anarchy/Blood vs P2 FrozenStorm [Finesse]/Blood/Fire

GLHF, @FrozenStorm!

Nerfs
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 5
Pirate Gunship Remove obliterate 2
Starting hand: 5

Pestering Haunt
Poisonblade Rogue
Graveyard
Skeletal Archery
Sacrifice the Weak

Thoughts

Well, this will be an aggressive one.


Get paid - (4)
Worker - (3)
Garth Torken - (1)
Garth summons a Skeleton - (0)
Pestering Haunt
Discard 3, draw 5


:psblueshield: Garth L1 1/3+1A (1g: summon a Skeleton)
:ps_: Skeleton 1/1
Pestering Haunt 1/1 (upstoppable; attack capped at 1; can’t patrol or be sacrificed)

:heart: Base HP: 20


Hand: 5

Skeleton Javelineer
Jandra, the Negator
Thieving Imp
Deteriorate
Summon Skeletons

Deck: 5
Discard: 3

Graveyard
Skeletal Archery
Sacrifice the Weak

Card-count details (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Poisonblade Rogue

GL HF @charnel_mouse ! Man, haven’t seen the @Bob199 special of Necro red in awhile (though I think he ran Fire over Anarchy), this should be interesting.

CAMS24 Round 4 Player 2, Turn 1

P2 Finesse/Blood/Fire vs P1 [Necro]/Anarchy/Blood

Card changes in effect for the tourney linked here

Starting Hand

Older Brother
Granfalloon Flagbearer
Fruit Ninja
Helpful Turtle
Spark

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Main:

  • Helpful Turtle (3)
  • River (1)
  • Worker (0)
Workers

Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: River (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Helpful Turtle (1/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Timely Messenger
Brick Thief
Tenderfoot
Bloom
Wither

End of Turn Discard
My Thoughts

Okay last game I managed with more straight T1 / War Drums, maybe we veer that way again. Discord will be a must this game as well. Excited to see Necro Blood back though! Even if I get rolled by it, it’ll be fun to watch


It’s actually the @Jadiel special :wink:

P1T2

Starting hand: 5

Skeleton Javelineer
Jandra, the Negator
Thieving Imp
Deteriorate
Summon Skeletons

Thoughts

Killing River isn’t worth the bother, here, and Garth can’t patrol in front because Timely Messenger or Spark kills him, so this is a simple turn.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Skeleton Javelineer - (1)
Garth summons Skeleton #2 - (0)
Pestering Haunt hits your base to 19
Discard 3, reshuffle 8, draw 5


:psblueshield: Skeleton #1 1/1+1A
:ps_: Skeleton #2 1/1
:exhaust: Skeleton Javelineer 1/1 (javelin rune; spend javelin: gain long range that turn)

Garth L1 1/3+1A (1g: summon a Skeleton)
Pestering Haunt 1/1 (upstoppable; attack capped at 1; can’t patrol or be sacrificed)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Skeletal Archery
Sacrifice the Weak
Thieving Imp
Deteriorate
Summon Skeletons

Deck: 3

Graveyard
Bone Collector
Bone Collector

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers


Gold: 0
Workers: 6

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator

Hey @FrozenStorm friendly poke. As charnel will be afk quite a bit next week, it would be great if you could squeeze in a turn before the start of next week :wink:

1 Like

Yes, apologies! I didn’t set the thread to watching, I had an eye out for notifications but didn’t check back on the thread specifically :sweat_smile:

CAMS24 Round 4 Player 2, Turn 2

P2 Finesse/Blood/Fire vs P1 [Necro]/Anarchy/Blood

Card changes in effect for the tourney linked here

Starting Hand

Timely Messenger
Brick Thief
Tenderfoot
Bloom
Wither

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Discord, Nimble Fencer


Main:

  • Tenderfoot (5)
  • River kills SQL
  • Wither Garth (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Brick Thief, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2a)
  • :psfist: Elite: Helpful Turtle (1+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • River (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Timely Messenger
Nimble Fencer
Bloom
Discord

End of Turn Discard
My Thoughts

I think making Garth ineffective is worth more than River healthy… idk if that’s wise but this feels right. Maybe it’s dumb though and just midband River or Bloom river is the better play. That I discord next cycle is really the most important thing


1 Like

Certainly wasn’t expecting Wither…

P1T3

Starting hand: 5

Skeletal Archery
Sacrifice the Weak
Thieving Imp
Deteriorate
Summon Skeletons

Thoughts

No teched card in hand, so I’m thinking I try and kill River. If I don’t, a Discord could be really bad for me.

  • Baseline: Sacrifice the Weak on Tenderfoot and a new Skeleton; Skeleton Javlineer, two Skeletons, and Pestering Haunt kill everything else, Javelineer survives. 2g+1c advantage if I can hang on to Garth afterwards. 2 gold remaining after worker, but I don’t have a unit I can play at that price. That leaves only Garth on patrol, and a Javelineer sat behind, which is not a good board.
  • As above but Deteriorate the Turtle. Lets me keep a unit alive, at the cost of Deteriorate, so advantage change is -1c for a Skeleton or -1c for Haunt. Meh.
  • Skeletal Archery. This lets me keep everything but the Haunt alive, which breaks even on resource advantage change. This uses all my remaining gold, but I think my deck, and keep a larger board, with three Skeletons sat behind Garth. It’s not worth leaning into much more with the threat of a future Discord, but it helps me stabilise before then. If Garth dies, I have the option of bolstering them with Drakk.

There’s clearly a best option here. Garth will probably die, but he still goes in Squad Leader to reduce the number of Skeletons that get killed.

What am I likely to see, if I block Discord? Probably Fencers or Lobbers, Garth has a decent chance of dying here. No Zane to worry about, at least. Maybe I tech in some Drakk spells? I’m going to be busy teching up next turn, but this cycle’s going to be pretty light on Tech II units either way.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping


Get paid - (6)
Worker - (5)
Garth summons Skeleton #3 - (4)
Sacrifice the Weak, Tenderfoot dies, Skeleton #3 dies - (2)
Skeletal Archery - (0)
Skeleton Javlineer and Pestering Haunt kill Helpful Turtle, Haunt dies
Skeletons #1 and #2 kill River, Garth to level 3
Discard 2, draw 3, reshuffle 6, draw 1


:psblueshield: Garth L3 0/2+1A (-; 1g: summon a Skeleton)

Skeleton Javelineer 1/1 (Skeletal Archery: anti air, long range; javelin rune; spend javelin: gain long range that turn)
Skeleton #1 1/1 (Skeletal Archery: anti air, long range)
Skeleton #2 1/1 (Skeletal Archery: anti air, long range)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Graveyard
Bone Collector
Bone Collector
Crashbarrow

Deck: 5

Kidnapping
Sacrifice the Weak
Pestering Haunt
Thieving Imp
Deteriorate

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons

I wasn’t either and I think in hindsight it was the wrong play lol… Also wasn’t expecting archery…

CAMS24 Round 4 Player 2, Turn 3

P2 Finesse/Blood/Fire vs P1 [Necro]/Anarchy/Blood

Card changes in effect for the tourney linked here

Starting Hand

Timely Messenger
Nimble Fencer
Bloom
Discord

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Maestro, Nimble Fencer
Discord, Nimble Fencer


Main:

  • Tower (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Timely Messenger, Brick Thief, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nobody…

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Spark
Older Brother
Granfalloon Flagbearer
Wither
Nimble Fencer

End of Turn Discard
My Thoughts

Should have just midbanded River lmao… looks a little bleak. Honestly killing Garth is just asking for Zane so I think better to grab a tower and tech up, then re-assess next turn.


P1T4

Starting hand: 4

Graveyard
Bone Collector
Bone Collector
Crashbarrow

Thoughts

Hopefully still no Discord… I’m not sure whether to tech up here. Teching up lets me bring out another hero, and Garth can fetch that Crashbarrow if needs be. Not teching up means I can get the Collectors and a Hero’s Hall down, keep up a strong board presence for another turn, and have more chance of getting away with attacking with the Skeletons instead of patrolling. The Tower rather stymies that, but if I can get another turn without Discord then Drakk can let them go out in a blaze of glory.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider


Get paid - (7)
Worker - (6)
2 x Bone Collector - (2)
Heroes’ Hall - (0)
Discard 1, draw 3


:psblueshield: Bone Collector #1 3/3+1A (attacks: gain a Skeleton)
:exhaust: Bone Collector #2 3/3 (attacks: gain a Skeleton)

Garth L3 0/2 (-; 1g: summon a Skeleton)
Skeleton Javelineer 1/1 (Skeletal Archery: anti air, long range; javelin rune; spend javelin: gain long range that turn)
Skeleton #1 1/1 (Skeletal Archery: anti air, long range)
Skeleton #2 1/1 (Skeletal Archery: anti air, long range)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 3

Kidnapping
Thieving Imp
Deteriorate

Deck: 2

Sacrifice the Weak
Pestering Haunt

Discard: 3

Crashbarrow
Shoddy Glider
Crashbarrow

Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
4 on board
3 in hand
2 in deck
3 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Graveyard

Yikes :grimacing:

CAMS24 Round 4 Player 2, Turn 4

P2 Finesse/Blood/Fire vs P1 [Necro]/Anarchy/Blood

Card changes in effect for the tourney linked here

Starting Hand

Spark
Older Brother
Granfalloon Flagbearer
Wither
Nimble Fencer

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Desperation, Leaping Lizard
Maestro, Nimble Fencer
Discord, Nimble Fencer


Main:

  • Jaina (6)
  • Nimble Fencer (4)
  • Older Brother (2)
  • Worker (1)
Workers

Spark, Timely Messenger, Brick Thief, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Older Brother (2/2)
  • :exhaust: Technician: Jaina (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • nobody…

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Bloom
Discord
Maestro
Nimble Fencer

End of Turn Discard
My Thoughts

Lots of firepower incoming…


P1T5

Starting hand: 3

Kidnapping
Thieving Imp
Deteriorate

Thoughts

I have just enough to gold to Kidnap the Nimble Fencer, and midband Drakk after Jaina dies. There’s a real danger that Frozen has Discord in hand, so I’d like to do this in a way that minimises the damage to the Bone Collectors. That means using the Fencer to help a Skeleton kill Jaina, so I don’t need to sacrifice a Collector to do it. Another Skeleton kills Older Brother, and the other one survives helping a Collector take down Tech II, after the other Collector kills the Tower. That’s a single point of damage on the Collectors. Drakk is going to have to take Squad Leader, so fingers crossed for no big Fencer/Lobber draw.

Putting in another decent Tech I unit, because I’m not sure I can reliably get a Tech II up while keeping board control.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
T5: Gunpoint Taxman, Desperation


Get paid - (8)
Worker - (7)
Drakk Ramhorn - (5)
Kidnapping, I take Nimble Fencer
Skeleton #1 and Nimble Fencer trade with Jaina, you draw, Drakk to level 3
Midband Drakk - (0)
Skeleton #2 trades with Older Brother, you get a gold
Bone Collector #1 destroys Tower, your base to 18, takes 1 damage, Skeleton arrives
Bone Collector #2 and Skeleton Javelineer destroy Tech II, your base to 16, Skeleton #2 arrives
Discard 1, draw 2, rs 7, draw 1


:psblueshield: Drakk L4 2/3+1A (dies: 1 to your base; units have frenzy 1)
:ps_: Skeleton #1 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)
:exhaust: Skeleton #2 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)

Garth L3 0/2 (-; 1g: summon a Skeleton)
Bone Collector #1 3/2 (Drakk: frenzy 1; attacks: gain a Skeleton; 1 damage)
Bone Collector #2 3/3 (Drakk: frenzy 1; attacks: gain a Skeleton)
Skeleton Javelineer 1/1 (Drakk: frenzy 1; Skeletal Archery: anti air, long range; javelin rune; spend javelin: gain long range that turn)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 3

Sacrifice the Weak
Pestering Haunt
Kidnapping

Deck: 6

Crashbarrow
Shoddy Glider
Crashbarrow
Gunpoint Taxman
Desperation
Thieving Imp

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
4 on board
3 in hand
6 in deck
0 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Graveyard
T5: Deteriorate

Big yikes

CAMS24 Round 4 Player 2, Turn 5

P2 Finesse/Blood/Fire vs P1 [Necro]/Anarchy/Blood

Card changes in effect for the tourney linked here

Starting Hand

Bloom
Discord
Maestro
Nimble Fencer
Tenderfoot (techn)

Events of Turn:


Upkeep:

  • Get Gold (9+1float+1scav)
  • draw 1 techn
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Kidnapping, Lobber
Desperation, Leaping Lizard
Maestro, Nimble Fencer
Discord, Nimble Fencer


Main:

  • River (9)
  • Discord, skeletons die, you get 1g and draw 1 (7)
  • Nimble Fencer (5)
  • Tenderfoot (4)
  • Bloom Tenderfoot, it and Fencer kill Drakk, my base to 15, each take 2, River midbands (2)
  • Hero’s Hall (0)
Workers

Spark, Timely Messenger, Brick Thief, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: River (2/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/1)
  • Tenderfoot (2/1+)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Helpful Turtle
Kidnapping
Granfalloon Flagbearer

End of Turn Discard
My Thoughts

This is very scary… Likely response here is Zane maxband and break the tech 2 again, so I think I need Kidnapping to help stop that, and I spose a Lobber would help hit back as well…


P1T6

Starting hand: 3

Sacrifice the Weak
Pestering Haunt
Kidnapping

Technician draw: 1

Thieving Imp

Thoughts

Not looking great. I can just about bring out maxband Zane and tech up if I shove River to scavenger, then we’ll have to see how things play out.

Teching up now hurts: I’d rather maxband Garth to get another attacker out, and/or Sacrifice the Weak to whittle Frozen’s board down. If I do that, however, I have a near-dead hand next turn. Maybe that’s fine? I can put resources into Drakk, and Gunpoint Taxman if I draw that. You know what, let’s try that.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
T5: Gunpoint Taxman, Desperation
T6: Bloodlust, Gunpoint Taxman


Get paid + scavenger - (10)
Captain Zeno Zane - (8)
Zane to maxband, shoves River to scavenger, hits her to 3 - (3)
Zane kills River, we get a gold, takes 2 damage, Garth hits level 5 (midband) - (4)
Bone Collectors destroy Tech II, your base to 13, two Skeletons arrive
Pestering Haunt
Maxband Garth, Gunpoint Taxman arrives - (2)
Sacrifice the Weak, Skeleton dies, Tenderfoot dies - (0)
Garth kills Nimble Fencer, takes 2 damage
skip worker!
Discard 2, draw 4


:psblueshield: Gunpoint Taxman 3/3+1A (anti-air; kills a patroller: steal 1 gold)
:exhaust: Skeleton 1/1 (Skeletal Archery: anti-air, long range)

Garth L7 2/1 (-; 1g, once per turn: summon a Skeleton; sacrifice a Skeleton: draw 1; 2 damage)
Zane L6 4/2 (haste; kills patroller: shares resource bonus)
Bone Collector #1 3/2 (Drakk: frenzy 1; attacks: gain a Skeleton; 1 damage)
Bone Collector #2 3/3 (Drakk: frenzy 1; attacks: gain a Skeleton)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t be sacrificed or patrol)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Crashbarrow
Crashbarrow
Gunpoint Taxman
Desperation

Deck: 1

Shoddy Glider

Discard: 5

Skeleton Javelineer
Bloodlust
Sacrifice the Weak
Kidnapping
Thieving Imp

Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
5 on board
4 in hand
1 in deck
5 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Graveyard
T5: Deteriorate

Looking pretty grim

CAMS24 Round 4 Player 2, Turn 6

P2 Finesse/Blood/Fire vs P1 [Necro]/Anarchy/Blood

Card changes in effect for the tourney linked here

Starting Hand

Helpful Turtle
Kidnapping
Granfalloon Flagbearer

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Desperation, Lobber
Kidnapping, Lobber
Desperation, Leaping Lizard
Maestro, Nimble Fencer
Discord, Nimble Fencer


Main:

  • Drakk + midband (5)
  • Kidnapping your healthy BC, trade GPT, get a skeleton (1)
  • Await the onslaught
Workers

Spark, Timely Messenger, Brick Thief, Fruit Ninja

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Drakk (2/3a lvl 4)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Lobber
Maestro
Wither
Discord

End of Turn Discard
My Thoughts

Think it’s pretty likely my base is in jeopardy here but there isn’t much left to do… let’s hope I can survive!


Climbing all the way up the yikes scale here.

P1T7

Starting hand: 4

Crashbarrow
Crashbarrow
Gunpoint Taxman
Desperation

Thoughts
Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
T5: Gunpoint Taxman, Desperation
T6: Bloodlust, Gunpoint Taxman
T7: Bloodlust, War Drums


Get paid - (9)
Zane trades with Drakk, my base to 19, levels fizzle
Drakk Ramhorn, back to my side again - (7)
Maxband Drakk - (2)
Gunpoint Taxman, Drakk gives it haste - (0)
Pestering Haunt trades with Skeleton, you draw
Garth (2), Bone Collector (4), Skeleton (2), and Gunpoint Taxman (4) hit your base to 1, Skeleton #2 arrives
Skip worker!
Discard 3, draw 1, reshuffle 13, draw 4


:psblueshield: Drakk L6 (dies: 1 to your base; units get frenzy 1; first unit played from hand: give it haste)
:ps_: Skeleton #2 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)

Garth L7 2/1 (-; 1g, once per turn: summon a Skeleton; sacrifice a Skeleton: draw 1; 2 damage)
Gunpoint Taxman 3/3 (haste; Drakk: frenzy 1; kills a patroller: steal 1 gold)
Bone Collector 3/2 (Drakk: frenzy 1; attacks: gain a Skeleton; 1 damage)
Skeleton #1 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 5

Shoddy Glider
Skeleton Javelineer
Kidnapping
Thieving Imp
Gunpoint Taxman

Deck: 9

Bloodlust
Sacrifice the Weak
Bone Collector
Bloodlust
War Drums
Pestering Haunt
Crashbarrow
Crashbarrow
Desperation

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 12 teched = 22
3 on board
5 in hand
9 in deck
0 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Graveyard
T5: Deteriorate

1 Like

Don’t think I’ll be able to win a base race around Drakk at 1hp so I think that’s checkmate, GG WP @charnel_mouse !

@zango the heat was too hot :sweat_smile:

3 Likes

I was still convinced Virtuosos would swarm in and kill me :smiley: Good game, man.