So this is the last match in the open from the current round. It would be nice if you can wrap it up rather sooner than later @charnel_mouse and @Bryce_The_Rice . I would prefer to not start the next round before this one is officially decided as we otherwise might run into issues with a bye.
P2T8
Starting hand: 5
Kidnapping
Bone Collector
Land Octopus
Pestering Haunt
Graveyard
Thoughts
Kidnapping is mandatory here to stop Nimble Fencer allowing hasted damage. Graveyard is tempting to cycle Thieving Imp, but I think I just need to patrol in front of Tech II if I want any chance at this point.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Doom Grasp
T4: Crashbarrow, Kidnapping
T5: Bloodlust, Land Octopus
T6: Gunpoint Taxman, Kidnapping
T7: Bloodlust, Land Octopus
T8: 2 x Hooded Executioner
Get paid - (9)
Rebuild Tech II
Worker - (8)
Drakk Ramhorn - (6)
Kidnapping, Nimble Fencer suicides into Rook for 1+1A - (2)
Bone Collector - (0)
Discard 2, reshuffle 17, draw 4
Thieving Imp 2/2+1A
Drakk L1 1+1/3 (dies: 1 to your base)
Bone Collector 3/3 (resist 0+1; attacks: gain a Skeleton)
Base HP: 12
Tech I HP: 3
Tech II HP: 5 (Blood)
Hand: 4
Bloodlust
Hooded Executioner
Hooded Executioner
Graveyard
Deck: 13
Kidnapping
Deteriorate
Doom Grasp
Crashbarrow
Sacrifice the Weak
Gunpoint Taxman
Bloodlust
Land Octopus
Bone Collector
Crashbarrow
Summon Skeletons
Kidnapping
Land Octopus
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 14 teched = 24
2 on board
4 in hand
13 in deck
0 in discard
5 in workers
Gold: 0
Workers: 10
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue
T3: Skeletal Archery
T4: Skeleton Javelineer
T8: Pestering Haunt
Turn 9
Hand: Leaping Lizard, Star-Crossed Starlet, Martial Mastery, Nimble Fencer
Workers: Fruit Ninja, Granfalloon Flagbearer, Older Brother, Spark, Helpful Turtle, Bloom
Techs
Turn 2: Nimble Fencer, Nimble Fencer
Turn 3: Maestro, Leaping Lizard
Turn 4: Grounded Guide, Star-Crossed Starlet
Turn 5: Blademaster, Maestro
Turn 6: Star-Crossed Starlet, Martial Mastery
Turn 7: Blademaster, Leaping Lizard
Turn 8: Grounded Guide, Discord
- Tech 0 cards
- Surplus draw
- Get paid (+$10, $13)
- Summon Nimble Fencer ($11)
- Summon Star-Crossed Starlet ($9)
- Summon Leaping Lizard ($8)
- Summon Grave Stormborne ($6)
- Cast Martial Mastery, discard 0, draw 2, look at your hand ($5)
- Cast Wither on Imp ($3)
- Fencer kills Imp
- Starlet kills Drakk, River Maxbands
- Summon Timely Messenger ($3)
- Lizard kills Bone Collector
- River destroys your Tech 1, your base takes 2
- Rook and Messenger destroy your Tech 2, your base takes 2
- Discard 0, draw 2
- Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Leaping Lizard (3/5)
- Buildings:
Tech 1: 5
Tech 2: 5
Tech 3: 5
Surplus: 4 - Units/Heroes:
Timely Messenger (1/1)
Nimble Fencer (2/2)
Grave Stormborne (2/3)
River Montoya lvl 5 (3/4)
Garus Rook lvl 8 (4/5) - Base: 20
- Other:
Economy:
- Workers: 10
- Gold: 3
- Hand: 2
- Deck: 2
- Discard: 11
Hand
Maestro, Star-Crossed Starlet
Discard
Wither, Maestro, Grounded Guide, Grounded Guide, Nimble Fencer, Star-Crossed Starlet, Tenderfoot, Blademaster, Leaping Lizard, Martial Mastery, Discord
Think
Wow, that was a really good turn for me. And a hand peek at that.
I got the double tech break I suspected was coming, but only barely. Still, I am so in control here, I will be surprised if they don’t immediately forfeit. Like, with that hand, what can they even do? Execute messenger and fencer? Play both and graveyard and garth? Zane kill my lizard? Nothing they do prevents me from simply killing them next turn.
Wait scratch that, I blew up the tech 1. They literally can’t even play the executioners. Yeah… I think they’re dead for sure.
Yes, I seem a little disadvantaged here. That’ll do me, well played! @zango
Thieving imp remains a giant thorn in my side, but even it can only delay the inevitable