[CAMS24] Round6: P1 charnel_mouse [Necromancy]/Anarchy/Blood vs P2 Moby_Dick [Fire]/Blood/Demon

@Moby_Dick GLHF!

Relevant changes:

Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
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
Dark Pact Increase cost to 1

P1T1

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Sacrifice the Weak

Thoughts

I’m assuming I can look forward to Lobbers, and a lot of targeted damage. It might be worth going wide on this one, we’ll see.


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


:psblueshield: Garth 1/3+1A (1g, once per turn: summon a Skeleton)
:target: Skeleton 1/1 (resist 0+1)

Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t be sacrificed; can’t patrol)

:heart: Base HP: 20


Hand: 5

Jandra, the Negator
Thieving Imp
Graveyard
Skeletal Archery
Summon Skeletons

Deck: 0
Discard: 3

Skeleton Javelineer
Deteriorate
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

1 Like

GL&HF

Always a pleasure to play against you! I know that you don’t have much time, so I will try to answer asap.

CAMS24 P2T1

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Bloodburn
Charge
Nautical Dog (1/1)
Bloodrage Ogre (3/2)


WORKERS
Charge


NextHand

Scorch
Makeshift Rambaster (1/2)
Bombaster (2/2)
Pillage
Careless Musketeer (2/1)


Discard

Nautical Dog (1/1)
Bloodburn
Mad Man (1/1)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Oger - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L1(2/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Bloodrage Ogre (3/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Would love to go for BB but it’s too early. And with this split Bogre into Bombaster is just too strong to pass on this opportunity. Only Messenger is missing in the next hand for it to be a perfect start, but this still should be enough to punish black starter’s lack of proper units with 2 defense that a multicolor P1 can play in turn 2.

@charnel_mouse’s turn!

1 Like

Thanks, although I don’t think the opponent’s play speed has been the problem…

P1T2

Starting hand: 5

Jandra, the Negator
Thieving Imp
Graveyard
Skeletal Archery
Summon Skeletons

Thoughts

Damn it, I don’t want to give Vandy kill levels already, but I’m going to struggle with a defence with this hand. I think I just have to play a Skeleton here, and delay the Graveyard. Pinging the Ogre hopefully gives me enough leeway here. I should be safe to not use the Lookout now, and float, if Moby’s not opening with a red hero for Scorch.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Garth summons Skeleton #2 - (1)
Pestering Haunt suicides into Bloodrage Ogre for 1
Float 1
Discard 4, reshuffle 10, draw 5


:psblueshield: Skeleton #1 1/1+1A
:ps_: Skeleton #2 1/1

Garth 1/3 (1g, once per turn: summon a Skeleton)

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


Hand: 5

Skeleton Javelineer
Deteriorate
Bone Collector
Pestering Haunt
Summon Skeletons

Deck: 5

Sacrifice the Weak
Bone Collector
Thieving Imp
Graveyard
Skeletal Archery

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

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


Gold: 1
Workers: 6

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

The problems with black starter in multi color…

CAMS24 P2T2

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Firebat (3/3)
Firebat (3/3)


STARTING HAND
Makeshift Rambaster (1/2)
Careless Musketeer (2/1)
Pillage
Scorch
Bombaster (2/2)


WORKERS
Charge
Careless Musketeer (2/1)


NextHand

Scorch
Nautical Dog (1/1)
Bombaster (2/2)
Firebat (3/3)
Bloodburn


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy kills SL
MSR kills scavenger - ($3)
Oger kills Garth
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy L3 (3/4)
  • Makeshift Rambaster (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

No jav, no det makes it easy for me. Black starter has a problem in multi decks. Firebats trade well against BC which I expect. Mouse likes to tech doom grasp so I have to be careful with meta

@charnel_mouse’s turn!

Yeah, I’m suddenly starting to feel that this tournament.

P1T3

Starting hand: 5

Skeleton Javelineer
Deteriorate
Bone Collector
Pestering Haunt
Summon Skeletons

Thoughts

The problem with going wide, i.e. Skeleton Spam, is that Fire gives Moby great access to backline damage, so Skeleton Lords are too vulnerable. Necromancers, however, might be good with the threat of Drakk, and later I can threaten Wights for Vandy.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Necromancer


Get paid + float + scavenger - (8)
Worker - (7)
Bone Collector - (5)
Captain Zeno Zane - (3)
Zane kills Rambaster, takes 1 damage
Skeleton Javelineer - (2)
Float 2
Discard 2, draw 4


:psblueshield: Skeleton Javelineer 1/1+1A (javelin rune; spend javelin: gain long range this turn)
:exhaust: Bone Collector 3/3 (attacks: gain a Skeleton)

Zane L1 2/1 (haste; 1 damage)

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


Hand: 4

Sacrifice the Weak
Thieving Imp
Graveyard
Skeletal Archery

Deck: 1

Bone Collector

Discard: 4

Necromancer
Necromancer
Deteriorate
Summon Skeletons

Card-count details (opponent-viewable)

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


Gold: 2
Workers: 7

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Pestering Haunt

Against aggressive decks you are too often losing a hero.

CAMS24 P2T3

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Firehouse (4)
Hotter Fire


STARTING HAND
Nautical Dog (1/1)
Firebat (3/3)
Bombaster (2/2)
Scorch
Bloodburn


WORKERS
Careless Musketeer (2/1)
Charge
Bombaster (2/2)


NextHand

Pillage
Firebat (3/3)
Mad Man (1/1)
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy kills SL
Dog - ($6)
Firebat - ($4)
Tech 2 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Vandy L3 (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I don’t know why he gives me the easy Jav kill, but I take it. Let’s start some fire.

@charnel_mouse’s turn!

Indeed.

P1T4

Starting hand: 4

Sacrifice the Weak
Thieving Imp
Graveyard
Skeletal Archery

Thoughts
Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Necromancer
T4: Captured Bugblatter, Corpse Catapult


Get paid + 2 float - (9)
Maxband Zane, shoves Nautical Dog to scavenger and kills, we both get a gold - (5)
Zane kills Firebat, takes 3 damage
Bone Collector trades with Vandy, levels fizzle, Skeleton arrives
Worker - (4)
Tech II Necromancy - (0)
Discard 3, draw 1, reshuffle 11, draw 4


:psblueshield: Skeleton 1/1+1A

Zane L6 4/1 (haste; kills scavenger/technician: share bonus; 3 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 5

Bone Collector
Summon Skeletons
Bone Collector
Sacrifice the Weak
Skeletal Archery

Deck: 7

Necromancer
Necromancer
Deteriorate
Skeleton Javelineer
Captured Bugblatter
Corpse Catapult
Graveyard

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

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


Gold: 0
Workers: 8

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Pestering Haunt
T4: Thieving Imp

Well played. Stupid mistake, I always forget about getting gold via Zane. It is completely open again. Necro is very interesting, I don’t think I have ever played against it in a tournament.

CAMS24 P2T4

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Captured Bugblatter (4/2)
Captured Bugblatter (4/2)


STARTING HAND
Bloodrage Ogre (3/2)
Firebat (3/3)
Mad Man (1/1)
Pillage


WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Bombaster (2/2)


NextHand

Bloodburn
Firehouse (4)
Makeshift Rambaster (1/1)
Mad Man (1/1)


Tech 2 card(s)
Get Paid + scavenger - ($9)
Worker - ($8)
Tech lab - ($7)
Firebat - ($5)
Jaina - ($3)
Drakk - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina L1 (2/3)
  • :target: Lookout:

In Play:

  • Drakk (L1(1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

OK that was a stupid mistake in the patrol. And it was even lying before my turn and not cards from the hand…

Necro is very interesting. I don’t know what I have to expect. But I think it is always connected with a lot of skeletons, so let’s combine with bugblatters.

Unfortanutely I have to be very careful with heroes…

@charnel_mouse’s turn!

@charnel_mouse friendly poke

Necromancy II is often too slow in multicolour, I think, but there are situations where it shines.

P1T5

Starting hand: 5

Bone Collector
Summon Skeletons
Bone Collector
Sacrifice the Weak
Skeletal Archery

Thoughts

There a few things I’d like to do here, and I can’t afford all of them.

  • Get those Collectors down (4 gold)
  • Get Summon Skeletons down to start the spam (at least 4 gold)
  • Reduce Moby’s board with Sacrifice the Weak and a Zane trade (Garth + StW = 4 gold)

I suppose it all depends on a bit on what I draw, if I kill Jaina. Do I want to kill Jaina? That means Vandy can come back. If not, I could play StW with Zane instead for just 3 gold, then I have 4 gold to put both Bone Collectors down. Maybe skip a worker for the Tech Lab, too. No, let’s kill Jaina so there’s less incoming damage. It’s one less Collector, but I can get a Tech Lab down.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Necromancer
T4: Captured Bugblatter, Corpse Catapult
T5: Captured Bugblatter, Kidnapping


Get paid - (8)
Garth Torken - (6)
Sacrifice the Weak, Skeleton dies, Firebat dies - (4)
Zane trades with Jaina, we both draw 1, Drakk hits level 3, Garth hits level 3

Technician draw: 1

Captured Bugblatter

Thoughts

Well, less rush on a Tech Lab, now. Hoping I can get away without Summon Skeletons, I think holding onto Skeletal Archery is more important in case of Firebirds.

Worker - (3)
Bone Collector - (1)
Garth summons a Skeleton - (0)
Discard 3, draw 5


:psblueshield: Bone Collector 3/3+1A (attacks: gain a Skeleton)
:ps_: Skeleton 1/1

Garth L3 1/3 (1g, once per turn: gain a Skeleton)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 5

Necromancer
Necromancer
Deteriorate
Skeleton Javelineer
Corpse Catapult

Deck: 1

Graveyard

Discard: 6

Captured Bugblatter
Kidnapping
Sacrifice the Weak
Skeletal Archery
Bone Collector
Captured Bugblatter

Card-count details (opponent-viewable)

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


Gold: 0
Workers: 9

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Pestering Haunt
T4: Thieving Imp
T5: Summon Skeletons

I am curious!

CAMS24 P2T5

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Crashbarrow (6/2)
Crash Bomber (2/2)


STARTING HAND
Mad Man (1/1)
Bloodburn
Makeshift Rambaster (1/1)
Firehouse (4)
Captured Bugblatter (4/2)


WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Bombaster (2/2)
Bloodburn


NextHand

Bloodrage Ogre (3/2)
Hotter Fire
Firebat (3/3)
Nautical Dog (1/1)


Discard

Firebat (3/3)
Mad Man (1/1)
Captured Bugblatter (4/2)
Firehouse (4)
Makeshift Rambaster (1/1)
Crashbarrow (6/2)
Crash Bomber (2/2)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Vandy - ($7)
Drakk to maxband - ($4)
Bugblatter trades SL - ($1)
Mad man trades scavenger - ($0)
Drakk kills Garth, Vandy to midband

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L3 (3/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk L6 (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Lots of thinking involved here, the solution space from tech break to firehouse was very large, but unfortunately firehouse has to wait. the current situation is too fragile and Garth too big of a threat and also defending against a possible kidnapping is a huge pain.

@charnel_mouse’s turn!

Me too, I’ve barely used it :smiley:

P1T6

Starting hand: 5

Necromancer
Necromancer
Deteriorate
Skeleton Javelineer
Corpse Catapult

Thoughts

Bugblatters, eh? Definitely not those Kidnappings. Between that, Firebird, and Firehouse, Moby has a lot of countering options. One Hotter Fire lets Firehouse/Firebat kill Skeleton Lords, two lets them kill Necromancers, and each one helps Firebird/Bloodlust kill Skeletons past one Skeleton Lord. I’m not sure it’s worth taking Skeleton Lords, in that case. Hooded Executioners might be good, though, since Moby’s units will tend to be larger than mine.

Drawing Necromancers and Catapult all at the same time is awkward. I’d like to get the Catapult down to deal with Firehouse, but I think the larger priority is to get Necromancers + Javelineer down to get myself some Skeletons on the board. No technician bonus, because having the Necromancers next to each other would let Drakk and Vandy’s sparkshot kill whichever one Vandy doesn’t take out.

Teched cards: 2

T2: 2 x Bone Collector
T3: 2 x Necromancer
T4: Captured Bugblatter, Corpse Catapult
T5: Captured Bugblatter, Kidnapping
T6: Kidnapping, Hooded Executioner


Get paid + scavenger - (10)
2 x Necromancer - (2)
Skeleton Javeineer - (1)
Worker - (0)
Discard 1, draw 1, reshuffle 10, draw 2


:psblueshield: Skeleton Javelineer 1/1+1A (javelin rune; remove javelin: gets long-range this turn)
:ps_: Necromancer #1 3/3 (long-range; friendly non-token unit dies: gain a Skeleton)
:target: Necromancer #2 3/3 (resist 0+1; long-range; friendly non-token unit dies: gain a Skeleton)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 3

Graveyard
Bone Collector
Captured Bugblatter

Deck: 8

Captured Bugblatter
Kidnapping
Sacrifice the Weak
Skeletal Archery
Bone Collector
Kidnapping
Hooded Executioner
Corpse Catapult

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

Expected: 10 + 10 teched = 20
3 on board
3 in hand
8 in deck
0 in discard
6 in workers


Gold: 0
Workers: 10

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Pestering Haunt
T4: Thieving Imp
T5: Summon Skeletons
T6: Deteriorate

That was fast! @charnel_mouse

Necromancer have only 3/3. Does that change your turn? I had to check all necro units as well, when thinking about my turn :rofl:

Hmm, I don’t think so. I’ll fix the stats. I suppose Drakk’s letting Necromancers break tech buildings would be a little broken.

The combination with Drakk and Zane is challenging…

CAMS24 P2T6

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Cinderblast Dragon (6/6)
Cinderblast Dragon (6/6)


STARTING HAND
Nautical Dog (1/1)
Bloodrage Ogre (3/2)
Hotter Fire
Firebat (3/3)


WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Bombaster (2/2)
Bloodburn


NextHand

Scorch
Crashbarrow (6/2)
Hotter Fire
Captured Bugblatter (4/2)


Tech 2 card(s)
Get Paid - ($10)
Firebat kills SL, Skels for you - ($8)
Drakk trades Scav, Skel for you, 1 damage on your base
Vandy kills lookout
Dog - ($7)
Maxband Vandy, doom Dog and Skel - ($5)
Tech3 - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (3/3) doomed
  • :target: Lookout:

In Play:

  • Vandy L5 (4/5)
  • Firebat (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Again very difficult turn. I don’t get fire running. Although Mouse is down on cards, zane, maxband drakk and kidnapping are still a very big risk and can turn the game. Hotter fire has to wait as well. Need the same strategy like against Dwarddd. Give Mouse too many targets to choose and tech 3 to keep him constantly busy. It will not be a bluff but, so good that I can still tech in the new cycle. Now I have a good mix of different tech cards.

Hasted Lord is the worst, kidnapping the second worst because double tech break is possible… I don’t understand why he did not put Necro on technician. Sparkshot? The low hand size is my biggest advantage.

I can put it on techncian I think midband Drakk will come anyway.

@charnel_mouse’s turn!

I believe they would get two skeletons for the squad leader dying, I think

2 Likes

I keep forgetting the part about Necromancers not turning themselves into Skeletons, that’s no fun…

P1T7

Starting hand: 3

Graveyard
Bone Collector
Captured Bugblatter

Thoughts

OK, I definitely want midband Drakk here for the Skeletons to do some damage. That’s 5 gold, 6 left to spend, 8 damage on the board. Maxband and Bone Collector for 4 gold gives me another 4 attack, and an extra Skeleton to patrol with.

I think this is a good turn to take out Tech II: it stops the really nasty Blood/Fire cards coming out, it prevents another hero in the unlikely event of a Metamorphosis, and I keep more of my own army alive in the meantime.

  1. Doomed Skeleton trades with Dog, maxband Drakk (4), Bone Collector (2) and Skeleton destroy Tech II, one Skeleton left to trade with Firebat. I have Drakk, Bone Collector, and two Skeletons and Vandy. Last two gold goes to a Graveyard or a Tech Lab, or a blocking hero.
  2. Midband Zane (6) trades with Dog, midband Drakk (1), doomed Skeleton and a normal Skeleton destroy Tech II, Skeleton trades with Firebat. I have Drakk and one Skeleton once the doom kicks in, so this is no good.
  3. Maxband Zane trades with Dog in scavenger (5), midband Drakk - (0), then same as before.

I can’t quite kill Vandy to save on Drakk levels, so plan 1 it is. Zane is safe to use as a chump blocker, since Moby is stuck on a single hero that’s already at max level. I don’t think there’s a great patrol setup here: the Skeleton is vulnerable to Mad Man/Rambaster outside of SQL, and to Scorch inside it, and Zane is vulnerable to Scorch if he’s not in SQL. Scorch isn’t fantastic use of gold/card at this stage, though, so maybe that’s not so bad. Still, I don’t want Mad Man + Scorch to open up Drakk to a kill from Vandy, so Zane goes in SQL, and Skeleton goes in scavenger for more economy. Ideally the Skeleton survives to keep the Necromancy roll going, but I’m not hopeful.

Teched cards: 0

T2: 2 x Bone Collector
T3: 2 x Necromancer
T4: Captured Bugblatter, Corpse Catapult
T5: Captured Bugblatter, Kidnapping
T6: Kidnapping, Hooded Executioner


Get paid + scavenger - (11)
Drakk Ramhorn - (9)
Maxband Drakk - (4)
Bone Collector, Drakk gives it haste - (2)
Doomed Skeleton trades with Nautical Dog, you draw
Bone Collector and a Skeleton destroy Tech II, your base to 18, third Skeleton arrives
Skeleton trades with Firebat
Captain Zeno Zane - (0)
Discard 2, draw 4


:psblueshield: Zane L1 2/2+1A (haste)
:ps_: Skeleton #1 1/1 (Drakk: frenzy 1)

Drakk L6 (dies: 1 to your base; units have +1 attack; first unit played from hand each turn gains haste)
Bone Collector 3/3 (haste; Drakk: frenzy 1; attacks: gain a Skeleton)
Skeleton #2 1/1 (Drakk: frenzy 1)

:heart: Base HP: 17
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)


Hand: 4

Captured Bugblatter
Kidnapping
Bone Collector
Corpse Catapult

Deck: 4

Sacrifice the Weak
Skeletal Archery
Kidnapping
Hooded Executioner

Discard: 5

Skeleton Javelineer
Necromancer
Necromancer
Graveyard
Captured Bugblatter

Card-count details (opponent-viewable)

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


Gold: 0
Workers: 10

4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Pestering Haunt
T4: Thieving Imp
T5: Summon Skeletons
T6: Deteriorate

CAMS24 P2T7

P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Captured Bugblatter (4/2)
Scorch
Hotter Fire
Crashbarrow (6/2)
Firehouse (4)
Cinderblast Dragon (6/6)
Mad Man (1/1)


WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Bombaster (2/2)
Bloodburn


NextHand

Firebat (3/3)
Crash Bomber (2/2)
Makeshift Rambaster (1/1)
Bloodrage Ogre (3/2)
Captured Bugblatter (4/2)


Discard

Nautical Dog (3/3) doomed
Firebat (3/2)
Hotter Fire
Flame Arrow
Dark Pact
Captured Bugblatter (4/2)
Crashbarrow (6/2)
Scorch
Firehouse (4)


Tech 0 card(s)
Get Paid - ($10)
Fetch & play DP - ($8)
Dragon, Flame Arrow on Drakk from Codex - ($1)
Mad man - ($0)
Rebuild Tech 2

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Mad Man (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Cinderblast Dragon (6/6)
  • :target: Lookout:

In Play:

  • Vandy L5 (4/5)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Yes, Mouse guessed right. With almost all my tech 2 units after technician draw, I could have started the bugblatter hotter fire combination. With all his skel he can draw enough for stw. I will have a problem with the lord. Should have probably teched the blood pirate.

Nothing to think about this turn, not after technician draw, not after DP.

@charnel_mouse’s turn!

Don’t forget that 1 drakk base damage

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We’ve just had a tech break and a Drakk death on your base, haven’t we? So, 17 health?

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