Dark pact.
so drakk (1)+ DP (2)+ tech break (2) total 5 and base at 15. Correct?
Well, if I lose, I think I lose it based on choices on this turn.
P1T8
Starting hand: 4
Captured Bugblatter
Kidnapping
Bone Collector
Corpse Catapult
Thoughts
A Dragon coming out when I don’t have access to Sacrifice the Weak, Hooded Executioner, or Skeletal Archery is incredibly unfortunate.
- Maxband Zane (5), shove and kill Mad Man for gold (6), Zane and a Skeleton destroy Tech II again, Bone Collector and Skeleton attack base or Tech I for 4, play Bone Collector (4) and Corpse Catapult (1), finally build a Tech Lab (0). It’s a slow roll, but having both a Catapult and Skeletons out means the Dragon either plays a Flame Arrow or an Ember Sparks, not both. Of course, it can just attack the Catapult. Zane, two Bone Collectors, Corpse Catapult and three Skeletons against Vandy and a Dragon.
- Zane trades with Mad Man, Bone Collector and Skeletons destroy Tech II, midband Garth (5), sacrifice a Skeleton or three to get an anti-Dragon option (Skeletal Archery isn’t fast enough after attacking, so need Executioner or Sacrifice the Weak). This deals with the Dragon, but is otherwise a bit slower, and risks losing a lot of Skeletons. Garth, Bone Collector, 0-3 Skeletons, and one of Hooded Executioner, Bone Collector, or Corpse Catapult, against Vandy.
I’d really like to do the former, but I think I have to deal with the Dragon before it starts attacking to hit both wide and tall. I especially can’t risk two of them coming out at the same time.
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 - (10)
Zane trades with Mad Man, levels fizzle
Bone Collector and Skeletons destroy Tech II, your base to 13, Skeleton #3 arrives
Garth Torken - (8)
Midband Garth - (5)
Garth sacrifices Skeleton #1, I draw
Skeletal Archery
Garth sacrifices Skeleton #2, I draw
Hooded Executioner
Hooded Executioner, boost, Cinderblast Dragon dies, you draw - (0)
Discard 5, draw 2, reshuffle 10, draw 3
Hooded Executioner 3/3+1
Skeleton 1/1
Garth L4 2/3 (1g, once per turn: gain a Skeleton; sacrifice a Skeleton: draw 1)
Bone Collector 3/3 (haste; attacks: gain a Skeleton)
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 5
Sacrifice the Weak
Kidnapping
Skeleton Javelineer
Graveyard
Bone Collector
Deck: 7
Necromancer
Necromancer
Captured Bugblatter
Captured Bugblatter
Kidnapping
Corpse Catapult
Skeletal Archery
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 10 teched = 20
2 on board
5 in hand
7 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
Very difficult to say in codex. A small change could change the game completely. Executioner for example saved you now but took a tech slot amd maybe prevented you from getting necro running. I am patrolling the whole game not optimal due to a potential kidnapping and now I doubt that you teched it. But I still don’t want to risk it.
Tech 2 break was the right decesion last turn, this turn I am not sure.
CAMS24 P2T8
P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology
Tech StartingHand Workers
TECH
Pirate-Gang Commander (6/6)
Pirate-Gang Commander (6/6)
STARTING HAND
Crash Bomber (2/2)
Firebat (3/3)
Bloodrage Ogre (3/2)
Makeshift Rambaster (1/1)
Captured Bugblatter (4/2)
Cinderblast Dragon (6/6)
WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Bombaster (2/2)
Bloodburn
Makeshift Rambaster (1/1)
NextHand
Mad Man (1/1)
Cinderblast Dragon (6/6)
Firebat (3/3)
Captured Bugblatter (4/2)
Pirate-Gang Commander (6/6)
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Jaina - ($7)
Dragon, cast Fire Dart from Codex to kill BC - ($0)
Vandy kills SL
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Jaina L1 (2/3)
- Scavenger:
- Technician: Cinderblast Dragon (6/6)
- Lookout:
In Play:
- Vandy L5 (4/2)
Buildings:
- Base HP: 13
- Tech I HP: 5
- Tech II HP: 5 (Fire)
- Tech III HP: 5
- Tech Lab HP: 4 (Blood)
Economy Info:
Cards:
- Hand: 5
- Deck: 13
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
Thoughts
Mouse does not get necro runninng and for me the same with fire. Executioner was unexpected but not the dragon kill. he will probably kill it again, but I am slightly ahead. That is enough that I don’t need to risk kidnapping and don’t bring cradhbomber. But it will bring Mouse back with the right hand.
@charnel_mouse’s turn!
@charnel_mouse friendly poke
@charnel_mouse I hope all is fine on your end? Usually you acknowledge such a poke rather sooner than later with a “like”. Hope there is nothing to worry about??!!
I’m still here, just between a tough turn and other things going on I’m struggling with the turn, sorry.
I do very well understand that and feel for you! At the same time 5 days without a single turn really is far away from what I was hoping for with the others still waiting for this game to conclude… Would be awesome if you could squeeze in a turn every now and then…
P1T9
Starting hand: 5
Sacrifice the Weak
Kidnapping
Skeleton Javelineer
Graveyard
Bone Collector
Thoughts
Things I’d like to do:
- Sacrifice the Dragon (2)
- Hasted Bone Collector (7 + 2), hopefully to destroy a building
- Drakk at level 4 (5), maxband Garth (2), kills Jaina to maxband Drakk, Bone Collector (0) and Skeleton destroy a building.
- Drakk (8), maxband Garth (5), bring back Executioner, boost to kill Dragon - (2), and then fail to destroy a building. I don’t think this is good enough.
I think that’s as a good as I’ll get, with Zane unavailable.
For the tech building to destroy, there’s a decent chance Moby has drawn a Dragon again, and I won’t have an answer to it this time. Crashbarrow etc. will also hurt, but I think I have to hit the Tech III here.
For fetching, Bone Collector is an option, but I’m thinking Wight might be worth a go, as the tankiest unit in Necromancy pre-Tech III. 4+1A in Squad Leader means Vandy or Flame Arrow can’t blast through him. Corpse Catapult is also an option, for similar reasons, but I’d want to keep that one alive: I could really do with going for the base, now I’m losing control of the board.
Teched cards: 1
T2: 2 x Bone Collector
T3: 2 x Necromancer
T4: Captured Bugblatter, Corpse Catapult
T5: Captured Bugblatter, Kidnapping
T6: Kidnapping, Hooded Executioner
T9: Corpse Catapult
Get paid - (10)
Drakk Ramhorn - (8)
Maxband Garth, fetch a Corpse Catapult - (5)
Garth kills Jaina, takes 3 damage, Drakk hits level 3
Maxband Drakk - (2)
Bone Collector, Drakk gives it haste - (0)
Bone Collector and Skeleton destroy Tech III, your base to 11, Skeleton #2 arrives
Discard 4, draw 5
Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand each turn gains haste)
Skeleton #2 1/1 (Drakk: frenzy 1)
Corpse Catapult 1/4 (resist 0+1; Drakk: frenzy 1; allied unit dies: gain corpse rune; , lose two corpse runes: deal 6 to a building)
Garth L7 3/1 (1g, once per turn: gain a Skeleton; sacrifice a Skeleton: draw 1; 3 damage)
Bone Collector 3/3 (haste; Drakk: frenzy 1; attacks: gain a Skeleton)
Skeleton #1 1/1 (Drakk: frenzy 1)
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 5
Necromancer
Captured Bugblatter
Kidnapping
Corpse Catapult
Skeletal Archery
Deck: 2
Necromancer
Captured Bugblatter
Discard: 6
Bone Collector
Hooded Executioner
Sacrifice the Weak
Kidnapping
Skeleton Javelineer
Graveyard
Card-count details (opponent-viewable)
Expected: 10 + 11 teched = 21
2 on board
5 in hand
2 in deck
6 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 P2T9
P1 [Necromancy]/Anarchy/Blood vs. P2 [Fire]/Blood/Demonology
StartingHand Workers
STARTING HAND
Captured Bugblatter (4/2)
Cinderblast Dragon (6/6)
Pirate-Gang Commander (6/6)
Firebat (3/3)
Mad Man (1/1)
WORKERS
Careless Musketeer (2/1)
Charge
Pillage
Bombaster (2/2)
Bloodburn
Makeshift Rambaster (1/1)
NextHand
Bloodrage Ogre (3/2)
Fire Dart
Crashbarrow (6/2)
Firebat (3/2)
Discard
Mad Man (1/1)
Flame Arrow
Pirate-Gang Commander (6/6)
Cinderblast Dragon (6/6)
Tech 0 card(s)
Get Paid - ($11)
Drakk L2 - ($8)
Dragon kills SL, arrow from codex kills Garth, Drakk to maxband
Bugblatter, gains haste - ($5)
firebat - ($3)
Vandy kills lookout, 1 to your base
MM trades scavenger, 2 to your base - ($2)
bugblatter attacks base for 5
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Firebat (3/3)
- Elite:
- Scavenger:
- Technician: Drakk L6 (3/4)
- Lookout:
In Play:
- Vandy L5 (4/1)
- Cinderblast Dragon (6/6)
- Captured Bugblatter (4/2)
Buildings:
- Base HP: 10
- Tech I HP: 5
- Tech II HP: 5 (Fire)
- Tech III HP: 5
- Tech Lab HP: 4 (Blood)
Economy Info:
Cards:
- Hand: 4
- Deck: 9
- Disc: 4
Gold:
- Gold: 2
- Workers: 11
Thoughts
finally I don’t have to be afraid of kidnapping!
@charnel_mouse’s turn!
Bah!
P1T10
Starting hand: 5
Necromancer
Captured Bugblatter
Kidnapping
Corpse Catapult
Skeletal Archery
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
T9: Corpse Catapult
Get paid + scavenger - (11)
Captain Zeno Zane - (9)
Zane to maxband, shoves Firebat to scavenger, hits it for 1 - (4)
Zane trades with Drakk, we draw 1, my base to 9
Technician draw: 1
Necromancer
Necromancer - (0)
Bone Collector trades with Firebat, you get a gold, my base to 7, two Skeletons arrive
Discard 5, draw 1, reshuffle 13, draw 4
Skeleton #1 1/1+1A
Skeleton #2 1/1
Skeleton #3 1/1 (resist 0+1)
Necromancer 3/3 (long-range; other friendly non-token unit dies: gain a Skeleton)
Base HP: 7
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 5
Captured Bugblatter
Kidnapping
Skeleton Javelineer
Kidnapping
Skeletal Archery
Deck: 9
Bone Collector
Hooded Executioner
Sacrifice the Weak
Graveyard
Corpse Catapult
Bone Collector
Captured Bugblatter
Corpse Catapult
Necromancer
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 11 teched = 21
1 on board
5 in hand
9 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
Dragon with dart breaks your base. GG well played!
We both did not get our main plan working…
GG! I teched Bugblatters too, but I forget how expensive Necromancy II is to set up as it is. Really interesting situation where you potentially have lots of counters to NII, but it’s probably still my best shot.
Yes bugblatters are the obvious counter/add on to necro. So I adapted my orignal plan (hotter fire with firehouse) a bit. But your 3 heroes are not easy to deal with. Every round you set the board state to 0. Just the start from your deck is too slow. Tech 3 was the way out since I did not saw the power for double tech break from early necro.
Don’t you think your typical blood cb would have been better for you? I decided for fire because I was so much ahead in turn 3. Then I screwed up and you played a perfect turn so I could not start fire.
My thinking was that Fire is (mostly) about direct damage to single targets, so Blood would leave important heroes vulnerable, whereas Necromancy can go wide. It’s expensive to set up, though: I had a lot cards to get down that I drew too many of at once: Skeletal Archery, Necromancers…