GL HF @Mooseknuckles, my plays are going to be super sparse for the next several days, probably tuesday or wednesday I’ll be back to normal respondance but I’m moving this weekend!
Player 1, Turn 1
P1 [Demon]/Necro/Finesse vs P2 [Growth]/Strength/Necro
[details=Starting Hand]
Pestering Haunt
Summon Skeletons
Deteriorate
Poisonblade Rogue
Skeleton Javelineer
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (4)
- Tech 2 cards (except turn 1)
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
- Vandy (2)
- Skeleton Javelineer (1)
- Pestering Haunt (1)
- Worker (0)
[details=Workers]
Poisonblade Rogue
[/details]
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
####In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1+1armor)
-
Elite: Vandy (2+1/3 lvl 1)
-
Scavenger:
-
Technician:
-
Lookout:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Sacrifice the Weak
Thieving Imp
Jandra, the Negator
Graveyard
[/details]
[details=End of Turn Discard]
Summon Skeletons
Deteriorate
[/details]
[details=My Thoughts]
I think this deck is better suited for Moose’s bread and butter than PPA or whatever I played last CAPS (Blood Str Growth?), I guess we’ll see! My mind isn’t in this super great with the move coming but if I can get ultra-aggro with this start I think I should right?
[/details]
1 Like
GLHF! No worries - we’re starting early anyways
Quite the opening you have there - this might be rough…
P2T1:
Starting Hand
Playful Panda Tiger Cub Spore Shambler Forest’s Favor Rampant Growth
Gold (5)
Worker (4)
Rook (2)
Playful Panda (0)
Discard 3, Draw 5
Patrol:
Leader: Level 1 Rook (2/4 + a)
Elite:
Scavenger: wisp (0/1)
Technician:
Lookout:
Buildings:
Units/Heroes: Playful Panda (2/2)
Base: 20
Other:
Economy:
Workers: 6
Hand: 5
Deck: 0
Discard: 3
Worker
Shambler
New Hand
Merfolk Prospector Young Treant Ironbark Treant Verdant Tree Rich Earth
1 Like
Nice start
Player 1, Turn 2
P1 [Demon]/Necro/Finesse vs P2 [Growth]/Strength/Necro
[details=Starting Hand]
Sacrifice the Weak
Thieving Imp
Jandra, the Negator
Graveyard
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (5)
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Bone Collector, Dark Pact
[/details]
###Main:
- Thieving Imp, discard #1 of 5 (2)
- Pestering Haunt kills Wisp, you get 1g
- Worker (1)
- Tech 1 (0)
[details=Workers]
Jandra, the Negator, Poisonblade Rogue
[/details]
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
####In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1 jav rune)
-
Lookout:
####In Play:
- Pestering Haunt (1/1)
- Vandy (2/3 lvl 1)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Skeletal Archery
Deteriorate
Graveyard
Sacrifice the Weak
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
I’m thinking I’ll run skeletons hot against Birds and stuff, go for Archery? Idk my mind is in so many places IRL right now that I don’t have a ton to spare for thinking through scenarios here, I think this patrol and tech gives me a good chance to swing tempo though… Next turn will probably be hero’s hall + Collector if I draw it?
…
Ugh double whiff draw, that’s rough! I guess we’ll see where we take it
[/spoiler][/details]
P2T2:
[details=“Thoughts”]Losing my prospector here really sucks. If that hadn’t happened I think I’d have gone prospector +
tower + T1.
This kind of pressures me into taking a gamble, which didn’t pay off. Hopefully he doesn’t have nimble fencers here or this could get rough…[/details]
Tech
Bird Nest x2
Starting Hand
Merfolk Prospector(disc) Young Treant Ironbark Treant Verdant Tree Rich Earth -> Tiger Cub
Gold + scav (7)
Worker (6)
Young Treant, rs, draw (4)
Tiger Cub (2)
Tier I (0)
Discard 2, Draw 4
Patrol:
Leader: Playful Panda (2/2 + a)
Elite:
Scavenger: Tiger Cub (2/2)
Technician: Young Treant (0/2)
Lookout:
Buildings: Tier I - 5
Units/Heroes: Level 1 Rook (2/4 + a)
Base: 20
Other:
Economy:
Workers: 7
Hand: 4
Deck: 1
Discard: 2
Worker
Rich Earth
New Hand
Rampant Growth Merfolk Prospector Bird Nest Bird Nest
Oof yea, not great
Player 1, Turn 3
P1 [Demon]/Necro/Finesse vs P2 [Growth]/Strength/Necro
[details=Starting Hand]
Skeletal Archery
Deteriorate
Graveyard
Sacrifice the Weak
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (6)
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]
###Main:
- Deteriorate Panda
- Imp kills Panda, takes 1 damage
- Vandy kills Tiger Cub and sparkshots treant, you get a gold
- Haunt finishes treant, you get a card
- Skeletal Archery (4)
- Javelineer pings Rook down to 3hp
- Midband Vandy to heal her (2)
- Worker (1)
[details=Workers]
Sacrifice the Weak, Jandra, the Negator, Poisonblade Rogue
[/details]
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
####In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
####In Play:
- Thieving Imp (2/1 from 1 damage)
- Skeleton Javelineer (1/1 jav rune)
- Pestering Haunt (1/1)
- Vandy (3/4 lvl 3)
- Skeletal Archery
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Summon Skeletons
Dark Pact
Bone Collector
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
The horde is tough to stop from Mr. Moose… but I still feel like skeletons are my best bet, so I’m investing in Archery and I’m spending another card on Deteriorate to keep my board strong and pressure on him to whittle it down. Not drawing BC here is a real bummer, but what can you do… In an odd twist, I’m choosing to worker StW over Graveyard, as I get the feeling I’ll be eventually drifting towards Fencers and Grounded Guide to support this scheme, and since his plan is always to mass tons of little dudes, I don’t actually feel like I’ll get great value from it at any point in the game. I hope that doesn’t come back to bite me…
I’m going with Shadow Blade and another BC to try and build skeleton masses, we’ll see what looks like good supplements next turn! I feel like perhaps Discord and River are smart ideas I’m missing out on, but Idk really what I’m doing so what are you going to do lol
[/spoiler][/details]
1 Like
@Frozen:
It looks like your starting hand from last turn got left around in the field for your starting hand this turn; should be easy to fix by copying last turn’s next hand over into this turn’s starting hand.
No errors in the actual turn or cards used, as far as I can see.
2 Likes
P2T3:
[details=“Thoughts”]This is just a weird game. I’m not sure why he pinged my Rook there. That and him not drawing his techs last turn are keeping me in this.
I really need to get to tech 2, but I feel like I’m barely holding on here.[/details]
Tech
Lich’s Bargain, Bone Collector
Starting Hand
Rampant Growth Merfolk Prospector Bird Nest Bird Nest Forest’s Favor
Gold + scav (8)
Worker (7)
Rook to level 3 (5)
Rampant Growth on Rook (2)
Bird Nest (0)
Rook kills Vandy, midbands
Discard 2, rs, Draw 4
Patrol:
Leader:
Elite:
Scavenger: bird #1 (1/1)
Technician: bird #2 (1/1)
Lookout:
Buildings: Tier I - 5
Units/Heroes: Level 5 Rook (3/5)
Base: 20
Other: Bird Nest
Economy:
Workers: 8
Hand: 4
Deck: 6
Discard: 0
Worker
Bird Nest
New Hand
Rampant Growth Merfolk Prospector Verdant Tree Tiger Cub
1 Like
Lol serves me right for forgetting about buff spells… This doesn’t look great
Player 1, Turn 4
P1 [Demon]/Necro/Finesse vs P2 [Growth]/Strength/Necro
[details=Starting Hand]
Summon Skeletons
Dark Pact
Bone Collector
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (7+1float)
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Nether Drain, Nimble Fencer
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]
###Main:
- Garth (6)
- Bone Collector (4)
- Make a skeleton (3)
- Cast Summon Skeletons, two more boney homies join the horde (0)
- Javelineer kills technician bird, you get a card
- Imp and Haunt ping your tech 1 down to 2hp
- Skip worker
[details=Workers]
Sacrifice the Weak, Jandra, the Negator, Poisonblade Rogue
[/details]
-
-
Patrol as below
- Discard 1 rs Draw 3
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
####In Patrol:
-
Squad Leader: Skeleton (1/1+1armor)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton (1/1)
-
Lookout:
####In Play:
- Bone Collector (3/3)
- Thieving Imp (2/1 from 1 damage)
- Skeleton Javelineer (1/1 jav rune)
- Pestering Haunt (1/1)
- Garth (1/3 lvl 1)
- Skeletal Archery
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Summon Skeletons
Deteriorate
Bone Collector
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Woof, how did I forget Rampant Growth?? I’m bought into skeleton strats now, so that’s what we’re doing! Like I said, lots on my mind, not thinking things through properly (obviously…) Should have kept a patroller behind last turn!
Skipping a worker here to hopefully force a tower, otherwise long range could perhaps get me back in the game here!
…
Re-draw is just more board flood, we’ll see where it goes! Thunderclap would suck actually lol…
[/spoiler][/details]
1 Like
Would be nice to get out of the stone age at some point…
P2T4:
[details=“Thoughts”]It seems like he’ll be playing for either a two-step or else going T2 necromancy at this point.
I’m just playing for value/stall right now. The tower should hold off his attacks, the doom grasp tech is going to be my best answer to two step, and my plan is (like always) to win at T2. Killing Garth isn’t great value for me here, but it stops his main answer for Rook, which lets me keep him up as a wall.[/details]
Tech
Doom Grasp, Blooming Ancient
Starting Hand
Rampant Growth Merfolk Prospector Verdant Tree Tiger Cub Lich’s Bargain
Gold, remake bird (8)
Worker (7)
Tower (4)
Rampant Growth the living bird (1)
bird kills garth, Rook to level 7, bird dies
maxband Rook (0)
Discard 3, Draw 5
Patrol:
Leader: Level 8 Rook w Shell (4/6 + a)
Elite:
Scavenger: bird (1/1)
Technician:
Lookout:
Buildings: Tier I - 2, Tower - 4
Units/Heroes:
Base: 20
Other: Bird Nest
Economy:
Workers: 9
Hand: 5
Deck: 0
Discard: 6
Worker
Verdant Tree
New Hand
Forest’s Favor Ironbark Treant Young Treant Playful Panda Bone Collector
Well at least I have a solid board? Yeah, at least there’s that…
Player 1, Turn 5
P1 [Demon]/Necro/Finesse vs P2 [Growth]/Strength/Necro
[details=Starting Hand]
Summon Skeletons
Deteriorate
Bone Collector
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (7)
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Skeletal Lord, Wight
Nether Drain, Nimble Fencer
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]
###Main:
- Vandy (5)
- Deteriorate Scavenger Bird, you get 1g
- Worker (4)
- Tech 2 Necromancy (0)
[details=Workers]
Bone Collector, Sacrifice the Weak, Jandra, the Negator, Poisonblade Rogue
[/details]
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 SPEC NECRO
####In Patrol:
-
Squad Leader: Thieving Imp (2/1 from 1 damage)
-
Elite:
-
Scavenger: Bone Collector (3/3)
-
Technician: Vandy (2/3 lvl 1)
-
Lookout:
####In Play:
- Skeleton Javelineer (1/1)
- Skeleton (1/1)
- Skeleton (1/1)
- Skeleton (1/1)
- Pestering Haunt (1/1)
- Skeletal Archery
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Nimble Fencer
Shadow Blade
Dark Pact
[/details]
[details=End of Turn Discard]
Skeletal Lord
Wight
Deteriorate
Summon Skeletons
[/details]
[details=My Thoughts]
Okay, I’m setting up position to get big beefy skeletons that can answer that tower, next turn I have a really good chance of drawing Nether Drain so that I can dig up a Lord and go to town on his assets, I just want to make sure the tech 2 stays alive to line up with that. Double Earthquake is not where I think he went, but single is certainly a possibility, so let’s take out the bird with deteriorate and patrol enough such that he’d have to combo Thunderclap, Vines AND Forest’s Favor to make it happen (I can’t prevent that…)
…
Draw is fine, and if Vandy dies we’re 50/50 to draw the nether drain anyway
[/details]
P2T5:
Thoughts
It’s going to be really important that I can snipe his skeletal lord (and maybe catapults, so a second doom grasp is pretty crucial here. I thought about MOL&C instead of blooming ancient, but I think the BAs should be a sufficient win condition for now.
Tech
Doom Grasp, Blooming Ancient
Starting Hand
Forest’s Favor Ironbark Treant Young Treant Playful Panda Bone Collector -> Rampant Growth
Gold + scav, remake birds (10)
Young Treant, rs, Draw(8)
Tier II - Growth (4)
Bone Collector (2)
Playful Panda (0)
Discard 3, Draw 5
Patrol:
Leader: Young Treant (0/2 + a)
Elite:
Scavenger: wisp (0/1)
Technician: Bone Collector (3/3)
Lookout: Level 6 Rook w Shell (4/6 + a)
Buildings: Tier I - 2, Tower - 4
Units/Heroes: Bird #1 (1/1), Bird #2 (1/1), Playful Panda (2/2)
Base: 20
Other: Bird Nest
Economy:
Workers: 9
Hand: 5
Deck: 2
Discard: 3
New Hand
Doom Grasp Blooming Ancient Blooming Ancient Merfolk Prospector Tiger Cub
1 Like
You can only summon a skeleton once per turn from Garth
I was going to comment on that, but I figured it out after a while.
Probably less confusing to just say “Cast Summon Skeletons”.
2 Likes
There is a minimalist movement on the pbf board
1 Like
Yeap Bob’s on the money with my skeleton factory XD I probably should have said “Cast Summon Skeletons” for clarity though, I’ll edit so it reads better
Player 1, Turn 6
P1 [Demon]/Necro/Finesse vs P2 [Growth]/Strength/Necro
[details=Starting Hand]
Nimble Fencer
Shadow Blade
Dark Pact
Graveyard Nether Drain (DP Draw)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (8)
- Tech 2 cards (except turn 1)
[details=All Teched Cards]
Skeletal Lord, Zarramonde the Obliterator
Skeletal Lord, Wight
Nether Drain, Nimble Fencer
Shadow Blade, Bone Collector
Bone Collector, Dark Pact
[/details]
###Main:
- Garth + lvl 3 (4)
- Garth makes a skeleton (3)
- Dark Pact, base to 18 draw 2
-
Nether Drain Rook, he’s a 3/5 lvl 6 who can’t gain levels right now, Garth to lvl 5(1)
- Bone Collector kills Young Treant, takes 1 from tower
- Vandy suicides into Rook, sparkshot Bone Collector to 2hp, levels fizzle
- Thieving Imp and Haunt trade with Rook, Bird’s Nest discards, Garth Maxbands and fetches a Skeletal Lord
- Javelineer thwaps Bone Collector, you get a card, jav takes 1 from tower
- Skeleton kills wisp, takes 1 from tower, you get a gold
- Two remaining ready skeletons kill birds, each take 1 from tower
- Worker (0)
[details=Workers]
Graveyard, Bone Collector, Sacrifice the Weak, Jandra, the Negator, Poisonblade Rogue
[/details]
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 SPEC NECRO
####In Patrol:
-
Squad Leader: Skeleton (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Skeletal Lord (3/3 resist 1)
####In Play:
- Garth (3/4 lvl 7)
- Bone Collector (3/2 from 1 damage)
- Skeleton Javelineer (2/1 from 1 damage)
- Skeleton (2/2)
- Skeleton (2/1 from 1 damage)
- Skeleton (2/1 from 1 damage)
- Skeleton (2/1 from 1 damage)
- Skeletal Archery
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Skeletal Lord
Dark Pact
Nether Drain
Zarramonde, the Obliterator
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I have a horde, the only thing that stops it is getting my Lord Doom Grasp’d and that’s so econ heavy for him that I think I’m in pretty good shape. Still though, let’s not put all our eggs in the Zarramonde trickshot basket, bring in another lord in case he does doom the lord. Clear him out otherwise, hope to end with the big horned beast!
…
Only draw that could have been better is if I got summon skeletons, this is great! Fingers crossed no Doom Grasp, and we end with Zarra XD If not, we just keep pumping out skeletons and wait for Zarra to wreck next cycle
[/details]
2 Likes
First game I’ve seen a proper skeletal horde
6 Likes
Unfortunately that tower means they’re one dead Skeletal Lord away from disappearing in a hurry, I’m afeared for their possible boney doom I want them to keep pew pew-ing!
(This is a Diablo 2 Skeleton Archer btw, I couldn’t find a good gif of a horde of Warcraft 3 skeleton archers like I wanted to )
2 Likes
P2T6:
Tech
MOL&C, Oversized Rhino
Starting Hand
Doom Grasp Blooming Ancient Blooming Ancient Merfolk Prospector Tiger Cub Lich’s Bargain
Gold + scav (10)
Garth (8)
Lich’s Bargain (6)
Doom grasp skeletal lord(1)
Merfolk Prospector (0)
Playful Panda kills SQL skeleton
Discard 3, Draw 1, rs, Draw 4
Patrol:
Leader: Horror (3/3 + a)
Elite:
Scavenger: Merfolk Prospector (1/1)
Technician: Zombie (2/2)
Lookout:
Buildings: Tier I - 2, Tier II(Growth) - 5Tower - 4
Units/Heroes: Level 1 Garth (1/3)
Base: 16
Other:
Economy:
Workers: 8
Hand: 5
Deck: 9
Discard: 0
New Hand
Doom Grasp Blooming Ancient Blooming Ancient MOL&C Oversized Rhino
What did you sacrifice for Doom grasp?