CAPS 2017: Penatronic ([Present]/Peace/Blood) vs. FrozenStorm ([Demon]/Necro/Finesse)

@FrozenStorm

"P1T1


StartingHand Workers

STARTING HAND
Forgotten Fighter
Hardened Mox
Battle Suits
Time Spiral
Temporal Research


WORKERS
Time Spiral


NextHand

Nullcraft
Tinkerer
Neo Plexus
Plasmodium
Fading Argonaut


Discard

Forgotten Fighter
Battle Suits
Temporal Research
Hardened Mox


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
summon oni - ($1)

Float ($1)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: L1 Onimaru (2/3), frenzy
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

mox is tempting but I think I need to bring more pressure against possible vandy

"

GL HF @Penatronic, I know very little about your deck’s game plan besides typical Purple peace shenanigans, so I guess we’ll see how this goes!

Player 2, Turn 1

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Summon Skeletons
Skeleton Javelineer
Jandra, the Negator
Graveyard
Pestering Haunt
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy (3)
  • Skeleton Javelineer (2)
  • Pestering Haunt (2)
  • Worker (1)

[details=Workers]
Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Sacrifice the Weak
Skeletal Archery
Thieving Imp
Poisonblade Rogue
[/details]

[details=End of Turn Discard]
Summon Skeletons
Graveyard
[/details]

[details=My Thoughts]
Pulled a great split on my starter deck, all spell momentum for turn 2 and double drop on pesky units for turn 1! He’s going to have to double drop to keep me off killing Oni, bad news for early mox shenanigans or Peace rush, which are I think the largest threats to my success!
[/details]

The dreaded “monoblue can’t win” opener!

4 Likes

It’s just generally a terror to deal with, especially from P1 position! You certainly have outs, but I’m counting on it being tough for you to answer :wink:

"P1T2


Tech StartingHand Workers

TECH
Eager Cadet
Bootcamp


STARTING HAND
Nullcraft
Neo Plexus
Fading Argonaut
Plasmodium
Tinkerer


WORKERS
Time Spiral
Tinkerer


NextHand

Eager Cadet
Bootcamp
Temporal Research
Neo Plexus


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
fargo. this is a true story. - ($3)
oni kills your silly archer
nullcraft, it kills your haunt - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Fargonaut (2/3), fading 3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1), flying, no debuff
  • L1 Onimaru (2/2), frenzy
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

sacrifice the weak is a real dang issue for purple starter. if I clear his weak minions with oni and nullcraft at least that way nullcraft forces a wither and a stw, but even then he can kill oni… wondering if I should have just not played a hero at all! the only saving grace of that play is that he would have to go down again in cards, though he could still afford t1 first because half of the black starter is free apparently. even if I go with a chunkier unit like plexus he can then just kill oni with haunt and wither. I like the idea of kicking these shit units back into his discard for the reshuffle, with a low hand size hopefully that’ll slow him down . OH YEAH DETERIORATE IS A DEBUFF. nullcraft it is. Now same dilemma as last game, skipping T1 do I just throw in spells or T1 units and hope I get lucky on draws? I’m in a lot worse situation this time hand size-wise, plus the potential for imp… split the difference maybe and roll the dice? I definitely want Argo instead of Knight, he has tons of ways to kill a Knight w/o combat, but I’m still terrified of the potential of StW to snipe beefy units.

"

Hm I was hoping I’d be forcing you onto something a little weaker than that :confused:

Player 2, Turn 2

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Sacrifice the Weak
Skeletal Archery
Thieving Imp
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Tech 1 (6)
  • Midband Vandy (4)
  • Vandy kills Fargo, you get a card
  • Thieving Imp, discard #3 of 5 (1)
  • Worker (0)

[details=Workers]
Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Thieving Imp (2/2 resist 1)

####In Play:

  • Vandy (3/2 from 2 damage lvl 3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Deteriorate
Skeletal Archery
Skeleton Javelineer
Graveyard
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Oof he gets StW insurance and clears my little dudes, not cool. Still though nothing that can’t be handled, Imp in Resist means he can’t maxband Oni AND worker, and Fencer gives me ammo to counter-kill so safe to grab Dark Pact here.

…

BRUTAL reshuffle draw, I guess we’ll see where things go!
[/spoiler][/details]

I agonized over that turn forever before remembering deteriorate is a buff :smiley:

nevermind what i said about 5 cards

"P1T3


Tech StartingHand Workers

TECH
Art of War
Art of War


STARTING HAND
Temporal Research
Bootcamp
Neo Plexus
Eager Cadet
Battle Suits


WORKERS
Time Spiral
Tinkerer


NextHand

Hardened Mox
Temporal Research
Plasmodium
Eager Cadet
Forgotten Fighter


Tech 2 card(s)
Get Paid + float - ($7)
tech draw
discard #3
no worker, no tech, i’m crazy got it?
bootcamp imp (yeah I paid extra to learnt your filthy minion. He shit all over my dojo… all these tiny bones) - ($5)
midband onimaru - ($1)
Onimaru decapitates Vandy. I don’t usually embellish actions but killing Vandy is just so satisfying.
free levels from vandy, maxband, summon 3 musketeers - ($0)
nullcraft pokes imp for 1 dmg

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Athos (1/1A), sparkshot
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Pothos (1/1), sparkshot
  • :pschip: [I]Technician[/I]: Aramis (1/1), sparkshot
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1), flying, no debuff
  • L8 Onimaru (4/5), frenzy, readiness
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Well skipping a worker and tech 1, again, seems pretty crazy, but I’m back up to 5 cards and cleared out Vandy, plus have a badass samurai to start wrecking shit with next turn. Putting the imp in lookout was really smart. I may give Vandy too much credit but I’ve lost so many games so far to her and I hate how many options and threats she gives the other player. Hopefully he teched spells for her and gets a funky draw. Not patrolling Oni at all cause i’m afraid of that imp + fencers… even though my peons probably won’t get much done on defense, if one survives sparkshot + nullcraft can probably get me some good trades. Since I’m skipping T1 again going double art of war… if I get it I can pretty much start locking out a tech building or killing a hero every round + being an unstoppable wall.

well fuck not drawing an art of war and drawing this damn cadet again is kind of a bummer. my ability to hold pressure on him after my Yolo move is going to be not so great.

"

1 Like

Borderline crazy, there’s a world in which it’s a game-winning play to skip worker and tech1 on turn 3 for a maxband onimaru though!

Player 2, Turn 3

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Deteriorate
Skeletal Archery
Skeleton Javelineer
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Garth (5)
  • Deteriorate SQL musketeer Athos, he crumples
  • Worker (4)
  • Tech 2 Demonology (0)

[details=Workers]
Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY

####In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Dark Pact
Summon Skeletons
Sacrifice the Weak
Nimble Fencer
[/details]

[details=End of Turn Discard]
Doom Grasp
Blackhand Dozer
Deteriorate
Skeleton Javelineer
Skeletal Archery
[/details]

[details=My Thoughts][spoiler]
Well that “brutal” re-draw ends up being not so brutal, I save my counter-attacking ammo for next turn while I tech up into scary land for him. I need Nether Drain in the deck now though, as the Onimaru threat is real for a base race. I may end up teching Nether Drain and Doom Grasp next turn as well, just to maximize the odds of neutralizing the Art of War threat here. I can’t get double Art of War’d into double General’s Hammer, so I have to hope he doesn’t draw Art of War right here and now, b/c if he does I may be digging with skeletons next turn for a Nether Drain!

As much as Doom Grasp to kill Oni would totally end the game, soldiers aren’t that hard to deal with and I need to stall Art of War rushdown much worse than I need to actually kill Oni. I can kill a midband oni with a Vandy-buffed fencer or this beefy imp he’s giving me, or I’m fine just delaying a bit to cycle in another Doom Grasp!
…

Didn’t whiff the dark pact thankfully, unless he’s wasting an attack on Garth next turn I’ll likely be able to dig for the necessary firepower to pull this off!

[/spoiler][/details]

"P1T4


Tech StartingHand Workers

TECH
Eager Cadet
Kidnapping


STARTING HAND
Hardened Mox
Forgotten Fighter
Plasmodium
Eager Cadet
Temporal Research


WORKERS
Time Spiral
Tinkerer
Plasmodium


NextHand

Art of War
Battle Suits
Fargonaut (2/3), fading 3
Bootcamp
Art of War


Discard

Forgotten Fighter
Eager Cadet
Temporal Research
Eager Cadet
Kidnapping


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
hardened mox - ($0)
2 musketeers and nullcraft kill imp
oni kills Garth

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1A), indestructible
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: L8 Onimaru (4/4), frenzy, readiness
    [B]In Play:[/B]
  • Nullcraft (1/1), flying, no debuff
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

that Art of War would have fit in nicely. seeing demonology t2 is scary. if he drops terras Q I originally thought kidnapping was the solution but that’s an expensive play, but I can just blind swing the warlocks to clear for an open gate on terras . I think war drums is the way to go… if I can play war drums the same turn he gives me warlocks it would be ridiculous. I will plan to get both options into deck. it was a hard decision between mox and a heroes hall, but I really need to get some more board down and reduce my deck size.

"

Player 2, Turn 4

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Dark Pact
Summon Skeletons
Sacrifice the Weak
Nimble Fencer
Pestering Haunt (techn)
Blackhand Dozer, Deteriorate (DP)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Vandy (6)
  • Dark Pact, my base to 18, rs draw 2
  • Deteriorate SQL Mox, he steps aside
  • Nimble Fencer, suicides into Oni he’s at 2hp now (4)
  • Hero’s Hall (2)
  • Worker (1)

[details=Workers]
Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY

####In Patrol:

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

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Nether Drain
Skeleton Javelineer
Skeletal Archery
Nether Drain
Thieving Imp
[/details]

[details=End of Turn Discard]
Dark Pact
Deteriorate
Nimble Fencer
Blackhand Dozer
Sacrifice the Weak
Summon Skeletons
[/details]

[details=My Thoughts][spoiler]
Hmm he must have whiffed Art of War? Did not expect a simple Oni attack but that’s why I put Garth in Technician. Grabbing nether drain for decent chances to draw 2x next turn. I can dark pact and if I draw deteriorate, I can kill Oni outright w/ Vandy max + fencer (but skip worker and buff something of his, oof), or I can just have Fencer ram Oni for some damage, then double nether drain kills him!

Drew the Deteriorate, and neither of the Nether Drain, decent odds for the Nether Drain setup but still glad I made it! Dozer would probably be a decent choice here, as I could fetch a soul stone next turn to break a brick wall Onimaru, but I don’t want to risk him getting enough little guys down to cover for the Overpower. Better to set up the guaranteed Nether Drain kill, where even in lookout I can pay 6 gold for Garth + 2x Nether Drain and get Oni kill for maxband garth, fetch a Baron or a Dozer or even a Fencer maybe. Shoot even Voidblocker does the trick decently well.

…

Got both Nether Drain, whiffed Voidblocker which isn’t ideal but not a huge deal, he literally can’t stop me from acing Oni next turn so that’s what I plan to do, and from there I think I own the game!

[/spoiler][/details]

1 Like

"P1T5


Tech StartingHand Workers

TECH
Bootcamp
Argonaut


STARTING HAND
Bootcamp
Battle Suits
Fargonaut (2/3), fading 3
Art of War
Art of War


WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3


NextHand

Kidnapping
Eager Cadet
Eager Cadet
Neo Plexus


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
onimaru studies the art of war - ($3)
Battle Suits - ($1)
mox and nullcraft kill vandy, you draw
oni destroys your t2, your base takes 2
bootcamp mox, draw - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: L8 Onimaru (6/2+2A), frenzy, readiness, swift strike, unstoppable
    [B]In Play:[/B]
  • Nullcraft (1/1), flying, no debuff
  • Hardened Mox (3/2), indestructible
  • Battle Suits (upgrade)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I really wanted to drop a heroes hall this turn but this seemed like the play to make… bootcamp to help cycle deck and increase chances of getting another art of war.

Man these draws have been shit for my art of war, was a pretty decent chance of finding one or a boot camp to help look for one. Watch I’ll draw both in the same hand next turn, again.

"

Player 2, Turn 5

P1 [Present]/Peace/Blood vs P2 [Demon]/Necro/Finesse

[details=Starting Hand]
Nether Drain
Skeleton Javelineer
Skeletal Archery
Nether Drain
Thieving Imp
Voidblocker (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Metamorphosis, Nimble Fencer
Voidblocker, Nether Drain
Nether Drain, Blackhand Dozer
Dark Pact, Nimble Fencer
[/details]


###Main:

  • Rebuild tech 2
  • Garth (8)
  • Nether Drain Onimaru, Garth to lvl 3 oni to 6 (6)
  • Nether Drain Oni again, Garth to 5 Oni to 4, oni no longer has any HP so he dies, Garth maxbands, fetches a Nimble Fencer (4)
  • Fencer hits your base to 18hp
  • Thieving Imp, discard #1 of 4 (1)
  • Worker (0)

[details=Workers]
Skeleton Javelineer, Pestering Haunt, Graveyard, Poisonblade Rogue, Jandra, the Negator
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC DEMONOLOGY

####In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

####In Play:

  • Nimble Fencer (2/3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Nether Drain
Summon Skeletons
Metamorphosis
Nether Drain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Art of War unnecessary to kill my Tech 2, I’m in really good shape. Grabbing Meta as I think that’s my win condition, and then… another fencer I guess? I want stuff that helps me end the game, I don’t want to end up getting surprise base chunked for the loss.

Plan here is Kill Oni, use Imp to bleed another card, fetch Fencer to put some base damage down (and not give him anything too juicy to kidnap, in case that’s up his sleeve), and max Vandy + bring River next turn. The Mox is annoying but there’s not much I can do about it besides end the game.
…

Wow I get both Nether Drains (cool if Garth lives, bad if not!) but I also draw the meta… bummer that I’ll either have to fetch it turn 7 OR wait another cycle, neither of which I want to do. Oh well, I have pretty commanding control and such an econ advantage I’m not too worried.

[/spoiler][/details]

2 Likes

"P1T6


Tech StartingHand Workers

TECH
Flagstone Garrison
Kidnapping


STARTING HAND
Eager Cadet
Eager Cadet
Neo Plexus
Kidnapping


WORKERS
Time Spiral
Tinkerer
Plasmodium
Fargonaut (2/3), fading 3
Neo Plexus


NextHand

Argonaut
Bootcamp
Forgotten Fighter


Discard

Kidnapping
Eager Cadet
Flagstone Garrison
Kidnapping


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
summon drakk - ($5)
kidnap imp - ($1)
nullcraft and mox kill Garth, you draw, 2 levels for drakk
Midband drakk, imp gets frenzy - ($0)
imp trades with nimble fencer
Eager Cadet

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Eager Cadet (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L4 Drakk (2/3), units get frenzy
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1), flying, no debuff
  • Hardened Mox (3/2), indestructible
  • Battle Suits (upgrade)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I really wanted to drop a heroes hall this turn but this seemed like the play to make… bootcamp to help cycle deck and increase chances of getting another art of war. man these draws have not been lucky at all.

"

1 Like

I think your hand count is off, if I discarded a card to bring you to 3 in hand, then you play Kidnapping Cadet AND worker, you should be dc 0 draw 2, yeah?

1 Like

Fuuuuuuu I forgot the discard

I need to redo the hand

Judging by your reaction, I’m guessing that #1 of 4 was the Kidnapping or Cadet?

Ok, I’ll wait on the redo, no problemo

Yeah sorry I have to replay the whole turn

@ericf [details=for Eric] I’m not sure how this happened but you can see that on Turn 5 my “next hand” is in a different order than the starting hand was on my previous Turn 6. What the heck? it’s not even mirrored… What do I go by? [/details]

No problem at all, just tag me when you’re done!

You’ll have to ask @zhavier about that.

For this turn, I’ll re-randomize. You discard

Summary

Kidnapping