[CAPS25] Round2: P1 thehug0naut [Bashing]/Balance/Disease vs P2 charnel_mouse [Anarchy]/Demonology/Disease

Well met @charnel_mouse and GLHF as always

Active Changes
Card Change
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
Pirate Gunship Loses Obliterate
Vandy Midband loses Resist and cannot fetch Metamorphosis
Dark Pact Cost → 1g

P1T1


StartingHand Workers

STARTING HAND

Tenderfoot
Timely Messenger
Brick Thief
Fruit Ninja → Worker
Granfalloon Flagbearer


WORKERS

Fruit Ninja


NextHand

Older Brother
Helpful Turtle
Spark
Bloom
Wither


Discard

Timely Messenger
Brick Thief
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Troq - ($1)
Tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Troq Bashaar 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot 1/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Pretty good split, let’s see how he plays P2T1

1 Like

GL, HF!

P2T1

Starting hand: 5

Nautical Dog
Bloodrage Ogre
Makeshift Rambaster
Bloodburn
Scorch

Thoughts

I’m not sure what to expect as Tech II just yet, but hug0 doesn’t have any cheap combat heroes here – Troq and Midori are expensive to level, Orpal doesn’t have a high attack – so I don’t expect too much early aggression.


Get paid - (5)
Worker - (4)
Bloodrage Ogre - (2)
Nautical Dog - (1)
Float 1
Discard 2, draw 4


:psblueshield: Bloodrage Ogre 3/2+1A (end of turn: returns to hand if didn’t arrive or attack)
:exhaust: Nautical Dog 1/1 (frenzy 1)

:heart: Base HP: 20


Hand: 4

Mad Man
Bombaster
Careless Musketeer
Charge

Deck: 1

Pillage

Discard: 2

Makeshift Rambaster
Scorch

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 1
Workers: 6

5 x start
T1: Bloodburn

1 Like

P1T2


Tech StartingHand Workers

TECH

Intimidate
Intimidate


STARTING HAND

Wither
Older Brother
Helpful Turtle
Bloom
Spark → Worker


WORKERS

Fruit Ninja
Spark


NextHand

Intimidate
Helpful Turtle
Bloom
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloom Troq, kills Brogre, takes 3 - ($2)
Tenderfoot kills Dog, takes 1, you draw
Brother - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother 2/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Troq Bashaar 3/1 [+]
  • Tenderfoot 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I want to clear his board so that I maintain my stronger aggro, only issue is he can easily counter kill Troq. I think I’m right to keep him under pressure so let’s skip Tech I this turn and put Brother in SQL

@charnel_mouse friendly nudge :grin:

1 Like

P2T2

Starting hand: 4

Mad Man
Bombaster
Careless Musketeer
Charge

Technician draw: 0

Pillage

Thoughts

Hmm. A bit of an awkward defence I’m putting up here, but I’m waiting for a good opening to counter-attack.

I expect either Balance II or Disease II, so Taxman or Disease I should be good in case of air units. If I go for Disease II, it’s probably more for Gorgon + Cursed Crow.

It’s interesting that hug0 didn’t build a Tech I, I suppose he’s going for Troq spells? Probably Intimidate, unless he’s going for an early Tech break with Wrecking Ball. I’ll take Sickness, to make sure I can still reduce his board with Intimidate reducing my counter-damage, and Gunpoint Taxman for some anti-air, in case of Balance II.

Teched cards: 2

T2: Gunpoint Taxman, Sickness


Get paid + float - (7)
Worker - (6)
Bombaster - (4)
Tech I - (2)
Careless Musketeer - (0)
Discard 2, reshuffle 8, draw 4


:psblueshield: Careless Musketeer 2/1+1A (exhaust: deal 1 to target unit/building, 1 to my base)
:exhaust: Bombaster 2/2 (1g, sacrifice: deal 2 damage to target patrolling unit)

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


Hand: 4

Scorch
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman

Deck: 4

Makeshift Rambaster
Sickness
Charge
Mad Man

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

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


Gold: 0
Workers: 7

5 x start
T1: Bloodburn
T2: Pillage

1 Like

Troq likes bashing

P1T3


Tech StartingHand Workers

TECH

Fairie Dragon
Wandering Mimic


STARTING HAND

Granfalloon Flagbearer → Worker
Helpful Turtle
Intimidate
Bloom


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer


NextHand

Wither
Brick Thief
Timely Messenger
Intimidate


Discard

Older Brother
Intimidate
Fairie Dragon
Wandering Mimic
Bloom
Helpful Turtle


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Intimidate Musketeer, dies - ($2)
Brother trades Bombaster, you draw
Midband Troq, hits Tech I to 1HP, midband breaks, your base to 18 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Troq Bashaar 4/5 [+, Attacks: deal 1 damage to a defending building]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Tech I break seems good to me here. Sharks probably the most obvious counter play but will he have played into that?

I guessed an Intimidate was probably coming, but I forgot about the balance changes…

P2T4

Starting hand: 4

Scorch
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman

Technician draw: 1

Mad Man

Thoughts

OK… I’ll tech in a Carrion Curse to try to slow down the spell slinging, and make hug0 worry about hand size more. I’d like to bring out Zane to kill the Tenderfoot here, but if hug0’s taken double Intimidate then it can kill him afterwards if I don’t heal, and the last thing I want is Troq getting overpower at maxband. I can’t do that and play Bloodrage Ogre to block. I’ll just go for a Tower, to try to bleed Troq a little bit.

Teched cards: 2

T2: Gunpoint Taxman, Sickness
T3: Carrion Curse, Gunpoint Taxman


Get paid - (7)
Rebuild Tech I
Worker - (6)
Bloodrage Ogre - (4)
Nautical Dog - (3)
Tower - (0)
Discard 2, draw 3, reshuffle 6, draw 1


:psblueshield: Bloodrage Ogre 3/2+1A (end of turn: bounces to hand if didn’t arrive or attack)
:exhaust: Nautical Dog 1/1 (frenzy 1)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tower HP: 4


Hand: 4

Makeshift Rambaster
Sickness
Charge
Gunpoint Taxman

Deck: 5

Careless Musketeer
Bombaster
Carrion Curse
Gunpoint Taxman
Mad Man

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

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


Gold: 0
Workers: 8

5 x start
T1: Bloodburn
T2: Pillage
T3: Scorch

A bit less bashing this turn, I’m sure you’ll approve

P1T4


Tech StartingHand Workers

TECH

Sickness
Potent Basilisk


STARTING HAND

Wither
Brick Thief
Timely Messenger
Intimidate


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer
Wither


NextHand

Intimidate
Helpful Turtle
Timely Messenger
Potent Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Balance - ($2)
Troq kills Brogre, takes 4, Tech I to 4HP
Brick Thief, Tech I to 3HP - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief 2/1A [Resist 1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot 1/1
  • :target: Lookout:

In Play:

  • L3 Troq Bashaar 4/1 [+, Attacks: deal 1 damage to a defending building]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

There was a route to break again (Intimidate + Wither Brogre) but it would mean dropping to three cards and not teching up myself (since I need to also worker). Instead let’s take the tech lead and see how he plays this out. With Mad Man in hand he can trade Zane and throw his board at Troq to kill him but I keep my tech lead. In my analysis it didn’t seem to make much difference whether I traded the Tenderfoot with Dog or not so I’ve opted to try and regain a card and not feed him another right now. Yes it’s more passive but I think probably correct to leave him at 4 cards and try to get myself back to 5.

Much–appreciated, thanks.

P2T4

Starting hand: 4

Makeshift Rambaster
Sickness
Charge
Gunpoint Taxman

Thoughts

Good Sickness turn, but I’m still on the back foot when it comes to tech level. I think I have to go Disease here for flying patrollers.

Teched cards: 2

T2: Gunpoint Taxman, Sickness
T3: Carrion Curse, Gunpoint Taxman
T4: Cursed Crow, Gorgon


Get paid - (8)
Worker - (7)
Orpal Gloor - (5)
Sickness, Troq and Tenderfoot die, you draw, Orpal hits level 3 - (3)
Nautical Dog trades with Brick Thief
Gunpoint Taxman - (1)
Orpal to level 4 (midband) - (0)
Discard 1, draw 3


:psblueshield: Gunpoint Taxman 3/3+1A (anti-air; steals gold on patroller kill)
:exhaust: Orpal L4 2/4 (deals damage in - runes; sacrifice non-demon unit, oince per turn: give target unit a - rune)

:heart: Base HP: 18
:heart: Tech I HP: 3
:heart: Tower HP: 4


Hand: 3

Careless Musketeer
Bombaster
Gunpoint Taxman

Deck: 2

Carrion Curse
Mad Man

Discard: 6

Bloodrage Ogre
Cursed Crow
Gorgon
Sickness
Nautical Dog
Charge

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
1 on board
3 in hand
2 in deck
6 in discard
4 in workers


Gold: 0
Workers: 9

5 x start
T1: Bloodburn
T2: Pillage
T3: Scorch
T4: Makeshift Rambaster

Troq also a fan of sick days it would seem!

P1T5


Tech StartingHand Workers

TECH

Fairie Dragon
Wandering Mimic


STARTING HAND

Timely Messenger
Helpful Turtle → Worker
Potent Basilisk
Intimidate
Technician Draw → Bloom


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer
Wither
Helpful Turtle


NextHand

Intimidate
Wandering Mimic
Older Brother
Sickness


Discard

Tenderfoot
Brick Thief
Fairie Dragon
Wandering Mimic
Bloom
Intimidate


Tech 2 card(s)
Technician Draw
Get Paid - ($8)
Worker - ($7)
Potent Basilisk - ($3)
Orpal - ($1)
Messenger - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk 3/5A [Deathtouch, Untargetable]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger 1/1 [Haste]
  • :target: Lookout:

In Play:

  • L1 Orpal Gloor 1/3 [Deals Damage as -1/-1 runes]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

He’s now dropped to 3 cards so I’m comfortable reducing my hand to 4 to give me the chance to have haste in play and potentially draw Mimic + Dragon for the flying haste combo, all while I wall up behind a Basilisk. I want a hero in play to hoover up levels if he trades Orpal into the Basilisk, and my own Orpal puts his hand under the most pressure with the threat of killing off his board with -1/-1 runes

P2T5

Starting hand: 3

Careless Musketeer
Bombaster
Gunpoint Taxman

Thoughts

Not looking good… killing off the Man Man is expensive when I’m already so low on cards, but, if I don’t, I could be facing hasted Mimics.

Teched cards: 2

T2: Gunpoint Taxman, Sickness
T3: Carrion Curse, Gunpoint Taxman
T4: Cursed Crow, Gorgon
T5: Cursed Crow, Gorgon


Get paid - (9)
Worker - (8)
Tech II Disease - (4)
Gunpoint Taxman #2 - (2)
Bombaster - (0)
Orpal sacrifices Bombaster, places a - rune on Mad Man, it dies, you draw
Discard 0, draw 2


:psblueshield: Gunpoint Taxman #1 3/3+1A (anti-air; steals gold on patroller kill)
:exhaust: Gunpoint Taxman #2 3/3 (anti-air; steals gold on patroller kill)

Orpal L4 2/4 (deals damage in - runes; sacrifice non-demon unit, once per turn: give target unit a - rune)

:heart: Base HP: 18
:heart: Tech I HP: 3
:heart: Tech II HP: 5 (Disease)
:heart: Tower HP: 4


Hand: 2

Carrion Curse
Mad Man

Deck: 0
Discard: 9

Bloodrage Ogre
Cursed Crow
Gorgon
Sickness
Nautical Dog
Charge
Cursed Crow
Gorgon
Bombaster

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
2 on board
2 in hand
0 in deck
9 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Bloodburn
T2: Pillage
T3: Scorch
T4: Makeshift Rambaster
T5: Careless Musketeer

Dear players, as two out of three games from round three are already completed it really would be appreciated if the two of you can stick to the “please try to do at least one turn per player per day” rule of ours. :wink:

1 Like

Sorry for the delays. Trying to do better

P1T6


Tech StartingHand Workers

TECH

Sneaky Pig
Sneaky Pig


STARTING HAND

Wandering Mimic
Sickness
Intimidate
Older Brother
Fairie Dragon


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer
Wither
Helpful Turtle
Older Brother


NextHand

Intimidate
Fairie Dragon
Intimidate
Timely Messenger


Tech 2 card(s)
Technician Draw
Get Paid - ($9)
Worker - ($8)
Troq - ($6)
Intimidate SQL - ($5)
Fairie Dragon, Feather SQL, dies - ($1)
Tech Lab Bashing - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk 3/5A [Deathtouch, Untargetable]
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Orpal Gloor 1/3 [Deals Damage as -1/-1 runes]
  • :pschip: Technician: L1 Troq Bashaar 2/3
  • :target: Lookout: Fairie Dragon 4/2 [Flying, Resist 1]

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Bashing)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

He prevented hasted Mimic but he’s gone really low hand, so I think I just keep chipping away at his board and set up a strong push with the threat of hasted mimics and make him work hard to make any kind of impact on my board state.

Edit: Added Tech Lab - omitted by mistake

No worries, I’m hardly Speedy Gonzales here.

P2T7

Starting hand: 2

Carrion Curse
Mad Man

Thoughts

Well, that could have been worse… Carrion Curse, one level on Orpal, and then maxband Vandy can come down, and I have no gold left to boost hug0’s Dragon by dooming it. That leaves Orpal and the doomed Taxman to get a kill on Potent Basilisk. Alternatively, I go to zero cards again, and Taxman and Mad Man get the kill, leaving Orpal to patrol or get some - runes down. I am gambling on drawing into Gorgons quickly to recover my hand and defend, but if Vandy survives then I can use Dark Pact.

Teched cards: 0

T2: Gunpoint Taxman, Sickness
T3: Carrion Curse, Gunpoint Taxman
T4: Cursed Crow, Gorgon
T5: Cursed Crow, Gorgon


Get paid - (10)
Carrion Curse, I look at your hand, you discard both Intimidates - (7)

Thoughts

Good Carrion Curse. Killing off my own units means that the second Fairie Dragon has no good target for its feather rune – it can’t target Timely Messenger – and that leaves hug0 with no tricks this turn. I’ve gotten hug0 down to hand size parity, too. Maybe I’ll be OK.

Mad Man - (6)
Vandy Anadrose - (4)
Maxband Vandy, dooms Gunpoint Taxman, no valid doom target on your side - (0)
Gunpoint Taxman and Mad Man trade with Potent Basilisk
Discard 0, reshuffle 13, draw 2


:psblueshield: Orpal L4 2/4+1A (deals damage in - runes; sacrifice non-demon unit, once per turn: give target unit a - rune)
:exhaust: Vandy L5 4/5 (sparkshot; 1g, exhaust, discard 1: fetch and reveal a non-ultimate Demonology spell from codex)

:heart: Base HP: 18
:heart: Tech I HP: 3
:heart: Tech II HP: 5 (Disease)
:heart: Tower HP: 4


Hand: 2

Nautical Dog
Gunpoint Taxman

Deck: 11

Bloodrage Ogre
Cursed Crow
Gorgon
Sickness
Charge
Cursed Crow
Gorgon
Bombaster
Gunpoint Taxman
Carrion Curse
Mad Man

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

Expected: 10 + 8 teched = 18
0 on board
2 in hand
11 in deck
0 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Bloodburn
T2: Pillage
T3: Scorch
T4: Makeshift Rambaster
T5: Careless Musketeer

Thanks, I’ve been pretty sleep deprived this week so decision making has been way slower :sweat_smile:

At least my decisions here were a bit more straightforward

P1T7


StartingHand Workers

STARTING HAND

Intimidate → Discard
Timely Messenger
Fairie Dragon
Intimidate → Discard


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer
Wither
Helpful Turtle
Older Brother


NextHand

Wandering Mimic
Bloom
Brick Thief


Discard

Intimidate
Intimidate
Potent Basilisk
Timely Messenger
Fairie Dragon


Tech 0 card(s)
Get Paid - ($10)
Maxband Troq, hits Orpal to 1HP, takes -2/-2 and 1 damage, Tech II to 4HP - ($4)
Messenger, trades Orpal, my Orpal to level 3 - ($3)
Dragon breaks Tech II, takes 1, your base to 16
Break Tech Lab, base to 18, build Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Orpal Gloor 1/3A [Deals Damage as -1/-1 runes]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Troq Bashaar 2/2 [–, Attacks: Deal 1 to a defending building, Overpower]
  • Fairie Dragon 4/1 [Flying]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Nice! I hadn’t thought about Carrion Curse. Shame I drew both Intimidates in the same hand!

Here I have to choose between killing Vandy or breaking Tech II, and I also get to choose who gets the runes from killing Orpal. My main concern was patrol afterwards, given he has access to haste with Zane and Charge.

Killing Vandy leaves me with less of a patrol and I’m open to Cursed Ghoul killing Fairie Dragon on arrival (since it will have Tower damage) or it being blocked by Cursed Crow. Between that and keeping Orpal in patrol, breaking Tech II seems like the better choice.

Annoying that he can Dark Pact here and recover hand size but I have another Tech break coming so long as Dragon + Troq survive, which seems fairly likely. Also not terrible chances of drawing more damage with Mimics and Sneaky Pigs in deck.

Would really like Orpal in Technician but Shadow Blade can just kill him there so needs to be SQL. Would also like to not Tower but I need to assume he could draw or DP into Meta and at least then Vandy will be blocked from breaking my tech II.

Edit: Fixed base health for breaking Tech Lab

P2T8

Starting hand: 2

Nautical Dog
Gunpoint Taxman

Thoughts

That Tech II break doesn’t affect me too much, but it does make drawing with Dark Pact more of a gamble. I think I have to take the risk.

Building over the Tech Lab is interesting, I’m guessing it was for Sneaky Pigs? Maybe we’ll see, but I’m happy for there to be less ways for hug0 to give Mimics haste.

Teched cards: 0

T2: Gunpoint Taxman, Sickness
T3: Carrion Curse, Gunpoint Taxman
T4: Cursed Crow, Gorgon
T5: Cursed Crow, Gorgon


Get paid - (10)
Rebuild Tech II
Discard 1, Vandy exhausts, fetches a Dark Pact - (9)

Dark Pact, my base to 14, draw 2 - (8)

Gorgon
Charge

Gunpoint Taxman - (6)
Float 6
Discard 2, draw 4


:psblueshield: Gunpoint Taxman 3/3+1A (anti-air; steals gold on patroller kill)

Vandy L5 4/5 (sparkshot; 1g, exhaust, discard 1: fetch and reveal a non-ultimate Demonology spell from codex)

:heart: Base HP: 14
:heart: Tech I HP: 3
:heart: Tech II HP: 5 (Disease)
:heart: Tower HP: 4


Hand: 4

Bloodrage Ogre
Sickness
Cursed Crow
Gunpoint Taxman

Deck: 5

Cursed Crow
Gorgon
Bombaster
Carrion Curse
Mad Man

Discard: 4

Nautical Dog
Dark Pact
Gorgon
Charge

Card-count check (opponent-viewable)

Expected: 10 + 8 teched + 1 fetched = 19
1 on board
4 in hand
5 in deck
4 in discard
5 in workers


Gold: 6
Workers: 10

5 x start
T1: Bloodburn
T2: Pillage
T3: Scorch
T4: Makeshift Rambaster
T5: Careless Musketeer

@thehug0naut friendly poke

Apologies for the delay. A lot of options available to me this turn and needed to calculate.

Double tech break or kill Vandy and switch to Tech lab were on offer but unless I’m mistaken or you’ve teched really unexpected cards, this line is guaranteed gg on my next turn

P1T8


StartingHand Workers

STARTING HAND

Wandering Mimic
Brick Thief
Bloom


WORKERS

Fruit Ninja
Spark
Granfalloon Flagbearer
Wither
Helpful Turtle
Older Brother


NextHand

Sickness
Sneaky Pig


Discard

Intimidate
Intimidate
Potent Basilisk
Timely Messenger
Fairie Dragon
Brick Thief
Bloom


Tech 0 card(s)
Get Paid - ($10)
Brick Thief, base to 13, my base to 19 - ($8)
Midband Orpal, sac Thief, -1/-1 on Taxman - ($7)
Orpal deals -1/-1 to Taxman after armour, takes 3
Troq trades Taxman, Overpower 1 + midband hits base to 11, levels whiff
Bloom Dragon, breaks Tech II, takes 1, base to 9 - ($5)
Mimic, gains Flying and Sparkshot - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • L4 Orpal Gloor 2/1
  • Fairie Dragon 5/1 [+, Flying]
  • Wandering Mimic 4/4 [Flying, Sparkshot]

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

This turn gave me many options, but this line is a guaranteed win unless he’s teched a Gargoyle and currently has it in his hand or next few cards of his deck. With no way to trade out Vandy his worst case base damage is in the 12-14 range so he can’t wipe me before I kill him

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Aye, I have a Sickness in hand, but no way to bring Orpal in. GG! @zango

2 Likes

GG and WP then. Really fun game. I’m enjoying this version of Troq a lot

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