I know haha. I insult MTG players a lot including my friend lol. I totally agree on a digital version. I think expansion will be also great like adding two more colors maybe and take care of some balancing issues at the same time.
Game 1 Player 2, Turn 5
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Skeleton Javelineer
Potent Basilisk
Skeletal Archery
Dark Pact
Fairie Dragon + StW (DP)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Momentās Peace, Wandering Mimic
Nether Drain, Fairie Dragon
Fairie Dragon, Potent Basilisk
Dark Pact, Tiny Basilisk
Main:
- Dark Pact, draw 2 base to 15
- Fairie Dragon, runes Tiny Basilisk (5)
- Tiny B kills Ancient
- Potent Basilisk (1)
- Worker (0)
Workers
Skeletal Archery, Pestering Haunt, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
- Patrol as below
- Discard 2 draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Potent Basilisk (3/5+1armor)
- Elite:
- Scavenger:
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Fairie Dragon (4/2 flying)
- Tiny Basilisk (3/1 feather rune, flying)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Deteriorate
Nether Drain
Fairie Dragon
Graveyard
End of Turn Discard
My Thoughts
Imp was not effective, MM + BA was the nightmare scenario. I spose I should have mathed out that Garth would have been safe backline, low chance to mid Rook AND hastily eliminate Imp. I really wanted Vandy alive thoughā¦ Well okay, I think with the low card and worker count I kill BA, keeps Zane away, play to make big moves next hand.
Heh, I had no idea you could do that with FD. I always thought that the new unit is 3/1 flying and their text is goneā¦ Guess I misread that. Should have killed the Tiny B when I could have! I think this is game for me, I donāt see how I can come back. GGWP!
My weak turn 1 with your perfect turn 1 just made it really hard for me have any board control without burning my hand and eco, do you think thereās anything I could have done differently?
You sure youāre done? What are you holding?
I think being a little more patient on your turn 3 would have been warranted. I got really good value out of that exchange, with the scav + techn bonuses.
Peeking at that hand, GPT + Rook + Mad Man in a defensive posture probably wasnāt going to get blown away by me, and your goal with that deck early is just to trade even and survive to tech 2. You were well on track to do that. Tower + GPT also would have been a totally reasonable play (again, youāre just trying to trade well and get teched up).
Itās pretty hard for my deck to get so much Vandy momentum on the board that I can indefinitely keep you off Ancients, Zane Sharks are very effective at counter-punching midgame, and Rook is a beast as a midgame defender.
I mean give yourself a little credit; how would you have killed it? Midbanding Rook and trading him away? There wasnāt a good way to kill him; I made sure of that
Thanks for the tips I could have brought Zane in instead of Arg and killed him, but that would leave me with almost no defenses so I didnāt want to go that route at the time.
Going all in on turn 3 was probably a mistake like you said, but I wanted to try it out and see how it goes. I should have teched in SA sooner if I wanted to go so aggressive though.
My last hand is:
Gunpoint Taxman
Blooming Ancient
Bloodrage Ogre
Thereās no way Iām coming back from that now. I could maybe hold for another 3-4 turns, but itās pretty much over.
Feel free to start the next game
Except you couldnāt as you had sacrificed Zane the turn before; he was unavailable
Youāre right, forgot about that.
Hmm, well BA + GPT + max Arg would give enough runes to have Mad Man trade with Potent and Rook could kill imp, leaving me to kill a couple things with my fliers (including the BA) but Iād have to trade them away to the Anit-Airā¦ But youāre right that I probably grind out a win from there. So I suppose indeed worth conceding, GG WP
I did get a pretty dream draw that game though, tough to say if I am able to press hard enough without it. Letās see how a new game goes, GL HF!
Game 2 Player 1, Turn 1
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Skeleton Javelineer
Graveyard
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Vandy (2)
- Skeleton Javelineer (1)
- Worker (0)
Workers
Poisonblade Rogue
- Patrol as below
- Discard 3 draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Vandy (2/3+1armor lvl 1)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Skeleton Javelineer (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
End of Turn Discard
My Thoughts
Still pretty good opening draw, this is amenable, can Imp next turn if I donāt care about teching up, otherwise Haunt + mid Vandy and Det maybe
Less crazy of an opener this time, letās go, gl hf!
P2T1
StartingHand Workers
STARTING HAND
Careless Musketeer
Nautical Dog
Bloodburn
Pillage
Bombaster
WORKERS
Bloodburn
NextHand
Bloodrage Ogre
Charge
Mad Man
Makeshift Rambaster
Scorch
Discard
Nautical Dog
Pillage
Careless Musketeer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Bombaster - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Rook, lvl 1 (2/4a)
- Elite:
- Scavenger: Bombaster (2/2)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Rook is such a nuisanceā¦
Game 2 Player 1, Turn 2
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Pestering Haunt
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Shadow Blade
Main:
- Pestering Haunt
- Thieving Imp, discard #3 of 5 (2)
- Vandy hits rook for 1, takes 2
- Worker (1)
Workers
Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 2 rs draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Thieving Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1)
- Lookout:
In Play:
- Vandy (2/1 lvl 1)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Skeletal Archery
Shadow Blade
Summon Skeletons
Graveyard
End of Turn Discard
My Thoughts
Rook + Bombaster, almost as bad as it could be (Brogre would have been worse), I think the play is to Imp and hope no Mad Man, tech Vandy stuff, lay Haunt and attack with Vandy to avoid Rook getting a free shot on Imp sans Mad Man. Possible that turns out bad if thereās like Scorch or Rambaster + mad man, but gotta try something
That he is ^^
P2T2
Tech StartingHand Workers
TECH
Gunpoint Taxman
Gunpoint Taxman
STARTING HAND
Bloodrage Ogre
Charge
Mad Man
Scorch
Makeshift Rambaster
WORKERS
Bloodburn
Scorch
NextHand
Gunpoint Taxman
Gunpoint Taxman
Nautical Dog
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Bloodrage Ogre - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Bombaster (2/2)
- Technician: Bloodrage Ogre (3/2)
- Lookout:
In Play:
- Rook, lvl 1 (2/3)
Buildings:
- Base HP: 20
- Tech 1 HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
I did not think very carefully about how I techedā¦
Game 2 Player 1, Turn 3
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Skeletal Archery
Shadow Blade
Summon Skeletons
Graveyard
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Tiny Basilisk, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Mid Vandy, kill Bombaster, sparkshot Brogre, you get 1g (5)
- Pestering Haunt trades with Brogre, you draw 1
- Maxband Vandy, buff Jav (3)
- Jav kills Rook, levels fizzle
- Tech 1 (1)
- Worker (0)
Workers
Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 3 rs draw 2
- 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:
- Lookout:
In Play:
- Vandy (4/5 lvl 5)
- Skeleton Javelineer (3/3 no rune, doomed)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Sacrifice the Weak
Dark Pact
Deteriorate
Summon Skeletons
Tiny Basilisk
End of Turn Discard
My Thoughts
Shadow Blade probably wasnāt the right call against Redā¦ AS is just giving up Rook and recovering econ. Pretty smart move, I should have gone for like Soul Stone or something.
Okay letās get rid of Rook and max Vandy out, that way I stay way up on cards, leave Imp against nothing, and should be able to DP for the tech1 weenies + heroās hall next turn. Overall solid
Oh? now Iām intriguedā¦ I guess Iāll find out at the end ^^
P2T3
Tech StartingHand Workers
TECH
Surprise Attack
Blooming Ancient
STARTING HAND
Careless Musketeer
Nautical Dog
Gunpoint Taxman
Gunpoint Taxman
Makeshift Rambaster
Charge
WORKERS
Bloodburn
Scorch
Nautical Dog
NextHand
Careless Musketeer
Pillage
Bloodrage Ogre (3/2)
Mad Man
Tech 2 card(s)
Get Paid + float + Scav - ($9)
Worker - ($8)
Tech 2 - Growth - ($4)
Gunpoint Taxman - ($2)
Gunpoint Taxman - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
I realized I didnāt write the GTs anywhere, so edited the turn to add them
Fast teching, Iām not sure thatās the play
Game 2 Player 1, Turn 4
P2 Demon/Necro/Balance vs P1 Miracle Grow
Starting Hand
Sacrifice the Weak
Dark Pact
Deteriorate
Summon Skeletons
Tiny Basilisk
Shadow Blade + Haunt (DP)
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Metamorphosis, Lichās Bargain
Tiny Basilisk, Hooded Executioner
Dark Pact, Shadow Blade
Main:
- Dark Pact, draw 2 base to 18
- Tiny Basilisk (5)
- Pestering Haunt
- Deteriorate SQL, Vandy kills SQL, takes 2
- Worker (4)
- Tech 2 Balance (0)
Workers
Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 2 rs draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Thieving Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician: Tiny Basilisk (1/2)
- Lookout:
In Play:
- Vandy (4/3 lvl 5)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Hooded Executioner
Skeletal Archery
Sacrifice the Weak
Shadow Blade
End of Turn Discard
My Thoughts
Teching the Meta andā¦ an LB? That seems reasonable, gives me an out in case I canāt keep Vandy alive. Nether Drain would also be okay for Zane I spose but naw.
ā¦
Hmmm no Hoodieā¦ Shadow Blade though. Trouble (again) w/ Shadow blade is itās 1g too expensive. So I spose Iāll just kill SQL (det it to save 1hp? yeah, probably worth), tiny B, and tech up. next turn weāll see what we draw, if I get to Meta Garth I probably do that, if I canāt I probably HH and Hoodie and somethin. Heās got a thin reshuffle, just 2 teched cards, so thatās a plus for me
Hmmā¦ either an offensive or defensive option here. Iāll go with the offensive this time! If you have a Mimic then I guess itās kindda bad for me, but I donāt want to keep Vandy alive.
P2T4
Tech StartingHand Workers
TECH
Blooming Ancient
Birdās Nest
STARTING HAND
Pillage
Mad Man
Careless Musketeer
Bloodrage Ogre (3/2)
WORKERS
Bloodburn
Scorch
Nautical Dog
Careless Musketeer
NextHand
Bombaster (2/2)
Surprise Attack
Makeshift Rambaster
Blooming Ancient
Discard
Gunpoint Taxman (3/3)
Mad Man
Gunpoint Taxman (3/3)
Bloodrage Ogre (3/2)
Pillage
Blooming Ancient
Birdās Nest
Tech 2 card(s)
Get Paid - ($8)
Zane to level 6, move Imp to Scav - ($1)
Mad Man trades with Imp, you get 1g - ($0)
GPT trades with TB, you get a card, I steal 1g - ($1)
Zane trades with Vandy, levels fizzle
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
Just as in our last game, Mad Man canāt attack TB
So embarrassing, I canāt believe I keep forgetting this! Iāll have to redo my turn and redraw again, sorry
No worries! I miss it with Nullcraft all the time XD no rush