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[Casual] charnel_mouse [Necromancy]/Finesse/Strength [Bashing]/Demonology/Necromancy vs. Nekoatl [Demonology]/Truth/Future [Discipline]/Fire/Truth

Okay, I slept on it, and while this deck does some cool things, there are also a number of awkward aspects to it that are simply unavoidable, so I don’t think it’ll ever do everything I want it to, regardless of how I pilot it. I think it’s still pretty good, but not as robust as I’d hoped, and I think you’ve figured out how to counter it at this point.

I think a better version of the Glaxx engine would be [Law/Truth]/Future, as having an abundance of $3 units means there’d almost always be some juicy targets for Insurance Agents, the draw power, economy boost, and spell fetching ability Law brings to the table would make Free Speech and Assimilate more consistently available, and being able to Manufactured Truth units into Mirror Illusions would allow Quince to permanently convert tech 0-I units into Glaxxes (or beefier units like Gryphons).

Alternately, I kind of want to give [Fire]/Discipline/Truth another try, as I think I’d be able to have more success with it than I did in my early days as a Codex player.

So, that’s 3 builds to choose from, feel free to pick any of them and any deck for yourself. :slightly_smiling_face:

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Shall we say [Fire]/Discipline/Truth, to shake things up a bit? I have no idea what to expect from that. I could stay with [Necromancy]/Finesse/Strength. The alternative model’s choice was, err, [Bashing]/Demonology/Necromancy. Not sure what Bashing is doing in there, but I guess I’ll try that.

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Sounds good, though upon further consideration, I’d rather go with White starter for those heroes, as they have no other source of healing.

My guess is Bashing was included so Garth could fetch Harvest Reaper, and was chosen as the starter deck for lack of multicolor spell penalties and for general versatility, particularly healing?

1 Like

Yeah, my guess is that Garth lets you more easily make use of Bashing II being a mediocre jack-of-all-trades spec by quickly fetching whatever trade you need. I’m only currently sampling from decks that have been used in a recorded tournament, so it’s definitely there for some reason! White starter’s fine.

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GL HF!

Set 2, Game 1

P1T1

Starting hand: 5

Tenderfoot
Brick Thief
Helpful Turtle
Fruit Ninja
Bloom

Thoughts

I’m not great with the Neutral starter, so we’ll see how this goes. Against the Gilded Glaxx deck I was thinking about an early Heroes’ Hall to neuter the Glaxxes with Intimidate, but here I have no idea what to expect. Opening with Fruit Ninja: I’ve got my spells in next hand so want to keep Turn 2 Troq as an option, and I don’t expect him to be as easily killable without Zane to support the Red starter.


Get paid - ($4)
Worker - ($3)
Fruit Ninja - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Fruit Ninja 2/2+1A (frenzy 1)

:heart: Base HP: 20


Hand: 5

Timely Messenger
Older Brother
Granfalloon Flagbearer
Spark
Wither

Deck: 0
Discard: 3

Tenderfoot
Brick Thief
Bloom

Card count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Helpful Turtle

1 Like

Oh, and it’s hard to find using search, so here is the deck’s only previous outing.

1 Like

Ah, I see, it was from the draft tournament. Looks like he just wanted a 2-hero Meta rush, and Bashing was chosen to avoid the multicolor penalty… but it sure was effective!

P2T1


StartingHand Workers

STARTING HAND
Fox Viper
Sensei’s Advice
Smoker
Safe Attacking
Snapback


WORKERS
Smoker


NextHand

Aged Sensei
Fox Primus
Grappling Hook
Morningstar Flagbearer
Savior Monk


Discard

Safe Attacking
Snapback
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fox Viper - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fox Viper (2/1A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Grave Stormborne (2/3) Sparkshot
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Okay, I know where I want this build to end up, and to make it work, I need to tech up as quickly as possible while keeping my deck relatively lean. This is a largely hero-centric build, so my key starter unit is Savior Monk to help my heroes survive a bit more combat. There aren’t any tech I units I’m particularly interested in, though a single Sparring Partner wouldn’t hurt. So, my early game tech choices are going to predominately be spells and/or tech II cards, and my key spells are only desirable once I have a tech II building and 2-3 heroes in play, so I need to scrape by with heroes and starter cards until I can quickly get my Tech II built. Training Grounds is my top priority tech II card, so I want to avoid spending gold on hero levels as much as possible. Gonna be a bit rough, but if I can manage to survive the early game, I should have a strong late game. Guess I’ll just start bringing in my mid-game tech cards in the order I expect to use them, whether or not I’m actually able to at the time. As for the opening… Neutral spells are pretty good at tipping close combats, so defending aginst that Ninja is tricky… especially with only 1 health units in hand… but at least, he’s limited to $3 of spells, and that would require skipping a woker… which would be worth it for me, as long as I can avoid being quickly overrun… definitely not guaranteed, by any means. Here’s hoping he doesn’t have Wither in hand.

P1T2

Starting hand: 5

Timely Messenger
Older Brother
Granfalloon Flagbearer
Spark
Wither

Thoughts

Well, I won’t have Fire spells to worry about on Turn 3, at least. A spell would let the Fruit Ninja survive, but I’d have to delay Tech I, probably not a good idea. However, if I get Troq out now then I could afford Intimidate + Twilight Baron next turn, I’ll try that. Taking the trade with Fox Viper, my only affordable second patroller is Timely Messenger so I need to be paranoid about Grappling Hook, especially facing two enemies with sparkshot.

Teched cards: 2

T2: Intimidate, Twilight Baron


Get paid - ($5)
Worker - ($4)
Tech I - ($3)
Troq Bashar - ($1)
Timely Messenger - ($0)
Fruit Ninja trades with Fox Viper
Discard 3, reshuffle, draw 5


:ps_: Scavenger: Timely Messenger 1/1 (haste)

Troq L1 2/3

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


Hand: 5

Bloom
Twilight Baron
Fruit Ninja
Spark
Wither

Deck: 4

Tenderfoot
Brick Thief
Intimidate
Granfalloon Flagbearer

Discard: 0
Card count check (opponent-viewable)

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


Gold: 0
Workers: 6

4 x start
T1: Helpful Turtle
T2: Older Brother

P2T2


Tech StartingHand Workers

TECH
Martial Mastery
Sparring Partner


STARTING HAND
Fox Primus
Savior Monk
Grappling Hook
Morningstar Flagbearer
Aged Sensei


WORKERS
Smoker
Morningstar Flagbearer


NextHand

Grappling Hook
Safe Attacking
Sparring Partner


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Savior Monk - ($3)
Aged Sensei - ($2)
Grappling Hook Messenger to SQL
Grave kills SQL
Tech I - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/2) Sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Happy to get the $3 for $2 favorable trade there. Troq himself isn’t scary, but his spells are, so I’ll double up on my patrol. Seems a bit risky to use the Hook to deny $1 when my hand size is already reduced, but Martial Mastery has a hidden payout for emptying the hand.

P1T3

Starting hand: 5

Bloom
Twilight Baron
Fruit Ninja
Spark
Wither

Thoughts

Spark lets me kill one of the patrollers. Going for the Monk leaves Troq heavily-damaged, but I’d like to keep Nekoatl down on cards. He can cycle with Martial Mastery, but that’s a gold not going on something else.

I’m thinking Sneaky Pig will be useful for dealing with Quince and Jaina. Soul Stone should also be nice given how many big bodies I’ll get.

Teched cards: 2

T2: Intimidate, Twilight Baron
T3: Sneaky Pig, Soul Stone


Get paid - ($6)
Worker - ($5)
Spark, Savior Monk takes 1A damage - ($4)
Troq kills Savior Monk, takes 2 damage
Twilight Baron - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Twilight Baron 4/4+1A (overpower, can’t play Tech II units)

Troq L1 2/1 (2 damage)

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


Hand: 4

Tenderfoot
Brick Thief
Intimidate
Granfalloon Flagbearer

Deck: 0
Discard: 6

Timely Messenger
Sneaky Pig
Soul Stone
Spark
Bloom
Wither

Card count check (opponent-viewable)

Expected: 10 + 4 teched = 14
1 on board
4 in hand
0 in deck
6 in discard
3 in workers
Total: 14


Gold: 0
Workers: 7

4 x start
T1: Helpful Turtle
T2: Older Brother
T3: Fruit Ninja

P2T3


Tech StartingHand Workers

TECH
Training Grounds
Training Grounds


STARTING HAND
Grappling Hook
Safe Attacking
Sparring Partner


WORKERS
Smoker
Morningstar Flagbearer
Safe Attacking


NextHand

Fox Primus
Snapback
Sensei’s Advice


Discard

Savior Monk
Grappling Hook
Sparring Partner
Training Grounds
Training Grounds


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Grappling Hook Baron to Lookout
Midband Grave - ($4)
Sensei advises Grave
Grave kills Baron
Tech II: Discipline - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L3 Grave Stormborne (4/1) Sparkshot, readiness
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

If he trades heroes here, I still come out ahead for downing the Baron, and he can’t take advantage of the free levels. If he lets Grave live, I have a chance to bring in a Training Hall and maybe get a free level-up.

P1T4

Starting hand: 4

Tenderfoot
Brick Thief
Intimidate
Granfalloon Flagbearer

Thoughts

Nice, hopefully Nekoatl isn’t anticipating Intimidate here and Troq doesn’t get killed with Flame Arrow. That’s pretty expensive for him if he does, though. Teching in an Eggship in case of Dragons, a Rhino to deal with Monks in combat. I need to go for combat over spells, since Mind-Parry Monk is likely to come out soon. Choosing between Brick Thief and Flagbearer to worker is tough: the former can help Sneaky Pig to destroy Training Grounds, the latter can help with the likes of Jaina. I think I’m more worried about the former.

Teched cards: 2

T2: Intimidate, Twilight Baron
T3: Sneaky Pig, Soul Stone
T4: Eggship, Regular-Sized Rhinoceros


Get paid - ($7)
Intimidate, Grave has -4 attack this turn - ($6)
Troq kills Grave, hits level 3
Worker - ($5)
Tech II Bashing - ($1)
Tenderfoot - ($0)
Discard 1, reshuffle, draw 3


:psblueshield: Tenderfoot 1/2+1A

Troq L3 2/1 (2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Bashing)


Hand: 3

Timely Messenger
Eggship
Regular-Sized Rhinoceros

Deck: 8

Sneaky Pig
Soul Stone
Spark
Bloom
Wither
Twilight Baron
Intimidate
Brick Thief

Discard: 0
Card count check (opponent-viewable)

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


Gold: 0
Workers: 8

4 x start
T1: Helpful Turtle
T2: Older Brother
T3: Fruit Ninja
T4: Granfalloon Flagbearer

P2T4


Tech StartingHand Workers

TECH
Mind-Parry Monk
Mind-Parry Monk


STARTING HAND
Snapback
Fox Primus
Sensei’s Advice


WORKERS
Smoker
Morningstar Flagbearer
Safe Attacking
Fox Primus


NextHand

Mind-Parry Monk
Sparring Partner
Fox Viper
Martial Mastery


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Jaina Stormborne - ($5)
Sirus Quince - ($3)
Mirror Illusion - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Jaina Stormborne (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion (0/1)
  • :pschip: Technician: Mirror Illusion (0/1)
  • :target: Lookout:

In Play:

  • L1 Sirus Quince (1/3)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Need to stall somehow… dropping heroes is the obvious strategy, but I want to be able to replay Grave next turn. Quince + Mirror seems like the obvious choice, but the problem with that is between Neutral and Bashing spells, there’s lots of options for targeting Illusions, so he could easily chew through my patrol with spells, pay to midband Troq, then kill a level 1 Quinjce. But would that be so bad? I have Snapback to reset Troq if he maxbands, and his abilities aren’t scary regardless. I don’t specifically need Quince in play right now for anything other than stalling, and I have enough gold & workers to play him alongside a Tech III… guess I’ll just do that. Er… nevermind, I can’t do basic math right now, apparently. So, no Tech III. I’ll just dump my heroes and put Jaina up front, as I expect to need Quince before I need her, and because he can be used to generate more Mirror cannon fodder if needed.

P1T5

Starting hand: 3

Timely Messenger
Eggship
Regular-Sized Rhinoceros

Thoughts

I don’t like this. No idea what Nekoatl’s teched, and no spells in hand means that I have to choose between playing a Tech II unit from hand to prepare for Mind-Parry Monk blocking my spells, or maxbanding Garth to fetch a Pig and kill Quince before he can bring in copies of something nasty. Copies of Mind-Parry Monk could go downhill pretty quickly. But maybe not quickly enough to worry about yet. If I bring in Garth this turn, I can set up for double Sneaky Pig, and hopefully kill a maxband Quince off if he copies something nasty. Or I just play the Eggship and shoot him / the Monk down. I’d need Garth’s Skeleton to help with patrol if I do that, though, to make up for not playing the Rhino. OK, I’ll go worker + Garth + Skeleton + Eggship, and Troq can stay on the backline. I could easily kill Jaina with Troq here, but I can’t imagine him sticking her in Squad Leader if he’s teched her spells, so I’ll just block Grave coming back instead, and Troq can’t be sniped. Actually, that’s still not enough blockers. Maybe I just stick Troq in scavenger and the Skeleton in Lookout, then I minimise sparkshot and threaten Vandy spells.

Not sure about techs, I guess I can take a Harvest Reaper, it’s the other Tech II unit I don’t have a copy of yet (Stompers are too risky to tech with Mind-Parry Monks around, unless I specifically fetch them when the Monks are absent). I think I’d rather have another Soul Stone. Other than that, I think the only other spell I want is Dark Pact. I’m spreading across three heroes if I’m counting Garth fetch, but Intimidate may quickly be irrelevant if Monks hit the board. Final tech might be the Duck, we’ll see.

Teched cards: 2

T2: Intimidate, Twilight Baron
T3: Sneaky Pig, Soul Stone
T4: Eggship, Regular-Sized Rhinoceros
T5: Dark Pact, Soul Stone


Get paid - ($8)
Worker - ($7)
Garth Torken - ($5)
Garth raises a Skeleton - ($4)
Eggship - ($0)
Discard 1, draw 3


:psblueshield: Tenderfoot 1/2+1A
:ps_: Scavenger: Troq L3 2/1 (2 damage)
:target: Lookout: Skeleton 1/1 (resist 0+1)

Garth L1 1/3
Eggship 4/3 (flying)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Bashing)


Hand: 3

Spark
Wither
Intimidate

Deck: 5

Sneaky Pig
Soul Stone
Bloom
Twilight Baron
Brick Thief

Discard: 3

Dark Pact
Soul Stone
Regular-Sized Rhinoceros

Card count check (opponent-viewable)

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


Gold: 0
Workers: 9

4 x start
T1: Helpful Turtle
T2: Older Brother
T3: Fruit Ninja
T4: Granfalloon Flagbearer
T5: Timely Messenger

P2T5


Tech StartingHand Workers

TECH
Burning Volley
Dreamscape


STARTING HAND
Martial Mastery
Fox Viper
Mind-Parry Monk
Sparring Partner


WORKERS
Smoker
Morningstar Flagbearer
Safe Attacking
Fox Primus
Fox Viper


NextHand

Snapback
Grappling Hook
Sensei’s Advice
Training Grounds


Discard

Martial Mastery
Mind-Parry Monk
Burning Volley
Dreamscape


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Sensei advises Jaina
Jaina kills SQL
Quince kills Troq, levels to Quince
Mirror copies Eggship - ($7)
Mirror copies Eggship - ($5)
Eggship kills Garth, levels to Quince
Eggship trades with Eggship
Mirror Illusion - ($3)
Sparring Partner - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror Illusion (0/1)
  • :target: Lookout:

In Play:

  • L1 Jaina Stormborne (2/3) Sparkshot
  • L5 Sirus Quince (1/5)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 10

Thoughts

Eggship, yikes! … but my Mirrors both survived, so I’ll put it to work for me instead.

1 Like

Bad time to forget about Quince’s midband…

P1T6

Starting hand: 3

Spark
Wither
Intimidate

Thoughts

Bad mistake, bad recovery hand. I’ll just clear things with Doom, and hope I can recover. Going for Ducks to try and turn things around. If I’m really lucky, Vandy survives and I can put Soul Stone on something.

Teched cards: 2

T2: Intimidate, Twilight Baron
T3: Sneaky Pig, Soul Stone
T4: Eggship, Regular-Sized Rhinoceros
T5: Dark Pact, Soul Stone
T6: 2 x Trojan Duck


Get paid + scavenger - ($10)
Worker - ($9)
Vandy Anadrose - ($7)
Maxband Vandy, doom on Mirror, it dies, you draw, doom on Skeleton - ($3)
Skeleton trades with Sparring Partner
Wither, Aged Sensei dies - ($1)
Discard 1, draw 3


:psblueshield: Squad Leader Vandy L5 4/5+1A (sparkshot, resist 1)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Bashing)


Hand: 3

Sneaky Pig
Soul Stone
Twilight Baron

Deck: 2

Bloom
Brick Thief

Discard: 9

Dark Pact
Soul Stone
Regular-Sized Rhinoceros
Tenderfoot
Eggship
Trojan Duck
Trojan Duck
Wither
Intimidate

Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
0 on board
3 in hand
2 in deck
9 in discard
6 in workers
Total: 20


Gold: 1
Workers: 10

4 x start
T1: Helpful Turtle
T2: Older Brother
T3: Fruit Ninja
T4: Granfalloon Flagbearer
T5: Timely Messenger
T6: Spark

1 Like

P2T6


Tech StartingHand Workers

TECH
Burning Volley
Hero’s Monument


STARTING HAND
Grappling Hook
Training Grounds
Sensei’s Advice
Snapback
Savior Monk


WORKERS
Smoker
Morningstar Flagbearer
Safe Attacking
Fox Primus
Fox Viper
Sensei’s Advice


NextHand

Burning Volley
Training Grounds
Mind-Parry Monk


Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Very expensive Snapback, summon Troq - ($6)
Training Grounds - ($5)
Heroes break your Tech II
Savior Monk - ($3)

Float ($3)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A) Healing 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Training Grounds (4)
  • L1 Jaina Stormborne (3/3) Sparkshot
  • L5 Sirus Quince (2/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 11

Thoughts

Max Vandy, nice… threatening Meta, and hard to remove. Looks like Snapback’s my only decent option here. I’ll go ahead and tech in a Monument now, as I’ll likely not draw it next turn.

P1T7

Starting hand: 3

Sneaky Pig
Soul Stone
Twilight Baron

Teched cards: 0

T2: Intimidate, Twilight Baron
T3: Sneaky Pig, Soul Stone
T4: Eggship, Regular-Sized Rhinoceros
T5: Dark Pact, Soul Stone
T6: 2 x Trojan Duck


Get paid + float - ($11)
Rebuild Tech II
Garth Torken - ($9)
Twilight Baron - ($5)
Garth summons a Skeleton - ($4)
Tower - ($1)
Discard 2, draw 2 reshuffle, draw 2


:psblueshield: Squad Leader: Twilight Baron 4/4+1A (overpower, I can’t play Tech II units)
:ps_: Technician: Skeleton 1/1
:target: Lookout: Troq 2/3 (resist 0+1)

Garth L1 1/3

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


Hand: 4

Bloom
Brick Thief
Regular-Sized Rhinoceros
Trojan Duck

Deck: 9

Dark Pact
Soul Stone
Tenderfoot
Eggship
Trojan Duck
Wither
Intimidate
Sneaky Pig
Soul Stone

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 10 teched = 20
1 on board
4 in hand
9 in deck
0 in discard
6 in workers
Total: 20


Gold: 1
Workers: 10

4 x start
T1: Helpful Turtle
T2: Older Brother
T3: Fruit Ninja
T4: Granfalloon Flagbearer
T5: Timely Messenger
T6: Spark

P2T7


Tech StartingHand Workers

TECH
Hotter Fire
Hotter Fire


STARTING HAND
Training Grounds
Mind-Parry Monk
Burning Volley


WORKERS
Smoker
Morningstar Flagbearer
Safe Attacking
Fox Primus
Fox Viper
Sensei’s Advice


NextHand

Grappling Hook
Hero’s Monument
Dreamscape


Discard

Savior Monk
Burning Volley
Hotter Fire
Hotter Fire


Tech 2 card(s)
Get Paid + float - ($14)
Jaina trains
Training Grounds - ($13)
Jaina snipes Baron
Savior Monk trades with Baron
Mirror Illusion - ($11)
Mind-Parry Monk, mirrored - ($6)
Tech III - ($1)
Quince kills Troq

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mind-Parry Monk {Copy of A} (5/4A) Anti-target aura
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mind-Parry Monk {A} (5/4) Anti-target aura
  • :target: Lookout:

In Play:

  • Training Grounds (4)
  • Training Grounds (4)
  • L7 Jaina Stormborne (6/3) Sparkshot
  • L5 Sirus Quince (3/2) [3 damage]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 11

Thoughts

Troublesome Tower… gotta punch through and suppress his infrastructure unti I can get the Monolith in play. Branching into Fire to enhance Jaina’s effectiveness with Hotter Fire and generally increase pressure with Fire House.

P1T8

Starting hand: 4

Bloom
Brick Thief
Regular-Sized Rhinoceros
Trojan Duck

Thoughts
  1. Fetch Sneaky Pig for 6 gold, trades with Quince, Mirror pops. I have Garth 3/4 and Skeleton 1/1, Bloom in hand but no way to get past the Monk and hit something else.
  2. Fetch Pig, trades with Mind-Parry Monk. I have Garth and Skeleton, and 5 gold to play Bloom and Vandy, or midband Vandy. I could Bloom the Skeleton and trade with both heroes, Vandy facing two Training Grounds on the board. Or play Vandy at midband, Garth kills Quince, doomed Skeleton trades with Jaina. That’s strictly better. I could also Bloom Garth to destroy a Training Grounds, or destroy one with Garth and the Skeleton. The latter leaves enough gold to tech up or play the Rhino. I’d really like to tech up here, but I can’t leave myself open, especially not if Grave can come out now too. I think I just go for the hero kills, then at least I only face Grave + units next turn.
Teched cards: 1

T2: Intimidate, Twilight Baron
T3: Sneaky Pig, Soul Stone
T4: Eggship, Regular-Sized Rhinoceros
T5: Dark Pact, Soul Stone
T6: 2 x Trojan Duck
T8: Sneaky Pig


Get paid + float - ($11)
Maxband Garth, fetch Sneaky Pig - ($5)
Sneaky Pig trades with Mind-Parry Monk, Mirror copy pops, you draw
Vandy Anadrose - ($3)
Garth kills Quince, takes 3 damage, Vandy hits level 3 (midband)
Maxband Vandy, doom Skeleton - ($1)
Skeleton trades with Jaina, levels fizzle
Worker - ($0)
Discard 3, draw 5


:target: Lookout: Vandy L5 4/5 (sparkshot, resist 1+1)

Garth L7 3/1 (3 damage)

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


Hand: 5

Soul Stone
Tenderfoot
Eggship
Sneaky Pig
Soul Stone

Deck: 4

Dark Pact
Trojan Duck
Wither
Intimidate

Discard: 5

Twilight Baron
Sneaky Pig
Bloom
Regular-Sized Rhinoceros
Trojan Duck

Card count check (opponent-viewable)

Expected: 10 + 11 teched = 21
0 on board
5 in hand
4 in deck
5 in discard
7 in workers
Total: 21


Gold: 0
Workers: 11

4 x start
T1: Helpful Turtle
T2: Older Brother
T3: Fruit Ninja
T4: Granfalloon Flagbearer
T5: Timely Messenger
T6: Spark
T7: Brick Thief