[Casual] charnel_mouse [Necromancy]/Finesse/Strength vs. dwarddd [Discipline]/Demonology/Present

P2T9


StartingHand Workers

STARTING HAND
Savior Monk(2/2a) healing 1
Soul Stone
Hero’s Monument
Aged Sensei(3/3) doomed


WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper


NextHand

Dark Pact
Twilight Baron(4/4) overpower, no tech 2 or 3 units
Now!
Martial Mastery


Discard

Hero’s Monument
Aged Sensei(3/3) doomed


Tech 0 card(s)
Get Paid - ($10)
Hire Vandy - ($8)
Tap training ground to maxband Grave
Grave kills River and sparkshot kills Skele, takes 4, vandy midbands
Maxband Vandy and doom argonaut - ($6)
Soul Stone Argonaut - ($4)
Argonaut safely breaks your tech 2, base to 14
Max breaks your tech 1, base to 12, takes 1
Hire Saviour Monk - ($2)
Grave throws sword at doomed bird

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(6/7a) readiness, doomed, soul stone
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk(2/2) healing 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds(2) heros +1atk, tap to maxband hero
  • L5 Max(4/3) sparkshot
  • L5 Vandy(5/5) sparkshot, resist1
  • Soul Stone(argonaut)
    L7 Grave(5/1) readiness, sparkshot

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 2

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

teching two cards despite an already bloated deck as they are both deck-thinners

This will also Doom one of my Birds, does that change anything about your turn?

1 Like

Yeah, Grave swords that bird, can’t have that monster flying around xd

P1T10

Starting hand: 4

Bird’s Nest
Maestro
Star-Crossed Starlet
Entangling Vines

Teched cards: 0

T2: 2 x Nimble Fencer
T3: Bird’s Nest, Star-Crossed Starlet
T4: Maestro, Thunderclap
T5: Grounded Guide, Star-Crossed Starlet
T6: Entangling Vines, Two Step
T7: Grounded Guide, Leaping Lizard


Get paid + float - ($11)
Rebuild Tech I
Garus Rook - ($9)
Bird kills Grave, Rook to level 3
Maxband Rook - ($4)
Bird’s Nest, Bird #2 returns - ($2)
Garth Torken - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Rook L8 4/6+1A (can ignore lone patrollers, two lives)
:exhaust: Technician: Garth L1 1/3

Bird #1 1/1 (flying)
Bird #2 1/1 (flying)

:heart: Base HP: 12
:heart: Tech I HP: 5
:heart: Tech II HP: 0 (Finesse)
:heart: Tower HP: 4


Hand: 5

Graveyard
Two Step
Grounded Guide
Star-Crossed Starlet
Thieving Imp

Deck: 6

Leaping Lizard
Nimble Fencer
Grounded Guide
Nimble Fencer
Sacrifice the Weak
Deteriorate

Discard: 4

Skeleton Javelineer
Maestro
Star-Crossed Starlet
Entangling Vines

Card-count check (opponent-viewable)

Expected: 10 + 12 teched = 22
1 on board
5 in hand
6 in deck
4 in discard
6 in workers
Total: 22


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Summon Skeletons
T3: Poisonblade Rogue
T4: Skeletal Archery
T5: Pestering Haunt
T7: Thunderclap

P2T10


StartingHand Workers

STARTING HAND
Twilight Baron(4/4) overpower, no tech 2 or 3 units
Martial Mastery
Now!
Dark Pact
Rambasa Twin(3/2)
Now!


WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper


NextHand

Snapback
Temporal Distortion
Smoker(1/1) stealth, runs away when looked at


Discard

Hero’s Monument
Aged Sensei(3/3) doomed
Soul Stone(argonaut)
Dark Pact
Twilight Baron(4/4) overpower, no tech 2 or 3 units
Now!
Now!
Savior Monk(2/2) healing 1
Martial Mastery


Tech 0 card(s)
Get Paid + float, argonaut loses soul stone to escape doom - ($12)
Dark Pact draw 2
Hire Twilight Baron - ($8)
Hire Rambasa Twin - ($4)
Now! twilight baron - ($3)
Now! Rambasa Twin - ($2)
Baron and Rambasa take Rooks first life
Max and Saviour Monk take second life! geez rook is hard to take down
Argonaut hits your base
Vandy destroys your tech 1, base to 7

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(3/4a) readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin(3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Training Grounds(2) heros +1atk, tap to maxband hero
  • L5 Vandy(5/4) sparkshot, resist1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 9

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

this was a lucky draw but looking at my deck there r a few substitutes that’d also allow a tech break here i reckon, but still, nice draw!

Ooops, I couldn’t have played Garth there. The Argonaut gets a free hit on something.

1 Like

Took me too long to figure out why then; before my turn I’d even checked that Garth hadnt died too recently! Argonaut has attacked your base ^

P1T11

Starting hand: 5

Graveyard
Two Step
Grounded Guide
Star-Crossed Starlet
Thieving Imp

Teched cards: 0

T2: 2 x Nimble Fencer
T3: Bird’s Nest, Star-Crossed Starlet
T4: Maestro, Thunderclap
T5: Grounded Guide, Star-Crossed Starlet
T6: Entangling Vines, Two Step
T7: Grounded Guide, Leaping Lizard


Get paid - ($10)
Rebuild Tech I
River Montoya - ($8)
Thieving Imp, you discard card #1 of 3 - ($5)
Two Step on Bird #1 and Thieving Imp - ($3)
Graveyard - ($1)
Bird #1 destroys Training Grounds
Bird #2 hits your Base down to 17
Discard 2, draw 4


:psblueshield: Squad Leader: Thieving Imp 4/4+1A (Two Step)
:exhaust: Technician: River L1 2/3

Bird #1 3/3 (Two Step, flying)
Bird #2 1/1 (flying)

Two Step (channelled by River)

:heart: Graveyard HP: 3

:heart: Base HP: 7
:heart: Tech I HP: 5
:heart: Tech II HP: 0 (Finesse)
:heart: Tower HP: 4


Hand: 4

Leaping Lizard
Grounded Guide
Nimble Fencer
Deteriorate

Deck: 2

Nimble Fencer
Sacrifice the Weak

Discard: 7

Skeleton Javelineer
Maestro
Star-Crossed Starlet
Entangling Vines
Bird’s Nest
Grounded Guide
Star-Crossed Starlet

Card-count check (opponent-viewable)

Expected: 10 + 12 teched = 22
3 on board
4 in hand
2 in deck
7 in discard
6 in workers
Total: 22


Gold: 1
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Summon Skeletons
T3: Poisonblade Rogue
T4: Skeletal Archery
T5: Pestering Haunt
T7: Thunderclap

P2T11


StartingHand Workers

STARTING HAND
Smoker(1/1) stealth, runs away when looked at
Snapback
Temporal Distortion


WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper


NextHand

Twilight Baroness (4/1)
Metamorphosis
Soul Stone


Discard

Hero’s Monument
Aged Sensei(3/3) doomed
Soul Stone(argonaut)
Dark Pact
Twilight Baron(4/4) overpower, no tech 2 or 3 units
Now!
Now!
Savior Monk(2/2) healing 1
Martial Mastery
Training Grounds(2) heros +1atk, tap to maxband hero
Snapback
Temporal Distortion
Shadow Blade
Smoker(1/1) stealth, runs away when looked at


Tech 0 card(s)
Get Paid + float - ($12)
Tap Vandy, pay 1, discard to get shadow blade - ($11)
Rambasa Twin suicides (to codex) into Imp
Shadow blade your imp, discard no.3 of 4 - ($8)
Hire Grave - ($6)
Argonaut kills River takes 2, grave midbands
tech 3 - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(3/2a) readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Grave(3/4)readiness
  • :target: Lookout:

In Play:

  • Safe Attacking
  • L5 Vandy(4/5) sparkshot, resist1

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 14

Gold:

  • Gold: 1
  • Workers: 10

You’ve almost certainly won, but I’m sure as hell going to make you work for it :stuck_out_tongue:

P1T12

Starting hand: 4

Leaping Lizard
Grounded Guide
Nimble Fencer
Deteriorate

Shadow Blade discard: 1

Nimble Fencer

Technician draw: 1

Sacrifice the Weak

Thoughts

Teching in the other Two Step and Grappling Vines copies, because I need to be able to deal with Hero’s Monument as soon as it arrives, or Daigo just destroys my base on the spot. I’m going to lose either way, but I’m going to make dwarddd work for it.

Teched cards: 2

T02: 2 x Nimble Fencer
T03: Bird’s Nest, Star-Crossed Starlet
T04: Maestro, Thunderclap
T05: Grounded Guide, Star-Crossed Starlet
T06: Entangling Vines, Two Step
T07: Grounded Guide, Leaping Lizard
T12: Entangling Vines, Two Step


Get paid + float - ($11)
Rebuild Tech II
Birds hit Grave down to 2 HP
Garth Torken - ($9)
Sacrifice the Weak, Bird #2 dies, Argonaut dies - ($7)
Midband Garth - ($4)
Garth summons a Skeleton - ($3)

Garth sacrifices the Skeleton to draw

Nimble Fencer

Nimble Fencer - ($1)
Nimble Fencer trades with Grave, you draw, Garth hits level 6
Maxband Garth, fetch other Nimble Fencer - ($0)
Nimble Fencer hits your base to 15
Discard 3, reshuffle, draw 5


:psfist: Elite: Garth L7 1+3/4

Nimble Fencer 2/3 (virtuosos have haste, virtuoso)
Bird #1 1/1 (flying)

:heart: Graveyard HP: 3 (Thieving Imp, Nimble Fencer)

:heart: Base HP: 7
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Finesse)
:heart: Tower HP: 4


Hand: 5

Star-Crossed Starlet
Entangling Vines
Bird’s Nest
Grounded Guide
Deteriorate

Deck: 9

Skeleton Javelineer
Maestro
Star-Crossed Starlet
Two Step
Entangling Vines
Two Step
Sacrifice the Weak
Leaping Lizard
Grounded Guide

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

Expected: 10 + 12 teched = 24
2 on board
2 in Graveyard
5 in hand
9 in deck
0 in discard
6 in workers
Total: 24


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Summon Skeletons
T3: Poisonblade Rogue
T4: Skeletal Archery
T5: Pestering Haunt
T7: Thunderclap

1 Like

P2T12


Tech StartingHand Workers

TECH
Hero’s Monument
Young Lightning Dragon


STARTING HAND
Twilight Baroness (4/1)
Soul Stone
Metamorphosis
Argonaut


WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper


NextHand

Twilight Baron(4/4) overpower, no tech 2 or 3 units
Aged Sensei(3/3) doomed
Shadow Blade
Dark Pact


Tech 2 card(s)
Get Paid + float, tech draw - ($11)
Hire Max - ($9)
Metamorphosis max and Vandy into demon-heroes - ($3)
Hire Argonaut - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(3/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Max(5/6) sparkshot, readiness, invisible 2(+)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • L5 Vandy(6/7) sparkshot, resist1, readiness, invisible 2(+)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 17
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

ugh this is gonna be a drag now they’ve got a tech 2 back; board is looking annoying even for all my tech-building destroying!

P1T13

Starting hand: 5

Star-Crossed Starlet
Entangling Vines
Bird’s Nest
Grounded Guide
Deteriorate

Thoughts

With a Tower out, I can attack both heroes here if I want to.

Teched cards: 0

T02: 2 x Nimble Fencer
T03: Bird’s Nest, Star-Crossed Starlet
T04: Maestro, Thunderclap
T05: Grounded Guide, Star-Crossed Starlet
T06: Entangling Vines, Two Step
T07: Grounded Guide, Leaping Lizard
T12: Entangling Vines, Two Step


Get paid - ($10)
Grounded Guide - ($6)
Star-Crossed Starlet - ($4)
Nimble Fencer #2 arrives from Graveyard - ($2)
River Montoya - ($0)
Deteriorate, Argonaut is 2/3+1A this turn
Nimble Fencer #1 kills Argonaut, takes 3 damage
Bird hits Geiger to 4 HP
Nimble Fencer #2 trades with Geiger, you draw, River to level 3
Star-Crossed Starlet destroys your Tech III, your base to 13
Discard 2, draw 4


:psblueshield: Squad Leader: Garth L7 3/4+1A
:exhaust: Technician: River L3 2/4 (exhaust to sideline Tech 0/I units)

Grounded Guide 4/4 (other units get +1 attack, virtuosos get +2/+1 instead)
Star-Crossed Starlet 5/3 (Grounded Guide aura, virtuoso, 1 damage at upkeep, +1 attack per damage)
Nimble Fencer #1 4/1 (Grounded Guide aura, virtuosos have haste, virtuoso, 3 damage)
Bird 2/1 (Grounded Guide aura, flying)

:heart: Graveyard HP: 3 (Thieving Imp, Nimble Fencer)

:heart: Base HP: 7
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Finesse)
:heart: Tower HP: 4


Hand: 4

Grounded Guide
Leaping Lizard
Star-Crossed Starlet
Sacrifice the Weak

Deck: 5

Skeleton Javelineer
Maestro
Two Step
Entangling Vines
Two Step

Discard: 3

Deteriorate
Entangling Vines
Bird’s Nest

Card-count check (opponent-viewable)

Expected: 10 + 14 teched = 24
4 on board
2 in Graveyard
4 in hand
5 in deck
3 in discard
6 in workers
Total: 24


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Summon Skeletons
T3: Poisonblade Rogue
T4: Skeletal Archery
T5: Pestering Haunt
T7: Thunderclap

P2T13


StartingHand Workers

STARTING HAND
Dark Pact
Shadow Blade
Twilight Baron(4/4) overpower, no tech 2 or 3 units
Aged Sensei(3/3) doomed
Young Lightning Dragon
Hero’s Monument
Snapback


WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper


NextHand

Savior Monk(2/2) healing 1
Now!
Soul Stone
Twilight Baroness (4/1)
Dark Pact


Discard

Argonaut(3/4a)
Dark Pact
Hero’s Monument
Shadow Blade
Snapback


Tech 0 card(s)
Get Paid, tech draw - ($10)
Dark pact
Hire Young Lightning Dragon - ($7)
Hire grave - ($5)
hire Twilight Baron - ($1)
Hire Aged Sensei - ($0)
Vandy kills Garth, Grave midbands

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Lightning Dragon(3/3a) flying
  • :psfist: Elite:
  • :ps_: Scavenger: L3Grave(3/4) readiness
  • :pschip: Technician: L5 Vandy(6/3) sparkshot, resist1, readiness, invisible 2(+)
  • :target: Lookout: Twilight Baron(4/4) overpower, no tech 2 or 3 units

In Play:

  • Safe Attacking
  • Aged Sensei(1/1)

Buildings:

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

tbh i’m fairly sure I’m gonna lose from this point

P1T14

Starting hand: 4

Grounded Guide
Leaping Lizard
Star-Crossed Starlet
Sacrifice the Weak

Teched cards: 0

T02: 2 x Nimble Fencer
T03: Bird’s Nest, Star-Crossed Starlet
T04: Maestro, Thunderclap
T05: Grounded Guide, Star-Crossed Starlet
T06: Entangling Vines, Two Step
T07: Grounded Guide, Leaping Lizard
T12: Entangling Vines, Two Step


Get paid - ($10)
Star-Crossed Starlet hits herself
Grounded Guide #2 - ($6)
Star-Crossed Starlet #2 - ($4)
Nimble Fencer #2 arrives from Graveyard - ($2)
River expensively sidelines Twilight Baron - ($1)
Nimble Fencer #1 trades with Vandy, you draw
Grounded Guide #1 kills Grave, you get a gold, takes 3 damage
Star-Crossed Starlets (8+7) and Nimble Fencer #2 (6) hit your base for 21, GG!


River L3 2/4 (exhaust to sideline Tech 0/I units)
Grounded Guide #1 5/1 (other units get +1 attack, virtuosos get +2/+1 instead, 3 damage)
Grounded Guide #2 5/4 (other units get +1 attack, virtuosos get +2/+1 instead)
Nimble Fencer #2 6/5 (Grounded Guide aura, virtuosos have haste, virtuoso)
Star-Crossed Starlet #1 8/3 (Grounded Guide aura, virtuoso, 1 damage at upkeep, +1 attack per damage, 1 damage)
Star-Crossed Starlet #2 7/4 (Grounded Guide aura, virtuoso, 1 damage at upkeep, +1 attack per damage)
Bird 3/1 (Grounded Guide aura, flying)

:heart: Graveyard HP: 3 (Thieving Imp, Nimble Fencer #1)

:heart: Base HP: 7
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Finesse)
:heart: Tower HP: 4


Hand on base kill: 2

Leaping Lizard
Sacrifice the Weak

Deck: 5

Skeleton Javelineer
Maestro
Two Step
Entangling Vines
Two Step

Discard: 3

Deteriorate
Entangling Vines
Bird’s Nest

Card-count check (opponent-viewable)

Expected: 10 + 14 teched = 24
6 on board
2 in Graveyard
2 in hand
5 in deck
3 in discard
6 in workers
Total: 24


Gold: 1
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Summon Skeletons
T3: Poisonblade Rogue
T4: Skeletal Archery
T5: Pestering Haunt
T7: Thunderclap


Well played! What a weird game. Your turn to start, if you’re happy to go again!

1 Like

Yeah it was a fun game! I tried to make my deck so there were loads of cards I’d be happy to draw so the fact that i had a massive deck didnt work but fact is i just lost momentum as the game went on longer

P1T1


StartingHand Workers

STARTING HAND
Fox Viper
Smoker
Snapback
Sensei’s Advice
Fox Primus


WORKERS
Fox Primus


NextHand

Safe Attacking
Aged Sensei
Savior Monk
Grappling Hook
Morningstar Flagbearer


Discard

Sensei’s Advice
Snapback
Fox Viper


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hire Smoker and Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave(2/3a)sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Smoker(1/1) runs when spotted

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

P2T1

Starting hand: 5

Skeletal Archery
Poisonblade Rogue
Deteriorate
Graveyard
Sacrifice the Weak

Thoughts

No point playing the Rogue with Smoker out, so I might as well get the Graveyard into play. Hopefully I’ll cycle back into Deteriorate reasonably quickly to get rid of him. Grappling Hook allows a Rook kill, at the expense of the Smoker dying and not hitting the Graveyard, but I think this is the best I can do.


Get paid - ($5)
Worker - ($4)
Garus Rook - ($2)
Graveyard - ($0)
Discard 3, draw 5


:psblueshield: Squad Leader: Rook L1 2/4+1A

:heart: Graveyard HP: 3

:heart: Base HP: 20


Hand: 5

Jandra, the Negator
Thieving Imp
Summon Skeletons
Skeleton Javelineer
Pestering Haunt

Deck: 0
Discard: 3

Skeletal Archery
Deteriorate
Sacrifice the Weak

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 6

5 x start
T1: Poisonblade Rogue

P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Martial Mastery


STARTING HAND
Savior Monk
Aged Sensei
Morningstar Flagbearer
Grappling Hook
Safe Attacking


WORKERS
Fox Primus
Morningstar Flagbearer


NextHand

Smoker(1/1) runs when spotted
Safe Attacking
Sparring Partner
Grappling Hook
Savior Monk


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
grappling hook rook to lookout
Midband Grave - ($0)
Grave and Smoker kill Rook, grave to lvl 5

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Grave(3/2)sparkshot, readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
    Tech 1 5hp

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2

Starting hand: 5

Jandra, the Negator
Thieving Imp
Summon Skeletons
Skeleton Javelineer
Pestering Haunt

Thoughts

OK, let’s just go full Horror march to deathtouch some heroes here.

Teched cards: 2

T2: 2 x Lich’s Bargain


Get paid - ($6)
Worker - ($5)
Tech I - ($3)
Thieving Imp, you discard card #2 of 5 - ($0)
Pestering Haunt
Discard 2, reshuffle, draw 4


:exhaust: Technician: Thieving Imp 2/2

Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Graveyard HP: 3

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


Hand: 4

Skeleton Javelineer
Deteriorate
Lich’s Bargain
Skeletal Archery

Deck: 3

Sacrifice the Weak
Lich’s Bargain
Summon Skeletons

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

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


Gold: 0
Workers: 7

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator

P1T3


Tech StartingHand Workers

TECH
Gargoyle
Hyperion


STARTING HAND
Safe Attacking
Savior Monk
Grappling Hook
Smoker(1/1) runs when spotted
Sparring Partner


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted


NextHand

Sensei’s Advice
Martial Mastery
Aged Sensei
Snapback


Discard

Safe Attacking
Savior Monk
Grappling Hook
Gargoyle
Hyperion


Tech 2 card(s)
Get Paid, discard - ($6)
Worker - ($5)
sparring partner - ($4)
maxband Grave - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave(4/5a) sparkshot, readiness, sword
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
    Tech1 5hp

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

P2T3

Starting hand: 4

Skeleton Javelineer
Deteriorate
Lich’s Bargain
Skeletal Archery

Thoughts

I’d like to kill the Sparring Partner here with Deteriorate and Pestering Haunt, but 1 gold advantage and 3 card disadvantage is a terrible deal. Problem is, the Horror is probably going to get swordswiped, so I can’t rely on killing Grave with it next turn. I have to just put it in Lookout and hope the resist cost slows dwarddd down, while I bring in a second one next turn. Skeletal Archery would also be nice here, and I can afford to go down a card without missing the second Bargain. I doubt dwarddd’s teched a Versatile Style yet, let’s go for it.

Still not sure which spec is best off of Bargains: Necromancy and Finesse both have units that boost Skeleton stats, but Finesse’s one boosts everyone else too. Meanwhile, Strength has Morningstar Pass if I want to keep spamming Lich’s Bargain. Skeleton Lord might be best, it lets the Skeletons stand up to a sparkshot, and dwarddd’s heroes all do sparkshot damage. I’ll try going for a double tech, and taking a Skeleton Lord and a Morningstar Pass. That way, Skeleton Lord can bring in a good Tech III unit if needs be.

Skeleton in Elite so Sparring Partner can’t attack and live without Safe Attacking, Zombie in Scavenger since I could use the gold to raise a Skeleton in addition to worker + Tech II + Lich’s Bargain.

Teched cards: 2

T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord


Get paid - ($7)
Worker - ($6)
Garth Torken - ($4)
Lich’s Bargain, base to 16, I lose a worker, horde arrives - ($2)
Pestering Haunt hits your Tech I down to 4 HP
Skeletal Archery - ($0)
Discard 1, draw 3


:psblueshield: Squad Leader: Thieving Imp 2/2+1A
:psfist: Elite: Skeleton 1+1/1 (Skeletal Archery)
:ps_: Scavenger: Zombie 2/2
:target: Lookout: Horror 3/3 (resist 0+1, deathtouch)

Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Graveyard HP: 3

:heart: Base HP: 16
:heart: Tech I HP: 5


Hand: 3

Summon Skeletons
Lich’s Bargain
Sacrifice the Weak

Deck: 0
Discard: 4

Morningstar Pass
Skeleton Lord
Lich’s Bargain
Deteriorate

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 7

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
1 lost to Lich’s Bargain

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