[Casual Draft] charnel_mouse vs FrozenStorm

I’ll take Vandy, for [Demonology]/Growth/Strength. GLHF!

P1T1


StartingHand Workers

STARTING HAND
Thieving Imp
Skeletal Archery
Pestering Haunt
Graveyard
Deteriorate


WORKERS
Skeletal Archery


NextHand

Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons


Discard

Deteriorate
Thieving Imp
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy Anadrose - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L1 2/3+1A (sparkshot)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1 (unstoppable, unattackable by Tech 0 units)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

I want 6 gold next turn to get Jandra down, so need to float 1 gold now. Looks like I’m just playing a hero and Haunt, I guess Vandy for a Soul Stone.

GL HF!

Game 3, Player 2, Turn 1

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Mad Man
Careless Musketeer
Bombaster
Bloodburn
Charge

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Bombaster (3)
  • Worker (2)
Workers

Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6

End of Turn Hand

Nautical Dog
Pillage
Scorch
Bloodrage Ogre
Makeshift Rambaster

End of Turn Discard
My Thoughts

Bummer not to get Brogre, but this was always going to be a little tough to deal with. I expect Mythmaking to be the direction for him, and with no upgrade hate that will be a little challenging to deal with. Kidnapping will be helpful most likely. We’ll see how it goes!


P1T2


Tech StartingHand Workers

TECH
Mythmaking
Ardra’s Boulder


STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Thieving Imp
Mythmaking
Graveyard
Ardra’s Boulder
Summon Skeletons


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Jandra, the Negator - ($0)
Pestering Haunt hits your base to 19
Vandy trades with Bombaster, levels fizzle

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator 3/3+1A (overpower, non-demon allied units die on death)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt 1/1 (unstoppable, unattackable by Tech 0 units)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I’m wondering whether to just run Vandy into the Bombaster. If I don’t, Vandy probably gets killed on the next turn. I’ll just need to delay playing Soul Stone. Do I want to tech in Birds instead, or just get going with legendary techs? Probably the Boulder, I could be facing a lot of damage on Turn 3 if FrozenStorm opens with River.

Game 3, Player 2, Turn 2

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Nautical Dog
Pillage
Scorch
Bloodrage Ogre
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (6+2float)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Gunpoint Taxman, Nimble Fencer


Main:

  • Bloodrage Ogre (6)
  • Tech 1 (5)
  • Worker (4)
  • Drakk (2)
Workers

Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Careless Musketeer
Nimble Fencer
Charge
Pillage
Bombaster

End of Turn Discard
My Thoughts

Perhaps it will be easier to just utilize Drakk midband + as many attackers as I can muster. I’m going to leave myself slightly vulnerable to Mythmaking + Deteriorate but I’ll risk that, nbd. Zane can always bring the pain right back.


P1T3


Tech StartingHand Workers

TECH
Galina Glimmer
Soul Stone


STARTING HAND
Summon Skeletons
Ardra’s Boulder
Mythmaking
Graveyard
Thieving Imp


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons


NextHand

Sacrifice the Weak
Deteriorate
Graveyard
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mythmaking - ($3)
Ardra’s Boulder - ($1)
Jandra kills Bloodrage Ogre, overpowers into Drakk for 2, takes 3 damage
Pestering Haunt trades with Drakk, levels fizzle, my base to 19

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ardra’s Boulder 1+2/8 (Mythmaking aura)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jandra, the Negator 5/2 (overpower, non-demon allied units die on death, Mythmaking aura, 3 damage)
  • Mythmaking (my legendaries get +2/+2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

FrozenStorm can just afford two Fencers, River, and Two Step. That’s a total of 8 damage, so my Boulder would go down if it isn’t is SQL, and can’t kill a stepped Fencer either way. I don’t think maxband Zane can let him top that. I might still want to put the Boulder in Elite, then it can kill non-stepped Fencers, and if they are stepped I have a good chance to retaliate with Jandra while her death ability has no effect.

Game 3, Player 2, Turn 3

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Careless Musketeer
Nimble Fencer
Charge
Pillage
Bombaster
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Disguised Monkey x2
Gunpoint Taxman, Nimble Fencer


Main:

  • Bombaster (7)
  • Nimble Fencer (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Gunpoint Taxman
Makeshift Rambaster
Nautical Dog
Disguised Monkey
Mad Man

End of Turn Discard
My Thoughts

Okay I want Jandra outta here. He’ll likely be trying to get a Soul Stone on her, let’s hope I can sneak a monkey on her before that happens.


You should have a deck of 3 to draw from before reshuffling, I think? Or is this shorthand?

1 Like

No just copypasta laziness, you’re right

1 Like

P1T4


Tech StartingHand Workers

TECH
Gargoyle
Gargoyle


STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Graveyard


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer


NextHand

Pestering Haunt
Soul Stone
Thieving Imp


Discard

Deteriorate
Sacrifice the Weak
Gargoyle
Gargoyle


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy Anadrose - ($5)
Deteriorate, Nimble Fencer goes down to 1/2+1A
Jandra kills Fencer and Bombaster, you draw, takes 1 damage
Graveyard - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ardra’s Boulder 2/8 (Mythmaking aura)
  • :target: Lookout:

In Play:

  • Vandy L1 2/3 (sparkshot)
  • Jandra, the Negator 5/1 (overpower, non-demon allied units die on death, Mythmaking aura, 4 damage)
  • :heart: Graveyard HP: 3
  • Mythmaking (my legendaries get +2/+2, yours get -1/-1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Hmm, he’s probably trying to reach Jandra with a Monkey. However, I can wipe his board again to prevent an easy Two Step, and put up a Tower and a Graveyard, if I delay Tech II, so Jandra would come straight back again. I might want to patrol Vandy in front, otherwise she’s an easy alternative target, but I definitely want the Boulder in Technician. Patrolling Vandy lets maxband Zane have some shenanigans, but that’s all of FrozenStorm’s gold after worker. If I just patrol the Boulder, he can move it but can’t kill it. Midband Drakk + Monkey is more of a problem against Vandy. I think I just patrol the Boulder, he’s already got to choose between Jandra and the Graveyard if he can get through.

Teching in two Gargoyles in preparation for Gunships.

EDIT: Oh, right, Kidnapping. That doesn’t help him though: if he Kidnaps the Boulder it goes down to 0 attack, and if he Kidnaps Jandra she and the Boulder die immediately, not the cheapest way for him to do that but it is pretty card-efficient. He could also Kidnap the Boulder just to move it out the way and kill Jandra, but then the Boulder survives.

Game 3, Player 2, Turn 4

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Gunpoint Taxman
Makeshift Rambaster
Nautical Dog
Disguised Monkey
Mad Man
Charge (techn)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Kidnapping, Steam Tank
Disguised Monkey x2
Gunpoint Taxman, Nimble Fencer


Main:

  • Gunpoint Taxman (6)
  • Disguised Monkey (4)
  • Nautical Dog (3)
  • Worker (2)
Workers

Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Disguised Monkey (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Pillage
Disguised Monkey
Bloodrage Ogre
Kidnapping

End of Turn Discard
My Thoughts

Darn he goes tower, needed to draw both monkeys, didn’t happen… Should have gone for kidnapping I suppose. Well I’ll get one now, and a Steam Tank to help wall up. Tough sledding here…


P1T5


Tech StartingHand Workers

TECH
Dark Pact
Jefferson DeGrey, Ghostly Diplomat


STARTING HAND
Thieving Imp
Soul Stone
Pestering Haunt


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Pestering Haunt


NextHand

Galina Glimmer
Gargoyle
Soul Stone


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Soul Stone on Jandra, now 6 attack - ($5)
Jandra kills Disguised Monkey and overpowers to Gunpoint Taxman for 2 damage, takes 3 damage, Soul Stone unattaches and heals
Vandy kills Nautical Dog and sparkshots Gunpoint Taxman, you get a gold and draw, takes 1 damage
Tech II Strength - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Ardra’s Boulder 2/8 (Mythmaking aura)
  • :target: Lookout:

In Play:

  • Vandy L1 2/2 (sparkshot, 1 damage)
  • Jandra, the Negator 5/5 (overpower, non-demon allied units die on death, Mythmaking aura)
  • :heart: Graveyard HP: 3
  • Mythmaking (my legendaries get +2/+2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Well, there’s one Monkey. I need to keep an eye out for the other one, but with a Soul Stone in hand I think I’m out of danger for one turn. Only teching one Pact to bring DeGrey into the deck faster for more offense, if I don’t draw into Pact I can midband Vandy and fetch it.

Game 3, Player 2, Turn 5

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Pillage
Disguised Monkey
Bloodrage Ogre
Kidnapping
Steam Tank (techn)

Events of Turn:


Upkeep:

  • Get Gold (9+2float+1scav)
  • Draw 1 techn
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Pirate Gunship x2
Kidnapping, Steam Tank
Disguised Monkey x2
Gunpoint Taxman, Nimble Fencer


Main:

  • Drakk (10)
  • Kidnapping, Boulder is now my boulder, though it is a weak AF -1/5 (6)
  • Run Boulder into Jandra, it dies and goes to your discard (I believe, having read the Kidnapping clarifications)
  • Zane, trade with Vandy, Drakk to level 3 (4)
  • Steam Tank (1)
  • Worker (0)
Workers

Pillage, Makeshift Rambaster, Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 3)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nimble Fencer
Charge
Mad Man
Bombaster

End of Turn Discard

Gunpoint Taxman
Nautical Dog
Disguised Monkey
Pirate Gunship
Pirate Gunship
Kidnapping
Bloodrage Ogre
Disguised Monkey

My Thoughts

This works out much better with him teching up… Especially with me techn-ing the Steam Tank. Kidnapping + Steam Tank + kill Vandy, next turn I can tech up and he’s on permanent Gunship alert. That works to my advantage nicely


It goes to my Graveyard, looks right otherwise. EDIT: Wait, no, you’re right, sorry. Well, that could be a problem.

I’m asking in the Rules Thread b/c I’m not 100% certain. It’s a little ambiguous b/c Graveyard reads “A unit of yours”. The unit is owned by you, but controlled by me for the duration of Kidnapping. Kidnapping’s clarification makes the most specific instruction (“If it dies during your turn, it goes to opponent’s discard”), but I can see that being overruled by “a unit of yours” meaning “a unit you own”.

1 Like

EricF has an old reply saying it goes to discard, which would be consistent with “your” referring to the controller rather than the owner on other cards. But I’ll wait and see.

1 Like

Oh? Where is that? I searched the rules thread for kidnapping + graveyard but didn’t find any previous discussion

1 Like

Discard makes sense, so I’ll play on.

P1T6


Tech StartingHand Workers

TECH
Dinosize
Dark Pact


STARTING HAND
Galina Glimmer
Gargoyle
Soul Stone


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Pestering Haunt


NextHand

Thieving Imp
Deteriorate
Jefferson DeGrey, Ghostly Diplomat


Discard

Ardra’s Boulder
Soul Stone
Dinosize
Dark Pact


Tech 2 card(s)
Get Paid + float - ($10)
Galina Glimmer - ($9)
Gargoyle - ($6)
Argagarg Garg, Wisp arrives - ($4)
Maxband Argagarg, Water Elemental arrives - ($0)
Jandra hits Steam Tank for 4+1A damage, takes 3 damage
Skip worker!

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer 4/4+1A (1 gold per 2 green units at upkeep, Mythmaking aura)
  • :psfist: Elite: Argagarg L5 1+1/5
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Water Elemental 3/3+1A (anti-air)
  • :target: Lookout:

In Play:

  • Jandra, the Negator 5/2 (overpower, non-demon allied units die on death, Mythmaking aura, 3 damage)
  • Gargoyle 0/2 (indestructible)
  • :heart: Graveyard HP: 3
  • Mythmaking (my legendaries get +2/+2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

This is bad, I really needed the card draw from Technician or Vandy. Hitting the Tank with Jandra leaves her with 3 health and ripe for a Monkey or a Kidnapping, but Kidnapping will kill her anyway since she’d attack into my tower with 2 health. Galina and the Gargoyle leave me with 6 pre-worker, maybe I just tech up now? Or I could block up with maxband Argagarg or midband Rook. The latter is less vulnerable to Jandra being killed, the former helps stop Fencers and Zane from reaching the back line. Wisp and Water Elemental would die if I play DeGrey, but I should be able to get some damage in with them before then. I think I’m more worried about Fencers, leaving a unit alive allows for an easier Two Step.

Delaying Morningstar Pass in favour of Dinosize, I really need an attack on FrozenStorm’s buildings before I completely run out of steam.

Game 3, Player 2, Turn 6

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Nimble Fencer
Charge
Mad Man
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Discord, Steam Tank
Pirate Gunship x2
Kidnapping, Steam Tank
Disguised Monkey x2
Gunpoint Taxman, Nimble Fencer


Main:

  • Midband Drakk (9)
  • Mad Man, it and Tank kill Galina (8)
  • Nimble Fencer (6)
  • Tech 3 (1)
Workers

Pillage, Makeshift Rambaster, Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (2/3 lvl 4)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Pirate Gunship
Gunpoint Taxman
Steam Tank
Disguised Monkey

End of Turn Discard
My Thoughts

Woof that’s a lot of units… I think I want at least one unit gone and I might as well trade off the Steam Tank so I can replay it. He’ll almost certainly take the Tech 3, so I better tech some stuff to help. The other Steam Tank and a Discord ought to help clear off the board


P1T7


Tech StartingHand Workers

TECH
Stampede
Oathkeeper of Kor Mountain


STARTING HAND
Deteriorate
Thieving Imp
Jefferson DeGrey, Ghostly Diplomat


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Thieving Imp


NextHand

Dark Pact
Gargoyle
Sacrifice the Weak


Discard

Ardra’s Boulder
Soul Stone
Dinosize
Dark Pact
Deteriorate
Jefferson DeGrey, Ghostly Diplomat
Stampede
Oathkeeper of Kor Mountain


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Vandy Anadrose - ($6)
Deteriorate, Nimble Fencer is 1/2+1A
Argagarg boosts Jandra
Jandra kills Nimble Fencer and Drakk, you draw, Vandy hits level 3 (midband), my base to 18
Gargoyle activates - ($5)
Galina Glimmer returns - ($4)
Maxband Vandy, Wisp is doomed - ($2)
Water Elemental and Wisp destroy Tech III, your base to 17
Gargoyle hits Tech II down to 2

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer 4/4+1A (1 gold per 2 green units, Mythmaking aura)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy L5 4/5 (sparkshot, resist 1)
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Jandra, the Negator 5/2 (overpower, non-demon allied units die on death, Mythmaking aura, 3 damage)
  • Water Elemental 3/3+1A (anti-air)
  • Gargoyle 3/2 (flying)
  • Wisp 2/3 (doomed)
  • :heart: Graveyard HP: 3
  • Mythmaking (my legendaries get +2/+2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

That worked out OK. Time to retaliate? I’m facing 7 health with at least 9 attack if I don’t get Jandra killed in the process. Activate the Gargoyle, and that’s 5 extra attack to take down the Tech III. Deteriorate gets another, and I could also maxband Vandy to doom something. That’s 3 extra damage, not enough. The Deteriorate lets me keep everything alive, though.

Do I maxband Vandy, or play DeGrey? The latter gets the Elemental and Wisp killed, so swapping a 0/1 and a 3/3 for a 6/5. If Wisp and Galina survive, I get extra income and am guaranteed Dark Pact in hand, and Stampede is better if I draw into that. Tough choice, but I think I want a larger hand size here. Ah, but maxbanding Vandy means I need to Doom something, so I lose the Wisp but do 2 damage to the Tech II now. I can live with that. Or I could a worker and do both… No, I’m reshuffling next turn so now’s a good time to stop teching.