Hello @marto! Starting with Black/Strength.
I’ll try Red with Blood and Finesse !
Hmm, Disease and Necromancy, making [Disease/Necromancy]/Strength.
[Anarchy/Blood]/Finesse it is !
gl hf
"P1T1
StartingHand Workers
STARTING HAND
Careless Musketeer
Mad Man
Bloodburn
Bloodrage Ogre
Nautical Dog
WORKERS
Bloodburn
NextHand
Scorch
Makeshift Rambaster
Pillage
Bombaster
Discard
Mad Man
Careless Musketeer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Bloodrage Ogre
- Elite:
- Scavenger: Nautical Dog
- Technician:
-
Lookout:
In Play:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold: - Gold: 0
- Workers: 5
GLHF! Strong start you’ve got there.
P2T1
StartingHand Workers
STARTING HAND
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Graveyard
Skeletal Archery
WORKERS
Skeletal Archery
NextHand
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Deteriorate
Discard
Graveyard
Summon Skeletons
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Pestering Haunt
Skeleton Javelineer - ($3)
Garth Torken - ($1)
Garth summons a Skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Garth L1 1+1/3
- Scavenger: Skeleton 1/1
- Technician: Skeleton Javelineer 1/1 (javelin rune)
- Lookout:
In Play:
- Pestering Haunt 1/1 (unstoppable, can’t block)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
Between River’s spells, Lobbers, and Fencers, marto’s turn 3 will probably be brutal. I don’t think my hand can do much against a start like that, either, I’ll just get weenies out with Garth and switch to Rook once he dies.
Yeah, BRO + dog is pretty much the best red can do !
"P1T2
Tech StartingHand Workers
TECH
Gunpoint Taxman
Bombaster
STARTING HAND
Scorch
Bombaster
Makeshift Rambaster
Pillage
WORKERS
Bloodburn
Scorch
NextHand
Charge
Mad Man
Pillage
Makeshift Rambaster
Bombaster
Tech 2 card(s)
Get Paid + float - ($5)
Worker - ($4)
Tech I - ($3)
Summon Zane - ($1)
Ogre trades with Garth, Zane lvl 3
Zane kills Scavenger
Mid Zane - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Nautical Dog 1/1
-
Lookout:
In Play: - lvl 4 Zane 3/3
Buildings: - Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold: - Gold: 0
- Workers: 6
"
P2T2
Tech StartingHand Workers
TECH
Ardra’s Boulder
Mythmaking
STARTING HAND
Jandra, the Negator
Poisonblade Rogue
Deteriorate
Thieving Imp
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Deteriorate
Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Pestering Haunt hits your Tech I to 4
Skeleton Javelineer throws a javelin to kill Nautical Dog, you draw
Tech I - ($4)
Thieving Imp, you discard card #3 of 6 - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite: Thieving Imp 1+2/2
- Scavenger:
- Technician:
- Lookout:
In Play:
- Pestering Haunt 1/1 (unstoppable, can’t block)
- Skeleton Javelineer 1/1
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Just teching in stuff to try and block up here. Pestering Haunt should be pretty good for setting up an Earthquake, and marto has no easy hero removal, so I’ll tech that in soon.
Really not happy with my patrolling options here, I think my best option is to put Rogue out, in either SQL or Elite. SQL stops Mad Man from killing her, Elite forces Zane to level in order not to trade, but dies to Mad Man. I suspect there are Fencers or Lobbers incoming, though, so SQL is moot. Elite trades with Fencers and Lobbers too, so forces a trade outside of Scorch or Zane shoving her. OK, Elite it is. Hoping for no boosted Pillage.
… Wait, what am I doing? If I’m not bringing in a hero, I might as well play the Imp instead. Imp in Elite, then.
"P1T3
Tech StartingHand Workers
TECH
Gunpoint Taxman
Bloodlust
STARTING HAND
Charge
Makeshift Rambaster
Careless Musketeer (Imp’d)
Bombaster
Mad Man
Pillage
WORKERS
Bloodburn
Scorch
Charge
NextHand
Crash Bomber
Makeshift Rambaster
Bloodrage Ogre
Gunpoint Taxman
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Max Zane, moving Imp to Scavenger - ($3)
Zane kills Imp, we both gain 1 - ($4)
Bombaster - ($2)
Pillage, your base takes 2 damage, I steal 2 gold - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 1, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Bombaster 2/2+A
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - lvl 4 Zane 4/2
Buildings: - Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold: - Gold: 1
- Workers: 7
"
P2T3
Tech StartingHand Workers
TECH
Hooded Executioner
Entangling Vines
STARTING HAND
Sacrifice the Weak
Deteriorate
Summon Skeletons
Jandra, the Negator
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
NextHand
Graveyard
Deteriorate
Mythmaking
Ardra’s Boulder
Tech 2 card(s)
Get Paid + float + scavenger - 2 pillage - ($7)
Worker - ($6)
Garth Torken - ($4)
Garth summons a Skeleton - ($3)
Sacrifice the Weak, my Skeleton dies, Bombaster dies - ($1)
Pestering Haunt and Skeleton Javelineer trade with Zane, Garth hits level 3
Midband Garth - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Garth L4 2/4+1A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 18
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Garth can get help get rid of Zane, but I think I’m still better off teching for Rook because marto’s deck can’t deal with him well. Putting him in SQL to stop two Fencers, or one using Two Step.
"P1T4
Tech StartingHand Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Bloodrage Ogre
Careless Musketeer
Crash Bomber
Makeshift Rambaster
WORKERS
Bloodburn
Scorch
Charge
Makeshift Rambaster
NextHand
Bloodlust
Gunpoint Taxman
Pillage
Discard
Bombaster 2/2+A
Bloodrage Ogre
Crashbarrow
Crashbarrow
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Crash Bomber - ($6)
Gunpoint Taxman - ($4)
Summon River - ($2)
Summon Drakk - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: GPT 3/3+A
- Elite:
- Scavenger: lvl 1 River 2/3
- Technician: Crash Bomber 2/2
-
Lookout:
In Play: - lvl 1 Drakk 1/3
Buildings: - Base HP: 20
- Tech I HP: 4
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 3
- Disc: 4
Gold: - Gold: 0
- Workers: 8
"
Went back and removed the Tower that appeared from nowhere.
P2T4
Tech StartingHand Workers
TECH
Plague Spitter
Earthquake
STARTING HAND
Graveyard
Mythmaking
Ardra’s Boulder
Deteriorate
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Graveyard
NextHand
Thieving Imp
Hooded Executioner
Jandra, the Negator
Discard
Deteriorate
Earthquake
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Mythmaking - ($5)
Ardra’s Boulder - ($3)
Garth hits Gunpoint Taxman for 1+1A down to 2, takes 3 damage
Maxband Garth, he fetches a Plague Spitter - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Ardra’s Boulder 2/8+1A (Mythmaking buff)
- Elite:
- Scavenger:
- Technician: Plague Spitter 3/3 (anti-air, deals damage in - runes)
- Lookout:
In Play:
- Garth L7 3/4
- Mythmaking (my legendaries get +2/+2, yours get -1/-1)
Buildings:
- Base HP: 18
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 2
Gold:
- Gold: 0
- Workers: 9
Thoughts
Playing Boulder and Mythmaking is obvious here, but what do I want to fetch? All my Black options look pretty good. Bone Collector and Plague Spitter are more likely to hurt me if they’re Kidnapped, stats-wise they’re all equivalent for the purposes of Discord. On the other hand, Plague Spitter is more helpful if there is a Discord, since it gives out runes. OK, going with the Spitter.
Time to think about Tech II. Either I go for Disease so Abomination can weaken all those fast Red/Finesse units, or I go Strength to make use of Mythmaking. What do I get with the latter? DeGrey won’t be that helpful unless Marto goes for Harmony, which I doubt. Morningstar Pass is OK against Red aggression, but I still need to keep units alive somehow. On the other hand, a lot of the rest of Disease is useless against Red, and Blood in particular. It would be useful against Grounded Guide, though. Hmm. Still not sure, I’m going to tech in an Earthquake and see what information I can get from marto’s next turn.
"P1T5
Tech StartingHand Workers
TECH
Kidnapping
Kidnapping
STARTING HAND
Pillage
Gunpoint Taxman
Bloodlust
WORKERS
Bloodburn
Scorch
Charge
Makeshift Rambaster
Pillage
NextHand
Careless Musketeer
Mad Man
Nautical Dog 1/1
Discard
Bombaster 2/2+A
Bloodrage Ogre
Crashbarrow
Crashbarrow
Bloodlust
Kidnapping
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Gunpoint Taxman - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: GPT 3/3+A
- Elite:
- Scavenger: Gunpoint Taxman 3/2
- Technician: Crash Bomber 2/2
-
Lookout:
In Play: - lvl 1 Drakk 1/3
- lvl 1 River 2/3
Buildings: - Base HP: 20
- Tech I HP: 4
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 7
Gold: - Gold: 1
- Workers: 9
"
One of your taxmen should be at 2 health.
That’s right, scav only has 2 health.
Not sure it helps me much…
P2T5
Tech StartingHand Workers
TECH
Lich’s Bargain
Morningstar Pass
STARTING HAND
Hooded Executioner
Thieving Imp
Jandra, the Negator
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Graveyard
NextHand
Pestering Haunt
Sacrifice the Weak
Skeleton Javelineer
Entangling Vines
Discard
Deteriorate
Earthquake
Thieving Imp
Jandra, the Negator
Lich’s Bargain
Morningstar Pass
Tech 2 card(s)
Get Paid - ($9)
Skip worker!
Tech II Strength - ($5)
Hooded Executioner - ($3)
Tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Ardra’s Boulder 2/8+1A (Mythmaking buff)
- Elite:
- Scavenger: Hooded Executioner 3/3+1A
- Technician: Plague Spitter 3/3 (anti-air, deals damage in - runes)
- Lookout: Garth L7 3/4 (resist 0+1)
In Play:
- Mythmaking (my legendaries get +2/+2, yours get -1/-1)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Strength)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
Thoughts
OK, I guess I’m going Strength. But Barbarbarian aren’t much good without a way to buff them, so I guess I should be focusing on Whitestar Grapplers. But first, I can bring in the legendaries. And since that includes Morningstar Pass, I’m teching Lich’s Bargain before DeGrey.
Too much on the board to just leave my patrol empty, even if I attacked first with the help of Executioner’s boost, so I’ll have to suck up the Crashbarrows. Skipping a worker to fill the board and build a tower, hopefully that’s enough against Crashbarrows / Zane shoves.
"P1T6
Tech StartingHand Workers
TECH
Octopus
Bloodlust
STARTING HAND
WORKERS
Bloodburn
Scorch
Charge
Makeshift Rambaster
Pillage
Careless Musketeer
NextHand
Bombaster 2/2+A
Nautical Dog 1/1
Kidnapping
Crashbarrow
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech II Blood - ($5)
Float ($5)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: GPT 3/3+A
- Elite: lvl 1 River 3/3
- Scavenger: Gunpoint Taxman 3/2
- Technician: Crash Bomber 2/2
-
Lookout:
In Play: - lvl 1 Drakk 1/3
Buildings: - Base HP: 20
- Tech I HP: 4
- Tech II HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold: - Gold: 5
- Workers: 10
"
Uh, this should be turn 6, and that’s a copy of your turn 5.
I incidentally discarded/draw twice, hence the turn counter being +1. My turn isn’t the same though, I just didn’t play anything. My patrol changed a little, as well
OK, but you’d already built your Tech II.
oh my. OK then, redoing my turn !