Had to respect Stampede
Game 5 Player 1, Turn 6
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Doubling Barbarbarian
Dark Pact
Graveyard
Skeleton Javelineer
Degrey + StW (DP)
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Soul Stone, Doubling Barbarbarian
Dark Pact, Doubling Barbarbarian
Mythmaking, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Ardra’s Boulder
Dark Pact, Shadow Blade
Main:
- Dark Pact, base to 16 draw 2
- Mid Vandy, hit BA for 3 (8)
- Max Vandy, doom Imp and skeleton (6)
- Jefferson DeGrey, Ghostly Diplomat, skeletons die, you get 1g and rs draw 1 (3)
- Imp kills BA, takes 3
- Sacrifice the Weak, BC and Imp dies (1)
- Worker (0)
Workers
Skeleton Javelineer, Shadow Blade, Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
In Patrol:
Squad Leader: Ardra’s Boulder (0/6+1armor)
Elite:
Scavenger:
Technician: Jefferson Degrey, Ghostly Diplomat (4/3)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Dark Pact
Deteriorate
Jandra, the Negator
Mythmaking
End of Turn Discard
My Thoughts
Okay, I will gladly kill that BA out front with Vandy maxband, so let’s DP and hope I get Mythmaking and DeGrey to finalize that. Teching another SS and DB, probably will end up teching Meta + MP next turn too but we’ll wait on that.
…
Well DeGrey + StW is good also, can waste the backline BC safely and that’s good. DeGrey first to make sure the BA isn’t in that reshuffle.
2 Likes
P2T6
StartingHand Workers
STARTING HAND
Bloodlust
Merfolk Prospector (1/1)
Hooded Executioner
Hooded Executioner
Blooming Ancient
WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Forest’s Favor
Spore Shambler
NextHand
Rampant Growth
Death Rites
Young Treant
Death Rites
Discard
Blooming Ancient (3/5a, 1 rune)
Bone Collector (4/4, 1 rune)
Bloodlust
Hooded Executioner
Hooded Executioner (3/3)
Merfolk Prospector (1/1)
Blooming Ancient
Tech 0 card(s)
Get Paid + float + scav - ($12)
Hooded Executioner Boosted, Boulder dies - ($7)
Hooded Executioner#2 - ($5)
Drakk - ($3)
Bloodlust Hoodies - ($1)
Hoodie #1 trades with DeGrey, you draw
Arg buffs Hoodie#2 which trades with Vandy, Drakk to level 3
Skeleton - ($0)
Garth deals 3 to your tech 2
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Drakk, lvl 3 (1/3)
- Garth, lvl 7 (3/3)
- Arg, lvl 5 (1/5)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Think you might have this one
Game 5 Player 1, Turn 7
P1 Demonology/Strength/Future vs P2 Growth/Necro/Blood
Starting Hand
Dark Pact
Deteriorate
Jandra, the Negator
Mythmaking
Ardra’s Boulder (rs techn, lucky)
Events of Turn:
Upkeep:
- Get Gold (10)
- rs draw 1 techn
- no techs
All Teched Cards
Soul Stone, Doubling Barbarbarian
Dark Pact, Doubling Barbarbarian
Mythmaking, Jefferson DeGrey, Ghostly Diplomat
Soul Stone, Ardra’s Boulder
Dark Pact, Shadow Blade
Main:
- Ardra’s Boulder (8)
- Mythmaking (6)
- Jandra, the Negator (3)
- Tower (0)
Workers
Skeleton Javelineer, Shadow Blade, Summon Skeletons, Pestering Haunt, Poisonblade Rogue, Skeletal Archery
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 2 STRENGTH
- Tower HP: 4
In Patrol:
Squad Leader: Ardra’s Boulder (2/8+1armor)
Elite:
Scavenger:
Technician: Jandra, the Negator (5/5)
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Soul Stone
Thieving Imp
Soul Stone
Dark Pact
End of Turn Discard
My Thoughts
Getting really dicey, so much haste and removal
I hope so!
P2T7
Tech StartingHand Workers
TECH
Nether Drain
Oversized Rhinoceros
STARTING HAND
Rampant Growth
Young Treant
Death Rites
Death Rites
Tiger Cub (2/1)
Playful Panda
WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Forest’s Favor
Spore Shambler
NextHand
Blooming Ancient (3/5a, 1 rune)
Death Rites
Rampant Growth
Blooming Ancient
Merfolk Prospector (1/1)
Tech 2 card(s)
Get Paid - ($10)
Death Rites - ($6)
Sac a skeleton to draw, Jandra dies, you draw
Summon skeleton, Sac a skeleton to draw, Boulder dies - ($5)
Drakk midbands, destroys tech 2, your base to 14 - ($4)
Drakk maxbands, heals - ($2)
Tiger Cub, Buffed by Arg, deals 4 to your tech 1 - ($0)
Garth destroys tech 1, your base to 12
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drakk, lvl 6 (3/4)
- Garth, lvl 7 (3/2)
- Arg, lvl 5 (1/5)
- Tiger Cub (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
I’ll scoop to that I think, GG WP!
1 Like
GG WP! I don’t know what I was thinking not teching Hoodies in our previous games, what a mistake…
1 Like