I overestimated the difficulty of making Moment’s Peace work as P1. I was thinking I would need to successfully cast it 2 turns in a row, but that’s not the case.
Unfortunate that he drew both LB at the same time, will be even more unfortunate if he can use a spell to remove the Boulder. If that happens, I can expect the surviving Horror to take out Midori, and my Tech I to go down as well. I’d better double up on Peace after all, since my hand size is so small.
See, this is why I no longer jump into tourneys without playing warm-up games first. But, maybe I can still turn this around, since you don’t have room to leverage Midori’s buff yet.
P1T5
Tech StartingHand Workers
TECH
Jefferson DeGrey, Ghostly Diplomat
Nature Reclaims
STARTING HAND
Playful Panda
Moment’s Peace
Merfolk Prospector
Forest’s Favor
Verdant Tree
Moment’s Peace
Galina Glimmer
Jefferson DeGrey, Ghostly Diplomat
Forest’s Favor
Tech 2 card(s)
Get Paid - ($8)
Worker
Argagarg Garg, maxband - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3A) Anti-air
Elite: L5 Argagarg Garg (2/5)
Scavenger:
Technician: Wisp (0/1)
Lookout:
In Play:
Mythmaking
Rich Earth
Buildings:
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Right, so Archery is a prime target for Nature Reclaims. I’ll draw both the Tree and a Peace next turn, so I just need to survive this turn. I’m $1 short of being able to maxband Rook, but he might be floating a Nether Drain to counter that even if it were an option. He doesn’t have the option to bring in Midor, at least, not without first killing Garth. And Garth has full health and is likely to want to maxband anyway. But even without Midori’s buff, I’m looking at 16 damage. Not enough for a base kill, but still, plenty to cause problems. Just need to soak as much as possible, and make sure to not get locked out of being able to summon Midori next turn.
Horror trades with Arg, Garth maxbands and fetches Tiny Basilisk
Garth and zombie break tech1, base to 16
Zombie hits your base to 14
Make a skeleton (7)
Worker (6)
Tech 2 Necromancy (2)
Lich’s Bargain, base to 8 workers to 7 more horde still arrives
Workers
Sacrifice the Weak, Summon Skeletons, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 0 Draw 2
Board Info:
Buildings:
Base HP: 8
Tech1 HP: 5
Tech2 HP: 5 NECRO
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (3/4 lvl 7)
Tiny Basilisk (1/2)
Horror (3/3)
Zombie (2/2)
Zombie (2/2)
Zombie (2/2)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton (1/1)
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
Skeletal Archery
Economy Info:
Cards:
Hand: 2
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Thieving Imp
Free Speech
End of Turn Discard
My Thoughts
I expect Moment’s Peace is coming, I think it’s worth making sure we can’t go to tech 2 and get a DeGrey draw so worth the early maxband on Garth to break the tech1 again. hopefully should be able to dig up a free speech or doom grasp in time to make things happen.d
Tech 2 card(s)
Get Paid - ($9)
Worker
Rebuild Tech I
Master Midori - ($7)
Moment’s Peace - ($5)
Verdant Tree - ($3)
Garus Rook - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 Master Midori (2/3A)
Elite:
Scavenger:
Technician: L1 Garus Rook (2/4)
Lookout:
In Play:
Mythmaking
Rich Earth
Verdant Tree (3) Healing 1, build
Buildings:
Base HP: 14
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
Grapplers seem like they’ll be very useful… I would like to play Galina here, but I need to ensure I draw the other DeGrey, which means I need to draw my entire deck next turn, which means skipping either Galina or the worker. Galina could easily be killed by StW or an Executioner, and deck thinning is valuable in its own right, so I’ll go for the worker. The real problem is I’m looking at a Skeletal Lord summon, most likely a T-Rex which will destroy my upgrades or maybe my workers. But, there’s nothing I can do to stop that, and it’s just another reason to go for the worker. I guess a Nature Reclaims on my Tree would also be a problem, but again, nothing I can do about that. Same with Doom Grasp on Midori. Now, question is, do I summon a second hero? I don’t need it for defense… unless Doom Grasp hits Midori, in which case Garth could break the Tree. Okay, I’ll summon Rook as backup.
Graveyard
Poisonblade Rogue
Thieving Imp
Pestering Haunt
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in except turn 1
All Teched Cards
Main:
Thieving Imp, discard #3 of 5 (1)
Pestering Haunt
Worker (0)
Workers
Poisonblade Rogue
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger: Thieving Imp (2/2)
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Deteriorate
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
End of Turn Discard
My Thoughts
So not TOO hard on tokens… got it. This might be harder than I thought to pull off effectively… I need an endgame that isn’t “hope my tokens don’t get wiped”. Liberty Gryphons maybe?
Hmm, that’s a lot of attack power… I don’t think Midori is going to survive. At least, not if I build a Tech I… but maybe that’s okay? If I’m just teching in spells, maybe I can use the Tree to recover later…?
Glitched out my spreadsheet somehow; teched cards didn’t go into cycle. Fixed and redrew hand. Now… should I take a Tiny Basilisk or rush for DeGrey? It’s almost tempting to postpone my Tech I further and take the Tree, to slow my cycle, but I don’t trust Garth to not kill Midori with a Doom Grasp. In which case, I think I’d better go for DeGrey.
Something is off in here. End turn2 card state is short two cards: Only YT was out so there should have been 5 deck. Techn draw makes 4, so I think that means actually end of turn 3 dc/draw is correct, just making sure I understand properly. Looking like you got things lined up perfectly to neutralize and I’m just kinda boned lol
Sorry, should have mentioned this when I posted T3, but I glitched out my spreadsheet somehow such that the teched cards didn’t go into cycle when I did the discard/draw for T2, so I rolled back to correct and redid the draw/discard before starting T3.