Went ahead and moved this to the play-by-forum sub-forum for you. Also, I notice that your turn is marked as turn 2, even though this is turn 1, and your Starting Hand and Next Hand seem to be the same.
Deteriorate
Sacrifice the Weak
Graveyard
Thieving Imp
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Garth - ($2)
Garth makes a skeleton - ($1) Garth casts Deteriorate on your Haunt, preemptively exorcising it
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Garth Torken, Lv. 1 (1/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 6
[details=Thoughts][spoiler]
Starting against that Vandy opening is always brutal. I thought about just dropping midband Grave, or even Deteriorate+Grave, in Elite or SQL, but he can still kill him and survive. It would be really costly, but doesn’t make me happy.
What I did here is much riskier. If he has Deteriorate in his second hand, I’m probably hosed. But if he doesn’t, then I can play my whole hand, workering Jandra, or Tech 2x Nether Drain or 2x Lich’s Bargain and just start sac’ing skele’s until I draw into it. That would be kinda hilarious. If I draw into one, I could sac that skele and try to draw into the other. If I can draw them both with two initial skeles (unlikely), I’ll have enough to play both.
By the way, this is @Kaelii’s “Die in the past, die forever” deck. The goal is to get max Prynn out, maybe a Seer to boost her runes, swallow the opponent’s Tech II unit(s), then Netherdrain Prynn with Garth so it
goes away for good. [/spoiler]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Build Tech I - ($4)
Recruit Jandra, the Negator - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Jandra, the Negator (3+1/3, Overpower)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts]
I teched a Netherdrain for later and a Rambasa Twin for now. The problem with random shuffling is that the cards don’t always arrive in the ideal order. Sac the Weak could put a big dent in my Tech. Hopefully I can tech up to Discipline next turn, plus Grave (or maybe Prynn to get her dying early) and Tech Lab (Necro). I’m going for Resurrectors and Training Grounds. I expect to lose, but I want to toss some units into the void!
[details=Thoughts]
Really want a beefier Discipline unit, but I need to save hero money. Really wanted Grave or Skele, but needed to pop Rogue, and Looky made it difficult.
…Really wanted to draw Rambasa, but it’ll have to wait for dead Garth. Didn’t Netherdrain because I didn’t want him just maxbanding Vandy again, and he’s stuck with her for now. Death of a thousand cuts, lady! (Please no second Shadowblade.)
[details=Thoughts]
Max Vandy + Tech II means I need a Tower to help answer Meta. So no Tech Lab or Resurrectors. The techs are really tricky here. Should I add another Training Grounds? Another Nether Drain? A Seer? I’m going to go with another Nether Drain generally useful and a Seer (for the body). I probably should be doing Doom Grasp or Lich’s Bargain instead (I really need lots of bodies, and one deadly would help), but I want those workers to spend on max Prynn in a bit. If I can somehow store up 11 for Prynn+Garth+Netherdrain in one turn, that would be sweet. If I can get the Training Grounds up first, it’ll save a lot of cash.
…
After the draw… All spells and an imp. Not great, esp. if Vandy Shadow Blades one of my twins. Still, he’s been going down on cards, too, so Imp+Grave+worker for $6 might let me stall enough, and would definitely get me the money for the following turn. Assuming my twins die, I’ll actually have $10, and Imp+midGrave+worker for $8 would still give me plenty to work with.
Blackhand Dozer
Dark Pact
Skeleton Javelineer
Hooded Executioner
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vandy casts Dark Pact on myself, draw 2 cards
Stw, kills one twin (Scavenger) - ($5)
Poisonblade Rogue suicides to kill other Twin and go to graveyard (you draw)
Blackhand Dozer - ($1)
Vandy takes out your tower, takes 1 damage, 2 dmg to your base
@Andreas I just realized that something went wrong with your workers. You paid for one T4, but your worker count didn’t increase. Which also means you were short one gold compared to what you should have had on T5. If you really want, we can roll it back, but if you’re willing to just float it, that’s easier.
The bigger issue will be going back to your T4 and figuring out what card you accidentally deleted instead of workering. The worker was your only card from hand (3-card hand), and you discarded 2 at the end of T4, so your hands should be good as is.
You should have had $8 last turn, floating $1, plus 9 workers at the beginning of this coming turn means $10 this next turn.
Edit: Remembered Shadow Blade was a thing and put Grave in SQL. (;
Doesn’t matter that I’ve seen my next hand, as I had exactly 5 cards in deck before drawing.
P2T5
Tech StartingHand Workers
TECH
Origin Story
Versatile Style
STARTING HAND
Thieving Imp
Sacrifice the Weak
Netherdrain
Summon Skeletons
Seer
[details=Thoughts][spoiler]
I had a hard time deciding between Imp and Tower, but ultimately blocking Vandy seemed more important than bringing us both down on cards.
I had to StW, I think. As much as I’d like to cast that Dozer into oblivion, leaving it and Meta Vandy on the board at once seems bad.
I have no idea how (if?) I’m planning on winning this. I teched a Versatile Style to have another detector. If I get it the same turn as Origin Story, and I have access to Prynn and Grave, I should be able to bounce a demon hero? LOL. I am so goofy.
[/spoiler]
Also, don’t feel bad about these mistakes!
They’re pretty common for getting used to the spreadsheet.
I’ve experienced the accidentally deleted worker myself several times, and while I don’t forget to tech online as much as I do offline, it definitely happens!
Since you did reshuffle on T5, make sure you roll back the spreadsheet using the history to just before you discarded/drew, then tech in, then hit Discard/draw again.
And if you can remember what you meant to tech before my turn, that’d be appreciated, though I’m not sure my turn gives you much one way or the other. (:
Ok. I did realize I didn’t tech 2 cards afterward. ugh! Hard getting used to. I just didn’t have a chance to come back online until now. I haven’t looked at your move, so I’ll tech my 2 cards, and fix the turn before coming up to speed. Will let you know if it alters the end result of my last turn.
Also will look into the gold issue.
Edit: the Teching of 2 cards won’t change the outcome of my turn regardless, since I had enough cards in my deck to avoid a re-shuffling with discard pile
Ok T5 was editted to reflect worker and 2 Tech Cards. We should be good to go now.
Tech 2 card(s)
Get Paid + float - ($11) Skip worker
Summon Garth Torken - ($9)
EDIT: Garth casts Nether Drain on GARTH, who loses nothing; Grave still midbands - ($8)
Build a Training Grounds (my heroes get +1 ATK) - ($7) Grave (4/4, Readiness) kills your evil Garth, taking 1 damage and gaining 2 levels
Max Grave, who heals and gains a sword rune - ($5)
EDIT: Grave exhausts and pays $1 to strike down Vandy with a sword; no Meta for you! But you do get $1; Garth to Lv. 3 - ($4)
Max Garth, resurrecting the corpse of a Mind Parry monk that happened to be in my discard pile: - ($0)
my units and heroes cannot be targeted by your spells or abilities, Zarramonde (;
[details=Thoughts][spoiler]
Well, that worked out really well. It took me a while to figure out how to minimize the Z-Man’s impact. Now he can’t pop something without first popping the Monk, who can only be popped with Sac the Weak or Hooded Executioner (much like Z-Man himself). And he doesn’t have enough $ to play Z after Orpal+StW. Speaking of which, I’m teching an Executioner myself, for the chance to eliminate Z neatly. Plus, Grave and MPM have almost enough to take out Z on their own. I’m in the clear for a turn.
After the draw…Nether Drain, Seer, and the T-Grounds in play sets me up nicely for my own personal victory condition. Into oblivion, some random non-Z dude! I’m really wishing I’d workered Imp instead of Summon Skeletons last turn, though, because I may need to skele-fish for HE/Sac the Weak, neither of which I drew.
[/spoiler]
Actually, the sword from Grave will also cost 1 additional, and that really hurts. I may have to re-do more substantially! Very good catch, and apologies for missing it!
@Andreas
There we go. I figured out a way to make it legal without any major changes: Garth is the initial target of the Nether Drain, so Grave still gets his levels. Vandy doesn’t lose levels, which doesn’t matter, since I’m swording her. But that allows me to kill her with the sword using my extra money. So no float.