That is an impressive coterie of ne’er-do-wells!
EDITS: Fixed some typos and updated Prynn’s fading count, and added a ruling link to the Achievement line.
P2T9
Tech StartingHand Workers
TECH
Corpse Catapult
Hero’s Monument
STARTING HAND
Hooded Executioner
Netherdrain
Rambasa Twin
Focus Master
Jandra, the Negator
Mind-Parry Monk
WORKERS
Poisonblade Rogue
Skeletal Archery
Skeleton Javelineer
Versatile Style
Discard
Corpse Catapult
Hero’s Monument
Netherdrain
Jandra, the Negator
Mind-Parry Monk
Rambasa Twin
Tech 2 card(s)
Get Paid + float - ($10)
Prynn fades to 3 time runes
Garth makes and sacs a skele - ($9)
Prynn removes 2 time runes to send Voidblocker into the past
Prynn kills elite Skele, taking 2 damage and gaining a time rune
Garth kills evil Garth, taking 1 damage; you get a gold!
Garth casts Nether Drain on Prynn, causing her to lose two levels; the levels go to Garth, who uses them to style his hair - ($8)
Prynn no longer has the ability to return Voidblocker to you if she leaves play; if she dies before going back to max, Voidblocker will be gone forever
–Achievement unlocked - “Trapped in the past”–
Haunt pesters your base for 1
Recruit Hooded Executioner, boosted, to very generally destroy your weakest unit, the evil Hooded Executioner! - ($3)
Recruit Focus Master - ($0)
Skip worker
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Focus Master (4/3+a, 3 focus runes)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play: -
Training Grounds HP: 4
- Garth Torken, Lv. 7 (4/3)
- Pestering Haunt (1/1, Unstoppable)
- Prynn Pasternaak, Lv. 5 (3/2, Fading @2)
- Hooded Executioner (3/3)
Buildings: -
Base HP: 18
-
Tech I HP: 1
-
Tech II HP: 5 (Discipline)
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 6
Gold: - Gold: 0
- Workers: 9
[details=Thoughts][spoiler]
I maybe shouldn’t have risked the skele-draw, considering how limited it made my funds, but any of Seer, Origin Story, Sac the Weak, or Deteriorate would have given me game, and a 4/11 chance for game seemed worth it.
I had a tough time figuring out what to kill and what to play:
- I really wanted to play Jandra for her Overpower, but I really didn’t want her downside.
- I wanted Twins for the extra bodies.
- I wanted MPM to protect against abilities, and for damage.
- I wanted HE to get rid of his bodies, and I ultimately decided that was more important. And because of stupid skele, I had to leave Vandy alive to get marginal value out of HE. Vandy scared me, but then I realized that I really don’t want to help him draw, and Dark Pact will kill him now. Maxxed and boosted, she’d make an impressive blocker, but that’ll be hard to while still playing Z-Man; he’d have to use Mr. T3 to take out Prynn or Garth to afford it, and that leaves all my other stuff around.
- I wanted to patrol Focus Master in Elite, so Vandy would have to suicide to kill it, but then I realized that that would max Prynn, so that an incoming Z-Man could kill Prynn and give him back a Voidblocker. So instead, Focus Master goes in SQL, where Vandy will have to attack and Shadow Blade to kill him (barring Orpal spells). Of course, he could just throw weak Vandy into my FM without maxxing her, but then he’s tossing away one blocker for another (albeit a better one), without taking out my FM. I’m okay with that choice, I think.
…After the draw, I cannot complain. Between Hooded Executioner, Sac the Weak, and Origin Story, I should be in good shape.
[/spoiler]
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