Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
River sidelines stitcher
Fencer and peasant trade with Bone collector
hire Goblin Sapper, he deals 1 dmg to your tech 2 and puts saboteur rune on it - ($6)
Hire and midband Neshamah - ($0)
I vote: sappers need a buff, they are slower than they look and apart from tiny effect of being able to distribute dmg in a nice way they are worse than disguised monkeys ( (3/3) haste stealth for 2). imo, either make them 2/2 or even lower cost to 1! Also looking at Robber, 1hp is really small, maybe 2hp in future draft?
P2T5
Tech StartingHand Workers
TECH
Discord
Leaping Lizard
STARTING HAND
Goblin Sapper
Choose Fate
Dwarven Supplies
Fantassin(2/2) anti-air
WORKERS
Shining Prince
Arcadian Double
Pivot
Underequipped Soldier
Dwarven Supplies
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Patience rune to grab spell
Discord, skeles both die, other things get shrunk - ($6)
River and Neshamah kill collector, take 2 each
Sapper deals 1 to Stitcher’s, takes 1 from tower, you get a 1/1
Hire second sapper, it hits your tower for 1, puts rune on tech 2
Tech lab Finesse - ($5)
Maxband River - ($3)
Fantassin - ($2)
Float ($2)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Undead Peasant(0/1)
Technician: Fantassin(2/2) anti-air
Lookout:
In Play:
L5 River(3/4) sideline tap, cheap tech 0
Goblin Sapper(1/1) stealth, dies: all saboteur runes explode dealing 2dmg to building
Tech 2 card(s)
Get Paid + float - ($12)
Choose fate, reshuffle draw two and discard 1 - ($11)
Pesh 1hp goblin sapper, it trades with forsaken champion, your tech 2 is destroyed, you get one soul - ($7)
Two step my sapper with my fantassin - ($5)
Sapper destroys your tower (your base to 16), puts rune on cursed grounds
Neshamah kills Skele takes 1
River kills stitcher’s, you get a 2/2
Fantassin kills Garth, Neshamah gets lvls, takes 1 dmg
Hire Robber the lesser footrest, formally lesser lesser footrest - ($1)
Maxband Nessie - ($0)
Goblin Sapper2(3/4) stealth, dies: all saboteur runes explode dealing 2dmg to building, dancing
Fantassin(4/3) anti-air, dancing
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ugly)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 2
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
i must say there were also other cards I would have been happy to draw as I already had the Robber coming but I did get lucky to get the Pesh straight off
Forsaken Champion
Ritual of Keter’s Rising
Summon Skeletons
Sticher’s creation
Tech 1 card(s)
Get Paid - ($10)
Rebuild tech II
Rebuild Tower - ($7)
Calamandra - ($5)
Expensive black spell for Cala: deteriorate Robber to sideline him - ($4)
Skeleton kills Undead Peasant, I get a Soul
Corpses trade with Fantassin, dancing ceases, I get another soul
Bone Collector - ($2)
Skele Jav 1/1A Jav rune
Sticher’s creation 0/2
Ritual of Keter’s Rising
Summon Skeletons
Tech 1 card(s)
Get Paid - ($10)
Rebuild tech II
Rebuild Tower - ($7)
2/2 corpse suicides to sideline Robber
Calamandra - ($5)
Skeleton kills Undead Peasant, I get a Soul
1/1 Corpse and old soul run into Fantassin, finish off with expensive deteriorate, dancing ceases, I get another soul - ($4)
Bone Collector - ($2)
Midband Cala - ($0)
STARTING HAND
Leaping Lizard
Nimble Fencer
Nimble Fencer(2/3)
WORKERS
Shining Prince
Nimble Fencer
Pivot
Underequipped Soldier
Dwarven Supplies
NextHand
Discord
Pesh
Discard
Doomed Peasant(1/1) spawns undead peasant
Choose Fate
Goblin Sapper(1/1)
Pesh
Fantassin(4/3) anti-air, dancing
Two Step(channeling, Fantassin and Sapper)
Goblin Sapper2(1/2) stealth, dies: all saboteur runes explode dealing 2dmg to building, dancing
Discord
Drow Mighty
Tech 2 card(s)
Get Paid, tech draw - ($10)
Worker - ($9)
Sapper takes armour off SQL, 2dmg on Cursed grounds when it dies and you get soul
Robber finishes cursed grounds
Tap neshamah to use up to 2 workers for 2 discount
Nimble Fencer from hand, kills SQL soul takes 2 - ($7)
Arcadian double worker, mirrored fencer kills elite soul, AD is trashed
Leaping lizard - ($6)
Surplus, base to 18 - ($1)
i reckon there’s a ritual coming very soon, i think next turn’s discord should get the first wave but i gotta have the right infrastructure to keep up here
Behind the Ferns
Sticher’s creation
Undead Seige Tower
Bone Collector 3/3A
Discard
Cursed Grounds 5HP, 1 rune
Summon Skeletons
Bone Collector 3/3
Sticher’s creation 0/2
Skele Jav 1/1A Jav rune
Murkwood Allies
Tech 1 card(s)
Get Paid - ($10)
Garth - ($8)
Summon Skeletons - ($5)
Ritual of Keter’s Rising, sacrifice Soul and three skeletons, ACTIVATE - ($2)
Garth summons TWO skeletons - ($1)
Bone collector and Calamandra run into Lizard to kill it, collector summons TWO skeletons, Cala on 1
Tech 2 card(s)
Get Paid + float, draw 1 at upkeep - ($11)
Sorry you asked me not to use Discord? oh no i better go tell River to st-- CLANG! 4 skeles die - ($9)
tech 3 - ($4)
River kills Garth takes 2
Neshamah kills Cala takes 4
Fencer and Robber destroy tech 2, base to 14, both take tower dmg, btw there r no runes on it they exploded a while back
Float ($4)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Neshamah(1/1) anti-unit defence, tap: use workers
Robber(3/1) invisible, indestructible
L5 River(3/2) sideline tap, cheap tech 0
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Ugly)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 4
Deck: 12
Disc: 0
Gold:
Gold: 4
Workers: 10
Thoughts
i reckon there’s a ritual coming very soon, i think next turn’s discord should get the first wave but i gotta have the right infrastructure to keep up here
Tech 2 card(s)
Get Paid + float - ($14)
Heirophant arrives! - ($6)
from my discard: harmony, then another harmony, first one gets one rune - ($4)
play choose fate from hand, runes on harmonies, draw 2, discard - ($3)
river sidelines collector
heirophant casts pesh on neshamah, runes, pesh is trashed - ($2)
nessie trades with stitcher, spawns 2 1/1 tokens
discord from hand, those 1/1s die, last rune - ($0)
stop all music, i get 6 angry dancers, harmonies are trashed
robber puts your base on 11
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Hierophant(2/8) resist 2+1, Wrests spells from you or me
In Play:
Robber(3/1) invisible, indestructible
L5 River(3/2) sideline tap, cheap tech 0
6 Angry dancers(2/1) unstoppable
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Ugly)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 5
Gold:
Gold: 0
Workers: 10
On Heirophant casting a channelling spell: 3 options that I see.
Heirophant acts as relevant hero: when he dies it goes
We follow the letter of current rules, channeling says “sacrifice this when you lose X hero” therefore i could play harmony without River and it sticks around until specifically she dies. Stealing a channelling spell will never be sacrificed unless u have a mirrored hero
*you need relevant hero to make the channelling spell stick, and it is linked to them. Here, harmony would be sacrificed if river died and if river was not around harmony would immediately be trashed after playing (i could still trash your spells out of your discard)
You got the combo first, but whose is better? I think yours in this game
P1T10
Tech StartingHand Workers
TECH
STARTING HAND
Sacrifice the Weak
Deteriorate
Murkwood Allies
Forsaken Champion 7/5A
Ritual of Keter’s Rising
WORKERS
Graveyard
Thieving Imp
Pestering Haunt
Jandra, the Negator
Poisonblade Rogue 2/1
Skeletal Archery
Sacrifice the Weak
NextHand
Summon Skeletons
Behind the Ferns
Cursed Grounds
Discard
Sticher’s creation 0/3
Bone Collector 3/3A
Deteriorate
Murkwood Allies
Forsaken Champion 7/5A
Sacrifice the Weak
Tech 0 card(s)
Get Paid + float - ($17)
Bone Collector runs into Heirophant for 3 damage, I get two skeletons
Garth - ($15)
Garth summons two skeletons - ($14)
Second Ritual of Keter’s RIse, sac all four skeletons, now QUADRUPLE tokens! - ($11)
Calamandra - ($9)
Murkwood Allies, summon four 4/4 Beasts! - ($4)
Sac the weak a Beast for a Dancer - ($2)
Deteriorate another Dance (4 left)
Midband Calamandra - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Beast 4/4A
Elite:
Scavenger: Calamandra L3 3/4, my units have resist
A few changes first (or before this game progresses to tech 2): definitely cursed grounds needs “non-token…” because otherwise mirrored cursed grounds is endless; proposed changes to goblins? Robber to 2hp so cant be deterioated and sapper to 2/2??
P1T1
StartingHand Workers
STARTING HAND
Dwarven Supplies
Fantassin
Pivot
Underequipped Soldier
Gentle Giant
WORKERS
Gentle Giant
NextHand
Stepping Stone Villain
Doomed Peasant
Choose Fate
Shining Prince
Arcadian Double
Cursed grounds - you’re probably right. I guess it’s not toooo significant a nerf? Goblins: I had another idea which might fit the “rule breaking” mechanical theme of grey - what if instead of nerfing them, there were 3 or even 4 in the codex? They become pretty good when you can spam them every turn
P2T1
StartingHand Workers
STARTING HAND
Graveyard
Pestering Haunt
Deteriorate
Poisonblade Rogue
Jandra, the Negator
For cursed grounds thematically it’s annoying how varied tokens are: Onimaru’s soldiers should definitely be resurrected but Garth’s skeletons have probably already died enough times… so I felt we should default to the fact that mirrored cursed grounds is too weird (also things like Stitcher’s: you get souls for both the original and it’s spawn)
Gobbo’s I like your thinking, still irks me that sappers<disguised monkey (and I still think they are even with your fun buff).
Let’s just say for this game leave everything as is and we’ll sort it out in one go after this?
P1T2
Tech StartingHand Workers
TECH
Exploading Goat
Sticher’s creation
STARTING HAND
Arcadian Double
Choose Fate
Doomed Peasant
Stepping Stone Villain
Shining Prince