You’re right, that’s a bad habit of mine. GG WP, and go ahead and take P1 this time around.
Wow, read back through your thoughts. 1) I got extremely lucky hitting R&D that one turn. 2) I kinda feel like I was overvaluing discard effects the entire game. Maybe a leftover from my MtG days.
That said…
P1T1
StartingHand Workers
STARTING HAND
Thieving Imp
Deteriorate
Summon Skeletons
Sacrifice the Weak
Skeleton Javelineer
WORKERS
Skeleton Javelineer
NextHand
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Graveyard
Jandra, the Negator
Discard
Deteriorate
Sacrifice the Weak
Summon Skeletons
Get Paid - ($4)
Worker - ($3)
Thieving Imp (Discard 1st card please! - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Thieving Imp (2/2)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Glad to know it was worth the time to type them out. 1) Yes, you did. 2) That’s not surprising. Discard mechanics are powerful in Codex (though random discard is kinda hit-or-miss). But, they’re not as powerful as in MtG, in part because unspent gold floats from one turn to the next, unlike mana, in part because even without playing cards, players can often effectively spend gold on heroes, tech builds, & add-ons, and in part because players can somewhat offset discards by placing more priority on patrolling as Technician or, in extreme cases, by building a Surplus (though these decisions definitely come at a cost). A single discarded card tends not to make a big difference (though it certainly does occasionally), but repeated discards can put a lot of pressure on a player and make it difficult for them to worker cards (as it did for me in the later turns of last game).
P2T1
StartingHand Workers
STARTING HAND
Battle Suits
Temporal Research
Time Spiral
Nullcraft
Fading Argonaut
WORKERS
Time Spiral
NextHand
Forgotten Fighter
Tinkerer
Neo Plexus
Plasmodium
Discard
Nullcraft
Temporal Research
Battle Suits
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Max Geiger - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: L1 Max Geiger (2/3A) Sparkshot
- Elite:
- Scavenger:
- Technician: Fading Argonaut (2/3) [3 time]
- Lookout:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
Gonna try holding onto Temporal Research as a panic button this time around, really should have considered Black’s many discard options before trashing it last game. Standard logic would be to play a hero and no card this turn to recover hand size, but it’s tempting to drop FArgo and Suits… doing so would mean drawing 3 cards… which would mean a chance of not drawing either card I want to worker next turn. Not great. Also, StW would leave my buildings exposed to attack from the Imp. So, a hero it is. Geiger is gonna be easier to work with due to his more affordable level-up and healing. And… Battle Suits isn’t gonna help much right away without the FArgo pairing, so I’ll hold onto it. I’ll put FArgo in Technician to recover my hand size or enjoy extra board control.
That makes sense. I suppose it is also “technician piercing” in the case of shadow blade.
P1T2
Tech StartingHand Workers
TECH
Dark Pact
Bone Collector
STARTING HAND
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Graveyard
WORKERS
Skeleton Javelineer
Graveyard
NextHand
Jandra, the Negator
Summon Skeletons
Pestering Haunt
Dark Pact
Deteriorate
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Poisonblade Rogue - ($2)
Tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Poisonblade Rogue (3/1)
- Scavenger: Thieving Imp (2/2)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
Thoughts
Alright, I suppose I’ll start using this feature. Teching Dark Pact and Bone Collector for the raw value and to see what my opponent is up to. I needed to put some kind of body in play while teching, so poisonblade rogue will have to do. I don’t think I mind if they midband Geiger in order to bash it. It seems like opp’s early techs last game moved them towards interacting with units rather than heroes. Perhaps a more hero focused strategy this time?
P2T2
Tech StartingHand Workers
TECH
Knight of the Conclave
Knight of the Conclave
STARTING HAND
Tinkerer
Plasmodium
Forgotten Fighter
Neo Plexus
WORKERS
Time Spiral
Forgotten Fighter
NextHand
Hardened Mox
Neo Plexus
Knight of the Conclave
Knight of the Conclave
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Geiger kills Imp, sparkshot kills Rogue
Argonaut deals 2 damage to your Tech I
Tinkerer - ($2)
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Tinkerer (1/2)
- Lookout:
In Play:
- L1 Max Geiger (2/1) Sparkshot
- Fading Argonaut (2/3) [2 time]
Buildings:
- Base HP: 20
- Tech I: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
Thoughts
That’s a very regrettable patrol lineup. Time to drive home how terrifying sparkshot can be. Think I’ll gamble on Temporal Research… loading up some Knights to power it.
Ugh, whoops. Well, time to dig my way out of that.
P1T3
Tech StartingHand Workers
TECH
Voidblocker
Blackhand Dozer
STARTING HAND
Pestering Haunt
Dark Pact
Jandra, the Negator
Summon Skeletons
Deteriorate
WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
NextHand
Summon Skeletons
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Bone Collector
Tech 2 card(s)
Get Paid + float + scavenger - ($8)
Worker - ($7)
Summon Skeletons - ($4)
Vandy - ($2)
Vandy to L3 - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: L3 Vandy (3/4A) resist 1
- Elite:
- Scavenger:
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Skeleton (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Well, that was embarassing. Decided not to play dark pact, since none of my draws really improved the situation. So here’s my thought: early tinkerer suggests they’ve got a plan that involves time counters for the next couple turns. That could just be plasmodium, but it might mean they didn’t tech stewardesses, which means no bounce woes. This line really prices me into getting tech 2 ASAP, so let’s see if Vandy buys enough space.
Yeah, I’ve learned to be quite wary of sparkshot after experiencing several such situations…
I’ll assume you summoned Vandy before casting Summon Skeletons.
P2T3
Tech StartingHand Workers
TECH
Rememberer
Second Chances
STARTING HAND
Hardened Mox
Knight of the Conclave
Knight of the Conclave
Neo Plexus
Plasmodium
WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
NextHand
Battle Suits
Temporal Research
Discard
Neo Plexus
Rememberer
Second Chances
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Midband Geiger - ($6)
Discard to draw
Knight of the Conclave
Knight of the Conclave
Plasmodium - ($4)
Tech II: Past - ($0)
Tinkerer removes from Plasmodium
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Fading Argonaut (2/3) [1 time]
- Lookout:
In Play:
- L3 Max Geiger (2/4) Sparkshot
- Tinkerer (1/2)
Future:
- Knight of the Conclave [3 time]
- Knight of the Conclave [3 time]
- Plasmodium [2 time]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
Economy Info:
Cards:
- Hand: 2
- Deck: 1
- Disc: 3
Gold:
- Gold: 0
- Workers: 8
Thoughts
Urgh, there’s Vandy’s oppressive stat efficiency. What I wouldn’t give to have Battle Suits in hand right about now… guess I’ll try to accelrate my cycle with Geiger’s midband… and, no luck. But that’s okay, I’ll just load up on forcast threat and patrol a nearly-expired FArgo as Technician. That should make killing it less appealing. If it does die, I’ll draw the last card from my deck, and if not, Geiger can fetch it… so AS LONG AS IT DOESN’T GET DISCARDED, I’ll be able to cast Temporal Research and replenish my hand next turn.
Yep, sorry! A side effect of thinking “I want to summon skeletons, so I’ll summon Vandy” and just transcribing in that order. I’ll be careful about that. Also just noticed I neglected to record the 2 damage to my tech I, which should be fixed as of the current post.
P1T4
Tech StartingHand Workers
TECH
Blackhand Dozer
Voidblocker
STARTING HAND
Sacrifice the Weak
Bone Collector
Skeletal Archery
Summon Skeletons
Thieving Imp
WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
NextHand
Voidblocker
Poisonblade Rogue
Dark Pact
Jandra, the Negator
Deteriorate
Discard
Sacrifice the Weak
Thieving Imp
Summon Skeletons
Blackhand Dozer
Voidblocker
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (demonology) - ($2)
Bone Collector - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Bone Collector (4/3)
- Scavenger:
- Technician: Skeleton (1/1)
- Lookout:
In Play:
- Skeleton (1/1)
- L3 Vandy (3/4) resist 1
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Demonology)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
Thoughts
Feel good about calling a time-rune based tech. In order to keep pace I feel like I need to get one of my tech 2s in next turn. Should have good odds between drawing 5, technician skeleton and dark pact. The question then is Bone Collector to get some beef out there or Sac the Weak to deal with the tinkerer (which I don’t think I’ll be able to do for several turns w/o it. Tech-wise, I think we run it back, then tech real wincons next turn.
P2T4
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Temporal Research
Battle Suits
Nullcraft
Rememberer
WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
NextHand
Seer
Plasmodium
Fading Argonaut
Discard
Battle Suits
Tech 2 card(s)
Get Paid - ($8)
Tinkerer removes from Plasmodium
Plasmodium trades with Bone Collector
Temporal Research - ($6)
Worker - ($5)
Rememberer - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: L3 Max Geiger (2/4A) Sparkshot
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rememberer (3/3)
- Tinkerer (1/2)
Future:
- Knight of the Conclave [2 time]
- Knight of the Conclave [2 time]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 1
Gold:
- Gold: 0
- Workers: 9
Thoughts
Playing Remember here is a gamble, if he has Shadow Blade in hand, he can punish me hard. If Rememberer survives, though, I’ll be able to start deploying tech II units for free. Risk/reward.
P1T5
Tech StartingHand Workers
TECH
Metamorphosis
Doom Grasp
STARTING HAND
Dark Pact
Jandra, the Negator
Voidblocker
Poisonblade Rogue
Deteriorate
WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
NextHand
Doom Grasp
Thieving Imp
Blackhand Dozer
Bone Collector
Summon Skeletons
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maxband Vandy (+2/+2s and die next upkeep on a skeleton and tinkerer) - ($5)
Voidblocker - ($2)
Garth - ($0)
Small skeleton punches Geiger, dies
Vandy kills Geiger (Garth > L3)
Big Skeleton trades with rememberer
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Voidblocker (2/6A) whenever you attack ~, exhaust another unit or hero
- Elite:
- Scavenger: L3 Garth (1/3)
- Technician:
- Lookout:
In Play:
- L5 Vandy (4/3) resist 1
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Demonology)
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Remember seems too scary to survive. Time for an insanely aggressive line. Teching in metamorphosis and doom grasp (to help fight prynn). Next turn we try to sieze tempo with dozer / slam metamorphosis if the cards align.
P2T5
Tech StartingHand Workers
TECH
Argonaut
Temporal Distortion
STARTING HAND
Fading Argonaut
Seer
Plasmodium
WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
Plasmodium
NextHand
Second Chances
Neo Plexus
Seer
Discard
Battle Suits
Rememberer
Fading Argonaut
Argonaut
Temporal Distortion
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tower - ($5)
Tinkerer deals 2 damage to Voidblocker
Seer, remove from a Knight - ($4)
Vir Garbarean - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite: Seer (3/1)
- Scavenger:
- Technician: Knight of the Conclave (4/4) Resist 1
- Lookout:
In Play:
- L1 Vir Garbarean (2/3)
- Tinkerer (3/2) Doomed
Future:
- Knight of the Conclave [1 time]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 5
Gold:
- Gold: 2
- Workers: 10
Thoughts
He’s threatening Meta, so I need a Tower. I’ll arrange my patrol to provoke attacks and let the Tower help kill stuff. Dropping Vir just so I have something to catch free levels from hero deaths.
P1T6
Tech StartingHand Workers
TECH
Shrine of Forbidden Knowledge
Zarramonde, the Obliterator
STARTING HAND
Blackhand Dozer
Thieving Imp
Bone Collector
Doom Grasp
Summon Skeletons
WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Thieving Imp
NextHand
Sacrifice the Weak
Metamorphosis
Jandra, the Negator
Blackhand Dozer
Discard
Summon Skeletons
Doom Grasp
Shrine of Forbidden Knowledge
Zarramonde, the Obliterator
Tech 2 card(s)
Tinkerer dies
Get Paid - ($9)
Worker - ($8)
Blackhand Dozer - ($4)
Bone Collector - ($2)
Garth makes a skeleton - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Voidblocker (2/4A) whenever you attack ~, exhaust another unit or hero
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Bone Collector (3/3)
- Lookout: Blackhand Dozer (7/6) resist 1, dies: destroy lowest tech unit
In Play:
- L5 Vandy (4/3) resist 1
- L3 Garth (1/3)
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Demonology)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
No metamorphosis this turn is too bad. Tower makes it pretty inefficient to attack this turn. Better to make some fresh bodies and push next time around. We’ll tech a few late game cards under the premise that if Garth makes it to next turn we’ll want to tech a tier 2 unit
P2T6
Tech StartingHand Workers
TECH
Shimmer Ray
Shimmer Ray
STARTING HAND
Seer
Neo Plexus
Second Chances
WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
Plasmodium
Neo Plexus
NextHand
Temporal Research
Rememberer
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Second Chances - ($9)
Tech III - ($4)
Max Geiger - ($2)
Float ($2)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Knight of the Conclave (4/4) Resist 1
- Technician: Knight of the Conclave (4/4) Resist 1
- Lookout:
In Play:
- Second Chances
- L1 Max Geiger (2/3) Sparkshot
- L1 Vir Garbarean (2/3)
- Seer (2/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tech III HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 2
- Workers: 11
Thoughts
That Dozer makes patrolling awkward. At this point, I’m just throwing out targets to soak hits.
Hm. I have two rules questions to see if this turn works:
- Can overpower spill over onto a second patroller? That’s my interpretation of the card text.
- Does Second Chances apply to overpower damage?
P1T7
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Metamorphosis
Blackhand Dozer
WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Thieving Imp
NextHand
Voidblocker
Summon Skeletons
Dark Pact
Deteriorate
Tech 0 card(s)
Get Paid + float - ($11)
Exhaust Vandy to discard a card and draw soul stone - ($10)
Soul stone on Blackhand Dozer - ($8)
Blackhand Dozer kills technician, overpowers to kill scavenger
Bone collector kills Vir, makes a skeleton, dies, Garth > L5
Garth to maxband, summons Bone Collector from discard - ($6)
Garth and Voidblocker break Tech 2
Garth makes a skeleton - ($5)
Blackhand Dozer - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Bone Collector (3/3A)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Skeleton (1/1)
- Lookout: Blackhand Dozer (7/6) resist 1, dies: destroy lowest tech unit
In Play:
- L5 Vandy (4/3) resist 1
- L7 Garth (3/3)
- Blackhand Dozer (8/3) [soul stone], dies: destroy lowest tech unit
- Skeleton (1/1)
- Voidblocker (2/3) whenever you attack ~, exhaust another unit or hero
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Demonology)
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
Found a use for metamorphosis. If overpower works this way (which I think it does?) then this is a pretty crippling stroke. Rolling the dice a little bit that they don’t have a tech 3 in hand literally next turn.
- If there are 2 patrollers and you attack one with extra damage and overpower, you must assign the remaining damage to the other patroller (assuming no flying, invis, etc.) because it’s the only other thing you could attack.
- No, overpower redirects your combat damage, so it won’t trigger Second Chances.
P2T7
Tech StartingHand Workers
TECH
Rewind
Slow-Time Generator
STARTING HAND
Temporal Research
Temporal Distortion
Rememberer
Shimmer Ray
Fading Argonaut
Shimmer Ray
Seer
WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
Plasmodium
Neo Plexus
NextHand
Knight of the Conclave
Battle Suits
Shimmer Ray
Argonaut
Tinkerer
Tech 2 card(s)
Get Paid + float + Scavenger - ($14)
Rebuild Tech II
Prynn Pasternaak - ($12)
Temporal Research, draw 2 - ($10)
Midband Geiger - ($8)
Discard to draw
Seer, add to Prynn - ($7)
Maxband Prynn - ($1)
Prynn trashes both Dozers, Soul Stone goes to discard - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Seer (2/1A)
- Elite: Fading Argonaut (3/3) [3 time]
- Scavenger: L7 Prynn Pasternaak (3/5) [1 time]
- Technician:
- Lookout: Seer (2/1)
In Play:
- Second Chances
- L3 Max Geiger (2/4) Sparkshot
Trashed:
- Blackhand Dozer
- Blackhand Dozer
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tech III HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
Thoughts
Bad draws here since my Tech II is down, trying to accelerate my cycle to compensate. Need to stall until I can pull off somethin’ useful.
Ah, thanks. I clearly misunderstood how that worked.
Before I begin my turn, doesn’t trashing two units with Prynn put her at 0 time runes, so she fades out and the dozers immediately come back?
Edit: Oh no, the seer. My bad.
It would if she had 4 time runes before trashing both units, which is why I added a 5th.
Hahaha, the blistering pace of this play-by-post game is making it hard to keep up. My bad.
P1T8
StartingHand Workers
STARTING HAND
Voidblocker
Deteriorate
Dark Pact
Summon Skeletons
Metamorphosis
WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Thieving Imp
NextHand
Zarramonde, the Obliterator
Doom Grasp
Jandra, the Negator
Sacrifice the Weak
Shrine of Forbidden Knowledge
Discard
Soul Stone
Bone Collector
Metamorphosis
Deteriorate
Dark Pact
Summon Skeletons
Voidblocker
Tech 0 card(s)
Get Paid + float - ($11)
Garth sacs a skeleton to draw
Two skeletons kill SQL
Bone Collector trades for Fading Argonaut, makes a skeleton
Voidblocker kills lookout, dies.
Metamorphosis (remaining skeleton sac’d) - ($5)
Garth kills Prynn, using up tower detection. The dozers return.
Vandy kills the tower.
Tech 3 - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader: Blackhand dozer (7/6A) dies trigger
- Elite:
- Scavenger:
- Technician:
- Lookout: Blackhand dozer (7/6) resist 1, dies trigger
In Play:
- L7 Garth (5/1) demon, invisible, ready
- L5 Vandy (6/5) demon, invisible, ready
Buildings:
- Base HP: 20
- Tech I HP: 3
- Tech II HP: 5 (Demonology)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
Thoughts
Uninspiring starting hand made substantially better by the Garth draw. Time to bash in. I like putting them in the hard spot of rebuilding the tower or playing out a second creature maybe, but it could have been right to hit tech 2 again and just soak the damage.
Deteriorate doesn’t work on heroes. No need to rush on my account, btw.
Ah, could have sworn it was patrollers. I’ll revise my turn to just take one more point of damage on Garth and discard that away end of turn.
Edit: my turn should be set now. Thanks as always for bearing with a new player like me!