[Casual] Nekoatl [Necromancy]/Blood/Feral vs. hardy83 [Discipline]/Balance/Anarchy

GL HF @hardy83!

P1T1


StartingHand Workers

STARTING HAND
Deteriorate
Sacrifice the Weak
Graveyard
Pestering Haunt
Skeleton Javelineer


WORKERS
Skeleton Javelineer


NextHand

Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Thieving Imp


Discard

Graveyard
Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Pestering Haunt
Garth Torken - ($1)
Skeleton - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Not sure what he’s going for here, should be interesting. Hmm… between Balance and Anarchy, he has a fair bit of worker destruction at his disposal, which could be quite the obstacle. I wonder if I should try using Graveyard to bait out a Nature Reclaims? Maybe… but I need to keep in mind the need to defend against Zane rushes as well, so doing that on T1 would burn through my hand way too quickly. He may also choose to use Detonate on it instead, but in some ways that would be better for me.

P2T1


StartingHand Workers

STARTING HAND
Fox Primus
Smoker
Aged Sensei
Fox Viper
Morningstar Flagbearer


WORKERS
Fox Viper


NextHand

Snapback
Sensei’s Advice
Safe Attacking
Grappling Hook


Discard

Fox Primus
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
hire Aged Sensei - ($3)
hire Smoker - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout: Smoker (1/1)

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 2
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Jandra, the Negator
Thieving Imp
Summon Skeletons
Poisonblade Rogue
Skeletal Archery


WORKERS
Skeleton Javelineer
Jandra, the Negator


NextHand

Deteriorate
Pestering Haunt
Bone Collector
Bone Collector
Summon Skeletons


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Skeletal Archery - ($0)
Haunt trades with Smoker
Skeleton snipes Sensei

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garth Torken (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Skeleton (1/1) Long-range, anti-air

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Looks like he’s playing around Deteriorate. I would too, but it’s pretty convenient for me, since the only thing good about my early card split was getting Haunt on T1. I kinda wanna punish him for playing 2 cards by not killing the Sensei and playing the Imp, but do I want it bad enough to postpone my Tech I? … Not really.

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Gunpoint Taxman


STARTING HAND
Sensei’s Advice
Safe Attacking
Snapback
Grappling Hook
Savior Monk


WORKERS
Fox Viper
Safe Attacking


NextHand

Gunpoint Taxman
Grappling Hook
Savior Monk
Smoker (1/1)
Morningstar Flagbearer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
summon lvl4 zane - ($2)
cast expensive hook to drag garth to scavenger, kill him, we both collect gold, zane to maxband
tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Captain Zane, L6 (4/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

guess i gotta take that chance and remove garth, it slows down his skeleton army and prevents a possible bargain… although i believe he went for bc

you should have 7g, as zane killed garth in scavenger spot. will that change your turn?

1 Like

Yeah, I’ll summon a hero and repost, thanks!

P1T3


Tech StartingHand Workers

TECH
Behind the Ferns
Feral Strike


STARTING HAND
Summon Skeletons
Pestering Haunt
Bone Collector
Deteriorate
Bone Collector


WORKERS
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons


NextHand

Thieving Imp
Graveyard
Poisonblade Rogue
Sacrifice the Weak


Discard

Pestering Haunt
Deteriorate
Behind the Ferns
Feral Strike


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Bone Collector - ($4)
Bone Collector - ($2)
Calamandra Moss - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1A) Long-range, anti-air
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • L1 Calamandra Moss (2/3) Sneaky
  • Bone Collector (3/3)
  • Bone Collector (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Sharks are now a concern, I’d better shore up my defenses. However… I really want to recover a card, and there’s a good chance he won’t have Sharks. Even if he does, I don’t lose much by not having my Collectors patrol. If he breaks my Tech I, so what? All my tech I units are in play. And patrolling just the Skeleton as technician gives me a better chance of recovering my hand size and maybe drawing a Feral spell to power-up my Collectors next turn. … Right, scavenger… that makes beefing my patrol a little more appealing to protect Cal, but even if Cal dies, he can’t get free levels from her, and I still want to cling to the slim hope of drawing a Feral spell.

i liked the board without calamandra better :thinking:

btw: i really love your little additions regarding the abilities of units and heroes… makes following a game as a spectator more convenient. so i’ll start to be a bit more explicit about abilities, too :wink:

P2T3


Tech StartingHand Workers

TECH
Nature Reclaims
Gunpoint Taxman


STARTING HAND
Smoker (1/1)
Morningstar Flagbearer
Gunpoint Taxman
Savior Monk
Grappling Hook
Tiny Basilisk


WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer


NextHand

Fox Primus
Sensei’s Advice
Snapback
Aged Sensei (1/1)


Discard

Nature Reclaims
Gunpoint Taxman
Grappling Hook
Smoker (1/1)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
hire Gunpoint Taxman - ($4)
zane kills the skeleton, we draw
hire a Tiny Basilisk - ($2)
hire Savior Monk - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a) - kills for gold
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk (2/2) - healing 1
  • :target: Lookout:

In Play:

  • Captain Zane, L6 (4/3) :exhaust:
  • Tiny Basilisk (1/2) - deathtouch, is easily overlooked

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

ok, so i’ll definitely tech in nature reclaims after his turn. guess i also want a second gpt and wait with my spec choice

1 Like

Yeah, she’s pretty aggressive.

I mean to label more often than I do, partly because sometimes I’m not able to think of a good abbreviation, and partly because I sometimes forget what all the cards do. :confounded: But I’m glad to know someone appreciates them. :slight_smile:

P1T4


Tech StartingHand Workers

TECH
Necromancer
Necromancer


STARTING HAND
Thieving Imp
Graveyard
Poisonblade Rogue
Sacrifice the Weak
Feral Strike


WORKERS
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue


NextHand

Pestering Haunt
Behind the Ferns
Deteriorate
Thieving Imp
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Ferocity - ($4)
Bone Collector kills Taxman
Calamandra kills Monk
Bone Collector kills Basilisk
Tech II: Necromancy - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1) Long-range, anti-air
  • :pschip: Technician: Skeleton (1/1) Long-range, anti-air
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • L1 Calamandra Moss (2/1) Sneaky
  • Bone Collector (3/3) Armor piercing, swift strike
  • Bone Collector (3/3) Armor piercing, swift strike

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

OMG, I teched Feral Strike when I meant to tech Ferocity, and not for the first time, either. I lament that both spells start with ‘F’ and contain, either in title or text, the word ‘strike’. Well, it’s just a casual game, so I guess I’ll correct that mistake, considering it wasn’t an intentional choice. I deeply regret workering the Javelineer when I could have workered a starter spell. The starter spells are much less desirable with only one Black hero, and the Javelineer has good synergy with Necromancers and Skeletal Lords. I’m kinda tempted to actually tech in Feral Strikes now, though I think I’ll hold off because I’m not confident Calamandra will survive Sharks and MaxAnarchy.

ah… well, I doubt I can recuperate from that…

P2T4


Tech StartingHand Workers

TECH
Maximum Anarchy
Moment’s Peace


STARTING HAND
Snapback
Fox Primus
Aged Sensei (1/1)
Sensei’s Advice
Nature Reclaims
Gunpoint Taxman (3/3a) - kills for gold


WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus


NextHand

Savior Monk (2/2) - healing 1
Grappling Hook
Tiny Basilisk (1/2) - deathtouch, is easily overlooked
Smoker (1/1)
Gunpoint Taxman


Discard

Maximum Anarchy
Moment’s Peace
Sensei’s Advice
Snapback
Nature Reclaims


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane kills technician again… not sure if that helps or boosts you too much
hire gpt - ($5)
hire aged Sensei - ($4)
tech 2,anarchy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a) - kills for gold
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • Captain Zane, L6 (4/2) :exhaust:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

The technician kill did help me, but losing the Skeleton hurt me, so considering you also got a card, I think it was a good play. But yeah, I think I’m probably in the clear at this point. I was so worried you were gonna Maximum Anarchy before I could take down Zane.

P1T5


Tech StartingHand Workers

TECH
Skeletal Lord
Skeletal Lord


STARTING HAND
Pestering Haunt
Behind the Ferns
Deteriorate
Thieving Imp
Sacrifice the Weak
Necromancer


WORKERS
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Pestering Haunt


NextHand

Graveyard
Necromancer
Ferocity
Necromancer
Skeletal Lord


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth Torken - ($5)
Garth raises a Skeleton - ($4)
Deteriorate Sensei
Sacrifice the Weak, new Skeleton and Taxman die - ($2)
Bone Collector trades with Zane
Maxband Calamandra - ($0)
Calamandra and old Skeleton break Tech II
Bone Collector reduces Tech I to 2 HP

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1) Long-range, anti-air, resist 1
  • :pschip: Technician: Skeleton (1/1) Long-range, anti-air, resist 1
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • L5 Calamandra Moss (4/5) Sneaky
  • L1 Garth Torken (1/3)
  • Bone Collector (3/3) Resist 1
  • Skeleton (1/1) Long-range, anti-air, resist 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

I really want to kill Zane and break that Tech II, but can I? Yes, if I don’t play the Necromancer. I guess it’s good I kept those spells around after all. Although, this would have been a lot easier if I had teched 2x Ferocity instead of taking Behind the Ferns. I think one of each has more long-term potential, though. Tempting to go for Feral Strikes now, but maybe Skeletal Lords would be better? Tough call, but… I think the Lords are more efficient, and I need efficiency more than versatility right now.

ok, so i’ll give up here… wp! reading through your thoughts it becomes quite obvious to me, that there’s simply a big gap in player skills. after playing codex casually for some years now, i still have difficulties making out a tech plan :thinking: or finding good synergies between the specs. so i guess that answers your question what i’m aiming for with this deck… nothing special, really. and i guess that’s a big part of the problem…

your thoughts also suggest that nature reclaims was a bad choice… because it costs me a tech slot and slows down my game, i guess? in t2 it still seemed like a better choice than maximum anarchy to me :slight_smile:

GG WP. I don’t think I’m actually as strong a player as you’re imagining. I do think a lot, but the thoughts I come up with aren’t always, or perhaps even often, correct. I also still have difficulties deciding which cards to tech after several years of play. I usually want many more cards than I’m allowed to take, and trying to balance proactiveness vs. reactiveness, short-term vs. long-term, and other such considerations without knowing what your opponent is teching is an inherently difficult process. Looking for synergies is just a hobby, or perhaps obsession, of mine. I do think that multicolor decks need to take advantage of some synergies to overcome the multicolor penalties and compete effectively with monocolor decks, though.

I didn’t mean to suggest that Nature Reclaims was a bad choice. It’s an efficient way of permanently removing support cards, and well worth considering IMO. I wanted you to use it to trash the Graveyard not to use up a tech choice, but so that I wouldn’t permanently lose access to Behind the Ferns. Looking through your tech choices, they seem quite reasonable to me, though in hindsight I think it’s fair to say that teching in a MaxAnarchy earlier to give you an optional panic button would have been helpful.

You up for another game? If you’re not happy with that deck, feel free to switch.

oh no… i’ll give it another try for the moment. there are for sure at least some synergies i didn’t realize up to now :slight_smile: started out with discipline/feral/anarchy in another matchup. but wanted to give balance a try - your post in the looking-for-an-opponent-thread made the choice easy

glhf!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Fox Viper
Safe Attacking
Smoker
Fox Primus
Morningstar Flagbearer


WORKERS
Fox Viper


NextHand

Grappling Hook
Sensei’s Advice
Snapback
Aged Sensei
Savior Monk


Discard

Morningstar Flagbearer
Fox Primus
Safe Attacking


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Smoker - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Smoker

In Play:

  • Grave Stormborne, L1 (2/3) - sparkshot

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
1 Like

GL HF!

P2T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Jandra, the Negator
Thieving Imp
Skeleton Javelineer
Sacrifice the Weak


WORKERS
Thieving Imp


NextHand

Poisonblade Rogue
Deteriorate
Graveyard
Pestering Haunt
Summon Skeletons


Discard

Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra, the Negator (4/3) Overpower, cursed
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

Not a great opening hand, but at least Smoker can’t buff or be buffed (except with Safe Attacking), meaning it can’t solo-kill a Skeleton SQL. Unfortunately, Hook can ensure I don’t have a SQL. So, I’d need either 2 patrollers or a 2 health patroller to protect my backline. I’m not a big Jandra fan in most cases, including this one, but for the moment she seems like the best choice. I hope I don’t regret this.

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Grappling Hook
Snapback
Savior Monk
Aged Sensei
Sensei’s Advice


WORKERS
Fox Viper
Savior Monk


NextHand

Sparring Partner
Morningstar Flagbearer
Snapback
Rambasa Twin
Aged Sensei


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Grave to lvl3, hook Jandra to lookout and slay her - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Smoker

In Play:

  • Grave Stormborne, L3 (3/1) - sparkshot, readiness

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Pestering Haunt
Graveyard
Summon Skeletons
Deteriorate
Poisonblade Rogue


WORKERS
Thieving Imp
Poisonblade Rogue


NextHand

Bone Collector
Graveyard
Deteriorate
Summon Skeletons
Skeleton Javelineer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Garth Torken - ($2)
Skeleton - ($1)
Pestering Haunt

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 Garth Torken (1/3) Animator, resist 1

In Play:

  • Pestering Haunt (1/1) Unstoppable, persistent, feeble

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

Yeah, I was worried he might be able to that. I’ll pressure him into paying for maxband, then if he wants to spend $1 and his rune to kill Garth for no free levels, I can live with that. Doom Grasp is an option, but not an immediate one.

ok, missing one gold here for the move i’d like to get out of the mess i got me in. guess i’m going to gamble and hope that you didn’t tech what i fear you did :wink: … or at least didn’t get it on hand

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Gunpoint Taxman
Surprise Attack


STARTING HAND
Snapback
Rambasa Twin
Morningstar Flagbearer
Aged Sensei
Sparring Partner


WORKERS
Fox Viper
Savior Monk
Aged Sensei


NextHand

Grappling Hook
Fox Primus
Safe Attacking
Sensei’s Advice


Discard

Smoker
Snapback
Morningstar Flagbearer
Gunpoint Taxman
Surprise Attack


Tech 2 card(s)
Get Paid - ($6)
hire Rambasa Twins - ($2)
hire Sparring Partner - ($1)
Worker - ($0)
Smoker trades with haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin Bob (3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2)
  • :pschip: Technician: Rambasa Twin Rob (3/2)
  • :target: Lookout:

In Play:

  • Grave Stormborne, L3 (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

ok, that was a foreseeable dilemma…

so, he’s patrolling garth in lookout to make a sword throw more expensive i guess. well it is too expensive, i think. wouldn’t be happy to go for it, even if he patrolled garth in another spot.

leaving garth and putting down my two tech 1 cards, killing his haunt with smoker leaves me very vulnerable for nether drain, and bargain of course. don’t like that either.

so i guess, i’ll go with option no3: sacrificing grave into his skeleton and kill off garth with smoker and zane. that leaves me with 4g. i really want to keep a bit of pressure up and my twins seem to do the job fine. so i guess, i’ll skip worker. don’t like it very much, but the alternatives are worse.

that means i’ll probably go for a heroes hall next turn. won’t see my tech 2 for some time. do i go for sharks this match? or take in 2 GPTs in case my twins bounce into my codex again? would that be bad after all? guess i’ll go with the sharks…

oh stupid me, i thought zane would heal at lvl3… not possible. so i guess, i’ll go for maxband zane again? can’t leave him for the annoying haunt :frowning: hm, really missing one gold. guess i’ll try to build some pressure with my units and hope he’s got no garth spell at hand… especially not nether drain sigh

I expected you to maxband Grave, so I didn’t tech Nether Drain. Now that I know you’re willing to leave a midband hero at 1 health, I’ll have to reconsider that decision for the future. :thinking:

P2T3


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Summon Skeletons
Deteriorate
Graveyard
Skeleton Javelineer
Bone Collector


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate


NextHand

Jandra, the Negator
Sacrifice the Weak
Bone Collector
Skeletal Archery
Kidnapping


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Summon Skeletons - ($4)
Skeleton - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garth Torken (1/3A) Animator
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout: Skeleton (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Ahh, he’s talking about Nether Drain, that makes sense. It didn’t even occur to me, but if it had, I would have hesitated because I don’t expect it to have a lot of long-term value and I expected him to maxband Garth. I don’t have a good way to push back against that yet, but Kidnapping can be very powerful for making comebacks. For now, I’ll just make attacking painful for him and once Garth’s dead, I can summon Drakk.

well, it was a hard decission for me :wink: and now i’m throwing my sword at a skeleton! :man_facepalming: but i don’t want any skeletons to live and i don’t want grave necessarily in first line :wink:

P1T4


Tech StartingHand Workers

TECH
Gunpoint Taxman
Surprise Attack


STARTING HAND
Safe Attacking
Fox Primus
Grappling Hook
Sensei’s Advice


WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus


NextHand

Surprise Attack
Safe Attacking
Gunpoint Taxman
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sensei’s Advice on Rambasa Bob and sparring partner - ($5)
Bob kills Garth, Grave to lvl5
max Grave - ($3)
Grave “Bonecrusher” kills your scavenger and sparkshots elite
he then hurls his sword at the tech skeleton (!)
sparring partner kills the lookout skeleton
build a heroes’ hall - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin Rob (3/2)
  • :target: Lookout:

In Play:

  • Grave Stormborne, L7 (4/3) - sparkshot, readiness, sword rune
  • Rambasa Twin Bob (3/1) :exhaust:
  • Sparring Partner (2/1) :exhaust:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

guess I have to throw a sword at a skeleton :frowning: don’t want to let any skeletons live and i’m a bit afraid of bloodlust + tech 1 unit + drakk level 3… so that’s why i throw my rune right now and don’t safe it for the next hero… not sure, if it’s the right decission. anyway… plan on spamming sharks maybe

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