Ugh, but I like having Skeletons. Turns out it was a really good choice to use it while you could, though. Btw, I’m guessing you put “sword rune” on Grave to indicate that’s his maxband ability, but it’s a bit confusing, so I’d suggest not mentioning it after the rune has been used up.
P2T4
Tech StartingHand Workers
TECH
Bloodlust
Bloodlust
STARTING HAND
Skeletal Archery
Bone Collector
Sacrifice the Weak
Jandra, the Negator
Kidnapping
Graveyard
WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Sacrifice the Weak
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Drakk Ramhorn - ($6)
Kidnapping, Rob trades with Grave - ($2)
Bone Collector - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3A)
Elite:
Scavenger:
Technician: L3 Drakk Ramhorn (1/3) Explosive
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Well, that’s surprising. Losing all my Skeletons makes me worried about defense, especially after seeing him draw 4 off the reshuffle… plus there’s Zane to worry about. I think I just have to assume that my board will be cleared again. Losing heroes left and right makes Resurrectors rather tempting, especially when summoning a maxband Garth can also fetch a more expensive unit. I need to tech up next turn if at all possible… but, in case it’s not possible, I should delay the Resurrector choice until next turn… and for now… go with Bloodlust, I guess? It would be super useful for picking off those 1-health units and heroes, not to mention giving Resurrectors the ability to fast-cast.
Tech 2 card(s)
Get Paid + float - ($9)
Zane - ($7)
(not so) Surprise Attack! - ($2)
(not too) expensive Seinsei’s Advice on a shark and Bob - ($0)
buffed shark trades with BC
2nd shark eats Drakk, damage to my base
Zane and Bob break your Tech 1
tap Sparring Partner to buff zane
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane, L3 (3/2) +
Rambasa Twin Bob (3/1)
Sparring Partner (2/1)
Buildings:
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
well, that’s inconvenient but didn’t come totally unexpected… guess i’ll skip worker this turn. but what do i tech? there’s my big problem
Ugh, he stopped me from teching up. That hurts. But, at least he didn’t break my Tower. I’m gonna gamble that I’ll be able to tech up next turn, and that Garth will die before I get a chance to play a Resurrector.
i just realized that you probably workered twice in t4. you should have finished t4 with 5 cards in hand and 9 workers instead of 4 cards and 10 workers, right?
[b]P1T6[/b]
Tech StartingHand Workers
TECH
Martial Mastery
Marauder
STARTING HAND
Snapback
Gunpoint Taxman
Grappling Hook
Surprise Attack
WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus
Tech 2 card(s)
Get Paid - ($8)
Bob suicides into your SQL (back to codex)
surprise attack, sharks kill your elite and scavenger skeletons (expensive!), you collect gold - ($3)
maxband zane, shove your technician to scavenger, we both collect gold (you’re really rich by now) - ($1)
zane breaks your tech 1
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Sparring Partner (2/1a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Captain Zane, L7 (5/4) +
Buildings:
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
5 gold to kill off two skeletons seems quite expensive i could sacrifice my sparring partner against one skeleton and deal an additional 3dmg to his base or kill off garth… BUT if i keep sparring partner alive to patrol with him, he shouldn’t be able to suicide garth into zane and has no drakk available next turn. i don’t have anything to kidnap this time round, but there’s still bloodlust, frenzy and haste that might come with drakk. on the other hand he might have a doom grasp or bargain at hand… everything’s kind of borderline here
another question is if i should worker. i don’t really want to loose any of these cards and i want to draw a full hand for my next turn. not sure if that’s a wise decission. he’s already 3(!) workers ahead… wait… at t5 he can’t have 11 workers…
Yeah, you’re right… that’s quite regrettable… but thanks for noticing. I think I can roll back and correct the error without disrupting the flow of the game… I’ll follow up to let you know how it goes.
I’m half-tempted to worker the Graveyard, but I’m struggling to draw enough cards to hold off with his aggression, and maybe the Graveyard will help? Or at least draw an attack away from my infrastructure, maybe? My only relief is that he hasn’t teched up yet, either, but I’m not sure that’s enough to help me. I don’t want to feed him resources, so I’ll patroll as elite… best case scenario, Zane attacks and I maybe get a chance to finish him off with Bloodlust.
Skeleton Javelineer
Doom Grasp
Kidnapping
Corpse Catapult
Kidnapping
Tech 2 card(s)
Get Paid + float - ($18)
Tech II: Necromancy - ($14)
Bone Collector - ($12)
Skeleton - ($11)
Sacrifice the Weak, new Skeleton and Taxman die - ($9)
Maxband Garth, fetch Bone Collector - ($6)
Garth kills Grave
Float ($6)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite:
Scavenger: Bone Collector (3/3)
Technician: Bone Collector (3/3)
Lookout:
In Play:
Graveyard (3)
L7 Garth Torken (3/2) Animator, ritualist
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 6
Workers: 10
Thoughts
I still think the Resurrectors provide the most value among my tech II units, and now I finally have the chance to play them. My concern is, if he rushes for Gunships, can I survive? I’m not confident that I can. And so, I need a way to disrupt his infrastructure quickly, and the only such way I can think of is Behind the Ferns… which means that my tech II units will have to wait a bit longer. Then again… if he hits me with another Surprise Attack, I won’t have the Bone Collectors I need to attack with. And, I do have both Bloodlust and an 8-1 ratio of spells to non-spells in my cycle right now, so maybe units are better. Should I forget about Necromancy and go for Crashbarrows? Maybe… but he doesn’t have 10 workers yet, which means that he can’t tech up and cast Surprise Attack next turn, which means that if he does build, I’ll have a chance to retaliate. And if I have to cast Bloodlust next turn, I won’t have any available heroes to resurrect just yet anyway. Well, since my biggest concern right now is his buildings, I think I should give Catapults a try. Though I should probably be more concerned about Zane… but if he doesn’t MaxAnarchy, I may be able to use him to trade my units into to power the Catapult(s)? I dunno, let’s see how this plays out.
Tech 2 card(s)
Get Paid + float + scavenger - ($17)
Rebuild Tech I
Drakk Ramhorn - ($15)
Kidnapping, Marauder trades with Zane - ($11)
Skeleton - ($10)
Corpse Catapult - ($7)
Skeleton Javelineer - ($6)
Garth hits your Tech II for 3 damage
Tech III - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton Javelineer (1/1) [javelin]
Lookout:
In Play:
Graveyard (3)
L7 Garth Torken (3/2) Animator, ritualist
L3 Drakk Ramhorn (1/3) Explosive
Corpse Catapult (1/4)
In Graveyard:
Bone Collector
Bone Collector
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech III HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
I can appreciate why he would go for the Tech I, but this is the first time all game I’ve had a chance to bring in a second hero and build my Tech III, and I’m going for it.
Yeah, I was starting to wonder if I’d ever escape your suppression, but I managed to catch a break in the end. GG WP! So what now, want to keep going, or switch it up a bit, or what?
P2T9
Tech StartingHand Workers
TECH
Skeletal Lord
Skeletal Lord
STARTING HAND
Bloodlust
Sacrifice the Weak
Skeletal Archery
Corpse Catapult
Bloodlust
Kidnapping
Necromancer
Skeletal Lord
Doom Grasp
Doom Grasp
Kidnapping
Necromancer
Discard
Necromancer
Sacrifice the Weak
Bloodlust
Kidnapping
Skeletal Archery
Tech 2 card(s)
Get Paid + float - ($11)
Skeleton - ($10)
Bone Collector from Graveyard - ($8)
Bloodlust new units - ($6)
Midband Drakk - ($5)
Collector trades with SQL
New Skeleton trades with Grave
Catapults bombard your base down to 13 HP
Heroes and old Skeletons reduce your base to 3 HP
Corpse Catapult, hasty - ($2)
Sacrifice exhausted Skeletons to draw 2 cards
New Corpse Catapult breaks your base, GG WP!
gg, wp! especially liked sacrificing skeletons for the idea of card draw AND fueling your catapult at the same time - even it didn’t matter in this case…
i’m up for another game. i’m still not tired of the grave / Zane combination and don’t have any ideas for other combinations i wanna try. not really getting warm with balance, though. i’d like to play finesse instead (for fencers, nice tech2 and especially discord in our last matchup - or weenies in general… ). so if you want to continue against that deck, just go ahead!
of course you can switch your deck if you want! i’ll also play against demonology/disease/feral if you like. you can just start the game and i’ll go first in the rematch.
I am concerned about playing /1 units with Discord available, but I’ll probably trade them before he gets a chance to cast. Skeletal Lords are now much higher priority, but I no longer have to worry about Nature Reclaims, so that’s nice.