[Casual] Nekoatl vs FrozenStorm (Maps)

Map Randoms: Game 7 Player 2, Turn 2

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Scorch
Pillage
Bombaster
Bloodrage Ogre
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (6+1float-1stolen)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Crash Bomber, Argonaut


Main:

  • Geiger (4)
  • Tech 1 (2)
  • Worker (1)
Workers

Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Geiger (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Argonaut
Makeshift Rambaster
Crash Bomber
Careless Musketeer
Pillage

End of Turn Discard
My Thoughts

Off to a rough start but maybe I outlast that worker skip


P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Bloodrage Ogre
Bloodlust
Bloodlust
Charge
Careless Musketeer


WORKERS
Scorch
Charge


NextHand

Mad Man
Bloodburn
Pillage
Bombaster
Nautical Dog


Discard

Bloodrage Ogre
Careless Musketeer
Bloodlust
Bloodlust
Crash Bomber
Crash Bomber


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre hastily trades with Geiger - ($2)
Tech I - ($0)
Rambaster smashes your base down to 11

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L6 Drakk Ramhorn (3/4A) Explosive, rabblerouser, motivator
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1) Haste, demolitionist, frenzy 1

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

I’m a bit worried leaving that Dog alive with his Drakk now available, but I need to tech up, and the Musketeer would be a flimsly defender anyway. Going with Bombers to pile on the base damage, and because they’re efficient. Maybe will follow up with Desperation for rapid deployment, depending on how things go.

Map Randoms: Game 7 Player 2, Turn 3

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Argonaut
Makeshift Rambaster
Crash Bomber
Careless Musketeer
Pillage

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Crashbarrow, Temporal Distortion
Crash Bomber, Argonaut


Main:

  • Drakk + midband (3)
  • Makeshift Rambaster, smack your Drakk (1)
  • Dog trades with your Drakk, mine maxbands, my base to 10 (yikes)
  • Crash Bomber (0)
  • skip worker
Workers

Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Crash Bomber (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Charge
Bloodrage Ogre
Mad Man
Bombaster
Careless Musketeer

End of Turn Discard
My Thoughts

I have no idea what I’m doing lol… feels like I’ll be getting wrecked here


Yeah, I figured I couldn’t keep up the pressure any longer. :laughing: But, I gotta say, I’m starting to appreciate how the map cards can sometimes pressure me into trying strategies that I’d normally overlook.

P1T4


Tech StartingHand Workers

TECH
Desperation
Desperation


STARTING HAND
Nautical Dog
Pillage
Mad Man
Bloodburn
Bombaster


WORKERS
Scorch
Charge
Bloodburn


NextHand

Bloodlust
Crash Bomber
Bloodrage Ogre
Careless Musketeer
Bombaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nautical Dog - ($4)
Orpal Gloor - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Orpal Gloor (1/3A) Plague touch
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1) Haste, demolitionist, frenzy 1
  • Nautical Dog (1/1) Frenzy 1

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Thoughts

Right… now I’m paying for the skipped worker, because I want to tech up, but can’t. Desperation plan is a go, I guess? should help to keep my cycle smaller and rush through it, though I doubt it’ll leave me much gold to tech up with. But more importantly, I need to strengthen my economy a bit before thinking about tech II units.

Yeah I think you have the right idea with the face rush in this one, easier to do against only one blocker each turn

Map Randoms: Game 7 Player 2, Turn 4

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Charge
Bloodrage Ogre
Mad Man
Bombaster
Careless Musketeer

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Shoddy Glider, Kidnapping
Crashbarrow, Temporal Distortion
Crash Bomber, Argonaut


Main:

  • Bloodrage Ogre, hasted, kills Orpal, takes -1/1, levels fizzle (5)
  • Crash Bomber kills dog, takes 1
  • Worker (4)
  • Tech 2 Blood (0)
Workers

Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 5
  • Tech2 HP: 5 BLOOD

In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Crash Bomber (2/1)
  • Bloodrage Ogre (2/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nautical Dog
Temporal Distortion
Pillage
Makeshift Rambaster
Crashbarrow

End of Turn Discard
My Thoughts

I fear my base is too low but we’ll see if I can chain Barrows ftw perhaps


Much easier. I had such a hard time defending against your P1 Red last game, that I figured I should try playing aggressively myself. I think I’ve lost board control, though, so I guess I’m all-in on rushing base damage now.

P1T5


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Careless Musketeer
Bombaster
Bloodlust
Crash Bomber
Bloodrage Ogre


WORKERS
Scorch
Charge
Bloodburn
Careless Musketeer


NextHand

Pillage
Desperation
Mad Man


Discard

Nautical Dog
Bloodlust
Bloodrage Ogre
Crash Bomber
Bombaster
Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk Ramhorn - ($6)
Crash Bomber - ($5)
Bloodrage Ogre - ($3)
Bloodlust my Ogre and Bomber - ($1)
Ogre and Bomber trade with your Drakk, 1 damage to each base
Midband Drakk - ($0)
Rambaster smashes your base down to 5 HP

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L4 Drakk Ramhorn (2/3) Explosive, rabble rouser
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1) Haste, demolitionist, frenzy 1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

No Desperation draw, eh? Well, looks like I don’t have the funds for it yet anyway. I’m really worried about Crashbarrows right about now… tempting to overextend a bit to take down his Tech II, but I could also rush his base down to 5 HP, or play defensively. The 'barrows are quite scary, but even if I hold them off this turn, I don’t think.I’ll be able to next turn. So, base damage it is… I still have Pillage after all, even if my board gets crushed I can maybe use it to pull off another clutch victory.

Yeah straight face is definitely the way to go it seems

Map Randoms: Game 7 Player 2, Turn 5

P1 [Blood]/Ninjutsu/Present vs P2 [Blood]/Disease/Truth
Map: Fury Road - Only one patroller per turn

Starting Hand

Nautical Dog
Temporal Distortion
Pillage
Makeshift Rambaster
Crashbarrow

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bloodlust x2
Shoddy Glider, Kidnapping
Crashbarrow, Temporal Distortion
Crash Bomber, Argonaut


Main:

  • Geiger (6)
  • Crash Bomber kills your Drakk, you draw 1, my base to 4hp, Geiger midbands
  • Crashbarrow, hit your base to 12 (3)
  • Temporal Distortion, pick that barrow up and grab another one, hit your base to 6 (1)
  • Brogre trades with Rambaster, who’s done enough base damage for one game
  • Nautical Dog (0)
Workers

Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 4
  • Tech1 HP: 5
  • Tech2 HP: 5 BLOOD

In Patrol:

  • :psblueshield: Squad Leader: Geiger (2/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Argonaut
Bloodlust
Crashbarrow
Pillage
Bombaster

End of Turn Discard
My Thoughts

Hopefully I can live through next turn? I should have it if I can…


Definitely regretting that early worker skip right about now… not being first to field Crashbarrows is a big deal!

P1T6


StartingHand Workers

STARTING HAND
Mad Man
Desperation
Pillage
Crash Bomber


WORKERS
Scorch
Charge
Bloodburn
Careless Musketeer
Mad Man


NextHand

Bloodlust
Bloodlust
Desperation


Tech 0 card(s)
Get Paid - ($8)
Worker - ($7)
Crash Bomber - ($6)
Orpal Gloor - ($4)
Expensive Pillage, your base to 2 HP - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Orpal Gloor (1/3A) Plague touch
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Crash Bomber (2/2)

Buildings:

  • :heart: Base HP: 6
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

Thoughts

Yikes! I probably just lost.

I have a crashbarrow so I can kill Orpal, flicker it and win, GG WP!

Indeed, surviving just long enough to do Crashbarrow duping shenanigans is the different maker there. Also was 1 gold from just ending it last turn, I tried really hard to get lethal there XD

I’m down to do one more re-roll of maps and decks then I think I’ll have had my fill of map insanity for a bit :wink: go ahead and start whenever you like!

Alright, let’s finish up with [Demonology]/Present/Discipline vs [Disease]/Ninjutsu/Peace at Mystical Forest, then I’ll focus on trying to decide what to play for the tournament. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Thieving Imp
Skeleton Javelineer
Deteriorate
Sacrifice the Weak


WORKERS
Skeletal Archery


NextHand

Pestering Haunt
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Graveyard


Discard

Thieving Imp
Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Vandy Anadrose - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vandy Anadrose (2/3A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1) [javelin]
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

If he Javelineer survives, I can safely attack with it and prep to pump him, otherwise I recover my gold. Not bad.

Okay let’s do it!

Map Randoms: Game 8 Player 2, Turn 1

P1 [Demonz]/Present/Discipline vs P2 [Disease]/Ninjutsu/Peace
Map: Mystical Forest - Instead of reading you can +1/+1 a hero or unit

Starting Hand

Skeleton Javelineer
Jandra, the Negator
Pestering Haunt
Graveyard
Skeletal Archery

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Orpal (3)
  • Graveyard (1)
  • Pestering Haunt
  • Worker (0)
Workers

Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Orpal (1+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Thieving Imp
Deteriorate
Summon Skeletons
Sacrifice the Weak

End of Turn Discard
My Thoughts

Lol against Grave and Vandy, I don’t love giving them ways to get even more terrifying. Orpal at least is decent at it


this map makes units with readiness sad

P1T2


Tech StartingHand Workers

TECH
Gargoyle
Gargoyle


STARTING HAND
Pestering Haunt
Summon Skeletons
Poisonblade Rogue
Graveyard
Jandra, the Negator


WORKERS
Skeletal Archery
Poisonblade Rogue


NextHand

Summon Skeletons
Thieving Imp
Gargoyle
Jandra, the Negator
Gargoyle


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Throw Javelin at Orpal
Vandy kills Orpal
Tech I - ($2)
Pestering Haunt

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • L3 Vandy Anadrose (1/2) Sparkshot, resist 1, research [2-] {Exh}
  • Skeleton Javelineer (1/1) {Exh}
  • Pestering Haunt (1/1) Incorporeal

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 6

Thoughts

Attacking Orpal seems less unpalatable with the ability to rest and remove -runes. As for the rest of my turn… not really sure what I should do, but I guess I’ll build a Heroes’ Hall. It’s be helpful to have if I want to pull a midgame Meta, and having 2 heroes means one can fight while the other rests. Gargoyles seem to have good synergy with this map, so I’ll try them.

Sorry for the delay, busy holidays! Will probably continue to be sporradic playing back, no big rush

Map Randoms: Game 8 Player 2, Turn 2

P1 [Demonz]/Present/Discipline vs P2 [Disease]/Ninjutsu/Peace
Map: Mystical Forest - Instead of reading you can +1/+1 a hero or unit

Starting Hand

Thieving Imp
Deteriorate
Summon Skeletons
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hidden Ninja, Overeager Cadet


Main:

  • Setsuki (4)
  • Thieving Imp, discard #1 of 5 (1)
  • Haunt trades with yours, revive him from Graveyard
  • Worker (0)
Workers

Summon Skeletons, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)
  • Setsuki (1/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Poisonblade Rogue
Skeleton Javelineer
Deteriorate
Sacrifice the Weak

End of Turn Discard
My Thoughts

Well, Vandy’s weak AF at least, Hidden Ninja should help things along, let’s see what Neko does


Yeah, take your time. I’ve got several non-map games going simultaneously to keep me busy anyway. :laughing:

P1T3


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Summon Skeletons
Thieving Imp
Gargoyle
Gargoyle
Jandra, the Negator


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator


NextHand

Graveyard
Sacrifice the Weak
Deteriorate


Discard

Summon Skeletons
Pestering Haunt
Thieving Imp
Now!
Now!


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Gargoyle - ($4)
Gargoyle - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1A) {Exh}
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Vandy Anadrose (1/2) Sparkshot, resist 1, research [2-] {Exh}
  • :target: Lookout:

In Play:

  • Gargoyle (0/2) Indestructible, statue
  • Gargoyle (0/2) Indestructible, statue

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

Kinda want to power Vandy up, but it’s more efficient to just let her die and resummon her, I think… plus I really want to drop both Gargoyles, and I can’t really afford to do anything else. It’s a real shame his Imp stole the card I wanted to worker, though… now I have to decide between Imp and Jandra… and I think I keep the Imp, because of the potential for Jandra to be killed while a Gargoyle is in beast mode. Now, what to tech? Hmm, tough call, but… I think I should start thinking about my tech II game plan, and I think I want to go for Present, which means I should take Now!.

Yikes, Air Patrol

Map Randoms: Game 8 Player 2, Turn 3

P1 [Demonz]/Present/Discipline vs P2 [Disease]/Ninjutsu/Peace
Map: Mystical Forest - Instead of reading you can +1/+1 a hero or unit

Starting Hand

Poisonblade Rogue
Skeleton Javelineer
Deteriorate
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Plague Spitter, Sickness
Hidden Ninja, Overeager Cadet


Main:

  • Deteriorate SQL (6)
  • Midband Sets, kill Vandy, you draw 1, Sets maxbands and heals (3)
  • Imp and Haunt hit your tech1 to 2hp
  • Tech1 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Summon Skeletons, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)
  • Setsuki (3/4 lvl 6)
  • Thieving Imp (2/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Overeager Cadet
Skeletal Archery
Hidden Ninja
Deteriorate

End of Turn Discard
My Thoughts

Probably he spends the 4 to kill Sets? So I won’t go for FDS. PS for sure to counter those damn fliers, and maybe a Sickness also for good measure


P1T4


Tech StartingHand Workers

TECH
Warp Gate Disciple
Warp Gate Disciple


STARTING HAND
Deteriorate
Graveyard
Sacrifice the Weak
Now!


WORKERS
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak


NextHand

Skeleton Javelineer
Summon Skeletons
Now!
Pestering Haunt
Thieving Imp


Discard

Graveyard
Now!
Deteriorate
Warp Gate Disciple
Warp Gate Disciple


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Max Geiger - ($5)
Gargoyles kill Setsuki. - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Max Geiger (2/4A) Sparkshot, trade
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Gargoyle (3/2) Flying {Exh}
  • Gargoyle (3/2) Flying {Exh}

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Hmm, maybe I should kill Setsuki before she gets a chance to cast her ultimate. But, I think it’s probably more efficient to wait. However, I’m not sure the efficiency is worth the risk. Better to take the kill now, I think. Next question is whether to build my Tech II now, or wait and play a hero now to collect free levels. Playing a hero means giving him the chance to attack with and replay his Imp, costing me a card. But, $2 is worth more than a card, in general, and I’m not hurting for cards right now. It’ll only really be a problem for me if he uses spells to kill the hero and then the Imp to break the Tech I… or, of course, if he uses Hammer to break it. I think both of those are quite unlikely, though. Guess I’ll risk it, and go with Geiger 'cuz I expect him to survive.

I think you’re short 2g on this endeavor, as it costs 1 to activate the Gargs, and 1 to attack Sets

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Right, skip the Graveyard play, then.

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Map Randoms: Game 8 Player 2, Turn 4

P1 [Demonz]/Present/Discipline vs P2 [Disease]/Ninjutsu/Peace
Map: Mystical Forest - Instead of reading you can +1/+1 a hero or unit

Starting Hand

Overeager Cadet
Skeletal Archery
Hidden Ninja
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Imp beefs up
  • Tech 2 cards in (except turn 1)
All Teched Cards

Flagstone Garrison, Overeager Cadet
Plague Spitter, Sickness
Hidden Ninja, Overeager Cadet


Main:

  • Orpal + maxband (1)
  • Deteriorate, Garg, it’s not feeling so great
  • Overeager Cadet, sacrifice it to -1/-1 the weak Garg, it dies and spreads -1/1 to other garg
  • Haunt pings your tech1 to 1hp
  • Worker (0)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)
  • Thieving Imp (3/3, +)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Plague Spitter
Sickness
Skeleton Javelineer

End of Turn Discard
My Thoughts

Well I spose Orpal max here is a good call, means skipping tech2 but that’s fine, I can delay on that