Tech 2 card(s)
Get Paid - ($9)
Wither Vandy - ($7)
Geiger kills Vandy, levels fizzle
Play Argonaut - ($4)
Build Heroes’ Hall - ($2)
Worker - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut (3/4+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Geiger (4/3)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
Wow! Off of two cards, he managed to kill my patrollers and break my Tech 2. Now, half of my hand doesn’t do anything. I drew Wither here, so Geiger can take out Vandy… or I can discard and draw to fish for something better. That seems too risky, so I’ll go for the Vandy kill. I guess he can maxband Garth for Grounded Guide, which is pretty scary next turn on this board. I’ll put the Argonaut in SQL, so it can survive one hit from a Guide-buffed fencer. I’ll also build a Heroes’ Hall, since if he draws a Starlet, he can break Tech 2 again while ignoring my patrol. The two fencers can break it immediately if he wants, but it takes pressure off of my Tech 2.
The main question left is what to tech? I think Hyperion + Reversal are pretty safe techs, and next turn closer to the reshuffle I’ll have a better idea of what else I need. I may need to diversify away from Tech 2 threats for some spells.
Wow, I drew a horrible hand… hopefully he doesn’t kill Geiger and I can fish for a new card.
Wow, what a tough game. I really thought I had turned the corner after turns 4 and 5. I think maybe on turn 5 it would have been better to skip the Bloom + Geiger attack and used Tricycloid to kill Garth and the Fencer instead? Otherwise I wouldn’t change anything.
I’d be happy to go again as P1. Do you want to change decks?
No I’m game to run it back same decks, let’s do it ultimately fencer or not wouldn’t have affected the Turn 6 tech break, but I do think it’d have been better there to kill the Fencer than the Lizard
Jandra, the Negator
Graveyard
Pestering Haunt
Summon Skeletons
Thieving Imp
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards (except turn 1)
All Teched Cards
Main:
Graveyard (3)
Pestering Haunt
River (1)
Worker (0)
Workers
Jandra, the Negator
Patrol as below
Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite: River (2+1/3 lvl 1)
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Summon Skeletons
End of Turn Discard
My Thoughts
Last game was close, felt like I barely survived the Present T2 oppression, we’ll see how we do on P2! It’s tough with both Bloom and Wither out there, can’t really safely bring out a hero, though having Geiger early maxband isn’t the worst thing… I think I’ll lay River out as a body and take that chance, if it were Graves I’d be more hesitant but Geiger I’m more okay with giving the levels to
Okay, I’m always attacking Skele with Geiger and hitting Garth with sparkshot, killing Garth with Fencer to maxband Geiger to flicker Fencer, killing Jav somehow (either with Tenderfoot or Spark), and having Fencer break the Graveyard. I think I want to use Spark to kill the Javelineer, patrol the Tenderfoot, and build Heroes’ Hall. Patrolling helps protect me from potential Nimble Fencers on the attack back, and spending a card on Spark to kill the Javelineer isn’t bad because it delays my reshuffle for a turn to let me tech more cards. I want to build Heroes’ Hall so that I can punish Frozenstorm for trying to patrol heroes next turn. Next turn, I may either build tech 2 and tech Maestro + Grounded Guide, or play Grave and try and keep the pressure on with something like R&D + Sparring Partner. I’ll patrol Tenderfoot in Scavenger since I don’t want to trigger a reshuffle. SQL would let it survive a Fencer attack, but with the Haunt already on the board, that’s not super valuable.
Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact
End of Turn Discard
My Thoughts
Teching up here seems the best investment of gold, it’s so much threat to have up that forcing CStick to think about downing it every turn when I can use Dark Pact to dig up units for it buys me a lot of space to do other Vandy/Garth/River things that are good even if he does. This deck is so annoying lol
If I build Tech 2 this turn, I’m a damage short of getting the break, so I’ll stay at Tech 1 and put out Grave instead. I’ll tech 2x R&D to recover my hand and get through my deck faster. Frozenstorm could go for maxband Garth for Baron next turn, but I should be able to power through that.
… I got a pretty bad hand on the redraw, so I may need to slow down and tech up next turn.
Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
All Teched Cards
Star-Crossed Starlet, Nether Drain
Dark Pact, Maestro
Nimble Fencer x2
Main:
Thieving Imp, discard #3 of 3 (5)
Garth (3)
Make a skeleton (2)
Worker (1)
Pestering Haunt hits your base to 18
Workers
Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Thieving Imp (2/2a)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout: Garth (1/3 lvl 1)
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Maestro
Sacrifice the Weak
Summon Skeletons
Graveyard
Deteriorate
End of Turn Discard
My Thoughts
I’m tempted to maxband Vandy and kill Grave, who I think would be a problem, but I can’t pass up the opportunity to kill the card count. I expect actually that cstick probably went Geiger ulti, but if I hit it w/ Imp or make getting to it tougher… that’s gonna be tough for him. Plus I wanna keep ahead on gold econ. Garth skele and imp it is
STARTING HAND
Star-Crossed Starlet
Research & Development
Bloom
Temporal Distortion
Granfalloon Flagbearer
Research & Development
Older Brother
Argonaut
Timely Messenger
Tenderfoot (1/1)
Spark
Nimble Fencer B (2/3)
Martial Mastery
True Power of Storms
True Power of Storms
WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Wither
NextHand
Bloom
Timely Messenger
True Power of Storms
Research & Development
Martial Mastery
Tech 2 card(s)
Get Paid + float - ($11)
Play Research and Development, draw 3 shuffle draw 2 - ($9)
Play Research and Development, draw 5 - ($7)
Play Martial Mastery, discard 1 draw last two cards - ($6)
Grave kills Vandy
Grave throws sword at scav skeleton
Play Tenderfoot, it kills lookout skeleton with haste - ($5)
Play Star-Crossed Starlet - ($3)
Starlet, Fencer, and Gieger hit base to 7
Play True Power of Storms, revealing and discarding True Power of Storms and Granfalloon Flagbearer, dealing 10 to your base - ($0)
Float ($0)
Discard 6, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Geiger (4/3)
Nimble Fencer A (2/2)
Tenderfoot (1/1)
L7 Grave (4/3)
Star-Crossed Starlet
Buildings:
Base HP: 17
Tech I HP: 4
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Teching MM + Argonaut to avoid the situation where I bottom key cards.
I ended up bottoming both TPOS, so martial mastery was key.