(Casual) P1 FrozenStorm [Demonology/Necromancy]/Finesse vs P2 cstick [Finesse]/Present/Discipline

@FrozenStorm You’re up first. GL;HF!

edit: we can use the standard forum rules.

Right on @cstick ! Nerfed Nightmare it is :slight_smile:

Link to all relevant rule changes

Game 1 Player 1, Turn 1

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Thieving Imp
Pestering Haunt
Deteriorate
Poisonblade Rogue
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)
All Teched Cards

Main:

  • Thieving Imp, discard #2 of 5 (1)
  • Pestering Haunt
  • Worker (0)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Summon Skeletons

End of Turn Discard
My Thoughts

Looking forward to some casual play!


P2T1


StartingHand Workers

STARTING HAND
Tenderfoot
Wither (discarded)
Helpful Turtle
Fruit Ninja
Granfalloon Flagbearer


WORKERS
Fruit Ninja


NextHand

Brick Thief
Timely Messenger
Older Brother
Bloom


Discard

Wither
Helpful Turtle
Granfalloon Flagbearer


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Play River - ($2)
Play Tenderfoot - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 River (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Tenderfoot (1/2)

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Hoping to play older brother next turn and float, then build tech 2 on turn 3. I don’t want to screw around at tech 1 since I’m already down a card. Even against the worst case of T2 Vandy T3 double Fencer, I don’t see a way to break through a patrol of Tenderfoot + brother + hero to kill Tech 1 on turn 3, so I should be able to tech up safely. I’ll lead River here for the threat of discord and to keep access to Grave if things go wrong.

Link to all relevant rule changes

Game 1 Player 1, Turn 2

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
Summon Skeletons

Events of Turn:


Upkeep:

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

Nimble Fencer, Dark Pact


Main:

  • Vandy (3)
  • Skeleton Javelineer (2)
  • Pestering Haunt hits your base to 19
  • Worker (1)
  • Tech 1 (0)
Workers

Jandra, the Negator, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Pestering Haunt (1/1)
  • Vandy (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Dark Pact
Nimble Fencer
Summon Skeletons

End of Turn Discard
My Thoughts

I think I can shut down River okay, though tbf I haven’t played nerfed nightmare all that much


P2T2


Tech StartingHand Workers

TECH
Argonaut
Rambasa Twin


STARTING HAND
Older Brother
Brick Thief
Bloom
Timely Messenger


WORKERS
Fruit Ninja
Brick Thief


NextHand

Argonaut
Helpful Turtle
Bloom
Spark


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Play Older Brother - ($4)
Build Tech 1 - ($2)

Float ($2)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+A)
  • :psfist: Elite: Older Brother (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician: L1 River (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

Bloom on River to kill the Imp is kind of appealing, but is too dangerous unless I play Older Brother and go further down on cards and money than I want. Patrolling with just Tenderfoot and Older Brother to try and keep River safe is too risky. I’ll offer up River here, tech in some big guys, and hope to tech up next turn.

Link to all relevant rule changes

Game 1 Player 1, Turn 3

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Graveyard
Dark Pact
Nimble Fencer
Summon Skeletons
Archery + Stw (dp)

Events of Turn:


Upkeep:

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

Nimble Fencer, Star-crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Graveyard (4)
  • Dark Pact, base to 18 draw 2 (3)
  • Nimble Fencer, hit tenderfoot to 1 (1)
  • Pestering Haunt trades with tenderfoot, goes to graveyard
  • Vandy hits River to 1hp
  • Skeleton Javelineer spends rune to kill river, you draw 1, Vandy Midbands
  • Worker (0)
Workers

Summon Skeletons, Jandra, the Negator, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Graveyard (3hp, holding Pestering Haunt)
  • Nimble Fencer (2/2)
  • Vandy (3/4 lvl 3)
  • Skeleton Javelineer (1/1, no rune)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Deteriorate
Skeletal Archery
Star-crossed Starlet
Dark Pact

End of Turn Discard
My Thoughts

Seems like a good position for me… Standard game plan


P2T3


Tech StartingHand Workers

TECH
Tricycloid
Tricycloid


STARTING HAND
Spark
Bloom
Argonaut
Helpful Turtle
Wither


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle


NextHand

Timely Messenger
Rambasa Twin
Tricycloid
Granfalloon Flagbearer
Wither


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Play Argonaut - ($5)
Build Tech 2: Present - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

With older brother alive, I don’t have to worry about sacrifice the weak against argonaut, and can tech up this turn. I’m likely to lose a tech building, but not both, and between Rambasa Twin or double hero and maybe Tricycloid, I have good options either way next turn. I considered tower here instead, as it stops midband Vandy from attacking into the argonaut safely, but deteriorate counters that, and losing tech 1 in that situation is a disaster. Teching Tricycloids to kill off weakened attackers. Next tech is likely Hyperion + Discord.

Looks like I drew a Tricycloid on the reshuffle. Very nice.

Link to all relevant rule changes

Game 1 Player 1, Turn 4

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Deteriorate
Skeletal Archery
Star-crossed Starlet
Dark Pact

Events of Turn:


Upkeep:

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

Maestro, Leaping Lizard
Nimble Fencer, Star-crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Vandy and Fencer kill sql
  • Replay haunt from graveyard
  • Star Crossed Starlet (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1, no rune)
  • :exhaust: Technician: Star Crossed Starlet (2/2)
  • :target: Lookout:

In Play:

  • Graveyard (3hp, holding Nimble Fencer)
  • Pestering Haunt (1/1)
  • Vandy (3/1 lvl 3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nimble Fencer
Sacrifice the Weak
Maestro
Leaping Lizard

End of Turn Discard
My Thoughts

Continuing with the plan straightforward


P2T4


Tech StartingHand Workers

TECH
Hyperion
Temporal Distortion


STARTING HAND
Granfalloon Flagbearer
Rambasa Twin
Timely Messenger
Tricycloid
Wither


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Granfalloon Flagbearer


NextHand

Spark
Tricycloid
Tenderfoot (1/2+A)
Bloom


Discard

Argonaut (3/4+A)
Older Brother (2/2)
Timely Messenger
Wither
Rambasa Twin
Hyperion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($9)
Play Tricycloid - ($4)
Play Geiger - ($2)
Tricycloid pings Vandy, she dies and Geiger midbands
Tricycloid pings and kills Pestering Haunt, it goes to Graveyard
Play Timely Messenger - ($1)
Messenger + Brother trade with Imp, it goes to Graveyard
Tricycloid pings Starlet, she’ll die on upkeep (overfilling the Graveyard)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Geiger (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Alright. Frozenstorm decided to tech up rather than put more power into play and go after my buildings, so Tricycloid gets to pick off Vandy and a couple of other guys. I play Messenger and trade into the Imp here to overfill the graveyard (once starlet dies next upkeep).

Well… That’s a big yikes

Link to all relevant rule changes

Game 1 Player 1, Turn 5

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Nimble Fencer
Sacrifice the Weak
Maestro
Leaping Lizard

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Garth (6)
  • Sacrifice the Weak, Jav and Tric both die (4)
  • Maestro (1)
  • Leaping Lizard (0)
  • Nimble Fencer, tap to hit your tech2 to 3hp
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Leaping Lizard (3/5a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Maestro (3/5)

In Play:

  • Nimble Fencer (2/3)
  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

Yikes, I think I probably shoulda given up the Starlet last turn… still lose the GY but at least I have Vandy to hit back with


P2T5


Tech StartingHand Workers

TECH
Research & Development
Reversal


STARTING HAND
Spark
Bloom
Tenderfoot (1/2+A)
Tricycloid


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Granfalloon Flagbearer


NextHand

Temporal Distortion
Argonaut (3/4+A)
Reversal
Hyperion


Tech 2 card(s)
Get Paid - ($9)
Play Bloom on Geiger - ($7)
Geiger hits Leaping Lizard for 3
Play Grave - ($5)
Play Tricycloid - ($0)
Remove 3 runes from Tricycloid, killing Garth
Geiger maxbands, trashing and returning Tricycloid
Remove 3 runes from Tricycloid, killing Leaping Lizard

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Grave (2/3)
  • :target: Lookout:

In Play:

  • L5 Geiger (4/5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Okay, he managed to put a lot of health onto the board, but skipped worker and went all the way down on cards to do it. I’ll pick off Garth to try and stop him from recovering, and skip worker myself to put Grave into play and keep my hand size up. I’ll tech R&D to keep the cards flowing and Reversal to help deal with these fat patrollers.

Not loving my position lol

Link to all relevant rule changes

Game 1 Player 1, Turn 6

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Dark Pact
Deteriorate
DP + Jav (DP1)
Fencer + StW (DP2)

Events of Turn:


Upkeep:

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

Nether Drain, Maestro
Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Vandy (6)
  • Dark Pact, base to 16 rs draw 2 (5)
  • Dark Pact, base to 14 rs draw 2 (4)
  • Skeleton Javelineer (3)
  • Sacrifice the weak, Jav and Tric die (1)
  • Nimble Fencer, both fencers tap to break your tech2, your base to 17
  • Maestro kills Grave, you draw 1, Vandy to midband
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse

In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4a lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)
  • Maestro (3/2)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Pestering Haunt
Nether Drain
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Going to be a liiiittle bit dicey but we’ll see what I pull from DP. Knowing I might lose the Maestro we’ll get another, as well as Nether Drain to help fetch a guide

Hey went pretty well!


P2T6


Tech StartingHand Workers

TECH
Hyperion
Reversal


STARTING HAND
Hyperion
Argonaut (3/4+A)
Temporal Distortion
Reversal
Wither


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Granfalloon Flagbearer
Temporal Distortion


NextHand

Timely Messenger
Spark
Bloom
Tenderfoot (1/2+A)


Discard

Tricycloid (3/3+A)
Hyperion
Reversal
Wither
Hyperion
Reversal


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:

  • :psblueshield: Squad Leader: Argonaut (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Geiger (4/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: 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.

Lucky draw means I got to lethal, GG WP!

Link to all relevant rule changes

Game 1 Player 1, Turn 7

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Pestering Haunt
Nether Drain
Star-Crossed Starlet
Star-Crossed Starlet (skeleton draw)

Events of Turn:


Upkeep:

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

Grounded Guide, Soul Stone
Nether Drain, Maestro
Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Nimble Fencer, Star-Crossed Starlet
Nimble Fencer, Dark Pact


Main:

  • Garth + level 5 (3)
  • Nether Drain Geiger, Garth maxbands and fetches Grounded Guide (2)
  • Make a Skeleton, sacrifice to draw (1)
  • Star Crossed Starlet, free, trades w/ SQL
  • Star Crossed Starlet, hits your base to 12
  • Fencers and Maestro break your base, GG WP!

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?

1 Like

No I’m game to run it back same decks, let’s do it :slight_smile: 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

GL;HF

P1T1


StartingHand Workers

STARTING HAND
Helpful Turtle
Fruit Ninja
Tenderfoot
Bloom
Granfalloon Flagbearer


WORKERS
Fruit Ninja


NextHand

Wither
Older Brother
Timely Messenger
Spark
Brick Thief


Discard

Bloom
Granfalloon Flagbearer
Helpful Turtle


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Tenderfoot - ($2)
Play Geiger - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Geiger (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Playing Geiger over Grave here for blinking + TD shenanigans with Nimble Fencers. I can still threaten a hero kill T2 against a soft patrol.

GL HF @cstick !

Link to all relevant rule changes

Game 2 Player 2, Turn 1

P2 Nightmare vs P1 [Finesse]/Present/Discipline

Starting Hand

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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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


P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Wither
Timely Messenger
Older Brother
Spark
Brick Thief


WORKERS
Fruit Ninja
Brick Thief


NextHand

Granfalloon Flagbearer
Spark
Older Brother
Helpful Turtle
Nimble Fencer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Wither River - ($2)
Geiger kills River and midbands
Tenderfoot pings Graveyard
Build 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:

  • L3 Geiger (2/4)
  • Tenderfoot (1/2)

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

Putting the Graveyard to 2HP gives me a good shot at killing it with a fencer next turn.

Link to all relevant rule changes

Game 2 Player 2, Turn 2

P2 Nightmare vs P1 [Finesse]/Present/Discipline

Starting Hand

Poisonblade Rogue
Deteriorate
Skeletal Archery
Skeleton Javelineer

Events of Turn:


Upkeep:

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

Nimble Fencer x2


Main:

  • Garth (4)
  • Haunt pings your tech1
  • Skeleton Javelineer (3)
  • Make a skeleton (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3

Board Info:

Buildings:

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

In Patrol:

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

In Play:

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

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Skeletal Archery
Deteriorate
Nimble Fencer

End of Turn Discard
My Thoughts

Still not super safe for Vandy so let’s have Garth soak up some attacking.