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

Up for Bo3?

You bet, random for side select? I rolled 45

I rolled a 6, so you’re up

Let’s do it then, GL HF!

Link to all relevant rule changes

Game 3 Player 1, Turn 1

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Pestering Haunt
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator

Events of Turn:


Upkeep:

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

Main:

  • Vandy (2)
  • Pestering Haunt
  • Worker (1)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Summon Skeletons

End of Turn Discard
My Thoughts

Not a bad start, we can work with it. Probably next turn Imp + Skele + T1


GL;HF

P2T1


StartingHand Workers

STARTING HAND
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Wither


WORKERS
Fruit Ninja


NextHand

Bloom
Spark
Helpful Turtle
Brick Thief
Tenderfoot


Discard

Timely Messenger
Wither
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Grave - ($2)
Play Older Brother - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I’ll try Grave this time. He’s free to mid vandy and use her + haunt to kill Grave for 2 free levels, but I think that’s fine. I guess he could actually build heroes’ hall > tech 1 then, which is… maybe not fine. My follow up would be Tenderfoot + Hero + Tech 1, with bro in sql and tenderfoot in tech. Probably I tech Nimble Fencer + Two-Step and hope that’s enough to break through before T4 Metamorphosis. I think that’s a good enough plan that I can justify putting Grave in SQL here. If he doesn’t kill Grave, I might have a decent attack next turn, or at least force him to think carefully about how he patrols.

Link to all relevant rule changes

Game 3 Player 1, Turn 2

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Summon Skeletons

Events of Turn:


Upkeep:

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

Nimble Fencer, Dark Pact


Main:

  • Haunt hits your base to 19
  • Thieving Imp, discard #3 of 5 (3)
  • Skeleton Javelineer (2)
  • Worker (1)
  • Tech1 (0)
Workers

Skeletal Archery, Poisonblade Rogue

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

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:

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

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Dark Pact

End of Turn Discard
My Thoughts

Pretty board heavy response, gotta be a little careful, but plan remains, let’s keep at it


P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Rambasa Twin


STARTING HAND
Bloom
Helpful Turtle
Brick Thief
Tenderfoot
Spark


WORKERS
Fruit Ninja
Brick Thief


NextHand

Spark
Timely Messenger
Bloom
Rambasa Twin


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Grave - ($3)
Grave kills Imp
Play Tenderfoot - ($2)
Build Tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L3 Grave (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I could kill Vandy here - Bloom bro to kill imp, spark the Jav, and mid Grave to kill Vandy. That doesn’t seem worth it, though: I’d go down to 3 cards, skip Tech 1, Bro surely dies to Haunt/Deteriorate, and Grave likely dies to Fencer. I think the best choice is to mid Grave and eat the Imp, play Tenderfoot, and build Tech 1. The main question left is how to patrol with Grave. Not patrolling means that Frozenstorm needs more resources to kill Grave, but it’s still not too hard, as a single fencer scores a kill. I could put Grave in Technician, but that allows for sparkshot value. Tenderfoot next to Grave in scav is quite bad actually, since it allows Vandy kill tenderfoot + spark grave, then haunt or jav kills grave. I could put the tenderfoot in elite, but at that point I’d rather just not patrol grave and leave tenderfoot in technician. Maybe I get lucky and he doesn’t draw his tech cards so Grave survives. I’ll tech Rambasa to clog the board and Fencer to potentially counterattack (plus it’s cheap enough that I can play both cards if I draw them).

Link to all relevant rule changes

Game 3 Player 1, Turn 3

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Dark Pact
Nimble Fencer + Deteriorate (DP)

Events of Turn:


Upkeep:

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

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


Main:

  • Dark Pact, base to 18 draw 2 (5)
  • Midband Vandy, kill SQL (3)
  • Nimble Fencer, kill technician, you draw 1 (1)
  • Jav hucks a spear at Grave
  • Haunt trades with Grave, Vandy maxbands and dooms Jav
  • Worker (0)
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4

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:

  • Vandy (4/5 lvl 5)
  • Skeleton Javelineer (3/3 doomed)
  • Nimble Fencer (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Graveyard
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Pestering Haunt

End of Turn Discard
My Thoughts

Let’s kill all the counter-pressure and that should pave the way smooth to tech up.


P2T3


Tech StartingHand Workers

TECH
Hyperion
Argonaut


STARTING HAND
Bloom
Timely Messenger
Spark
Rambasa Twin
Nimble Fencer


WORKERS
Fruit Ninja
Brick Thief
Spark


NextHand

Argonaut
Wither
Helpful Turtle
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Nimble Fencer - ($4)
Fencer kills your Fencer
Play Rambasa Twin - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rambasa Twin A (4/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin B (3/2)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

That’s about what I expected. Luckily, I drew my own Fencer off of the technician draw, so I can at least kill his in retaliation. My next turn hand sucks unless I draw something good off of the reshuffle, so I’m likely going to spend next turn teching up. I should probably tech one tech 2 unit to play on turn 5, but going for 2 tech 2 cards leaves me high and dry if he can break my tech on turn 5, which is decently likely. Probably I need a way to help defend or break serve. I don’t see an easy way to do the latter, so I’ll just tech an Argonaut.
I’ll patrol in Elite + Technician here. Patrolling in scav->elite allows sparkshot+deteriorate to kill a twin, which lets an enemy fencer kill mine and live. Patrolling in SQL is worse than Elite vs Vandy, especially with Wither in my next draw. Patrolling with just one twin risks a tech break.

Link to all relevant rule changes

Game 3 Player 1, Turn 4

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Graveyard
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Pestering Haunt

Events of Turn:


Upkeep:

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

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


Main:

  • Graveyard (5)
  • Jandra, the Negator (2)
  • Worker (1)
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Thieving Imp
Nimble Fencer
Dark Pact
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Big yikes, that hurts, I did not draw well to tech up so think I want Graveyard and Jandra. I’m drawing into Dark Pact so I could get kinda crazy next turn if I don’t get mad attacks


P2T4


Tech StartingHand Workers

TECH
Tricycloid
Temporal Distortion


STARTING HAND
Helpful Turtle
Granfalloon Flagbearer
Wither
Argonaut


WORKERS
Fruit Ninja
Brick Thief
Spark


NextHand

Bloom
Older Brother (2/2+A)
Tenderfoot (1/2)
Hyperion
Timely Messenger


Discard

Wither
Rambasa Twin
Nimble Fencer (2/1)
Granfalloon Flagbearer
Helpful Turtle
Argonaut
Tricycloid
Temporal Distortion


Tech 2 card(s)
Get Paid - ($8)
Play Geiger - ($6)
Wither Jandra - ($4)
Twin A trades with Jandra, returns to Codex
Twin B + Fencer trade with Vandy, Geiger midbands
Build Tech 2: Present - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Geiger (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :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: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Three options here:
Worker, Play Argonaut, build Tech 2. This is the simplest line. The main question is whether to trade Fencer + Twin for Jandra. Probably yes, since Fencer is vulnerable to Deteriorate next turn.
Worker, Play Grave, Wither Jandra, Twin trades for Jandra, Twin + Fencer kill Vandy, play Argonaut. This builds the most board, but with only 2 attackers and no tech 2, I probably can’t secure a tech break next turn, so he beats me to tech 2.
Skip worker, Play Geiger, Wither Jandra, same attacks as above, build Tech 2. Geiger>Grave here to maxband with the Hyperion next turn. Main downside here is skipping a worker.
I think I like option 3 here, actually. With Geiger + Hyperion ready to go, I have a lot of explosiveness next turn. I’ll tech Trike + TD here, and am likely to tech the second Nimble Fencer and TD for Maestro or Grounded Guide down the line.

Thanks for waiting!

Link to all relevant rule changes

Game 3 Player 1, Turn 5

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Thieving Imp
Nimble Fencer
Dark Pact
Star-Crossed Starlet
Nimble Fencer (rs techn)

Events of Turn:


Upkeep:

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

Star-Crossed Starlet, Soul Stone
Maestro, Nether Drain
Star-Crossed Starlet, Nimble Fencer
Nimble Fencer, Dark Pact


Main:

  • Nimble Fencer (7)
  • Nimble Fencer (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Thieving Imp, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nimble Fencer (2/3a)
  • :target: Lookout:

In Play:

  • Graveyard (3hp, holding Jandra, the Negator)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Deteriorate
Nether Drain
Skeleton Javelineer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Time to tech up I think, could get scary but we’ll work with it!


P2T5


Tech StartingHand Workers

TECH
Temporal Distortion
Nimble Fencer


STARTING HAND
Hyperion
Timely Messenger
Tenderfoot (1/2)
Bloom
Older Brother (2/2+A)
Wither
Nimble Fencer (2/1)


WORKERS
Fruit Ninja
Brick Thief
Spark


NextHand

Temporal Distortion
Granfalloon Flagbearer
Temporal Distortion
Helpful Turtle
Argonaut


Discard

Nimble Fencer (2/1)
Older Brother (2/2+A)
Timely Messenger
Wither
Bloom


Tech 2 card(s)
Get Paid - ($8)
Play Hyperion - ($3)
Hyperion kills SQL Fencer, I shuffle and draw
Maxband Geiger, trashing and returning Hyperion - ($1)
Geiger kills Technician Fencer
Hyperion breaks Graveyard, I draw
Play Tenderfoot - ($0)

Float ($0)
Discard 5, draw 5


Board Info:
In Patrol:

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

In Play:

  • L5 Geiger (3/2)
  • Hyperion (4/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Okay, the plan here is to tech Fencer + TD, play Hyperion, and use Hyperion + maxband Geiger + Hyperion to kill the Fencers and break the graveyard. With fencers dead, I should be safe from hasty retaliation, and hopefully next turn I can attack with hyperion again, then TD for Grounded Guide or Maestro and do Fencer shenanigans. He’ll have tech 2 next turn, but without fencers that should be okay.
I hate skipping worker again, but I think I need to play Tenderfoot here to protect myself from sacrifice the weak. Plus, it should be good with Guide or Maestro next turn. I’m attacking the second fencer with Geiger instead of Hyperion since I want Hyperion to have enough health to attack a 3 or 4 attack patroller next turn.
Well, I drew an unplayable Fencer off of Hyperion, then bottomed the other Fencer for next turn. Hopefully the Hyperion draw (or Geiger’s midband) can get me to it.
Things can still go wrong before my next turn. Dark Pact drawing into Fencer is scary, and if he already has a Starlet in hand it’s a disaster (Starlet kills Tenderfoot, Fencer kills Geiger). Fingers crossed.

Big yikes

Link to all relevant rule changes

Game 3 Player 1, Turn 6

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Deteriorate
Nether Drain
Skeleton Javelineer
Sacrifice the Weak
Maestro (techn)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Dark Pact, Maestro
Star-Crossed Starlet, Soul Stone
Maestro, Nether Drain
Star-Crossed Starlet, Nimble Fencer
Nimble Fencer, Dark Pact


Main:

  • Maestro (6)
  • River (4)
  • Garth (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Skeleton Javelineer, Thieving Imp, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: River (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Maestro (3/5)

In Play:

  • Garth (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Soul Stone
Nimble Fencer
Dark Pact
Jandra, the Negator
Nether Drain

End of Turn Discard
My Thoughts

Ooof. Big oof. Breaking the haste availability is really tough. Lets see if I can recover… I’m probably not giving this as much thought as I should, might be a good place to reflect after the game


P2T6


Tech StartingHand Workers

TECH
Chronofixer
Chronofixer


STARTING HAND
Granfalloon Flagbearer
Argonaut
Temporal Distortion
Helpful Turtle
Temporal Distortion
Nimble Fencer


WORKERS
Fruit Ninja
Brick Thief
Spark
Helpful Turtle


NextHand

Tricycloid
Wither
Granfalloon Flagbearer
Rambasa Twin
Chronofixer


Tech 2 card(s)
Get Paid - ($8)
Play Grave - ($6)
Hyperion kills River, I draw, Grave midbands
Temporal Distortion Hyperion for Maestro - ($4)
Play Nimble Fencer
Fencer hits your Tech 1 for 2
Temporal Distortion Nimble Fencer for Star-Crossed Starlet - ($2)
Replay Nimble Fencer
Fencer + Starlet break Tech 1
Tenderfoot deals 2 to Tech 2
Geiger kills Skeleton
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Grave (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Maestro (3/5)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Geiger (3/1)
  • Tenderfoot (1/2)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I don’t want to tech Hyperion or Tricycloid, since if I don’t draw into fencer this turn I might use both TDs to get them. I also don’t want to tech in Starlet, since I might TD for one, and will want the other in the codex for later TD use. I don’t really need cards thanks to Hyperion, so I’ll tech Chronofixers I guess.
Okay, I found the Fencer, so I get to go to town here. I’d rather break T1 to keep enemy fencers out of play, and rather get my own army into play than trade off for the maestro.

1 Like
Old and busted turn

Nice pivot

Link to all relevant rule changes

Game 3 Player 1, Turn 7

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Soul Stone
Nimble Fencer
Dark Pact
Jandra, the Negator
Nether Drain

Events of Turn:


Upkeep:

  • Get Gold (10)
  • One card tech
All Teched Cards

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


Main:

  • Nether Drain Geiger, Garth to level 5 (9)
  • Garth hits SQL
  • Vandy + Maxband, dooms Tenderfoot and Skeleton (3)
  • Skeleton trades with Grave, Garth maxbands and fetches Grounded Guide
  • Soul Stone Maestro, kills your Maestro, you get 1g (1)
  • Make a skeleton (0)
Workers

Skeleton Javelineer, Thieving Imp, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 3 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5a lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (2/1)
  • :exhaust: Technician: Grounded Guide (4/4)
  • :target: Lookout:

In Play:

  • Garth (3/4 lvl 7)
  • Maestro (5/3, soul stone)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Nimble Fencer
Deteriorate
Graveyard
Maestro

End of Turn Discard
My Thoughts

Let’s hope my tech buildings stay up this time!


Geiger killed the skeleton last turn. Also nether drain doesn’t kill geiger, since he still has 4 health at midband. Also midband garth only has 3 health, so he can’t attack grave and live.

so what you’re saying is I dun fucked it up eh? :slight_smile: I’ll have to reconsider the turn considerably then lol, please be patient

1 Like

I think I just need to FF, I’m not getting enough done to constitute a reasonable defense. GG WP!

GG. Present is so fun. Looking back, I think turn 4 playing the Graveyard over deteriorating the fencer was the turning point.