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:
Squad Leader: L1 River (2/3+A)
Elite:
Scavenger:
Technician:
Lookout: Tenderfoot (1/2)
In Play:
*
Buildings:
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.
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.
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.
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:
Squad Leader: Tricycloid (3/3+A)
Elite:
Scavenger:
Technician: L3 Geiger (2/4)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
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).
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:
Squad Leader: Tricycloid (3/3+A)
Elite:
Scavenger:
Technician: L1 Grave (2/3)
Lookout:
In Play:
L5 Geiger (4/5)
Buildings:
Base HP: 19
Tech I HP: 5
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.
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
Patrol as below
Discard 1 Draw 3
Board Info:
Buildings:
Base HP: 14
Tech1 HP: 5
Tech2 HP: 5 Finesse
In Patrol:
Squad Leader: Vandy (3/4a lvl 3)
Elite:
Scavenger:
Technician:
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!
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