Everything should be right now.
Edit: @Hobusu, good to know. Thanks.
TECH
Calypso Vystari
Dinosize
STARTING HAND
Careless Musketeer
Charge
Birdās Nest
Pillage
Mad Man
WORKERS
Scorch
Bloodburn
Pillage
Bloodrage Ogre
Gunpoint Taxman
Nautical Dog
Makeshift Rambaster
Charge
Bombaster
Careless Musketeer
Mad Man
Calypso Vystari
Dinosize
Tech 2 card(s)
Randomly discard #3 out of 5
Get Paid + float - ($7)
Worker - ($6)
Rook casts Birdās Nest - ($4)
Rook kills Skeleton Javelineer and takes 2 damage
Level Rook to Lv. 5, healing him - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]Current Decklist:
I think Iāve reached equilibrium, or maybe an advantage. I had trouble deciding between Thunderclap and Entangling Vinesā¦ But then I realized that Iām definitely building either Tech II or a Heroesā Hall next turn, so I can get a Growth spell instead. Dinosize can be used either to have a Bird one-shot anything he has access to at the moment, or with Doubling Barbarbarian to have a 15/17 with overpower for a turn, or on Colossus for 12 unstoppable damage to base. Yeah, if I build Tech II itāll be Strength. Maybe a Tech Lab later if I donāt build a Heroesā Hall, but not likely. Oh, Calypso Vystari is a cheap unit that works well in a spell-based plan, and since thereās a real chance I could be teching two Earthquakes next turnā¦[/spoiler][/details]
P2T3
TECH
Mythmaking
Gargoyle
STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Deteriorate
Birdās Nest
Thieving Imp
Pestering Haunt
WORKERS
Summon Skeletons
Skeletal Archery
Dark Pact
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Shadow Blade
Tech 2 card(s)
Get Paid + float - ($7)
tap Vandy, discard tutor dark pact - ($6)
Dark Pact
Thieving imp, you discard 1 - ($3)
Jandra - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]In Play:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
This is tricky. I donāt want to let him Max Rook. I think my best option is to summon my own birds for defense, then max Vandy+ deteriorate Rook to kill him and gain levels on my own rook. The other options I see leave him open for big counters. I hate giving him a 3/3 flyer, but I guess I get one too, so thatās a plus. Nope, that doesnāt workā¦ hmmā¦ I think Iām going to tutor a dark pact to fix my draw, then play deteriorate + Sac the weak to wipe the birds, then play Jandra? Maybe Iāll tech a couple of Soulstones to possibly buff whatever I play. Yeah. Wait. I already reshuffled, so even if I double dark pact, Iām not going to draw whatever I tech. I guess something like entangling vines/discord possibly, or Mythmaking/Gargoyle? that seems alright. Iāll do that, I guess. Nope. I did what I posted. I didnāt like it. Iām probably gonna die. Hopefully, if I keep hitting his hand, I can buy time to deal with Rook, but Iām not optimistic.
@Hobusu messed it up again. I forgot to unplay the worker I was thinking about. Iāll revert and do it again.
Edit: @Hobusu fixed.
Edit; @Hobusu Wow. I guess Iām still getting the hang of this. I just realized I messed another thing up (No Javelineer in discard). I can fix it though.
Edit: @Hobusu OK. Itās right now. Added the Javelineer and the Dark Pact to discard.
No worries! Itās better to get mixed up in a casual game so that you donāt have to worry about it as much if you ever enter a tournament. Speaking of which, in a tournament setting you would be the one randomizing which card gets discarded by Thieving Imp or Shadow Blade.
TECH
Doubling Barbarbarian
Colossus
STARTING HAND
Nautical Dog
Gunpoint Taxman
Makeshift Rambaster
Bloodrage Ogre
WORKERS
Scorch
Bloodburn
Pillage
Bloodrage Ogre
Nautical Dog
Doubling Barbarbarian
Dinosize
Tech 2 card(s)
Randomly discard #3 of 4
Get Paid - ($7)
Worker - ($6)
Recruit Gunpoint Taxman - ($4)
Build Strength Tech II - ($0)
Cucco and Pipi peck Jandra and Vandy for 1 damage each
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]Current Decklist:
Tricky patrolā¦ If Iād attacked into it, he could have killed Rook and maxed Vandy. So instead Iām turtling until I can get a Tech II. Thankfully, I got one in my next hand, so thatāll help a lot. Got Barbarbarian for synergy with Arg and Colossus to threaten lethal if he uses more Dark Pacts.[/spoiler][/details]
OK, I know I fixed this, but Iām noticing that when the spreadsheet is reverted and changes are made, not all of those changes are reflected after clicking Discard/Draw. Iām not sure why this happens, but Iāve seen it a couple of times now. In this particular case, the Dark Pact didnāt register as being in my discard pile. I wonder if Iām leaving the cell open for editing, and it doesnāt update when the script runs. I donāt know. now that youāve done your turn, itās potentially tricky. I wouldnāt be changing my turn, though, just fixing it. If you prefer, I can just throw a DP into my deck (without redrawing to give myself a chance to draw it). I will do whatever you choose, and I really apologize for all the confusion. Thereās a lot of moving parts here.
Edit: @Hobusu in the interest of time, Iāll revert, re-add, and redraw, then take my turn. If you prefer that I keep this hand and add a DP to my deck, Iāll do that, and change the turn accordingly
Go ahead, I donāt mind if your hand changes. I hope you can figure out whatās causing the issues, though.
P2T4
TECH
Soul Stone
Entangling Vines
STARTING HAND
Shadow Blade
Dark Pact
Poisonblade Rogue
Graveyard
Mythmaking
Gargoyle
Birdās Nest
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Sacrifice the Weak
Deteriorate
Dark Pact
Pestering Haunt
Skeleton Javelineer
Dark Pact
Shadow Blade
Mythmaking
Gargoyle
Poisonblade Rogue
Birdās Nest
Soul Stone
Entangling Vines
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Dark Pact, take 2 dmg, draw 2
Maxband Vandy (she heals) (+2/+2 to Imp and Taxman) - ($4)
Imp hits taxman, breaking armor and dealing 3. Imp dies)
Shadowblade on Taxman, it dies, you discard #3 of 3 - ($1)
Float ($1)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
I canāt figure out a way to mount a good defense, but this seems like a shot, at least. Iām probably gonna die still. Teching for survival, hoping for the best.
@Hobusu changed
@Hobusu fixed another forgotten discard. This one didnāt require a reversion, though, because I didnāt reshuffle, so I just tossed the imp into the discard after the fact.
Sorry, but both Tech buildings and Add-ons take until end of turn to build. Since you hadnāt had that Heroesā Hall at the start of your turn, you canāt summon Rook yet. You could summon him if you suicide Vandy first, but that might not be the best option.
Huh. I thought that was just tech buildings. Well, back to the drawing board. I donāt have many options right now unfortunately. I think you probably have this.
While Iām thinking of it, what are Muninn and Huginn supposed to reference?
That info about add-ons really changes everything. If I had known that at the start of the game, I would have played differently (I was worrying about lines where you played HH+Zane in one turn, and thus being unnecessarily over-defensive).
That explains a lotā¦ I think we can agree that this game is a lost cause for you, since youāve been playing with the assumption that both of us could use strategies that werenāt possible.
I concur. Start over?
Sounds good. I might not take too many more turns today, but we can at least get started.
Do you have a preference re: p1/p2? I clearly need to work on both. I have no preference, so if you do, weāll go with that. If you are similarly indifferent, I roll 78.
I got 74, so you can go first.
Alright, here goes.
P1T1
STARTING HAND
Graveyard
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Skeleton Javelineer
WORKERS
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Jandra, the Negator
Skeletal Archery
Thieving Imp
Deteriorate
Graveyard
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Vandy Androse - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
Vandy to start seems solid. I donāt like this split. Iād prefer to have Jandra and/or Imp turn 1 and my removal spells turn 2 (as first player anyway. Iād be fine with this as second player.) Depending on what he does, Iāll probably shoot for Jandra+Mythmaking again, but I may switch it up with Imp or Jandra (probably imp) into Heroesā Hall
STARTING HAND
Charge
Pillage
Bloodrage Ogre
Careless Musketeer
Bloodburn
WORKERS
Bloodburn
Nautical Dog
Mad Man
Makeshift Rambaster
Scorch
Bombaster
Careless Musketeer
Charge
Pillage
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Rook - ($2)
Recruit Bloodrage Ogre - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
The only real decisions here was whether to summon Arg or Rook and how to patrol them. A bit of calculation showed that Rook as Squad Leader is safest ā Vandy and Javelineer could kill him if he maxes Vandy, but then I can revenge kill with Ogre next turn.
P1T2
TECH
Nimble Fencer
Dark Pact.
STARTING HAND
Summon Skeletons
Jandra, the Negator
Thieving Imp
Pestering Haunt
Skeletal Archery
WORKERS
Poisonblade Rogue
Skeletal Archery
Thieving Imp
Dark Pact.
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Midband Vandy - ($0)
Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]In Play:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
Ugh. Everything costs 3 on a turn when I can only spend 2. What I wouldnāt give for Sac the weak right now. If only I were mono-colored and could build tech for 1. I guess Iāll level Vandy. Iām trying something different with the tech this turn. I figure maybe I can surprise him with a hasty virtuoso.