Grave’s sparkshot good for Skeleton clean-up. Can’t leave Grave on 2HP, vulnerable to 2/4 mid Garth after STW, so levelling up rather than playing out another unit.
With playing Graveyard he’s not putting much on the board. So floating $4 so I can max Grave, attack and use sword, play second Bone Collector and build Tech2 next turn. With Grappling Hook in next hand, could do a fair amount of damage, though STW clearing my Bone Collector would limit things. Fine for me if he trades lvl 4 Garth + Haunt against lvl 3 Grave, I’ll put the floated $$ into Drakk instead.
It would be fun to read your thoughts after the game. I’m guessing Grave did his part and we’ll see some Blood coming?
"P2T3
Tech StartingHand Workers
TECH
Nether Drain
Bone Collector
STARTING HAND
Sacrifice the Weak
Deteriorate
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Doom Grasp
WORKERS
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
NextHand
Sacrifice the Weak
Graveyard
Bone Collector
Summon Skeletons
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
summon a skeleton - ($7)
Doom Grasp on Grave, Garth levels - ($3)
sac the weak, bone collector dies - ($1)
Garth midband - ($0)
Garth and the Haunt swing at your tech 1, down to 1HP
There was a mistake in my last post… Sorry about that. I’m not editing the post but instead I note that I actually have only 4 cards in my discard (there was a card there that I forgot to remove, my mistake).
Big loss of momentum, unfortunately. I’ve 2 Crashbarrows in the next hand to get things going again. If I don’t get hit with Imp will likely be able to break Tech2 and possibly Tech1 too. Haven’t played Blood much, so not sure if I’m supposed to going full on hasty rush here (Land Octopuses etc) or go a bit slower and include units that will hang around and help out with card problems coming. I’ll go with the slower approach – teching Rambasa Twins (card efficient, decent 8atk with mid Drakk) and Kidnapping (good in deck, especially if he goes Demonz).
[details=Tech StartingHand Workers][spoiler]
TECH
Land Octopus
War Drums
STARTING HAND
Safe Attacking
Sensei’s Advice
Aged Sensei
Crashbarrow
Crashbarrow
WORKERS
Morningstar Flagbearer
Fox Viper
Smoker
Fox Primus
Aged Sensei
[/spoiler][/details]
[details=NextHand][spoiler]
Kidnapping
Land Octopus
Safe Attacking
Savior Monk
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Drakk to lvl 4 - ($6)
Crashbarrow #1 kills Bone Collector (to Graveyard), overpower kills Skeleton, you gain $1 - ($3)
Crashbarrow #2 breaks Tech2, your Base to 18HP - ($0)
Drakk kills Garth, Drakk to lvl 6
Bone Collector destroys Graveyard (your Bone Collector to discard), I gain a Skeleton
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Bone Collector (3/3)
Drakk lvl 6 (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 1
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Get to do plenty of damage with the two Crashbarrows. Breaking Tech2 and Graveyard with a Crashbarrow + Bone Collector, though alternative of going straight for Base (11dmg to 9HP) also tempting as Tech2 Necro isn’t particularly scary to leave up. With Drakk maxed, teching War Drums + Land Octopus.
Thanks. I was playing against that pesky building inspector in the other game, so I had to pay there and accidentally carried it over. I’ll just float the gold.
STARTING HAND
Kidnapping
Savior Monk
Safe Attacking
Land Octopus
Grappling Hook
WORKERS
Morningstar Flagbearer
Fox Viper
Smoker
Fox Primus
Aged Sensei
Safe Attacking
[/spoiler][/details]
[details=NextHand][spoiler]
Rambasa Twins
Crashbarrow
Sensei’s Advice
War Drums
[/spoiler][/details]
[details=Discard][spoiler]
Bone Collector
Grappling Hook
Kidnapping
Shoddy Glider
Bloodlust
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Drakk kills Tech Skeleton, you draw
Land Octopus (hasted by Drakk) - ($5)
Octopus kills Elite Skeleton, overpower deals 8dmg to Base to 10HP
Garth - ($3)
Garth makes a Skeleton - ($2)
Saviour Monk - ($0)
Tech 1 rebuilds
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Saviour Monk (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Land Octopus (8/5)
Drakk lvl 6 (3/3)
Garth lvl 1 (1/3)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
With hasted Land Octopus, I’ve the choice of killing Vandy and getting free levels, or hitting Base for 8HP down to 10HP. Seems like I should hit the Base, and see if I can finish in the next turn or two.