Casual petE (White) vs codexnewb (Black)

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Training Grounds
Young Lightning Dragon


STARTING HAND
Savior Monk
Safe Attacking
Snapback
Rambasa Twins
Grappling Hook


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk


[/spoiler][/details]

[details=NextHand][spoiler]
Fox Primus
Sensei’s Advice
Aged Sensei
Sparring Partner


[/spoiler][/details]

[details=Discard][spoiler]
Grappling Hook
Snapback
Safe Attacking
Training Grounds
Young Lightning Dragon


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Grappling Hook, scav Skeleton to Elite
Grave kills SQL Skeleton, sparkshot kills elite Skeleton
Rambasa Twins - ($2)

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin #1 (3/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Smoker (1/1)
  • :pschip: [I]Technician[/I]: Rambasa Twin #2 (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave lvl 3 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7

[details=Thoughts][spoiler]


Good luck for me to have Grappling Hook T2 and T3 for the double Skeleton kills. I’m floating $2 rather than build Heroes Hall so I’ve the $ to max Grave to kill a SQL BC.

[/spoiler][/details]

"P2T3


Tech StartingHand Workers

TECH
Voidblocker
Voidblocker


STARTING HAND
Skeleton Javelineer (1/1)
Sacrifice the Weak
Graveyard
BC
Summon Skeletons


WORKERS
W1 - Thieving Imp
W2 - Jandra, the Negator
Skeleton Javelineer (1/1)


NextHand

Poisonblade Rogue
Deteriorate
Skeletal Archery
Pestering Haunt


Discard

Summon Skeletons
Sacrifice the Weak
Graveyard
Voidblocker
Voidblocker


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
BC` - ($4)
Summon Skeletons #1 and #2 - ($1)
Make a Skeleton #4 - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: BC (3/3+A)
  • :psfist: [I]Elite[/I]: Garth, lvl 1, (2/3)
  • :ps_: [I]Scavenger[/I]: Sk #1 (1/1)
  • :pschip: [I]Technician[/I]: SK #2 (1/1)
  • :target: [I]Lookout[/I]: SK #3 (1/1)
    [B]In Play:[/B]
  • Sk #4 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

BIG bummer for second grappling hook. oh well, nothing to do about it. tech 2 next turn. still ahve time to decide what i’ll do.

"

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
DeGrey
Martial Mastery


STARTING HAND
Sensei’s Advice
Fox Primus
Sparring Partner
Aged Sensei


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus


[/spoiler][/details]

[details=NextHand][spoiler]
Martial Mastery
Sensei’s Advice
Safe Attacking
Young Lightning Dragon


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Rambasa Twin and Smoker trade with BC
Other Twin kills lookout Skeleton
Grave kills Garth, sparkshot kills scav Skeleton, Grave to lvl 5
Grave to max - ($6)
Sparring Partner - ($5)
Tech2 Strength - ($1)
Tech Lab Discipline - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (4/5 + 1) [sword]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rambasa Twin (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Discipline)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Trying Strength with Discipline Tech Lab, so I can play Training Grounds/YLDs plus DeGrey for Skelly cleanup. Teching Martial Mastery to help with cycling and DeGrey.

[/spoiler][/details]

"P2T4


Tech StartingHand Workers

TECH
Shrine of Forbidden Knowledge
Blackhand Dozer


STARTING HAND
Pestering Haunt
Poisonblade Rogue
Skeletal Archery
Deteriorate


WORKERS
W1 - Thieving Imp
W2 - Jandra, the Negator
Skeleton Javelineer (1/1)
Poisonblade Rogue


NextHand

Summon Skeletons
BC
Voidblocker
Sacrifice the Weak


Tech 2 card(s)
Get Paid+scav - ($9)
Worker - ($8)
tech 2 demon - ($4)
orpal - ($2)
deteriorate Rambasa twin (return to codex as first Rambasa to die this turn).

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Sk #4 (1/1+A)
  • :psfist: [I]Elite[/I]: orpal (2/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: SK #2 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
    tech 2: 5hp

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

well, this game is pretty much over. should have started with vandy.

"

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Whitestar Grappler


STARTING HAND
Sensei’s Advice
Safe Attacking
Young Lightning Dragon
Martial Mastery
Snapback
DeGrey


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus


[/spoiler][/details]

[details=NextHand][spoiler]
Grappling Hook
Aged Sensei
Training Grounds
Smoker


[/spoiler][/details]

[details=Discard][spoiler]
Sensei’s Advice
Martial Mastery
Snapback
DeGrey
Safe Attacking
Bird’s Nest
Whitestar Grappler


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Martial Mastery, dc1 dr2 - ($7)
Rook - ($5)
Young Lightning Dragon - ($2)
Sparring Partner taps to put 1/1 on YLD
Grave kills SQL Skeleton
Grave’s Sword kill Orpal, Rook to lvl 3

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 3 (2/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner (2/2)
  • Young Lightning Dragon (4/4) [with 1/1 rune]
  • Grave lvl 7 (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech Lab HP: 4 (Discipline)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

[details=Thoughts][spoiler]


Sorry not to draw Training Grounds in hand or off Martial Mastery draw, but YLD is good here to lock down Tech2 building until he can patrol a Plague Spitter.

[/spoiler][/details]

"P2T5


StartingHand Workers

STARTING HAND
BC
Summon Skeletons
Sacrifice the Weak
Voidblocker


WORKERS
W1 - Thieving Imp
W2 - Jandra, the Negator
Skeleton Javelineer (1/1)
Poisonblade Rogue
Summon Skeletons


NextHand

Deteriorate
Pestering Haunt
BC (3/3+A)


Discard

Sacrifice the Weak


Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
Bone Collector - ($8)
Void Blocker - ($5)
tech 3 - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: SK #2 (1/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: BC (3/3)
  • :pschip: [I]Technician[/I]: Voidblocker (2/6)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
    tech 3 HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 5
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

like i said, pretty much over. tech 3 is just to disctract him.

"

May be breaking the wrong Tech building…

P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Earthquake
Earthquake


STARTING HAND
Training Grounds
Grappling Hook
Aged Sensei
Smoker


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus
Aged Sensei


[/spoiler][/details]

[details=NextHand][spoiler]
Earthquake
DeGrey
Sensei’s Advice
Snapback


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Grave kills Skeleton
Rook to mid kills BC - ($7)
Rook to max - ($4)
Training Grounds - ($3)
YLD with $1 charge breaks Tech2 - ($2)
Sparring Partner taps to give Grave +1/1
Destroy Tech Lab to build Heroes Hall, Base to 18

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (5/4 + 1) [with 1/1 rune]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Training Grounds (4)
  • Young Lightning Dragon (4/4) [with 1/1 rune]
  • Sparring Partner (2/2)
  • Rook lvl 8 (4/6)
    [B]Buildings:[/B]
  • :heart: Base HP:
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Thoughts][spoiler]


May regret this considerably, calling his bluff that he didn’t Tech Zarras T4 (or he did, but doesn’t have them in hand). So breaking Tech2 rather than Tech3 with YLD. (Gulp)

Since I’ve played out my Discipline cards, switched to Heroes Hall for potential to have 3 maxed Heroes.

[/spoiler][/details]

"P2T6


Tech StartingHand Workers

TECH
Zarmamond
Zarmamond


STARTING HAND
BC (3/3+A)
Pestering Haunt
Deteriorate


WORKERS
W1 - Thieving Imp
W2 - Jandra, the Negator
W3 - Skeleton Javelineer (1/1)
W4 - Poisonblade Rogue
W5 - Summon Skeletons
W6 - Pestering Haunt


NextHand

Blackhand Dozer
Shrine of Forbidden Knowledge
Voidblocker
Graveyard


Discard

Sacrifice the Weak
BC (3/3+A)
Deteriorate
Zarmamond
Zarmamond


Tech 2 card(s)
Get Paid+scav - ($11)
max garth, summon gargoyle - ($3)
activate gargoyle, - ($2)
worker - ($1)
rebuild tech 2
make a skeleton - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Voidblocker (2/6+A)
  • :psfist: [I]Elite[/I]: Gargoyle 4/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth, lvl 7, 3/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

im aboutto get wrecked in like 3 different ways

"

Corrected my worker count to 10 from 9 (I’d put the workered card in discard instead of worker column last turn). And still hoping you don’t have Zarra in this cycle.

EDIT: Your Base was at 18, now at 14

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Sensei’s Advice
DeGrey
Snapback
Earthquake


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus
Aged Sensei
Smoker


[/spoiler][/details]

[details=NextHand][spoiler]
Earthquake
Safe Attacking
Bird’s Nest


[/spoiler][/details]

[details=Discard][spoiler]
Snapback
Earthquake
Sensei’s Advice
DeGrey


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($12)
Earthquake, 1dmg to your Tech buildings and Base - ($7)
Setsuki - ($5)
Training Grounds taps to maxband Setsuki
Sparring Partner taps to add 1/1 to Setsuki
Snapback Grave for Orpal - ($2)
Sensei’s Advice buffs YLD - ($1)
YLD kills Gargoyle

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (5/4 + 1) [with 1/1 rune]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Rook lvl 8 (4/6) [twl lives]
    [B]In Play:[/B]
  • Training Grounds (4)
  • Young Lightning Dragon (4/1) [with 1/1 rune]
  • Sparring Partner (2/2)
  • Setsuki lvl 6 (4/5) [with 1/1 rune]
    [B]Buildings:[/B]
  • :heart: Base HP:
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


Still hoping he doesn’t have Zarra in this cycle. Assuming he doesn’t, best way to be sure of drawing second Earthquake next turn is to Snapback Garth into Orpal so he can’t cast Nether Drain or Doom Grasp on Setsuki. With 3 card draw + 2 from Setsuki max and with Martial Mastery in deck, I’ve ~95% chance of drawing the Quake.

[/spoiler][/details]

"P2T7


StartingHand Workers

STARTING HAND
Shrine of Forbidden Knowledge
Blackhand Dozer
Graveyard
Voidblocker


WORKERS
W1 - Thieving Imp
W2 - Jandra, the Negator
W3 - Skeleton Javelineer (1/1)
W4 - Poisonblade Rogue
W5 - Summon Skeletons
W6 - Pestering Haunt
Graveyard


NextHand

BC (3/3+A)
Skeletal Archery
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($11)
Blackhand Dozer - ($7)
Shrine of Forbidden Knowledge - ($4)
Mid Orpal, sacrificce skeleton to put rune on Dragon for the kill - ($1)
worker - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Voidblocker (2/6+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Orpal, lvl 3, 2/4
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Blackhand Dozer (7/6)
  • Shrine of Forbidden Knowledge
    [B]Buildings:[/B]
  • :heart: Base HP: 4
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4
  • :heart: Tech III HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 12
Thoughts

honestly cant believe ive survived this long. i lost this game on turn one, so pretty happy with the way it’s turned out.

"

P1 Turn8


[details=Tech StartingHand Workers][spoiler]
TECH
Fox’s Den Students
Fox’s Den Students


STARTING HAND
Bird’s Nest
Safe Attacking
Earthquake
Smoker
Martial Mastery
Grappling Hook
Whitestar Grappler


WORKERS
Morningstar Flagbearer
Fox Viper
Savior Monk
Fox Primus
Aged Sensei
Smoker


[/spoiler][/details]

[details=NextHand][spoiler]
Safe Attacking
Earthquake
Smoker


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Draw 2 from Setsuki max
Martial Mastery, dc1 dr3, look at your hand - ($10)
Earthquake, breaks your Tech buildings, 1dmg to Shrine, Base to 4HP - ($5)
Grappling Hook, Voidblocker to lookout
Setsuki kills Orpal swiftly
Bird’s Nest, summon Birds - ($3)
Whitestar Grappler - ($0)
Sparring Partner taps to add rune to Rook

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (6/4 + 1) [with 1/1 rune]
  • :psfist: [I]Elite[/I]: Rook lvl 8 (7/6) [with 1/1 rune]
  • :ps_: [I]Scavenger[/I]: Bird (1/1)
  • :pschip: [I]Technician[/I]: Bird (1/1)
  • :target: [I]Lookout[/I]: Whitestar Grappler (3/5)
    [B]In Play:[/B]
  • Training Grounds (4)
  • Sparring Partner (2/2)
  • Setsuki lvl 6 (5/5) [with 1/1 rune]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Should be GG, can finish Base with another Quake, FDS or Birds.

[/spoiler][/details]

GG.; I just thought I would drag it out JUST in case I had a lucky hand and you had an unlucky one.

I made a huge mistake in using summon skeletons to patrol. not only did they not trade well, but i didnt get as many defender rewards as i needed due to that double grappling hook, and it all avalanched from there. if i could redo, i would have played Thieving Imp first. lesson learned.

I was lucky to have Grappling Hook both T2 and T3, though even without them Summon Skeletons is expensive early. Orpal in elite can be a good answer to P1 Grave pressure.

yeah. but honestly, im loving the tech lab for the purpose of YLD and Training grounds. great use of the heros. See my new P1 T1 below, if you’re down.

"P1T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Pestering Haunt
Deteriorate
Poisonblade Rogue
Sacrifice the Weak


WORKERS
Summon Skeletons


NextHand

Thieving Imp
Skeleton Javelineer
Graveyard
Skeletal Archery
Jandra, the Negator


Discard

Pestering Haunt
Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Poisonblade Rogue - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Poisonblade Rogue (2/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

PBR P1T1,m should be interesting. might defer him from putting out hero’s at all. i can get orpal out there and start rolling runes on him. depending on my hand next turn, might tech in sickness

"

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Morningstar Flagbearer
Smoker
Snapback
Fox Primus
Fox Viper


WORKERS
Fox Viper


[/spoiler][/details]

[details=NextHand][spoiler]
Grappling Hook
Savior Monk
Sensei’s Advice
Aged Sensei
Safe Attacking


[/spoiler][/details]

[details=Discard][spoiler]
Snapback
Fox Primus
Morningstar Flagbearer


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
Rook - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Smoker (1/1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts][spoiler]


A rune on Rook will be pretty annoying, but don’t think it’s worth the $2 cost from his point of view.

[/spoiler][/details]

"P1T2


Tech StartingHand Workers

TECH
Sickness
Bone Collector


STARTING HAND
Skeleton Javelineer
Graveyard
Jandra, the Negator
Thieving Imp
Skeletal Archery


WORKERS
Summon Skeletons
Jandra, the Negator


NextHand

Bone Collector
Sacrifice the Weak
Thieving Imp
Sickness
Skeletal Archery


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($4)
orpal - ($2)
graveyard - ($0)
poisonbalde rogue runs into rook, amor pierce, two -1/-1 runes to rook

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Orpal (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (PBR)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

that worked out well. teching in sickness and BC. BC should be more valuable given i can actually use his abillity.

"

Oops, forgot that Rogue has armour piercing.

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Inverse Power Ninja
Inverse Power Ninja


STARTING HAND
Aged Sensei
Sensei’s Advice
Grappling Hook
Safe Attacking
Savior Monk


WORKERS
Fox Viper
Aged Sensei


[/spoiler][/details]

[details=NextHand][spoiler]
Fox Primus
Morningstar Flagbearer
Sensei’s Advice
Inverse Power Ninja
Snapback


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Saviour Monk - ($4)
Tower - ($1)
Smoker pings Graveyard

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B] Zombie Rook lvl 1 (0/2 + 1) [2 x -1/1 runes]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Savior Monk (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Smoker (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


OK, it’s 2 not 1 rune that Rook takes, forgot about Rogue’s armour piercing. Think my best approach is building early Tech2 so that I can play another hero T4. Teching 2xIPNs, and floating $1 so I can play one while building Tech2.

[/spoiler][/details]

"P1T3


Tech StartingHand Workers

TECH
Abomination
Abomination


STARTING HAND
Sickness
Sacrifice the Weak
Skeletal Archery
Bone Collector
Thieving Imp


WORKERS
W1 - Summon Skeletons
W2 - Jandra, the Negator
W3 - Skeletal Archery


NextHand

Pestering Haunt
Skeleton Javelineer
Thieving Imp
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
sickness, runes SM and smoker, bounce smoker to your hand - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Orpal (1/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bone Collecter (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard (PBR)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

going for double abomination to try and avoid the penalties of porcupine and glorious ninja. would be sueful anyways since i ahve disease cycle going well.

"

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Training Grounds
Young Lightning Dragon


STARTING HAND
Inverse Power Ninja
Sensei’s Advice
Fox Primus
Morningstar Flagbearer
Snapback


WORKERS
Fox Viper
Aged Sensei
Fox Primus


[/spoiler][/details]

[details=NextHand][spoiler]
Training Grounds
Young Lightning Dragon
Safe Attacking
Grappling Hook
Inverse Power Ninja


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
IPN - ($4)
Tech2 Discipline - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Inverse Power Ninja (4/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Zombie Rook lvl 1 (0/2) [2 x -1/1 runes]
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Savior Monk (1/1) [with 1/1/ rune]
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Bit repetitive, but Discipline does seem the best spec for me in this matchup.

[/spoiler][/details]

"P1T4


Tech StartingHand Workers

TECH
plague lab
plague lab


STARTING HAND
Pestering Haunt
Skeleton Javelineer
Deteriorate
Thieving Imp


WORKERS
W1 - Summon Skeletons
W2 - Jandra, the Negator
W3 - Skeletal Archery
W4 - Pestering Haunt


NextHand

Abomination
Sickness
Abomination
Thieving Imp
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 disease - ($3)
tap Graveyard, summon PBR - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collecter (3/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: PBR (2/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard ()
  • Orpal (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

hmm, discipline huh. teching plague lab because it’s nota target. focus master wont help him much. i think he’s making a mistake. but ill have to watch out for training grounds.

"