Hi @FrozenStorm gl hf! I’ve read several PbF threads to learn best practices but please call me out if I mess something up!
Player 1 Turn 1
Starting hand
Neo Plexus
Nullcraft
Temporal Research
Fading Argonaut
Plasmodium
Upkeep
Income (4)
Main phase actions
- Worker (3)
- Fading Argonaut (1)
Discard 3 draw 5
Patrol Zone
SQL:
ELT:
SCV: Fading Argonaut (2/3, 3 time runes)
TCH:
LKT:
Buildings
Base: 20
Workers: 5
Floating gold: 1
End turn hand size: 5
End turn deck size: 0
End turn discard size: 3
Workers (newest worker in parens)
(Plasmodium)
New Hand
Tinkerer
Time Spiral
Hardened Mox
Battle Suits
Forgotten Fighter
New Discard (before tech)
Neo Plexus
Temporal Research
Nullcraft
Looks like you got the hang of it so far! As long as the opponent knows how you affected their board, and you list your patrol, backline, buildings, gold and deck state, that’s all the key bits of info.
My post format tends to be on the longer side, as I like to use the advantage of this site’s record-keeping as a way for others to learn and spectate just by reading through my turns, but that’s not at all expected of people (it actually bothers some, and I apologize if it bothers you).
GL HF @raulendymion!
Player 2, Turn 1
P1 Mono Purple vs P2 Mono Black
[details=Starting Hand]
Deteriorate
Pestering Haunt
Skeletal Archery
Summon Skeletons
Jandra, the Negator
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (5)
- No techs turn 1
[details=All Teched Cards]
none
[/details]
###Main:
- Summon Garth (3)
- Garth makes a skeleton (2)
- Pestering Haunt (2)
- Worker Up (1)
[details=Workers]
Jandra, The Negator
[/details]
-
-
Patrol as below
- Discard 3 Draw 5
- Float 1g, Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 20
####In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician:
-
Lookout:
####In Play:
- Garth Torken (1/3 lvl 1)
- Pestering Haunt (1/1 unstoppable)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Thieving Imp
Skeleton Javelineer
[/details]
[details=End of Turn Discard]
Summon Skeletons
Skeletal Archery
Deteriorate
[/details]
[details=My Thoughts]
I love skeletons, I miss my childhood diablo 2 days playing the Necromancer If only I could make a Fire Golem too… Standard start, weak to Nullcraft + Battle Suits but that’s fine, I’d just imp him down cards further if he did that.
[/details]
Doesn’t bother me at all, I have really appreciated it reading through other games.
Player 1 Turn 2
Starting discard pile (tech choices in parens)
(Stewardess of the Undone)
(Now!)
Neo Plexus
Temporal Research
Nullcraft
Starting hand (cards drawn after draw phase in parens)
Tinkerer
Time Spiral
Hardened Mox
Battle Suits
Forgotten Fighter
Tech 2 cards
Upkeep
Income, 1 floated gold (6)
Fading Argonaut down to 2 time runes
Main phase actions
- Worker (5)
- Tech 1 (4)
- Play Geiger (2)
- Play Tinkerer (0)
Discard 3, reshuffle, draw 5
Patrol Zone
SQL:
ELT:
SCV: Tinkerer (1/2)
TCH: Fading Argonaut (2/3, 2 time runes)
LKT:
Non-patrollers
Geiger (L1, 2/3)
Buildings
Base: 20
Tech 1: 5
Workers: 6
Floating gold: 0
End turn hand size: 5
End turn deck size: 3
End turn discard size: 0
Workers (newest worker in parens)
(Time Spiral)
Plasmodium
New Hand
Neo Plexus
Now!
Nullcraft
Temporal Research
Battle Suits
Thoughts
I like Hardened Mox, but I also like not losing Fargo to Sac The Weak. Pretty scared of that extra floated gold…
I’m genuinely happy to hear the format was appreciated for a new player, as that’s exactly who I want it to be friendly to!
Player 2, Turn 2
P1 Mono Purple vs P2 Mono Black
[details=Starting Hand]
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Thieving Imp
Skeleton Javelineer
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in from codex
[details=All Teched Cards]
Dark Pact, Bone Collector
[/details]
###Main:
- Hero’s Hall (5)
- Tech 1 (4)
- Thieving Imp, Discard a card at random {random.org rolled #5 out of 5, if you don’t have another means of random discarding} (1)
- Pestering Haunt pings your tech 1 down to 4hp
- Worker Up (0)
[details=Workers]
Graveyard, Jandra, The Negator
[/details]
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
####In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician:
-
Lookout:
####In Play:
- Garth Torken (1/3 lvl 1)
- Pestering Haunt (1/1 unstoppable)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Dark Pact
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Going for imp anyway, I have a feeling he went for KotC with that tinkerer drop so putting him down on cards will be useful. FArgo is about to fade away, I’m going for my standard turn 2 techs to get big board advantage.
[/details]
Player 1 Turn 3
Discard card #5 for Thieving Imp
Starting discard pile (tech choices in parens)
(Stewardess of the Undone)
(Seer)
Battle Suits
Starting hand (cards drawn after draw phase in parens)
Neo Plexus
Now!
Nullcraft
Temporal Research
(Forgotten Fighter)
Tech 2 cards
Upkeep
Income (6)
Fading Argonaut down to 1 time rune
Main phase actions
- Worker (5)
- Geiger to L3 (3)
- Exhaust Geiger to cycle a card (3)
- Forgotten Fighter the scavenging Skeleton (1)
- Exhaust Tinkerer to give Fading Argonaut a time rune
Discard 2, draw 2, reshuffle, draw 2
Patrol Zone
SQL:
ELT:
SCV:
TCH: Fading Argonaut (2/3, 2 time runes)
LKT:
Non-patrollers ( [] = exhausted )
[Geiger (L3, 2/4)]
[Tinkerer (1/2)]
Buildings
Base: 20
Tech 1: 4
Workers: 7
Floating gold: 1
End turn hand size: 4
End turn deck size: 5
End turn discard size: 0
Workers (newest worker in parens)
(Temporal Research)
Time Spiral
Plasmodium
New Hand
Hardened Mox
Stewardess of the Undone
Battle Suits
Forgotten Fighter
Thoughts
Losing Battle Suits to the Imp is big. Now trading is really unattractive. I had a 2/3 chance to draw a bounce with Geiger’s midband and I took it. 2 gold and a card to destroy a token that cost 1 gold feels bad, but what I’m afraid of is allowing him to play Orpal, midband, and sac the skeleton to start the disease train rolling. Now if he does that, at least he has to lose a better unit. Plus, giving him the Imp back when I’m already down on cards is scary.
I had an alternative line: play Neo Plexus, haste it with Now!, play Nullcraft. Put Geiger and Nullcraft into the Imp, Tinkerer into the skeleton, and the hasty Plexus and Fargo into Garth, leveling and healing Geiger. But I think it’s too early to discard 0 draw 2.
Player 2, Turn 3
P1 Mono Purple vs P2 Mono Black
[details=Starting Hand]
Dark Pact
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Bone Collector (DP)
Summon Skeletons (DP)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (7) * Note I do not get scavenger gold for skeleton
- Tech 2 cards in from codex
[details=All Teched Cards]
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
[/details]
###Main:
- Vandy (5)
- Dark Pact, my base to 18, draw 2 (5)
- Bone Collector (3)
- Garth makes a Skeleton (2)
- Skeleton Javelineer (1)
- Deteriorate Tinkerer (1)
- Haunt takes Tinkerer
- Worker Up (0)
[details=Workers]
Skeletal Archery, Graveyard, Jandra, The Negator
[/details]
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Hero’s Hall HP: 4
####In Patrol:
-
Squad Leader: Skeleton (1/1+1armor)
-
Elite:
-
Scavenger: Skeleton Javelineer (1/1)
-
Technician:
-
Lookout: Thieving Imp (2/2)
####In Play:
- Garth Torken (1/3 lvl 1)
- Vandy (2/3 lvl 1)
- Bone Collector (3/3)
- Pestering Haunt (1/1 unstoppable)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Poisonblade Rogue
Hooded Executioner
Summon Skeletons
Deteriorate
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Dark pact is so unfair. I’ll tech Metamorph next turn, probably go straight for tech 2 + Vandy maxband
[/details]
Your top section says you drew 5, but your bottom section says you have 4 cards in hand. It’s not affecting my decisions, just FYI
Edit: Stewardess is a mystic, I need to give her the suits buff.
Player 1 Turn 4
Starting discard pile (tech choices in parens)
(Origin Story)
(Shimmer Ray)
Tinkerer
Starting hand (cards drawn after draw phase in parens)
Hardened Mox
Stewardess of the Undone
Battle Suits
Forgotten Fighter
Tech 2 cards
Upkeep
Income, 1 floated gold (8)
Fading Argonaut down to 1 time rune
Main phase actions
- Worker (7)
- Play Stewardess of the Undone, bounce SQL Skeleton (4)
- Geiger kills Thieving Imp and goes down to 2/2 (4)
- Maxband Geiger, he heals to 3/4, he trashes Stewardess of the Undone and returns her, bouncing Skeleton Javelineer (2)
- Battle Suits (0)
- Fading Argonaut (now 3/3) kills Garth and goes down to 3/2 (0)
Discard 1 draw 3
Patrol Zone
SQL:
ELT:
SCV:
TCH: Stewardess of the Undone (3/3)
LKT:
Non-patrollers ( [] = exhausted )
[Geiger (L5, 3/4)]
[Fading Argonaut (3/2, 1 time rune)]
Buildings
Base: 20
Tech 1: 4
Upgrades
Battle Suits
Workers: 8
Floating gold: 0
End turn hand size: 3
End turn deck size: 2
End turn discard size: 4
Workers (newest worker in parens)
(Hardened Mox)
Temporal Research
Time Spiral
Plasmodium
New Hand
Nullcraft
Neo Plexus
Seer
New Discard (before tech)
Forgotten Fighter
Origin Story
Shimmer Ray
Tinkerer
Thoughts
I hope I killed the right hero - Vandy spells are nasty too, but I could get rekt by Grasp or Drain. Barely keeping my head above water, I think, and I’m not optimistic about being able to build Tech 2 next turn.
Sorry, forgot to make Stewardess a 3/3 due to battle suits, I’ve edited.
Thanks for finding that error, fixed it!
Player 2, Turn 4
P1 Mono Purple vs P2 Mono Black
[details=Starting Hand]
Poisonblade Rogue
Hooded Executioner
Summon Skeletons
Deteriorate
Skeleton Javelineer (from Stewardess)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (8)
- Tech 2 cards in from codex
[details=All Teched Cards]
Metamorphosis, Dark Pact
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
[/details]
###Main:
- Midband Vandy (6)
- Deteriorate Stewardess (6)
- Bone Collector takes Stewardess and survives on 1hp, I get a skeleton you get a card
- Haunt and Vandy take Geiger, Vandy Maxbands buffing the new skeleton and the Fading Argonaut right before he’s about to expire
- Tech 2 - Disease ( 2)
- Worker Up (1)
[details=Workers]
Poisonblade Rogue, Skeletal Archery, Graveyard, Jandra, The Negator
[/details]
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Hero’s Hall HP: 4
####In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (3/3 from doom)
-
Technician:
-
Lookout:
####In Play:
- Vandy (4/5 lvl 5)
- Bone Collector (3/1 from 2 damage)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Dark Pact
Nether Drain
Sacrifice the Weak
Deteriorate
Dark Pact
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
And I should almost certainly get a 3-hero meta off next turn XD
[/details]
Player 1 Turn 5
Draw a card for technician Stewardess
Starting discard pile (tech choices in parens)
(Yesterday’s Golgort)
(Second Chances)
Stewardess of the Undone
Forgotten Fighter
Origin Story
Shimmer Ray
Tinkerer
Starting hand (cards drawn after draw phase in parens)
Nullcraft
Neo Plexus
Seer
(Now!) - drawn by Technician
Tech 2 cards
Upkeep
Income (8)
Fading Argonaut fades out
Main phase actions
- Summon Vir (6), peek at top card
- Play Seer (5)
- Worker (4)
- Tech II (Past) (0)
Discard 2 draw 1, reshuffle, draw 3
Patrol Zone
SQL: Vir (L1, 2/3 + A)
ELT:
SCV:
TCH: Seer (3/1)
LKT:
Buildings
Base: 20
Tech 1: 4
Tech 2: 5 (Past)
Upgrades
Battle Suits
Workers: 9
Floating gold: 0
End turn hand size: 4
End turn deck size: 7
End turn discard size: 0
Workers (newest worker in parens)
(Neo Plexus)
Hardened Mox
Temporal Research
Time Spiral
Plasmodium
New Hand
Yesterday’s Golgort
Shimmer Ray
Forgotten Fighter
Stewardess of the Undone
Thoughts
Wow I’m so dead. There’s some possibility that my Tech 2 survives, and I have a 1/7 shot of drawing Origin Story off the Seer. Without that I’m going to keep getting hammered by Vandy. I’m basically giving away free hero levels in hopes of keeping Tech 2 alive, which is not good. If I do somehow survive, Second Chances is a decent counter to Disease nonsense, but I need a board too.
Player 2, Turn 5
P1 Mono Purple vs P2 Mono Black
[details=Starting Hand]
Dark Pact
Nether Drain
Sacrifice the Weak
Deteriorate
Dark Pact
Pestering Haunt (dp 1)
Skeleton Javelineer (dp 1)
Hooded Executioner (dp 2)
Summon Skeletons (dp 2)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in from codex
[details=All Teched Cards]
Death Rites, Cursed Crow
Metamorphosis, Dark Pact
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
[/details]
###Main:
- Dark Pact, draw 2 (10)
- Dark Pact, draw 2 (10)
-
Deteriorate Seer, you get a card (10)
- Garth (8)
- Nether Drain Vir, Garth to lvl 3 (7)
- Vandy kills Vir, takes 2 damage, Garth to lvl 3
- Bone Collector hits your tech 2 to 2hp, I get a skeleton
- Garth makes a skeleton (6)
- Maxband Garth, fetch a Cursed Crow from discard (4)
- Summon Skeletons (1)
- Pestering Haunt (1)
- Worker Up (0)
[details=Workers]
Skeleton Javilneer, Poisonblade Rogue, Skeletal Archery, Graveyard, Jandra, The Negator
[/details]
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 2
- Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 SPEC DISEASE
- Hero’s Hall HP: 4
####In Patrol:
-
Squad Leader: Skeleton (1/1+1armor)
-
Elite: Cursed Crow (3+1/3 flying)
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton (1/1)
-
Lookout: Skeleton (1/1)
####In Play:
- Vandy (4/3 from 2 damage lvl 5)
- Garth (3/4 lvl 7)
- Pestering Haunt (1/1)
- Bone Collector (3/1 from 2 damage)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Metamorphosis
Thieving Imp
Death Rites
Hooded Executioner
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Just in case of terrible draws, I can swarm skeletons so let’s grab a Death Rites.
And there are the terrible draws! Oh well, I’m still in crazy good position
[/spoiler][/details]
Player 1 Turn 6
Draw a card for technician Seer
Starting discard pile (tech choices in parens)
(Sentry)
(Shimmer Ray)
Seer
Starting hand (cards drawn after draw phase in parens)
Yesterday’s Golgort
Shimmer Ray
Forgotten Fighter
Stewardess of the Undone
(Origin Story) - drawn by Technician
Tech 2 cards
Upkeep
Income (9)
Main phase actions
- Summon Prynn (7)
- Origin Story Garth (4)
- Yesterday’s Golgort (1)
- Shimmer Ray (0)
Discard 2 draw 4
Patrol Zone
SQL: Yesterday’s Golgort (6/4 + A, 2 time runes)
ELT: Shimmer Ray (4/4, 2 time runes)
SCV:
TCH: Prynn (1/3, 4 time runes)
LKT:
Buildings
Base: 20
Tech 1: 4
Tech 2: 2 (Past)
Upgrades
Battle Suits
Workers: 9
Floating gold: 0
End turn hand size: 4
End turn deck size: 2
End turn discard size: 6
Workers
Neo Plexus
Hardened Mox
Temporal Research
Time Spiral
Plasmodium
New Hand
Second Chances
Nullcraft
Tinkerer
Fading Argonaut
New Discard (before tech)
Seer
Shimmer Ray
Sentry
Origin Story
Forgotten Fighter
Stewardess of the Undone
Thoughts
Lucky topdeck is nice. Garth’s ultimate is way worse than Vandy’s, as bad as hers will be. I expect to concede before my next turn…
Player 2, Turn 6
P1 Mono Purple vs P2 Mono Black
[details=Starting Hand]
Metamorphosis
Thieving Imp
Death Rites
Hooded Executioner
[/details]
##Events of Turn:
###Upkeep:
[details=All Teched Cards]
Death Rites, Cursed Crow
Metamorphosis, Dark Pact
Hooded Executioner, Nether Drain
Dark Pact, Bone Collector
[/details]
###Main:
- Garth (8)
- Orpal (6)
- Cursed Crow dive bombs Golgort for 3
- Bone Collector trades with Golgort, I get a soon to be very short lived skeleton
- 3 Skeletons trade with Prynn, you get a card, Garth levels to 3
- Skeleton and Haunt take your tech 2, your base to 18hp
- Vandy destroys your tech 1, your base to 16hp
- Metamorphosis, I sacrifices all my units but my haunt (can’t be sacrificed), all 3 heroes become invisible readied +2/2, Garth and Orpal Maxband, Garth maxband fetches the Cursed Crow (0)
- No worker
[details=Workers]
Skeleton Javilneer, Poisonblade Rogue, Skeletal Archery, Graveyard, Jandra, The Negator
[/details]
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 SPEC DISEASE
- Hero’s Hall HP: 4
####In Patrol:
-
Squad Leader: Cursed Crow (3/3+1armor flying)
-
Elite:
-
Scavenger: Vandy Anadrose (6/5 invisible readiness lvl 5)
-
Technician: Garth (5/6 lvl 7)
-
Lookout: Orpal (4/7 lvl 6)
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Summon Skeletons
Nether Drain
Deteriorate
Dark Pact
Sacrifice the Weak
[/details]
[details=End of Turn Discard]
Metamorphosis
Bone Collector
Hooded Executioner
Death Rites
Thieving Imp
[/details]
[details=My Thoughts]
Interesting that he Origin Story’s Garth, though I guess it’s just as effective as Vandy with me holding both Ultis. This is GG now, I’ll be able to crush his base from here.
[/details]
Whew. I’ll concede to that, gg. I agonized over who to bounce, but then realized Vandy had Resist anyway so this way the math was easier, and Garth ult would have been pretty bad too. Guess I picked wrong.
Not totally wrong, I had Garth’s ultimate in hand too gg wp