i will do my turn a bit later
P1T1
GLHF
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
WORKERS
Jandra, the Negator
NextHand
Thieving Imp
Graveyard
Summon Skeletons
Deteriorate
Discard
Skeletal Archery
Poisonblade Rogue
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vendi - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: vendi(2/3)A
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Skeleton Javelineer(1/1) rune
- Pestering Haunt(1/1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 5
Thoughts
lets see how this one goes
@codexnewb’s turn!
GLHF!!
[b]P2T1[/b]StartingHand Workers
STARTING HAND
Mad Man
Pillage
Bombaster
Scorch
Bloodrage Ogre
WORKERS
Scorch
NextHand
Nautical Dog
Makeshift Rambaster
Charge
Careless Musketeer
Bloodburn
Discard
Bombaster
Pillage
Mad Man
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
rook - ($2)
bloodrage ogre - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Rook (2/4+A)
- Elite:
- Scavenger: Bloodrage Ogre (3/2)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
okay, miracle grow vs nightmare. nice opening there. i think i need to just wall up with rook here. if he ends up with max vandy on T2, that’s not too bad.
my heart isnt set on any specific win condition. i think i just need to be flexible here.
P1T2
Tech StartingHand Workers
TECH
Nimble Fencer
Dark Pact
STARTING HAND
Summon Skeletons
Graveyard
Thieving Imp
Deteriorate
WORKERS
Jandra, the Negator
Summon Skeletons
NextHand
Graveyard 3 hp ( )
Deteriorate
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Imp, you discard 5 # 5 - ($1)
PH poke for 1 your ogre, you got gold
Deteoriorate ogre
T1 - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Imp(2/2)A
- Elite:
- Scavenger: vendi(2/3), lvl1
- Technician: Skeleton(1/1) rune
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
lets see how this one goes
@codexnewb’s turn!
Tech StartingHand Workers
TECH
Gunpoint Taxman
Gunpoint Taxman
STARTING HAND
Charge
Bloodburn
Makeshift Rambaster
Nautical Dog
Careless Musketeer
WORKERS
Scorch
Careless Musketeer
NextHand
Bloodburn
Makeshift Rambaster
Mad Man
Pillage
Nautical Dog
Tech 2 card(s)
Get Paid - ($6)
discard #5
scav gold - ($7)
Worker - ($6)
tech 1 - ($4)
Float ($4)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Rook lvl 1, (2/4)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 4
- Workers: 7
Thoughts
hmm, based on that, probably going tech 2 growth with blooming ancients.
teching double taxmen since rook might not make it.
disc 3, reshuffle, draw 5 (5 in deck). put axman in tech next turn.
well, not a lot of good options. just throw rook to tech and hope my tech 1 survives. they’ll need a shadowblade to get at it.
P1T3
Tech StartingHand Workers
TECH
Hooded Executioner
Nether Drain
STARTING HAND
Sacrifice the Weak
Deteriorate
Graveyard 3 hp ( )
WORKERS
Jandra, the Negator
Summon Skeletons
Deteriorate
NextHand
Dark Pact
Pestering Haunt(1/1)
Skeletal Archery
Nimble Fencer
Discard
Hooded Executioner
Nether Drain
Sacrifice the Weak
Graveyard 3 hp ( )
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Heroes Hall - ($3)
Vendi midbands - ($1)
Vendi attacks rook for 3. Skeleton remove his rune to kill Rook and be doomed
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Imp(2/2)
- Lookout:
In Play:
- vendi(4/5), lvl5
- Skeleton(3/3) doomed
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 1
- Workers: 7
Thoughts
many options, if anyone will observe this game, i was thinking about such things:
- To do like this turn
- to doom imp to attack T1/Base/Stry patrol
- To midbands + soul stone imp to kill rook from range and doom Skeleton. No HH, but 3/1soulstone imp on table. 3 cards
- Graveyard + my turn(no HH)
- graveyard + no midband vendi by gold (week patrol)
- mid vendi + patrol like SQL(imp) Techiciant(vendi), HH
To be good the things are: choise something from: mid vendi, mid vendi + fetch, HH, graveyard
@codexnewb’s turn!
Tech StartingHand Workers
TECH
Blooming Ancient
Bird’s Nest
STARTING HAND
Nautical Dog
Bloodburn
Makeshift Rambaster
Pillage
Mad Man
Gunpoint Taxman
WORKERS
Scorch
Careless Musketeer
Bloodburn
NextHand
Bombaster
Gunpoint Taxman
Charge
Bloodrage Ogre (3/2)
Discard
Blooming Ancient
Bird’s Nest
Pillage
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($11)
tech draw
worker - ($10)
gunpoint taxman - ($8)
zane, trade with imp - ($6)
rambaster, hits your HH - ($4)
mad man, break your HH, your base to 18 - ($3)
arg, wisp - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Arg, lvl 1, (1/3+A)
- Elite:
- Scavenger: Gunpoint Taxman (3/3)
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Makeshift Rambaster (1/2)
- Mad Man (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 1
- Workers: 8
Thoughts
okay, if i break the HH, no risk of river and discord. arg out front prevents vandy from being productive, force either double fencer or vandy attack.
i wont drop pillage to preserve a potential reshuffle.
teching BA and Bird’s nest to have options, but ideal would be to not reshuffle next turn, bring in molac and surprise attack.
checking in? hope all is well!
P1T4
Tech StartingHand Workers
TECH
Leaping Lizard
Grounded Guide
STARTING HAND
Pestering Haunt(1/1)
Dark Pact
Skeletal Archery
Nimble Fencer
Poisonblade Rogue (tech)
Imp(2/2) (dp)
Nether Drain (dp)
WORKERS
Jandra, the Negator
Summon Skeletons
Deteriorate
Skeletal Archery
NextHand
Skeleton(3/3) doomed
Hooded Executioner
Sacrifice the Weak
Leaping Lizard
Grounded Guide
Discard
Dark Pact
Nether Drain
Poisonblade Rogue
Imp(2/2)
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
DP myself base to 16
T2 Finesse - ($3)
Fencer - ($1)
Tech lab Demon - ($0)
Haunt
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Nimble Fencer(2/3)A
- Elite:
- Scavenger:
- Technician: vendi(4/5), lvl5
- Lookout:
In Play:
- Pestering Haunt(1/1)
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Tech Lab HP: 4 (Demonology)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
lets see how this one goes
@codexnewb’s turn!
Tech StartingHand Workers
TECH
Stampede
Blooming Ancient
STARTING HAND
Bloodrage Ogre (3/2)
Gunpoint Taxman
Charge
Bombaster
WORKERS
Scorch
Careless Musketeer
Bloodburn
NextHand
Bird’s Nest
Charge
Bombaster
Stampede
Tech 2 card(s)
Get Paid + float - ($9)
mid arg, tap, boost taxman - ($7)
taxman kills fencer, takes 1
new taxman - ($5)
expensive charge on taxman - ($2)
mad man, charged taxman trade with vandy, arg max, summon WE
rampaster hits your base to 13
hero’s hall - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: WE (3/3+A)
- Elite:
- Scavenger: Wisp (0/1)
- Technician:
- Lookout:
In Play:
- Arg, lvl 5, (1/5)
- Rambaster (1/2)
- GPT (3/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
-hmmm, 6 cards teched in thus far, dark pact and fencer are 1/2.
-they could have 3-6 in hand right now for all i know (possibilities include fencer, starlet, discord, etc…)
-double checked the discard draw, looks good to me.
“technician draw (5 in hand, 0 in deck, 8 in discard [4+imp+sk jav+2 tech])
dark pact, reshuffle, draw 2 (6 in hand, 6 in deck, 1 in discard [dark pact])
worker, fencer, haunt (discard 3, draw 5, 1 in deck, 4 in discard)”
expecting river, discord, maestro, fencer, starlet, etc… luckily there is no graveyard yet.
another line they can go is garth, meta, pull Grounded guide
so, ill just have to play the odds. the garth/meta play is easier since it requires only one card in hand (meta), as opposed to finesse engine, which requires at least 3.
that means no tech 2 this turn, let’s tech in a stampede (make arg threat legit) and 2nd BA
rambaster to hit the base to put more pressure and prevent more dark pact. hopefully they’ll wall up and give me a breather…
put wisp in scav due to skipped worker, and just hope i dont draw both tech 2’s
i will post my turn tomorrow. don’t miss me
P1T5
EDIT: NO WORKER + REDRAW
Tech StartingHand Workers
TECH
Nimble Fencer
Soul Stone
STARTING HAND
Nether Drain
Hooded Executioner
Poisonblade Rogue
Grounded Guide
WORKERS
Jandra, the Negator
Summon Skeletons
Deteriorate
Skeletal Archery
NextHand
Grounded Guide
Nimble Fencer
Sacrifice the Weak
Hooded Executioner
Nimble Fencer(2/3)A
Tech 2 card(s)
Get Paid - ($8)
Haunt kills your wisp you get gold
Garth - ($6)
STW your rambaster - ($4)
Leaping Lizard - ($3)
Graveyard - ($1)
Make skeleton - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Skeleton(1/1)A
- Elite:
- Scavenger:
- Technician: Leaping Lizard (3/5)
- Lookout:
In Play:
- Pestering Haunt(1/1)
- Graveyard 3 hp ( )
- Garth(1/3)
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Tech Lab HP: 4 (Demonology)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
lets see how this one goes
@codexnewb’s turn!
I dunno about that one chief
Tech StartingHand Workers
TECH
Surprise Attack
Surprise Attack
STARTING HAND
Charge
Bombaster
Stampede
Bird’s Nest
WORKERS
Scorch
Careless Musketeer
Bloodburn
Bombaster
NextHand
Pillage
Mad Man (1/1)
Gunpoint Taxman
Blooming Ancient
Discard
Rambaster (1/2)
Stampede
Charge
Bird’s Nest
Surprise Attack
Surprise Attack
Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
Worker - ($8)
zane, kills skeleton - ($6)
stampede - ($0)
WE kills lizard, overflow 1 extra to your base, at 12
GPT breaks your tech 2, your base takes 2, at 10.
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Arg, lvl 5, (1/5+A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane, lvl 1, (2/1)
- WE (3/3)
- GPT (3/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
Thoughts
hmmm, well, graveyard is finally here. so is garth. gotta watch out for the netherdrain.
- tech 2, rook, birds nest
- stampede ->hit base to 6
- stampede ->break tech 2
teching up means giving him a solid turn of possible GG, Maestro, etc…
stampede means pinning down his tech 2…
i think im just going to commit and get at his tech 2. base race this one…
Stampede only overflows from heroes and units, not buildings.
i guess zane kill skeleton
yep. zane kills skeleton.
my bad on stampede. your base it at 10 instead. no turn change.
Isn’t the Water Elemental still at full health?
yep. updated. not sure how that happened.