It’s given me some good ones, although the best one had been used by someone before, so I had a good reference for how to use it.
P2T3
Starting hand: 5
Building Inspector
Lobber
Lobber
Reputable Newsman
Spectral Aven
Thieving Imp discard: 1
Building Inspector
Thoughts
Did Moby miss the kill, or not think it was worth it? In any case, I have a tough decision on what to do here. I don’t need to tech up yet, since I have another turn before reshuffle, but I don’t have especially good ways to whittle down Moby’s board. I’m a single point of damage away from killing Vandy, even if I midband Jaina. I’m wondering if I put her in front instead, so that one of my own units has to be doomed. Oh, and then Vandy can’t attack something before taking the levels, and the bounty gets wasted. It’ll still be painful, but I think that’s my best option.
STARTING HAND
Sacrifice the Weak
Summon Skeletons
Deteriorate
Nimble Fencer
WORKERS
Graveyard
Skeletal Archery
Jandra, the Negator
Summon Skeletons
NextHand
Pestering Haunt
Star-Crossed Starlet
Nimble Fencer
Thieving Imp 2/2 A
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Imp + Fencer kill Jaina, Vandy max dooms Jav + Newsman
Det lobber1
Vandy kills lobber2 sparkshot lobber1, you draw +1g
Tech 2 - ($2)
Tech lab - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton Javelineer 3/3 wo rune
Lookout:
In Play:
Vandy 4/3 l5
Nimble Fencer 2/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
OK funny move from mouse, would not have thought about that. But I have det…
He really wants to get rid of Jaina…
But this time I have the cards for a good move.
If Vandy survives it should be GG. Injunction is the most critical card, but he can have it earliest in 2 rounds.
It’s time for fencer rush!
Post Draw: Arrrrrrrgh, I don’t know what I have done to that sheet… No garrisson, not even the maestro. I have to hope for DP, but then 1g is missing to cycle through all cards with 2x garrison + maestro
Shame I didn’t draw Arrest as well here. I can play Lawful Search to get it, but Lawful Search + Arrest + Bigby + Manufactured Truth is 6 gold, which isn’t enough to get both Tech II and a worker. I can make the Fencer copy the Javelineer to kill it, though. At least I have slightly less chance of being hit with hasty virtuosos immediately.
I don’t know whether to go with Censorship Council or Judgement Day here. Censorship can actually survive a General’s Hammer, which is nice. Judgement Day won’t keep up with Garrisons + Fencers, so I’ll go with the Council.
Something is pretty off:
You should start your turn with 3 cards, not two.
There is no discard from imp (copy pasta?)
You can only summon one hero
MT has to make one of your units a copy of another one
it’s as zango said. You should start with 3 cards, 1 from techn, and you can’t reverse the effects of MT. One of your units becomes a copy, not the other way around. Also, no 2 heroes without tech 2 or HH.
he wants to know if the doomed newsman carries the +2/+2 from the doom. Afaik, it does. MT changes the printed values, but doesn’t affects bonus from runes and stuff. @Moby_Dick
It doesn’t affect runes or attached ongoing spells, but we have a ruling on Polymorph: Squirrel which specifically says that it doesn’t carry over one-time effects. P:S also changes printed values, so I assumed copy affects worked the same way, which would imply that they don’t carry over for copy either. Probably better to discuss it in the rules thread though
Tech 2 card(s)
Get Paid + float - ($9)
Skip worker
Doomed units die
River - ($7)
Starlet - ($5)
Starlet + Fencer trade with Bigby, River l3
Float ($5)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: River 2/4 l3
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 8
Gold:
Gold: 5
Workers: 8
Thoughts
He got Vandy in a sneaky way, and I whiffed…
Bigsby must die. If he plays injunction on tech2 I am done. Lucky me that he played him this round and I can control it. But I have to do a bad trade. Defense with imp would be better, against anything else besides injunction.
Growth and Law, could be everything. Currently I am not so afraid of MoLaC or Ancient. But the Council would be bad. But then I can at least max Vandy and threaten meta.
Unfortanately I am not lucky with drawing, so I need 5 cards and at least 13g next turn. But then 10 damage + solid defense with 2 tech 2 units should be ensured. Maybe Jav or Imp when I am lucky and must not play PBR.
I don’t think he can break tech2 even with two lobber + ancient + arag.
Building Inspector
Blooming Ancient
Traffic Director
Thoughts
Interesting that Moby didn’t play his other Fencer here. Other way, I hopefully have a turn here without hasted attackers coming my way, so I’ll get the rune engine going with Blooming Ancient and Argagarg. Actually, with that much float, maybe not, if Moby has Garrisons in hand. I don’t know how difficult I can make it for him, though. Building Inspector won’t matter much with that much float: Garrisons are underpriced at 3 gold. 7 gold for double Garrison means no gold left over for Maestro + Guide + worker, but I’d rather try to recover my hand size, get to my good cards more quickly.
Teched cards won’t matter for a while, but I think I want the other Insurance Agent and Might of Leaf and Claw. I’ll probably need to add a second Injunction later.
Teched cards: 2
T2: 2 x Lobber
T3: Blooming Ancient, Injunction
T4: Censorship Council, Insurance Agent
T5: Insurance Agent, Might of Leaf and Claw
Get paid - (8)
Worker - (7)
Blooming Ancient - (3)
Argagarg Garg, Wisp, 2 + runes for Blooming Ancient - (1)
Blooming Ancient passes two + runes to Wisp
Discard 1, draw 3
Wisp 2/3+1A (++)
Argagarg L1 1/3
Blooming Ancient 2/4 (ally arrives: gain a + rune; can pass a + rune to target unit)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Tech Lab HP: 4 (Growth)
Hand: 3
Porkhand Magistrate
Censorship Council
Arrest
Deck: 6
Lobber
Injunction
Lobber
Insurance Agent
Lawful Search
Manufactured Truth
Discard: 4
Reputable Newsman
Insurance Agent
Might of Leaf and Claw
Building Inspector
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
1 on board
3 in hand
6 in deck
4 in discard
4 in workers
Gold: 1
Workers: 9
5 x start
T1: Bluecoat Musketeer
T2: Jail
T3: Spectral Aven
T4: Traffic Director