@FrozenStorm Alright, after careful deliberation, I’ve decided to give this deck a try. Once you’ve finalized yours, peep mine, then post a T1 including your card list. My factions: Finesse/Peace/Truth. GL HF!
Arrest
Bloom
Brick Thief
Building Inspector
Granfalloon Flagbearer
Helpful Turtle
Manufactured Truth
Porkhand Magistrate
Reputable Newsman
Spark
Spectral Aven
Tenderfoot
Timely Messenger
Traffic Director
Wither
I will be playing [Demon/Necro]*/Finesse, with the following starter cards:
Graveyard
Deteriorate
Sacrifice the Weak
Pestering Haunt
Thieving Imp
Bloom
Tenderfoot
Wither
Skeleton Javelineer
AKA Black Starter + (Bloom, Wither, Tenderfoot) - (Jandra, the Negator, Summon Skeletons, Poisonblade Rogue, Skeletal Archery)
So now peeping yours…
Woah! 15 cards?? Bold Move, cotton! I feel like I’m going to run train through that
GL HF!
Yeah, since we’re going 3 rounds, I figure I’ll try one big deck, one small deck, and one medium deck. This is the big deck, of course.
I’m just going with what feels like it’ll work best, and revising based on play experience. But I like the more pre-planned, scientific approach you’re thinking about
Hmm, well it’s partly because I see advantages and disadvantages to changing the deck size in either direction, and I’m looking for ways to maximize the advantages and minimize the disadvantages. Smaller decks offer improved consistency and faster access to teched cards, but are more limited in their options and are easier to read.
2 Likes
EDIT EDIT I was slow and dumb, I should have started the game, ty for starting below
Nekoatl
September 4, 2018, 2:32pm
7
I was waiting on you, as the most efficient way to do this seems to be for one player to post their deck, then the other to post their deck and the first turn, but whatever.
P1T1
StartingHand Workers
STARTING HAND
Brick Thief
Spark
Reputable Newsman
Porkhand Magistrate
Tenderfoot
WORKERS
Spark
NextHand
Arrest
Timely Messenger
Helpful Turtle
Bloom
Spectral Aven
Discard
Tenderfoot
Porkhand Magistrate
Brick Thief
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Reputable Newsman: $2 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Reputable Newsman (0/3) $2 blocked
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I do have some trepidations about running a 15-card deck, especially right after 2 consecutive turns of whiff on my Garrison draws, but I think this might actually work out pretty well. There’s a lot of Tech 0 $1 units which River can potentially discount to $0 to grease the Peace engine if I get it up and running, and having a larger deck also means that it’s less likely that both Garrisons will be drawn on the same turn. The 15 card size lines up for a reshuffle after turn 3, which is the earliest I could build a Tech II under any circumstances, and teching twice before reshuffling means there’s time to fit in both the Garrisons and the Sergeants. I think the biggest danger would be drawing both Garrisons on P1T4, but the odds of that happening aren’t very high.
1 Like
ha! my bad dude. My bad. Want me to take P2 now?
Nekoatl
September 4, 2018, 2:36pm
9
Yeah, it doesn’t matter, let’s get this show on the road!
GL HF!
Custom format: Mix & Match Variable size starters
Game 1 Player 2, Turn 1
P2 Nightmare Custom vs P1 Blue Custom
Starting Hand
Sacrifice the Weak
Skeleton Javelineer
Pestering Haunt
Thieving Imp
Graveyard
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Vandy (3)
Graveyard (1)
Pestering Haunt
Worker (0)
Workers
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Vandy (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3hp)
Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Tenderfoot
Deteriorate
Wither
Bloom
End of Turn Discard
Thieving Imp
Sacrifice the Weak
My Thoughts
I have a feeling this is going to go insanely poorly for Neko. This is essentially Black vs Blue but with harder early pressure & hero tools for Black, and less consistent draws for Blue (but the slight help of some neutral starter).
I predict this series 6-0 for me, but I’m hoping Neko surprises me!
1 Like
Nekoatl
September 4, 2018, 2:55pm
11
P1T2
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Helpful Turtle
Timely Messenger
Bloom
Arrest
Spectral Aven
WORKERS
Spark
Arrest
NextHand
Granfalloon Flagbearer
Building Inspector
Wither
Traffic Director
Manufactured Truth
Discard
Tenderfoot
Porkhand Magistrate
Brick Thief
Bloom
Spectral Aven
Helpful Turtle
Timely Messenger
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
General Onimaru - ($3)
Bloom: Onimaru - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Reputable Newsman (0/3A) $2 blocked
Elite :
Scavenger :
Technician :
Lookout :
In Play:
L1 General Onimaru (3/4) Frenzy 1 [1+]
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Custom format: Mix & Match Variable size starters
Game 1 Player 2, Turn 2
P2 Nightmare Custom vs P1 Blue Custom
Starting Hand
Tenderfoot
Deteriorate
Wither
Bloom
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Tenderfoot (5)
Deteriorate Newsman, Vandy and Haunt finish him
Tech 1 (4)
Hero’s Hall (2)
Worker (1)
Workers
Wither, Skeleton Javelineer
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Vandy (2/3 lvl 1)
Graveyard (3hp)
Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Thieving Imp
Nimble Fencer
End of Turn Discard
My Thoughts
Big Bad Onimaru doesn’t really scare me in the grand scheme of things. I’ll make him have the Arrest or Wither + Spark here to get through, but fully diversify my options with T1 + Hero’s Hall, and I can pivot wherever he doesn’t.
…
I think it is going to be a little tricky not having as many no-brainer workers as usual. I’ll make due though
Nekoatl
September 4, 2018, 3:24pm
13
P1T3
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Wither
Building Inspector
Manufactured Truth
Granfalloon Flagbearer
Traffic Director
WORKERS
Spark
Arrest
Manufactured Truth
NextHand
Flagstone Garrison
Overeager Cadet
Brick Thief
Reputable Newsman
Timely Messenger
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($5)
Traffic Director - ($4)
Midband Onimaru - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Traffic Director (1/1A) Untargetable
Elite : L5 General Onimaru (5/5) Frenzy 1 [1+, 1 damage]
Scavenger :
Technician :
Lookout :
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Custom format: Mix & Match Variable size starters
Game 1 Player 2, Turn 3
P2 Nightmare Custom vs P1 Blue Custom
Starting Hand
Tenderfoot
Deteriorate
Wither
Bloom
Events of Turn:
Upkeep:
Get Gold (7+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
Vandy kills TD, sparkshots 1 to Oni
Nimble Fencer, hits Oni and goes to my Graveyard (6)
Replay Fencer from the Grave, kill Oni, Vandy to level 3 (4)
Garth (2)
Make a skeleton (1)
Haunt smacks your tech 1 to 4hp (he probably should have hit your base last turn, lazy of me not to but nbd)
Tenderfoot hits your base to 19
Worker (0)
Workers
Thieving Imp, Wither, Skeleton Javelineer
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Garth (1/3 lvl 1)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:
In Play:
Vandy (3/4 lvl 3)
Tenderfoot (1/2)
Graveyard (3hp, holding Nimble Fencer)
Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Dark Pact
Bloom
Sacrifice the Weak
End of Turn Discard
Nimble Fencer
Star-Crossed Starlet
Deteriorate
My Thoughts
A quick fell of my would-be opponent Oni, he’s got no room to operate here, I expect to have total lockdown achieved in short order
Nekoatl
September 4, 2018, 4:10pm
15
P1T4
Tech StartingHand Workers
TECH
Drill Sergeant
Drill Sergeant
STARTING HAND
Reputable Newsman
Timely Messenger
Flagstone Garrison
Brick Thief
Overeager Cadet
WORKERS
Spark
Arrest
Manufactured Truth
Reputable Newsman
NextHand
Granfalloon Flagbearer
Flagstone Garrison
Porkhand Magistrate
Tenderfoot
Spectral Aven
Discard
Traffic Director
Timely Messenger
Brick Thief
Flagstone Garrison
Drill Sergeant
Drill Sergeant
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Overeager Cadet
Tech II: Truth - ($2)
Tech Lab: Peace - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Overeager Cadet (2/2A)
Elite :
Scavenger :
Technician :
Lookout :
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Truth)
Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Custom format: Mix & Match Variable size starters
Game 1 Player 2, Turn 4
P2 Nightmare Custom vs P1 Blue Custom
Starting Hand
Dark Pact
Bloom
Sacrifice the Weak
Nimble Fencer + Star-Crossed Starlet (rs draw)
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Star-Crossed Starlet, Maestro
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
Dark Pact, base to 18 draw 2
Vandy kills Cadet
Fencer from the grave, hits your tech2 to 3hp
Star-Crossed Starlet, kills your tech 2, your base to 17 (4)
Haunt, Garth, Tenderfoot and Skeleton break your tech 1, your base to 15
Tech 2 Finesse (0)
skip worker
Workers
Thieving Imp, Wither, Skeleton Javelineer
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (3/2 lvl 3)
Garth (1/3 lvl 1)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Skeleton (1/1)
Tenderfoot (1/2)
Pestering Haunt (1/1)
Graveyard (3hp, empty)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Maestro
Star-Crossed Starlet
Dark Pact
Sacrifice the Weak
End of Turn Discard
My Thoughts
Ya this is already over, I’m swarming and my deck is thin enough that I draw into virtually whatever I want
Nekoatl
September 4, 2018, 6:34pm
17
P1T5
Tech StartingHand Workers
TECH
Discord
Discord
STARTING HAND
Granfalloon Flagbearer
Flagstone Garrison
Porkhand Magistrate
Tenderfoot
Spectral Aven
WORKERS
Spark
Arrest
Manufactured Truth
Reputable Newsman
Porkhand Magistrate
NextHand
Overeager Cadet
Wither
Building Inspector
Helpful Turtle
Discard
Traffic Director
Timely Messenger
Brick Thief
Flagstone Garrison
Drill Sergeant
Drill Sergeant
Overeager Cadet
Spectral Aven
Flagstone Garrison
Discord
Discord
Tech 2 card(s)
Get Paid + float - ($9)
Rebuild Tech I
Worker - ($8)
Granfalloon Flagbearer - ($5)
Sirus Quince - ($3)
Mirror Illusion - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Mirror Illusion (0/1A)
Elite :
Scavenger : Tenderfoot (1/2)
Technician : Granfalloon Flagbearer (2/2) Tempting Target
Lookout : Mirror Illusion (0/1) Resist 1
In Play:
Buildings:
Base HP: 15
Tech I HP: 5
Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Custom format: Mix & Match Variable size starters
Game 1 Player 2, Turn 5
P2 Nightmare Custom vs P1 Blue Custom
Starting Hand
Deteriorate
Maestro
Star-Crossed Starlet
Dark Pact
Sacrifice the Weak
Fencer + Bloom
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Grounded Guide, Discord
Star-Crossed Starlet, Maestro
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
Dark Pact, base to 16 draw 2
Skeleton and Haunt polish off SQL
Deteriorate Flagbearer
Vandy kills Lookout and sparkshots Flagbearer, you get a card
Fencer ices Tenderfoot
Maestro (5)
River (3)
Star-Crossed Starlet kills Quince, Garth to level 3
Replay Starlet from Graveyard FOR FREE, she smacks your tech1 to 3hp
Fencer from hand FOR FREE, destroys your tech 1, your base to 13
Starlet from hand FOR FREE, hits your base to 10
Midband Garth, hit your base to 8 (2)
Tenderfoot hit your base to 7
Make another skeleton (1)
Workers
Thieving Imp, Wither, Skeleton Javelineer
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: River (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (3/2 lvl 3)
Garth (2/4 lvl 4)
Nimble Fencer (2/2)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Star-Crossed Starlet (3/2)
Skeleton (1/1)
Skeleton (1/1)
Tenderfoot (1/2)
Pestering Haunt (1/1)
Maestro (3/5)
Graveyard (3hp, empty)
Economy Info:
Cards:
Gold:
End of Turn Hand
Grounded Guide
Sacrifice the Weak
Bloom
Deteriorate
End of Turn Discard
My Thoughts
I’m basically just seeing how many cards I can manage to play now…
Nekoatl
September 4, 2018, 7:00pm
19
Resign, you start the next one.
1 Like
GL HF!
Custom format: Mix & Match Variable size starters
Game 2 Player 1, Turn 1
P1 Nightmare Custom vs P2 Blue Custom
Starting Hand
Bloom
Skeleton Javelineer
Thieving Imp
Pestering Haunt
Deteriorate
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Vandy (2)
Skeleton Javelineer (1)
Pestering Haunt
Worker (0)
Workers
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Vandy (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Skeleton Javelineer
Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Wither
Tenderfoot
Graveyard
Sacrifice the Weak
End of Turn Discard
My Thoughts
So far 1-0 and I was kinda dicking off last game, let’s see how P1 fares!