Board tracker
P2T2
Starting hand: 5
Traffic Director
Bluecoat Musketeer
Reputable Newsman
Jail
Manufactured Truth
Thoughts
Yuck, not much in the way of good bounties here. If I had a unit alive I could copy Jandra, but all I can do here is copy Nullcraft to kill that Mercenary. I think I’d rather keep my hand size up for drawing Lobbers.
Teched cards: 2
Get paid - (6)
Worker - (5)
Tech I - (3)
Reputable Newsman, naming 2 - (1)
Traffic Director - (0)
Discard 2, reshuffle 8, draw 4
Bigby L1 2/3+1A (stash 1)
Traffic Director 1/1 (untargetable; unstoppable when attacking buildings)
Reputable Newsman 0/3 (you can’t play 2-cost upgrades or spells)
Base HP: 20
Tech I HP: 5
Hand: 4
Lawful Search
Arrest
Lobber
Bluecoat Musketeer
Deck: 4
Building Inspector
Spectral Aven
Lobber
Manufactured Truth
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 7
5 x start
T1: Porkhand Magistrate
T2: Jail
2 Likes
Oh that’s going to be deeply annoying.
1 Like
Don’t worry, I’ll just cast Sac… never mind.
3 Likes
Indeed 2-cost is getting a lot of value there…
board state
rules variations for FFA
FFA G3 Player 3, Turn 2
P1 (Carpe) Mono Purple vs
P2 (charnel) [Law]/Fire/Growth vs
P3 (Frozen) [Finesse]/Growth/Strenght vs
P4 (Neko) [Demon]/Growth/Strength
Starting Hand
Granfalloon Flagbearer
Timely Messenger
Tenderfoot
Fruit Ninja
Bloom
Events of Turn:
Upkeep:
- Get Gold (6+1float+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Rook kills Carpe’s Plexus, takes 3 (9)
- Midband Rook to heal (5)
- Tenderfoot (4)
- Tech 1 (2)
- Worker (1)
Workers
Fruit Ninja, Older Brother
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Tenderfoot (1/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Spark
Brick Thief
Wither
Nimble Fencer
Granfalloon Flagbearer
End of Turn Discard
My Thoughts
Newsman on 2… sucks lol. No birds then, not right away anyway. Probably Growth Tech2 is the play but not MoLaC, Vir makes that pretty risky. Fencers are solid to have in no matter what we’re doing, so that’s the play for now
Board state
P4T2
Tech StartingHand Workers
TECH
Bird’s Nest
Soul Stone
STARTING HAND
Summon Skeletons
Pestering Haunt
Graveyard
Skeletal Archery
Poisonblade Rogue
WORKERS
Skeleton Javelineer
Skeletal Archery
NextHand
Deteriorate
Graveyard
Summon Skeletons
Thieving Imp
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Heroes’ Hall - ($1)
Pestering Haunt
Vandy fights Bigby
Jandra exposes Newsman, levels to Vandy - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Mercenary (1/1)
-
Lookout:
In Play:
- L3 Vandy Anadrose (3/4) Sparkshot, resist 1, research
- Jandra, the Negator (3/1) Overpower, cursed
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Get Birds to feed to Banefires… may as well get Soul Stone as well, both provide value even if I lose them to Assimilate. Problem is, that Newsman… well, I’ll clear the way and see if other players can finish it off. There’s a chance Nullcraft might kill Jandra, so I’ll just play the Haunt. If it dies, no big loss.
@CarpeGuitarem’s turn!
So uh…unfortunately I can’t really capitalize on that…
P1T3
Tech StartingHand Workers
TECH
Void Star
Now!
STARTING HAND
Battle Suits
Time Spiral
Fading Argonaut
Temporal Research
WORKERS
Tinkerer
Forgotten Fighter
Temporal Research
NextHand
Stewardess of the Undone
Stewardess of the Undone
Time Spiral
Discard
Neo Plexus 3/2
Battle Suits
Void Star
Now!
Tech 2 card(s)
Get Paid + float, Plasmo loses a rune - ($7)
Summon Vir - ($5)
Vir Peeks at the top of the deck
Vir swaps cards - ($4)
Play Hardened Mox - ($1)
Nullcraft kills Jandra, Haunt and Mercenary die, I reap the bounty - ($4)
Play Fading Argonaut - ($2)
Worker - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Hardened Mox (indestructible) 1/1+a
-
Elite:
-
Scavenger:
-
Technician: Fading Argonaut (fading 3) 2/3
-
Lookout:
In Play:
- Nullcraft (flying, haste) 1/1
- Plasmodium (forecast 2, haste) 4/4
- L1 Vir Garbaren 2/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Hmm time to think about Tech 2 stuff. Past is probably too hard to protect Rememberers with, Present has Octavian as a possible FFA game-ender, Future is the most consistent with Void Stars to rush down a base or Nebula to dominate. Drat. whiffed on my peek.
@charnel_mouse’s turn!
Wow, I get to start a turn with a unit alive.
Board tracker
P2T3
Starting hand: 4
Lawful Search
Arrest
Lobber
Bluecoat Musketeer
Technician draw: 1
Thoughts
No good bounty targets for a Lobber, either, and Arrest is expensive when casting it off-colour. I’ll put down the Traffic Director to be even more annoying. Wish I’d taken an early Tax Collector, now, people are being pretty egregious with their float.
Teched cards: 2
T2: 2 x Lobber
T3: Blooming Ancient, Insurance Agent
Get paid - (7)
Worker - (6)
Tech II Growth - (2)
Lobber - (1)
Building Inspector - (0)
Discard 2, draw 3, reshuffle 5, draw 1
Lobber 2/2+1A (haste; exhaust: deal 1 damage to a building)
Building Inspector 1/1 (your first (re)build each turn costs more)
Reputable Newsman 0/3 (you can’t play 2-cost upgrades or spells)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Hand: 4
Spectral Aven
Lobber
Manufactured Truth
Blooming Ancient
Deck: 4
Traffic Director
Insurance Agent
Lawful Search
Arrest
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
3 on board
4 in hand
4 in deck
0 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Porkhand Magistrate
T2: Jail
T3: Bluecoat Musketeer
Be gentle with me fam, I did us all a big favor XD
board state
rules variations for FFA
FFA G3 Player 3, Turn 3
P1 (Carpe) Mono Purple vs
P2 (charnel) [Law]/Fire/Growth vs
P3 (Frozen) [Finesse]/Growth/Strenght vs
P4 (Neko) [Demon]/Growth/Strength
Starting Hand
Spark
Brick Thief
Wither
Nimble Fencer
Granfalloon Flagbearer
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Blooming Ancient
Nimble Fencer x2
Main:
-
Rook kills Charnel’s lobber (9)
-
Spark Charnel’s BI, charnel draw 1 (9)
- **Nimble Fencer, it and Tenderfoot kill charnel’s Newsman (8)
- Maxband Rook to heal (5)
- Worker (4)
- Tech 2 Growth (0)
Workers
Granfalloon Flagbearer, Fruit Ninja, Older Brother
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rook (4/6 lvl 8)
- Nimble Fencer (2/3)
- Tenderfoot (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Timely Messenger
Helpful Turtle
Nimble Fencer
Bloom
End of Turn Discard
My Thoughts
Bye Newsman, Growth feels like the winner
2 Likes
Much appreciated, and as thanks, I won’t attack your buildings for a while. I do need a $1 bounty, however, and as I’m very concerned about that extra-sturdy Rook casting Earthquake, I’m gonna have to take it from Nimble Fencer and strip a card as well.
Board state
P4T3
Tech StartingHand Workers
TECH
Banefire Golem
Banefire Golem
STARTING HAND
Poisonblade Rogue
Thieving Imp
Deteriorate
Graveyard
Summon Skeletons
Soul Stone
WORKERS
Skeleton Javelineer
Skeletal Archery
Graveyard
NextHand
Pestering Haunt
Sacrifice the Weak
Banefire Golem
Bird’s Nest
Soul Stone
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Vandy kills Nimble Fencer - ($9)
Tech II: Demonology - ($5)
Thieving Imp, Frozen discards #3 of 4 - ($2)
Maxband Vandy, buff/doom Nullcraft, Imp - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp (4/4) Doomed
-
Lookout:
In Play:
- L5 Vandy Anadrose (4/5) Sparkshot, resist 1, research
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Demonology)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@CarpeGuitarem’s turn!
P1T4
Tech StartingHand Workers
TECH
Origin Story
Void Star
STARTING HAND
Time Spiral
Stewardess of the Undone
Stewardess of the Undone
WORKERS
Tinkerer
Forgotten Fighter
Temporal Research
Stewardess of the Undone
NextHand
Now!
Battle Suits
Neo Plexus 3/2
Tech 2 card(s)
Get Paid + float, Plasmo gets closer and Fargo fades a little - ($8)
Vir casts Time Spiral on Plasmodium, removing a rune, it arrives - ($7)
Plasmodium and Mox break charnel_mouse’s Tech 2
Nullcraft and Vir break FrozenStorm’s Tech 2
Fading Argonaut kills FrozenStorm’s Tenderfoot - ($8)
Play Stewardess of the Undone, bouncing Nullcraft to my hand - ($5)
Worker - ($4)
Tech 2: Present - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Stewardess of the Undone 2/3
-
Lookout:
In Play:
- Plasmodium (haste) 4/4
- L1 Vir Garbaren 2/3
- Fading Argonaut (fading 2) 2/2
- Hardened Mox (indestructible) 1/1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Hrm. I can’t cleanly kill Vandy, who’s a huge threat here. But I can do some tech-busting. One Time Spiral lets me bust up two Tech 2s here. Lets me set up my own Tech 2 with minimal investment. Leaves me 2 gold, which doesn’t get me much unfortunately. Hmm, I can get a gold back by killing Tenderfoot, and play that Stewardess, bounce my Nullcraft to hand to effectively draw a card. Vir and Nullcraft break a Tech 2, Time Spiral, Plasmo and Mox break another Tech 2, Fargo kills Tenderfoot, I’m back to 7 gold so I can Tech 2 and Stewardess, bounce Nullcraft.
@charnel_mouse’s turn!
2 Likes
Board tracker
P2T4
Starting hand: 4
Spectral Aven
Lobber
Manufactured Truth
Blooming Ancient
Technician draw: 1
Thoughts
That’s exactly the Technician draw I did not want, I can’t stash two Tech II units.
Teched cards: 2
T2: 2 x Lobber
T3: Blooming Ancient, Insurance Agent
T4: Blooming Ancient, Insurance Agent
Get paid - (8)
Rebuild Tech II
Lobber - (7)
Tech Lab: Law - (6)
Bigby Hayes - (4)
Worker - (3)
Midband Bigby - (1)
Stash 1
Discard 2, draw 3, reshuffle 7, draw 1
Bigby L3 2/4+1A (stash 1; exhaust: sideline a Tech 0/I patroller)
Lobber 2/2 (haste; exhaust: deal 1 to a building)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech Lab HP: 4 (Law)
Hand: 5
Blooming Ancient
Traffic Director
Lawful Search
Arrest
Blooming Ancient
Deck: 6
Lobber
Building Inspector
Reputable Newsman
Insurance Agent
Manufactured Truth
Insurance Agent
[
Discard: 0
[spoiler]
/spoiler]
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
1 on board
5 in hand
6 in deck
0 in discard
4 in workers
Total: 16
Gold: 1
Workers: 9
5 x start
T1: Porkhand Magistrate
T2: Jail
T3: Bluecoat Musketeer
T4: Spectral Aven
Damn all the carnage… leaves this turn a little meek
board state
rules variations for FFA
FFA G3 Player 3, Turn 4
P1 (Carpe) Mono Purple vs
P2 (charnel) [Law]/Fire/Growth vs
P3 (Frozen) [Finesse]/Growth/Strenght vs
P4 (Neko) [Demon]/Growth/Strength
Starting Hand
Timely Messenger
Helpful Turtle
Nimble Fencer (discarded, oof)
Bloom
Events of Turn:
Upkeep:
- Get Gold (8)
- discard #3 of 4 (waah)
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake x2
Bird’s Nest, Blooming Ancient
Nimble Fencer x2
Main:
-
Bloom Rook, walk past Carpe’s Stewardess and break the Tech 2 Present, Carpe’s base to 18 (6)
- Helpful Turtle (4)
- Tower (1)
Workers
Granfalloon Flagbearer, Fruit Ninja, Older Brother
-
-
Patrol as below
- Discard 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Tenderfoot (1/2A)
-
Elite:
-
Scavenger:
-
Technician: Helpful Turtle (1/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Brick Thief
Nimble Fencer
Bird’s Nest
End of Turn Discard
My Thoughts
Bummer to not have tech2 so I can get Arg in here, but oh well. I want to keep Carpe off Prynn so I don’t get Origin Storied
And this is why I’m grateful for the Newsman removal: Birds!
Board state
P4T4
Tech StartingHand Workers
TECH
Voidblocker
Voidblocker
STARTING HAND
Sacrifice the Weak
Bird’s Nest
Banefire Golem
Pestering Haunt
Soul Stone
WORKERS
Skeleton Javelineer
Skeletal Archery
Graveyard
Pestering Haunt
NextHand
Summon Skeletons
Jandra, the Negator
Banefire Golem
Poisonblade Rogue
Discard
Thieving Imp
Sacrifice the Weak
Soul Stone
Banefire Golem
Voidblocker
Voidblocker
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Sacrifice the Weak kills Tenderfoot, FArgo, Lobber - ($8)
Garus Rook - ($6)
Bird’s Nest - ($4)
Argagarg - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: L5 Vandy Anadrose (4/5A) Sparkshot, resist 1, research
-
Elite: Wisp (1/1)
-
Scavenger: Bird (1/1) Flying
-
Technician: Bird (1/1) Flying
-
Lookout:
In Play:
- L1 Argagarg (1/3)
- L1 Garus Rook (2/4)
- Bird’s Nest
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Demonology)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Tokens should keep Rook off my Tech II, hopefully. Gotta try to maintain that 2 base HP advantage! Putting Vandy up front might get her killed, especially if people are worried about Meta, but I’m actually okay with that. I’m more concerned with keeping Rook alive. Vandy’ll be a little harder to kill with the SQL armor as well, and if she can keep aggression restrained, I can maybe get more value out of my tokens, somehow…? Alternative would be to go with Banefire and Argagarg, but someone would just kill the Wisp before Banefire could sacrifice it, maybe.
@CarpeGuitarem’s turn!
P1T5
Tech StartingHand Workers
TECH
Temporal Distortion
Assimilate
STARTING HAND
Neo Plexus 3/2
Battle Suits
Now!
WORKERS
Tinkerer
Forgotten Fighter
Temporal Research
Stewardess of the Undone
Battle Suits
NextHand
Void Star
Now!
Origin Story
Discard
Fading Argonaut (fading 2) 2/2
Neo Plexus 3/2
Temporal Distortion
Assimilate
Tech 2 card(s)
Get Paid - ($8)
Vir peeks
Vir swaps - ($7)
Plasmodium hits Bigby for 4 damage, taking 2
Play Nullcraft, it kills Bigby, levels to Vir - ($5)
Maxband Vir, Mech starts coming in - ($1)
Worker - ($0)
Rebuild Tech 2
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Hardened Mox (indestructible) 1/1+a
-
Elite:
-
Scavenger:
-
Technician: Stewardess of the Undone 2/3
-
Lookout:
In Play:
- Plasmodium (haste) 4/2
- L7 MAX Vir Garbaren 3/5
- Nullcraft (flying, haste) 1/1
- Mech (forecast 2, untargetable) 6/7
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
I think here is where I lean on Frozen to kill Vandy before Meta comes online. Because that is a very clear Meta setup. So instead I focus my efforts elsewhere, taking a value trade with Plasmo.
(looks at Tech 2 spec)
(looks at techs)
And I’m a dummy.
@charnel_mouse’s turn!
Don’t forget to update the board state, Carpe!
Everyone’s board is suddenly looking rather scary.
Board tracker
P2T5
Starting hand: 5
Blooming Ancient
Traffic Director
Lawful Search
Arrest
Blooming Ancient
Thoughts
Right, definitely want to tech in a Tax Collector. After that, I’d like to put in a decent spell, but I’m not sure what. Maybe I just add a Scribe instead, and think about it later. Injunction is more helpful once I can go on the offensive, and Judgement Day is a double-edged sword when I’m relying on Blooming Ancients. Assimilate rules out Censorship Council and Blooming Elm.
I don’t really want to worker any of these cards, maybe I’m fine to skip a worker here? I wanted another round of teching anyway… Keeping the runes on the Ancients, I want to try to protect them against Tricycloid and all those flying units. Oh, but they can be banished or hit with Undo, too. OK, but the only rune target is the Wisp, since the Director is untargetable. Hmm. No, I’ll risk keeping everything on the Ancients.
Teched cards: 2
T2: 2 x Lobber
T3: Blooming Ancient, Insurance Agent
T4: Blooming Ancient, Insurance Agent
T5: Scribe, Tax Collector
Get paid + float + scavenger - (11)
Blooming Ancient - (7)
Blooming Ancient #2, first one gets a rune - (3)
Argagarg Garg, Wisp arrives, Blooming Ancients get 2 runes each - (1)
Traffic Director, Blooming Ancients get a rune each - (0)
Skip worker!
Discard 2, draw 4
Traffic Director 1/1+1A (untargetable; attacking a building: unstoppable)
Argagarg L1 1/3
Wisp 0/1
Blooming Ancient #1 6/8 (++++; ally arrives: gain a + rune)
Blooming Ancient #2 5/7 (+++; ally arrives: gain a + rune)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech Lab HP: 4 (Law)
Hand: 4
Lobber
Reputable Newsman
Insurance Agent
Insurance Agent
Deck: 2
Building Inspector
Manufactured Truth
Discard: 5
Lobber
Scribe
Tax Collector
Lawful Search
Arrest
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
3 on board
4 in hand
2 in deck
5 in discard
4 in workers
Total: 18
Gold: 0
Workers: 9
5 x start
T1: Porkhand Magistrate
T2: Jail
T3: Bluecoat Musketeer
T4: Spectral Aven
1 Like
Anyone know how towers work with invisibility in FFA? Like if I leave Vandy free here to go Super Saiyan (which apparently y’all felt was it was MY responsibility to die on that sword…?), can I lend my tower to Carpe to Origin Story a Demon Rook away?
The Tower has 2 functions: it detects one attacker that tries to use stealth or ability to bypass your patrollers, or it optionally detects one thing of your choice until the end of your turn, so it cannot be used to detect things for an opponent (this would require an off-turn decision or a preemptive “lending” of a building which cannot be placed into a patrol slot).
Incidentally, there’s nothing stopping you from leaving Vandy alone as well… in fact it might benefit you, if my heroes trade with other stuff that’s threatening you. You can encourage this to happen with the low, low price of a $3 Tower investment. Food for thought.
3 Likes
Oh well wishful thinking, but seeing as Neko wouldn’t be that far off lethal with Meta in hand, probably worth stopping it…
board state
rules variations for FFA
FFA G3 Player 3, Turn 5
P1 (Carpe) Mono Purple vs
P2 (charnel) [Law]/Fire/Growth vs
P3 (Frozen) [Finesse]/Growth/Strenght vs
P4 (Neko) [Demon]/Growth/Strength
Starting Hand
Brick Thief
Nimble Fencer
Bird’s Nest
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient, Might of Leaf and Claw
Earthquake x2
Bird’s Nest, Blooming Ancient
Nimble Fencer x2
Main:
- Arg + mid (5)
- Bird’s Nest (3)
-
Nimble Fencer, kill charnel’s TD (2)
- Turtle and Rook kill Neko’s Vandy, Arg maxbands and heals
-
Brick Thief, hit Neko’s base to 19 and heal my base to 19 (0)
Workers
Granfalloon Flagbearer, Fruit Ninja, Older Brother
-
-
Patrol as below
- Discard 0 Draw 2
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 GROWTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Arg (1/5A lvl 5)
-
Elite: Wisp (0+1/1)
-
Scavenger: Big Bird (1/1)
-
Technician: Brick Thief (2/1)
-
Lookout: Tweetie Bird (1/1)
In Play:
- Rook (5/3 lvl 8, +)
- Water Elemental (3/3)
- Nimble Fencer (2/2)
- Birds Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
End of Turn Discard
My Thoughts
Maxband Vandy kinda fuckin scary lol, need to do something about that. Not much hope of winning myself aside from just being generally not the biggest threat right now
Here’s hoping Carpe kills Jandra and gets me a technician draw.
P4T5
Tech StartingHand Workers
TECH
Dinosize
Terras Q, the Shackled
STARTING HAND
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator
Banefire Golem
WORKERS
Skeleton Javelineer
Skeletal Archery
Graveyard
Pestering Haunt
Poisonblade Rogue
NextHand
Deteriorate
Terras Q, the Shackled
Summon Skeletons
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Bird kills Brick Thief - ($11)
Argagarg kills charnel’s Wisp - ($12)
Jandra, the Negator, lent to charnel_mouse - ($9)
Repair my base - ($6)
Banefire Golem - ($0)
Bird trades with Frozen’s lookout Bird - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Banefire Golem (7/7A)
-
Elite: Wisp (1/1)
-
Scavenger:
-
Technician: L1 Garus Rook (2/4)
-
Lookout:
In Play:
- L1 Argagarg (1/3)
- Bird’s Nest
- Bird (1/1) Flying
Buildings:
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Base HP: 20
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Tech I HP: 5
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Tech II HP: 5 (Demonology)
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Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I can’t stop Frozen from pinging my base again next turn, and that’s a problem if he has Earthquake, but I can limit him to damaging only my base before casting… which is worth something, I guess? Gonna need Artisan Mantis to clean up afterward, though… which I can’t get access to without taking 2 more base damage, hah. Guess I’ll postpone for now, I can work with Terras and Dino in the meantime to put pressure on Rook.
@CarpeGuitarem’s turn!
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Is that really how that works? If so that’s diabolical ^._.^
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