Glhf!
Post to come later.
P1T1
STARTING HAND
Granfalloon Flagbearer
Helpful Turtle
Tenderfoot
Timely Messenger
Spark
WORKERS
Helpful Turtle
Fruit Ninja
Older Brother
Bloom
Brick Thief
Wither
Spark
Granfalloon Flagbearer
Timely Messenger
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
GLHF!
P2 Turn1
[details=StartingHand Workers][spoiler]
STARTING HAND
Summon Skeletons
Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator
WORKERS
Summon Skeletons
[/spoiler][/details]
[details=NextHand][spoiler]
Pestering Haunt
Graveyard
Thieving Imp
Skeletal Archery
Poisonblade Rogue
[/spoiler][/details]
[details=Discard][spoiler]
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]
[/spoiler][/details]
P1T2
TECH
Nimble Fencer
Dark Pact
STARTING HAND
Older Brother
Brick Thief
Bloom
Wither
Fruit Ninja
WORKERS
Helpful Turtle
Brick Thief
Dark Pact
Fruit Ninja
Timely Messenger
Spark
Bloom
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
Hmm, bloom or Midband opens it up to him just trading zane and jandra if I stay in SQL. Tenderfoot in front though, that just trades tenderfoot for basically nothing. I could wither Jandra. Hmm, Im thinking opening with a spell isn’t that great, Id rather get some things on the board and Older Brother at least hits back regardless of what is in hand.
P2 Turn2
[details=Tech StartingHand Workers][spoiler]
TECH
Tiny Basilisk
Tiny Basilisk
STARTING HAND
Graveyard
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Thieving Imp
WORKERS
Summon Skeletons
Poisonblade Rogue
[/spoiler][/details]
[details=NextHand][spoiler]
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Deteriorate
Tiny Basilisk
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Jandra kills Older Brother
Thieving Imp, discard #2 of 5 - ($3)
Tech1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]
Still can’t play and protect a hero, so playing Imp – though discard feels a bit toothless, he can rebuild easily with Dark Pact. Not committing a hero also gives me counterattack possibilities from Zane with StW/Deteriorate.
Think I’ve decent midgame options against his deck in either Balance or Anarchy. But for now priority is to stop Vandy getting too powerful, so teching 2xTiny Basilisks. Useful later on threaten heroes, blockers or big Demons, though have to watch out for Wither/Discord turning them into Wisps.
[/spoiler][/details]
P1T3
TECH
Shadowblade
Speed of the Fox
STARTING HAND
Dark Pact
Fruit Ninja
Spark
Bloom
Timely Messenger
Nimble Fencer
Granfalloon Flagbearer
WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Shadowblade
Speed of the Fox
Wither
Timely Messenger
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Dark Pact
Vandy kills Imp
Heroes’ Hall - ($3)
Midband heal Vandy - ($1)
Timely Messenger, kills Jandra - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
P2 Turn3
[details=Tech StartingHand Workers][spoiler]
TECH
Doom Grasp
Disguised Monkey
STARTING HAND
Tiny Basilisk
Pestering Haunt
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
[/spoiler][/details]
[details=NextHand][spoiler]
Doom Grasp
Skeletal Archery
Tiny Basilisk
Graveyard
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Tiny Basiisk - ($6)
Skeleton Javelineer - ($5)
Tech2 Anarchy - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]
I can kill Vandy with max Zane shoving Tenderfoot; $1 off-colour Deteriorate kills Tenderfoot; Zane kills Vandy; Worker. Leaves me with 4/1 Zane vs his empty board. He almost certainly kills Zane with Wither, Messenger or Fencer, but only collects free hero levels if he’s willing to delay Tech2 build. Pretty tempting though not exactly cheap. I’m killing lvl 3 Vandy for net $5-6, plus maybe 2 hero levels to him eg for a maxed out Setsuki.
Alternative is to build early Tech2 (eg Anarchy) while teching Doom Grasp, will get a chance to play it next turn or the turn after. I’ll pay the same $5-6 for the Vandy kill, but with the hero level bonuses to me instead. I’ve enough back up options if DG doesn’t line up the turn I want it, eg max Zane, max Garth for a hasty/stealthy unit, Tiny Basilisk, Monkey. OK, let’s go with this, and hope I don’t regret passing up a Vandy kill.
…
Drew DG on the reshuffle, so with that or the other options should be rid of Vandy next turn.
[/spoiler][/details]
P1T4
TECH
Hidden Ninja
Nimble Fencer
STARTING HAND
Wither
Speed of the Fox
Shadowblade
Timely Messenger
Older Brother
WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Bloom
Nimble Fencer
Dark Pact
Fruit Ninja
Wither
Shadowblade
Timely Messenger
Speed of the Fox
Hidden Ninja
Nimble Fencer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Wither Tiny Basilisk - ($4)
Shadow Blade Javelineer, discard 1 of 4 - ($1)
Tenderfoot hits your tech 2 for 1, unable to see the puny basilisk
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
gah, not enough gold Wish I could stash that speed of the fox, oh well
P2 Turn4
[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Steam Tank
STARTING HAND
Tiny Basilisk
Skeletal Archery
Graveyard
Doom Grasp -> discard to Shadow Blade
WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
[/spoiler][/details]
[details=NextHand][spoiler]
Jandra, the Negator
Sacrifice the Weak
Disguised Monkey
Thieving Imp
[/spoiler][/details]
[details=Discard][spoiler]
Doom Grasp
Skeleton Javelineer
Graveyard
Tiny Basilisk
Pirate Gunship
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Garth to max, summon Steam Tank - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]
Doom Grasp hit by Shadow Blade discard, bummer !
Maxing Garth for a Steam Tank to rebuild hand size and see if I can turtle up to build Tech3 next turn. Doesn’t give him much to attack into or benefit from Fencer haste. Keeping the Basilisk behind the lines to avoid Spark, then if he maxes Vandy the buff will reactivate its deathtouch.
I’m in trouble if he Dark Pact draws into Hidden Ninja to break my tech2.
[/spoiler][/details]
you are a gold short, as zane’s maxband targets and vandy has resist.
Good point, will rethink. Just to check, do I get to redo the turn from the start – or am I obliged to do the parts of the move before the error (tech choices, Midori)?
you can redo the whole turn, but redraw the hand regardless of what you change.
Turn redone, edited in.
P1T5
TECH
Metamorphosis
Hidden Ninja
STARTING HAND
Fruit Ninja
Dark Pact
Bloom
Nimble Fencer
Granfalloon Flagbearer
Hidden Ninja
WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Fruit Ninja
Shadow Blade
Wither
Nimble Fencer
Speed of the Fox
Hidden Ninja
Dark Pact
Granfalloon Flagbearer
Bloom
Tech 2 card(s)
Get Paid + float - ($9)
Dark Pact
Setsuki - ($7)
Nimble Fencer - ($5)
Hidden Ninja, Fencer and Vandy, don’t get the draw - ($3)
Vandy kills Basilisk
Maxband Vandy, doom my Fencer, no valid target on your side - ($1)
Fencer breaks your Tech 2
Worker - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
Steam tank stale, wise move, let’s see if I can pull something out with dark pact.
Hidden Ninja is probably as good as I was going to get. Sadly, sacking setsuki here, unless I misjudge his next play. At least he is locked out of Zane for the moment. He definintely will be building a tower, and throwing up a skeleton, either for draw or defense. If he has doom grasp I might end up in a bad position, but I think letting him get zane would be worse, especially with the doomed basilisk as well. Biggest problem is I won’t be able to break through to kill his tower, more than likely. Definitely not feeling like I am ahead.
Nice one! Hidden Ninja was the card I least wanted to see.
P2 Turn5
[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Moment’s Peace
STARTING HAND
Thieving Imp
Disguised Monkey
Jandra, the Negator
Sacrifice the Weak
WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Jandra, the Negator
[/spoiler][/details]
[details=NextHand][spoiler]
Deteriorate
Skeleton Javelineer
Pirate Gunship
Tiny Basilisk
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth and Steam Tank kill Setsuki
Skeleton - ($7)
Imp, discard #4 of 4 - ($4)
Tower - ($1)
Tech2 rebuilds
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]
[/spoiler][/details]
P1T6
TECH
Glorious Ninja
Glorious Ninja
STARTING HAND
Nimble Fencer
Shadow Blade
Speed of the Fox
Wither
WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Fruit Ninja
Timely Messenger
Hidden Ninja
Metamorphosis
Hidden Ninja
Dark Pact
Granfalloon Flagbearer
Bloom
Nimble Fencer
Speed of the Fox
Shadow Blade
Wither
Glorious Ninja
Glorious Ninja
Tech 2 card(s)
Get Paid - ($9)
River - ($7)
Nimble Fencer, skeleton dies - ($5)
Shadow Blade, Imp dies, discard 4 of 4, then draw 1 - ($2)
Vandy and Tenderfoot break Tech 2
Float ($2)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
I’m not really sure what to spend my resources on. 5g gets me through the patrol easily enough, but to what end. I can break tech 2 again, or Tower. I’m facing 6 attack, with potential haste. My next hand is looking pretty rough, if he gets the kill on Vandy with Doom grasp, a mere 5 or 6g, I’m going to be in a rough position. I’ll build my tech 2, he builds his tech 3, and then its a question of draws, I think.
Well I’ll certainly die wealthy…
P2 Turn6
[details=Tech StartingHand Workers][spoiler]
TECH
Surprise Attack
Doom Grasp
STARTING HAND
Deteriorate
Pirate Gunship
Skeleton Javelineer
Tiny Basilisk -> discard to Shadow Blade
Pirate Gunship
Moment’s Peace
WORKERS
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Jandra, the Negator
[/spoiler][/details]
[details=NextHand][spoiler]
Graveyard
Tiny Basilisk
Sacrifice the Weak
Doom Grasp
Disguised Monkey
[/spoiler][/details]
[details=Discard][spoiler]
Thieving Imp
Tiny Basilisk
Deteriorate
Moment’s Peace
Pirate Gunship
Pirate Gunship
Surprise Attack
Doom Grasp
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float, tech draw - ($11)
Make and sac a Skeleton for draw - ($10)
Deteriorate Fencer
Skeleton Javelineer - ($9)
Tech2 rebuilds
Float ($9)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Buildings:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
[details=Thoughts][spoiler]
[/spoiler][/details]
P1T7
TECH
Dark Pact
Speed of the Fox
STARTING HAND
Hidden Ninja
Timely Messenger
Metamorphosis
WORKERS
Helpful Turtle
Brick Thief
Spark
Older Brother
Fruit Ninja
Timely Messenger
Shadow Blade
Hidden Ninja
Tech 2 card(s)
Get Paid + float - ($11)
Tenderfoot uselessly dies on Steam Tank Armor
Metamorphosis, Super Saiyan mode activated - ($5)
Vandy kills Tank and sparkshots javelineer, triggers tower
Midband Vandy, pay 1, discard, cast shadow Blade from codex, garth dies, you discard 2 of 5, then reshuffle and draw 1 (yes, possibly the same one you just discarded) - ($1)
River breaks Tech 2, base to 14
Float ($1)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[B]Economy Info:[/B]
[B]Cards:[/B]
Dang, and I kinda didn’t want river to live so I could do Hidden Ninja shenanigans But, hey, I’ll take it. So, messenger will be free if I want… vandy can kill the tank and skeleton. The real question is, tech 2 ninjutsu, or shadowblade Garth. If I shadow blade Garth I have 2 glorious ninjas I can’t use. However, I can possibly get away with not breaking the tower if I go for garth, garth dead, tech 2 dead, he could deal 7 damage to river with… surprise attack and zane. Leaving tech 2 up and tower down means hasty damage from possibly monkey and marauder, and STILL potentially facing zane and surprise attack, and of course garth being able to draw for something, but he wouldn’t be able to target either hero. Overall, less immediate damage potential if I kill garth, and probably still have vandy active as well.
Skipping worker cause I really need the cards.
Can Vandy use midband ability when already exhausted?
readiness thanks to meta