[details=Starting Hand]
Shrine of Forbidden Knowledge
Thieving Imp
Bone Collector
Zarramonde, the Obliterator
Dark Pact
Skeletal Lord + Summon Skeletons (dark pact, woo!) [/details]
##Events of Turn:
###Upkeep:
Get Gold (9+1float)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Lich’s Bargain, Nether Drain
Dark Pact, Skeletal Lord
Shrine of Forbidden Knowledge, Banefire Golem
Zarramonde, the Obliterator x2
Bone Collector x2 [/details]
###Main:
Bone Collector smacks into Cadet, I get a skeleton
Orpal rams Cadet, dies, OC -1/1, levels fizzle
Ready skeleton finishes Overeager cadet from downtown
Vandy (8)
Dark Pact, draw 2 base to 18
Summon Skeletons, now at 4 skeletons (3 ready) (5)
Garth makes a skeleton (4 ready skeletons) (4)
Ressurect Javelineer from the grave (5 ready skeletons) (3)
Skeletal Lord (1)
Tap the 5 ready skeletons play Zarramonde, the Obliterator from my hand. He destroys the backline Drill Sergeant
Worker (0)
[details=Workers]
Bone Collector, Banefire Golem, Sacrifice the Weak, Pestering Haunt, Poisonblade Rogue, Jandra, The Negator [/details]
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 DEMONZ
Tech Lab HP: 4 NECRO
####In Patrol:
Squad Leader: Zarramonde, the Obliterator (11/11+1armor untargetable)
Elite:
Scavenger: Vandy (2/3 lvl 1)
Technician: Skeletal Lord (3/3)
Lookout:
####In Play:
Garth (1/2 lvl 1)
Skeleton (2/2)
Skeleton (2/2)
Skeleton (2/2)
Skeleton (2/2)
Skeleton (2/2)
Skeleton Javelineer (2/2)
Graveyard (3hp), holding Bone Collector
Skeletal Archery
###Economy Info:
####Cards:
Hand: 4
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 10
[details=End of Turn Hand]
Deteriorate
Zarramonde, the Obliterator
Lich’s Bargain
Thieving Imp [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Miracle Dark Pact needed to get Zarra down NOW… and I got it!!!
Still might not be enough, I suppose we’ll see, he could end up getting lethal on the Spy straight away [/details]
I couldn’t remember whether that counted or not. If that’s the case I just concede lol, no way to stop that draw you had from killing my base next turn. Tower doesn’t allot for me being able to put up enough straight defense.
This map is extremely punishing for Black and a godsend to blue. Early game bullying is the primary mechanism for success of any Black plan, inability to do so doesn’t offer much counterplay to Blue’s “let me set up control”
I agree, this map seemed very good for blue, and I think that played out here.
If zarra did hit my DS, I could still kill Zarra with what I have and then everything else with a judgment day, exploding your graveyard, and even kill vandy and maybe garth for good measure.
Suppose I should get some clarification on that Zarra/Lord interaction.
But in any event, onward to the next map
DAGGERFALL PRISON CAMP: Hiring workers doesn’t cost a card. (Track how many workers you have some other way.)
This feels bad for Blue, sorta…? I guess we will find out.
I checked the rules thread and Feral Strike is not “playing from hand” for Zarra’s purposes. So I think Skele Lord is probably the same as Feral Strike.
Teching Doom Grasp and drawing it on turn 4 would have been about the only way I win that game I think, and even then I’d be needing to get some immediate work done on turn 5.
I’m not really sure who benefits from a lack of deck thinning, but Dark Pact makes me think Black probably gets a slight edge over the map-less match.
If you had used Doom Grasp, I still would have had a ton of gold to work with, but yea it would have been bad for me. In retrospect I probably should have patrolled bigby in lookout or at least technician for that eventuality.
We shall see if I can manage anything with more cards and no way to thin my deck…
P2T1
StartingHand Workers
STARTING HAND
Traffic Director
Spectral Aven
Arrest
Jail
Bluecoat Musketeer
WORKERS
Workers
NextHand
Lawful Search
Reputable Newsman
Building Inspector
Porkhand Magistrate
Manufactured Truth
Discard
Arrest
Jail
Bluecoat Musketeer
Spectral Aven
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Traffic Director - ($3)
Tower - ($0)
Float ($0)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Traffic Director 1/1+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
I could build tower and TD, as a way to say nope to his attacking repeatedly with those pesky units and get that defense down. At a minimum, my tower take something with it on its way out… Sac plus mid vandy gets a dead tower, but leaves him with no tech 1, no skeleton, and no haunt and a 3/3 Vandy. This is a better result than anything else I can think of.
[details=End of Turn Hand]
Sacrifice the Weak
Soul Stone
Thieving Imp
Summon Skeletons
Skeletal Archery [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Kinda weird but I think Jandra + Soul Stone makes a lot of sense here. So let’s pair that with a Gargoyle that’s super likely to hang on the board awhile as well. Next cycle, probably end up getting a Graveyard and Hero’s Hall down as well, tech in dark pact + another soul stone or gargoyle [/details]
Sigh, well, thats gonna be a problem… Eh, I don’t see any play that results in him having significantly less power in play, and me continuing to have more than nothing in play.
[details=My Thoughts]
2 Cadets incoming, Jandra needs to run shit over. Not sure what the plan from here is though… Grabbing a dark pact for next cycle, gotta start laying stuff down. [/details]
Yea, ok, at least he has less stuff on the board! so, yea, bright side… I could lawful search and hope for the cadet or TD, maybe rebuild the tower and use free speech… Definitely no tech 2 here. Tower seems reasonable to waste more gold on. Free speech I am less sure about. I am just gonna lawful search with quince and hope for the best. Well, with cadet at least I can afford the tower. If he maxbands at least the buff is wasted cause free speech… Alternately, I could forego the tower in favor of spectral aven, which would actually survive a turn! Hmm, thats not actually terrible…
[details=All Teched Cards]
Shrine of Forbidden Knowledge, Dark Pact
Dark Pact, Gargoyle
Soul Stone, Gargoyle [/details]
###Main:
Jandra kills OC and Overpowers to kill Mirror, takes 2 damage
Gargoyle (5)
Graveyard (3)
Hero’s Hall (1)
Worker (0)
[details=Workers]
4 Potato [/details]
Patrol as below
Discard 3 Draw 5
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: Vandy(3/3+1armor lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Gargoyle (0/2)
Jandra, the Negator (4/1) Soul Stone attached
Graveyard (3hp)
###Economy Info:
####Cards:
Hand: 5
Deck: 2
Disc: 5
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Sacrifice the Weak
Summon Skeletons
Skeletal Archery
Pestering Haunt
Gargoyle [/details]
[details=End of Turn Discard]
Shrine of Forbidden Knowledge
Dark Pact
Skeleton Javelineer
Poisonblade Rogue
Deteriorate [/details]
[details=My Thoughts]
Just putting stuff on the board to keep the deck as tidy as possible. The Aven is an interesting choice from him, no doubt he was thinking to have me kill Quince and lose out on my maxband buff, but I want Quince down a little longer than just next turn. No chance of any other teched cards in hand for him, so we’ll let him suicide Quince to fizzle the maxband if he wants to [/details]
STARTING HAND
Manufactured Truth
Jail
Arrest
Traffic Director
WORKERS
workers
workers
workers
workers
NextHand
Building Inspector
Manufactured Truth
Lawful Search
Arrest
Flagstone Garrison
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Manufactured Truth aven into Jandra - ($7)
Midband Quince - ($5)
Demonic aven and quince kill Vandy, Quince to max, my jandra aven triggers death curse on nothing
Tech 2 Peace - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Quince 1/5, lvl 5
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 11
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
oh, I can kill Vandy, huzzah! So now I have to decide, peace or Law. Censorship council seems great for really hampering his card plays, but peace seems like a better way to handle my stupidly large deck. Guess I’ll stick with the Peace plan and hope for the best. Of course, if I want things to survive, I need to not build tech 2 yet… Still definitely not winning this one.
[details=All Teched Cards]
Soul Stone, Hooded Executioner
Shrine of Forbidden Knowledge, Dark Pact
Dark Pact, Gargoyle
Soul Stone, Gargoyle [/details]
###Main:
Garth (6)
Skeleton (5)
Pestering Haunt
Gargoyle (2)
Activate gargoyle, he and Jandra break your tech 2, your base to 16 (1)
Worker (0)
[details=Workers]
5 Potato [/details]
Patrol as below
Discard 3 Draw 2 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: Garth (1/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Gargoyle (3/2)
Skeleton (1/1)
Gargoyle (0/2)
Jandra, the Negator (4/1) Soul Stone attached
Pestering Haunt (1/1)
Graveyard (3hp)
###Economy Info:
####Cards:
Hand: 5
Deck: 7
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Thieving Imp
Dark Pact
Shrine of Forbidden Knowledge
Skeletal Archery
Summon Skeletons [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Decided to skip tech 2 for right now, b/c it gives me the best continued pressure and allows me to wreck that tech 2 and hopefully keep his deck saturated. He might have teched Mind Control but it wouldn’t be worth that much to him. Next turn we’ll bring Vandy back out, and depending on whether he lays another free speech or not, just try to run him over with all this potential damage. Last tech will probably be like Dozer or Banefire + Twilight Baron or something. [/details]
Hey man, sorry for the delay! I seem to lose track of this abnormally easy, your posts come when I’m usually busy enough to forget I guess. What time zone are you in?
[details=Starting Hand]
Thieving Imp
Dark Pact
Shrine of Forbidden Knowledge
Skeletal Archery
Summon Skeletons
Dark Pact + Soul Stone
Hooded Exec + StW [/details]
##Events of Turn:
###Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Metamorphosis, Twilight Baron
Soul Stone, Hooded Executioner
Shrine of Forbidden Knowledge, Dark Pact
Dark Pact, Gargoyle
Soul Stone, Gargoyle [/details]
###Main:
Vandy (7)
Dark Pact, base to 18 draw 2
Dark Pact, base to 16 draw 2
Pestering Haunt Trades with Inspector, mirror Inspector disappears, you get 1g
Sacrifice the Weak, skeleton and real OC die, mirror OC dies as well, you get a card (5)
Jandra and Garth break tech 2, Jandra loses Soul Stone, your base to 14
Activate Both Gargoyles, they break your tech 1, your base to 12 (3)
Revive Haunt from the Grave
Put a fresh soul stone back on Jandra (1)
Worker (0)
[details=Workers]
6 Potato [/details]
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 16
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Vandy (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Garth (1/2 lvl 1)
Gargoyle (3/1)
Gargoyle (3/1)
Jandra, the Negator (4/4) Soul Stone attached
Pestering Haunt (1/1)
Graveyard (3hp)
###Economy Info:
####Cards:
Hand: 5
Deck: 9
Disc: 0
####Gold:
Gold: 0
Workers: 10
[details=End of Turn Hand]
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Hooded Executioner
Dark Pact [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Started the turn thinking I’d kill Quince off the bat, but StW turns out to basically wipe the board along with a Haunt kill. Piece of cake from there to double tech wipe, which virtually guarantees I’ll win the game next turn.
EDIT forgot this isn’t the “pay 2 for workers” map, swapped skele for a soul stone
[/spoiler][/details]