[spoiler]STARTING HAND
Traffic Director
Arrest
Manufactured Truth
Jail
Lawful Search
WORKERS
Manufactured Truth
----------[/spoiler]
NextHand
[spoiler]Bluecoat Musketeer
Porkhand Magistrate
Building Inspector
Reputable Newsman
Arrest
----------[/spoiler]
Discard
[spoiler]Lawful Search
Jail
----------[/spoiler]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bigby Hayes - ($1)
Traffic Director - ($0)
Float ($0)
Stash 1, Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Traffic Director (1/1) Untargetable
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L1 Bigby Hayes (2/3)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
Playing Bigby because I want the option to Arrest next turn and maybe get a hero kill. Also, if Orpal patrols, it’s possible to use Boot Camp to remove -1 runes from Bigby, but not from Onimaru. I’ll place the Director as Scavenger because it can only be killed by Sacrifice the Weak, which would give me a $2 advantage.
[details=End of Turn Hand]
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt [/details]
[details=End of Turn Discard]
Graveyard
Deteriorate
Summon Skeletons [/details]
[details=My Thoughts]
Hard discard seems a reasonable choice against this start of his. Next turn, Garth + jav + skele should be safe for 4g, then I can do HH + worker and tech DP + Shadow Blade, and start to work. That or just 1 skeleton if the other isn’t needed and get tech 1. I think it’s a mistake not using oni on his part [/details]
[details=All Teched Cards]
Dark Pact, Shadow Blade [/details]
###Main:
Garth + Skeleton (4)
Skeleton Javelineer (3)
Hero’s Hall (1)
Pestering Haunt
Worker (0)
[details=Workers]
Poisonblade Rogue, Jandra, the Negator [/details]
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton Javelineer (1/1)
Lookout:
####In Play:
Garth (1/3 lvl 1)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 4
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Summon Skeletons
Dark Pact
Sacrifice the Weak
Graveyard [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Yep only thing I’d lose to with the double skeles is Arrest + MTruth + a 3atk unit, that’s a safe enough risk even with stash. Going for Shadow Blade + DP for backswing [/details]
Overextending a lot to apply pressure, choosing $2 for Newsman to guard against Sacrifice to protect the Newsman and against Soul Stone to protect Judgment Day’s effectiveness. Between Vandy and Garth, he has so much draw power anyway that I’m not too bothered about feeding him cards.
Can’t quite push for a hero kill this turn, but I can at least keep the hordes at bay. Tech II will probably survive, so I’m trying to rush Garrisons. It’s tempting to patrol Newsman as Elite, but that would leave Porkhand vulnerable to Sacrifice, so I’m backlining him.
[details=End of Turn Hand]
Dark Pact
Nether Drain
Sacrifice the Weak
Deteriorate
Shadow Blade [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Taking a risk that he doesn’t draw mtruth, teching in two nether drain since Vandy might die. He’ll probably get Garrison, not great but not much I can do just yet [/details]
Even after feeding you so many cards, you still used Dark Pact to get more! Lucky for me, Vandy chose poorly, letting me get in on the free cards action. Draw engine, start!
"P1T5
Tech StartingHand Workers
[spoiler]TECH
Free Speech
General’s Hammer
STARTING HAND
Overeager Cadet
Lawful Search
Flagstone Garrison
Scribe
Flagstone Garrison
Traffic Director
Jail
Arrest
WORKERS
Manufactured Truth
Building Inspector
Spectral Aven
Bluecoat Musketeer
----------[/spoiler]
NextHand
[spoiler]General’s Hammer
Arrest
Scribe
Traffic Director
Free Speech
Discarding Lawful Search left me with the dream combo of a Garrison and a Cadet, so I think I can get by with just teching a single Free Speech, especially consider both his heroes are still level 1. I’ll take a Hammer as my other card for that Graveyard. If all goes well, I may try to get some Drill Sergeants in play soon, although Flagstone Spies are tempting as my bottleneck is now gold rather than cards and it would be nice to have some invisible attackers.
[details=End of Turn Hand]
Nether Drain
Hooded Executioner
Metamorphosis
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Setting up another 3-hero meta. I’m debating breaking the tech 1 b/c it’s his best form of cycling, I know there’s a cadet in there and I’m guessing he loaded up on Hound or another Scribe or something also. I could kill one of the Garrisons, that’d also be a decent choice, forces him to cycle slower and kills a gold investment (he skipped a worker there).
Settling on tech 1, makes it the toughest on him to mount a defensive. Hopefully no free speech so I can get a meta off
[/spoiler][/details]
Tech 2 card(s)
Get Paid + Scavanger - ($9)
Rebuild Tech I
Traffic Director - ($8)
Sirus Quince - ($6)
Free Speech - ($4)
Worker - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Traffic Director (1/1A)
[I]Elite[/I]:
[I]Scavenger[/I]: L1 Sirus Quince (1/3)
[I]Technician[/I]: Mirror Illusion (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Flagstone Garrison (4)
Flagstone Garrison (4)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 3 (Peace)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
It’s tempting to bring down the Hammer, but I need to start Free Speech, and doing both would take all my gold. Since I’m outnumbered, pulling Tech II units is risky, so I probably need a Judgment Day swing, but I can’t afford it yet… so I’ll take Injunction in the interim. For my 2nd card, I’ll take Jurisdiction for a one-time shot at casting Free Speech when Sirus was killed the previous turn. Jail isn’t as useful against Disease, so I’ll worker it. Whatever defense I field right now will be inadequate, but I’ll try to make attacking my buildings more painful by building a Tower. Sirus will probably die whether patrolling or not, and Free Speech is blocking Shadow Blade,
so I at least want to get a little extra mileage out of my Tower before it goes down.
[details=End of Turn Hand]
Shadow Blade
Cursed Ghoul
Nether Drain
Dark Pact
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Woo, he gets Free Speech but I get both Garrisons. I’m sacrificing one skeleton to get the reshuffle, I want to be able to play meta from hand AND fetch something from Graveyard so better grab one more Dark Pact also, especially in case I hit the 20% that the skele draw fetches it
…
Okay safe, phew. Next turn Meta, with no Garrisons I’ll either have lethal b/c my other units break the line, or an easy double tech kill. [/details]
Tech buildings and Tower survived, but now I have to dig for Jurisdiction or try to protect the Newsman. I’m choosing the Hammer to worker because at this rate, I might end up simply using Judgment Day to pop the Graveyard, and if not there’s still another copy in my Codex.
Graveyard (3hp, Holding Thieving Imp, Bone Collector, Pestering Haunt)
###Economy Info:
####Cards:
Hand: 5
Deck: 4
Disc: 0
####Gold:
Gold: 4
Workers: 11
[details=End of Turn Hand]
Nether Drain
Deteriorate
Dark Pact
Metamorphosis
Shadow Blade [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Aw man! Jurisdiction, ick. Well hopefully that deck’s too bloated now, and a double tech kill keeps it that way. I’m luckily grining with Orpal and Garth s.t. they still have a heal coming. I’m teching in one more Hoodie, just in case I need more spell-less clear. I could almost go to tech 3 here but it’s a little too expensive so I’ll save it for next turn if needed. [/details]
I think I hear the fat lady singing, but I’ll try to defend with heroes since I can’t play any units. No need to tech, since I can’t draw from discard this turn.