News Shop
Events Chat

[MMM1] Game 7: P1 Blue (Nekoatl) vs P2 Black (FrozenStorm)

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Air Hammer
Air Hammer


STARTING HANDBoot Camp
Reputable Newsman
Boot Camp
Porkhand Magistrate
Injunction
Elite Training
Bluecoat Musketeer
Injunction


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman

----------[/spoiler]

NextHand

[spoiler]Air Hammer
Building Inspector
Boot Camp
Boot Camp
Free Speech

----------[/spoiler]

Discard

[spoiler]Injunction
Porkhand Magistrate
Elite Training
Bluecoat Musketeer

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($12)
Bigby draws a card
General Onimaru - ($10)
Boot Camp - ($9)
Boot Camp - ($8)
Tech II - ($4)
Injunction: Tech II, hero limit reduced - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 General Onimaru (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Traffic Director (1/1) Untargetable
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Bigby Hayes (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

No Metamorphosis threat, but instead Tech III is threatened, which wouldn’t be a big problem if the Imp didn’t swipe my Injunction. Had I known that would happen, I would have used Injunction last turn to block Tech II, but I expected to have it available this turn and didn’t want to lower the chances of being able to pump the Newsman. I probably won’t be able to stop the Tech III building from being constructed, which means I need to aim for destroying it and slowing down his ability to cycle cards into hand.

"

Game 7, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Graveyard
Jandra, the Negator
Nether Drain
Dark Pact
Sickness + Carrion Curse (DP)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 1 card in by choice

[details=All Teched Cards]
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Orpal + midband (5)
  • Dark Pact, draw 2 base to 17
  • Sickness to Oni and Bigby (3)
  • Vandy and Imp kill Oni, Orpal maxbands
  • Carrion Curse, would you kindly discard that Free Speech as well as one of those Boot Camps? (0)

[details=Workers]
Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Orpal (2/5+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Thieving Imp (2/1)
  • Vandy (2/2 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Deteriorate
Hooded Executioner
Sacrifice the Weak
Zarramonde, the Obliterator
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Damn, Injunction slows the game down. But we can still cast both Orpal spells (carrion curse deflects anything scary) and get him maxbanded, so I’ll tech one death and decay (maybe not both, he could have a scribe to go digging for free speech that I can’t carrion curse. Don’t want to bloat the deck too hard)

Yup a free speech, no garrison though. An Air Hammer, now that’s a very interesting choice. I feel like he’d probably have been better off Boot Camping my Imp, so he could backline Onimaru, if Air Hammer was his idea. He needs weenie cover for that thing so it doesn’t get sacrificed. No matter though, I’m in winning shape here with no scribe in hand and no Oni to cast boot camp.

No DnD and drew a Zarra, but I did get Hoodie + StW and DP, so I’ll have options
[/details]

"P1T7


StartingHand Workers

[spoiler]STARTING HAND
Air Hammer
Boot Camp
Boot Camp
Free Speech
Building Inspector
Injunction


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

----------[/spoiler]

NextHand

[spoiler]Elite Training
Free Speech
Air Hammer

----------[/spoiler]

Discard

[spoiler]Injunction
Porkhand Magistrate
Elite Training
Bluecoat Musketeer
Boot Camp
Free Speech
Injunction
Boot Camp

----------[/spoiler]

Tech 0 card(s)
Get Paid - ($10)
Bigby draws a card
Air Hammer - ($6)
Injunction: Tech II - ($3)
Director pings your Tech II to 4
Worker - ($2)

Float ($2)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Bigby Hayes (2/3) [1-]
  • Air Hammer (3/3) Flying
  • Traffic Director (1/1) Untargetable
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 11
Thoughts

I think I’m about to get wrecked by Death and Decay, but without Free Speech, I can’t stop it, and trying to play around it would just put me in an even worse position next turn.

"

Game 7, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Hooded Executioner
Sacrifice the Weak
Zarramonde, the Obliterator
Dark Pact
Summon Skele + Graveyard (dp)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Dark Pact, draw 2 base to 15
  • Vandy midbands, kills Bigby and Maxbands, dooming Imp (8)
  • Imp and Orpal break your tech 2, your base to 18
  • Sacrifice the weak, TD and Imp die (6)
  • Hooded Executioner + boost, killing Air Hammer (1)
  • Worker (0)

[details=Workers]
Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Orpal (2/5 lvl 6)
  • Vandy (4/5 lvl 5)
  • Hooded Executioner (3/3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 11

[details=End of Turn Hand]
Death and Decay
Nether Drain
Carrion Curse
Jandra, the Negator
Sickness
[/details]

[details=End of Turn Discard]
Dark Pact
Sacrifice the Weak
Thieving Imp
Graveyard
Zarramonde, the Obliterator
Deteriorate
[/details]

[details=My Thoughts]
Fingers crossed no free speech, I’ll be able to effectively end with Death and Decay. If not though, couldn’t have asked for a better spot for the other Zarra to be aside from bottom-decked like it is: I build the tech 3 then lay him turn 9
[/details]

"P1T8


Tech StartingHand Workers

[spoiler]TECH
The Art of War
The Art of War


STARTING HAND
Elite Training
Free Speech
Air Hammer


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

----------[/spoiler]

NextHand

[spoiler]Elite Training
Boot Camp
Air Hammer
The Art of War

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech II
Sirus Quince - ($11)
Free Speech - ($9)
General Onimaru - ($7)
Level Onimaru - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Soldier (2/1) Sparkshot
  • :ps_: [I]Scavenger[/I]: Soldier (1/1) Sparkshot
  • :pschip: [I]Technician[/I]: Soldier (1/1) Sparkshot
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L8 General Onimaru (4/5) Frenzy 1, Readiness
  • L1 Sirus Quince (1/3)
  • Mirror Illusion (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

I’m delaying Garrisons until after the reshuffle so they can be mixed in with Cadets. Taking Art of War now, because things need to die.

"

Bah, Free Speech!

Game 7, Player 2, Turn 8

P1 Blue vs P2 Black

[details=Starting Hand]
Death and Decay
Nether Drain
Carrion Curse
Jandra, the Negator
Sickness
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11)
  • Tech 1 card in

[details=All Teched Cards]
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Garth (9)
  • Jandra, the Negator (6)
  • Hoodie kills Elite
  • Orpal kills Scav, you get 1g
  • Tech 3 (1)
  • Worker (0)

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (1/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout: Jandra, the Negator (3/3)

####In Play:

  • Orpal (2/4 lvl 6)
  • Hooded Executioner (3/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 12

[details=End of Turn Hand]
Zarramonde, the Obliterator
Hooded Executioner
Sacrifice the Weak
Deteriorate
Nether Drain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Yuck, he has just enough gold to free speech AND max Oni. As much as I want to worker Jandra, I think I want her for defense for Boot Camp, just in case. Hopefully he workered Arrest and MTruth, and maybe a Boot Camp also (though I doubt that one)

I’m teching another Hoodie just in case, I want a little more meat in the deck for blocking and with Peace up, likely garrison is coming. Workering the other Sickness, DnD and max Orpal in general is my effective swarm control now (for when I’m not Free Speech’d)
[/spoiler][/details]

You forgot to mark your Tech III HP… and please excuse me a moment while I pray to the RNG gods that you drew neither Zarramonde nor Death and Decay.

"P1T9


Tech StartingHand Workers

[spoiler]TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Elite Training
Boot Camp
Air Hammer
The Art of War
Elite Training


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

----------[/spoiler]

NextHand

[spoiler]Free Speech
Injunction
Air Hammer

----------[/spoiler]

Discard

[spoiler]The Art of War
Elite Training
Boot Camp
Overeager Cadet
Overeager Cadet
Elite Training

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($11)
The Art of War - ($8)
Onimaru kills Vandy
Elite Training: Soldier, Sirus - ($6)
Sirus and Soldier kill Garth
Air Hammer, mirrored - ($2)
Air Hammer {Mirror of A} kills Jandra, Executioner dies
Boot Camp: Air Hammer {A} - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L8 General Onimaru (6/5A3) Frenzy 1, Readiness
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Sirus Quince (1/5)
  • Air Hammer (3/3) {Mirror of A} Flying
  • Air Hammer (4/4) {A} Flying [1+]
  • Soldier (1/1) Sparkshot
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

Placing a +1/+1 rune on the Air Hammer so it can survive Death and Decay, but I expect Zarramonde to kill either Onimaru, Sirus, or the Air Hammer next turn… most likely Onimaru.

"

That’s a mighty prayer to make, when you could have just destroyed Tech 3 (and tech 2 with that air hammer)

Game 7, Player 2, Turn 9

P1 Blue vs P2 Black

[details=Starting Hand]
Zarramonde, the Obliterator
Hooded Executioner
Sacrifice the Weak
Deteriorate
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12+1scav)
  • No techs

[details=All Teched Cards]
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Zarramonde, the Obliterator, kill Onimaru (3)
  • Orpal kills soldier, -1/1 spreads to mirror (killing it) and real hammer
  • Sacrifice the Weak, real hammer dies (1)

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Zarramonde, the Obliterator (11/11+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Orpal (2/3 lvl 6)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 1
  • Workers: 12

[details=End of Turn Hand]
Carrion Curse
Graveyard
Zarramonde, the Obliterator
Thieving Imp
Death and Decay
[/details]

[details=End of Turn Discard]
Hooded Executioner
Jandra, the Negator
Sacrifice the Weak
Nether Drain
Deteriorate
Hooded Executioner
[/details]

[details=My Thoughts]
Think he missed a big opportunity to take a kill blow there and destroy tech 2 and 3, making a big bet that I was playing for Meta. Meta wasn’t going to win me a base race though. I want to fork this game after we finish b/c I feel like Neko earned a win here with that Art of War, but just threw it away. As it stands, I think Zarra ends it handily for me
[/details]

Right… I forgot Art of War gave Unstoppable… Though, that would still have left the 3-hero Metamorphosis threat plus your units. It was a dicey situation either way, but at least I can sacrifice heroes to protect my base from Zarramonde, whereas invisible heroes could just execute me.

"P1T10


Tech StartingHand Workers

[spoiler]TECH
Liberty Gryphon
Liberty Gryphon


STARTING HAND
Free Speech
Air Hammer
Injunction


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

----------[/spoiler]

NextHand

[spoiler]Porkhand Magistrate
Traffic Director
The Art of War
Free Speech

----------[/spoiler]

Discard

[spoiler]The Art of War
Elite Training
Boot Camp
Overeager Cadet
Overeager Cadet
Elite Training
Air Hammer
Air Hammer
Injunction
Liberty Gryphon
Liberty Gryphon

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($12)
Free Speech - ($10)
Tech III - ($5)
Bigby Hayes - ($3)

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L1 Bigby Hayes (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Sirus Quince (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 11
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11
Thoughts

Dealing with Zarramonde will be tough, to say the least. My plan is to stall with hero patrollers and try to get Liberty Griffons to haste-attack him. I’ll probably be thwarted by other heros/units, but I don’t see any other way to get rid of him, other than just letting him take damage from killing my heroes, which seems like a far less effective strategy.

"

Hmm, why not tech lab? I’m not really afraid of Patriot Gryphons

Game 7, Player 2, Turn 10

P1 Blue vs P2 Black

[details=Starting Hand]
Carrion Curse
Graveyard
Zarramonde, the Obliterator
Thieving Imp
Death and Decay
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Death and Decay, Lord of Shadows
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Vandy (11)
  • Zarra kills Bigby, you get a card, Vandy to lvl 3
  • Thieving Imp, discard # 1 of 5 (8)
  • Garth (6)
  • Graveyard (4)
  • Orpal pecks your base to 16
  • Tech Lab Necromancy (3)

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Tech Lab HP: 4 NECRO

####In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Vandy (4/5 lvl 5)
  • Orpal (2/3 lvl 6)
  • Zarramonde, the Obliterator (11/9)
  • Thieving Imp (2/2)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 3
  • Workers: 12

[details=End of Turn Hand]
Dark Pact
Deteriorate
Death and Decay
Death and Decay
Nether Drain
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Bigby is a solid choice as is tech 3, but why not Tech Lab Truth? I mean I very much doubt he’s drawing into any tech 3 unit, but at least threaten Liberty Gryphons :wink: EDIT can’t kill Quince, phooey, oh well I guess I hope I ace a free speech from his hand

Ugh all spells, REALLY hope he doesn’t have another free speech…
[/details]

The second Zarramonde would be discarded instead of arriving, thus the destroy ability wouldn’t trigger, and you’d just be wasting your gold (Rules Questions thread). Want to change your turn?

TIL, I was certain fresh Legendaries replaced when duplicates come down. Oh well, I changed my turn as above. Quince lives to fight another day it seems… I reshuffled and redrew my hand. It was worse, sadly :confused:

I didn’t build a Tech Lab last turn is because I was confident I wouldn’t have a Liberty Gryphon in hand this turn and I wouldn’t go over the gold cap if I postponed construction. So, theoretically I would have the option of spending it on something else in the unlikely event I wanted to do so.

"P1T11


Tech StartingHand Workers

[spoiler]TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Traffic Director
The Art of War
Porkhand Magistrate
Free Speech
Boot Camp


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector

----------[/spoiler]

NextHand

[spoiler]Injunction
Overeager Cadet
Flagstone Garrison
Bluecoat Musketeer
The Art of War

----------[/spoiler]

Tech 2 card(s)
Get Paid + float - ($14)
Free Speech - ($12)
Tech Lab - ($11)
General Onimaru - ($9)

Float ($9)
Discard 3, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L1 General Onimaru (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L5 Sirus Quince (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Truth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 16
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 9
  • Workers: 11
Thoughts

I considered summoning a token to bait Zarramonde into attacking first, but it didn’t look like it would make much difference, so I’ll save the gold. Something’s gonna get smashed either way, and I just have to hope it doesn’t lock my hand.

"

Yuck

Game 7, Player 2, Turn 11

P1 Blue vs P2 Black

[details=Starting Hand]
Dark Pact
Deteriorate
Death and Decay
Death and Decay
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12+3float)
  • Tech 2 cards in

[details=All Teched Cards]
Death and Decay, Lord of Shadows
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Mid Garth (12)
  • Garth and Imp kill Oni, Garth to level 6
  • Zarra kills Quince, Garth maxbands, you get a card
  • Replay Imp, discard #6 of 6 (9)
  • Vandy kills your tech lab, your base to 12
  • Orpal hits your base to 10

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: 5
  • Tech Lab HP: 4 NECRO

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Garth (3/4 lvl 7)
  • Vandy (4/5 lvl 5)
  • Orpal (2/3 lvl 6)
  • Zarramonde, the Obliterator (11/8)
  • Thieving Imp (2/2)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

####Gold:

  • Gold: 9
  • Workers: 12

[details=End of Turn Hand]
Carrion Curse
Sacrifice the Weak
Lord of Shadows
Hooded Executioner
Hooded Executioner
[/details]

[details=End of Turn Discard]
Nether Drain
Death and Decay
Death and Decay
Deteriorate
Dark Pact
[/details]

[details=My Thoughts]
Lol YUP, Free Speech stalls further. Still though, no Truth tech lab, he can only have 1 hero blocking next turn, this isn’t the worst. He definitely should have put some levels into Oni though, so it would have chunked Zarra better
[/details]

I was hoping to ride this chain past 4 units, but no dice.

"P1T12


StartingHand Workers

[spoiler]STARTING HAND
Bluecoat Musketeer
Injunction
Flagstone Garrison
The Art of War
Overeager Cadet
The Art of War
Traffic Director
Boot Camp
Porkhand Magistrate
Free Speech


WORKERS
Spectral Aven
Manufactured Truth
Lawful Search
Jail
Arrest
Reputable Newsman
Building Inspector
The Art of War

----------[/spoiler]

NextHand

[spoiler]Boot Camp
Air Hammer
Free Speech
Elite Training
Liberty Gryphon

----------[/spoiler]

Discard

[spoiler]The Art of War
Boot Camp
Injunction

----------[/spoiler]

Tech 0 card(s)
Get Paid + float - ($20)
Flagstone Garrison - ($17)
Overeager Cadet
Traffic Director - ($16)
Bluecoat Musketeer - ($14)
Porkhand Magistrate - ($11)
Tech Lab - ($10)
Worker - ($9)
Bigby Hayes - ($7)

Float ($7)
Stash 1, Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Porkhand Magistrate (2/3A)
  • :psfist: [I]Elite[/I]: Bigby Hayes (3/3)
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Traffic Director (1/1) Untargetable
  • :target: [I]Lookout[/I]: Bluecoat Musketeer (1/2) Long-range, resist 1
    [B]In Play:[/B]
  • Flagstone Garrison (4)
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Truth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 12
Thoughts

It’s hard to imagine surviving this next turn, but I’ll give it a shot anyway.

"

Wasn’t going to matter, GG WP

Game 7, Player 2, Turn 12

P1 Blue vs P2 Black

[details=Starting Hand]
Carrion Curse
Sacrifice the Weak
Lord of Shadows
Hooded Executioner
Hooded Executioner
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12+9float -1overflow)
  • No techs

[details=All Teched Cards]
Death and Decay, Lord of Shadows
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Lord of Shadows (13)
  • Zarra sneaks past everything and destroys base, gg wp

If you’re up for it, I’d really like to roll back to your turn 9 and have you leave heroes up but destroy tech 2 and 3, and build a tower. I think you had me, would you have just cut off my tech buildings. I think that’s a much better gamble than betting against Zarra.

GG, WP. I don’t mind rolling back to try a different route, however I couldn’t have destroyed both tech buildings and built the Tower on turn 9, because I relied on killing Vandy and Garth to get Sirus to level 5 for the free mirror copy. So, I’d have to choose between paying $4 to level Sirus to 5 and attack with a durable copy of the Air Hammer, or paying for the Tower. (Also, in reconstructing that board state, I notice I incorrectly drew a card instead of taking a gold that turn, though the card I drew was discarded rather than played.) Do you still want to try it?

Oh good point, still though even without the tower I think it’s worth seeing if the double tech kill would get you enough time to base race. Even a tech 3 kill + hammer going straight face makes sense.

However, after reminding myself that I had Sac the Weak and Nether Drain in hand (and that you can’t make a tower AND Air Hammer) and playing out an alternate turn 9, it seems fairly clear that indeed betting against Zarra wasn’t the worst choice.

Perhaps a hybrid of killing the tech 3, building a tower AND boot camping the Soldier (so it can’t get as easily killed by orpal) or Quince (have to have meta in hand to kill him) would have worked?

Here’s my redone turn 9, assuming my tech 3 and 2 went down b/c you maxed quince to mirror hammer, and thus did not get a tower or Elite Training or Boot Camp, in case you’re curious, but hindsight 20/20 I just had a really good turn 9 draw so I guess it was a tougher spot than I initially thought.

Alternate Turn 9

Game 7, Player 2, Turn 9

P1 Blue vs P2 Black

[details=Starting Hand]
Zarramonde, the Obliterator
Hooded Executioner
Sacrifice the Weak
Deteriorate
Nether Drain
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12)
  • Tech 1 card

[details=All Teched Cards]
Twilight Baron
Hooded Executioner
Death and Decay
Zarramonde, the Obliterator x2
Carrion Curse, Dark Pact
Hooded Executioner, Sickness
Nether Drain, Sickness
[/details]


###Main:

  • Rebuild tech 2
  • Sacrifice Hoodie to kill Soldier, spread to mirror (dies) and real hammer
  • Sacrifice the Weak, Hammer and Jandra die (10)
  • Vandy fetches Meta, Garth Maxbands and fetches a Twilight Baron (3)
  • Garth kills Quince
  • Orpal hits your base to 14
  • **Nether Drain Onimaru, give levels to Orpal b/c why not (2)
  • Hooded Executioner (0)

[details=Workers]
Carrion Curse, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Sickness, Poisonblade Rogue, Pestering Haunt
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 11
  • Tech1 HP: 5
  • Tech2 HP: 5 DEMONZ
  • Tech3 HP: down
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Garth (5/6+1armor lvl 7 invisible)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Orpal (2/3 lvl 6)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 12

Even after looking at your hand, I don’t see a play I could make that you couldn’t shut down. Armed with that knowledge, I’d have Oni break Tech III, build a Tower, forgo the Air Hammer entirely, and hope the extra card draw would help me somehow make a comeback the following turn. If the Nether Drain were missing, I’d instead have Oni break Tech III, Air rush your base, and hope for Art of War + Elite Training to allow Oni to finish the base on turn 10. But, considering I hadn’t earned that knowledge, I’m satisfied that Black winning is a representative result.

1 Like

You certainly have a great stall game working, go ahead and start the next game so we can see if we can get it a win!