[spoiler]STARTING HAND
Arrest
Traffic Director
Manufactured Truth
Porkhand Magistrate
Lawful Search
WORKERS
Arrest
----------[/spoiler]
NextHand
[spoiler]Bluecoat Musketeer
Spectral Aven
Jail
Reputable Newsman
Building Inspector
----------[/spoiler]
Discard
[spoiler]Lawful Search
Porkhand Magistrate
Manufactured Truth
----------[/spoiler]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Traffic Director - ($2)
General Onimaru - ($0)
Float ($0)
Discard 3, draw 5
[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 General Onimaru (2/3) Frenzy 1
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
I think I’ll try to go Truth this time, and use Camp + Dreamscape for board clear and Macciatus + Reteller for hand preservation, plus making Peace my core spec means that the Tech III building is useful on its own and Macciatus makes Sirus’s abilities much more useful.
[details=End of Turn Hand]
Deteriorate
Sacrifice the Weak
Thieving Imp
Poisonblade Rogue [/details]
[details=End of Turn Discard]
Summon Skeletons
Graveyard [/details]
[details=My Thoughts]
Geez another TD start, and no Imp for me this time. Orpal is still a reasonable response to Oni so I’m going with that on defense, and Haunt + Jav for counter pressure. Drawing into both combats for the first time in awhile so that helps get a counter-swing too. [/details]
L3 General Onimaru (0/1) Frenzy 1 [2-]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 6
Thoughts
Orpal can cause a lot of nastiness even without using spells, but if I clear Orpal and the Haunt, the Newsman can provide effective defense and allow me to build Tech I this turn. Floating $1 means I can afford to max Oni, buy a worker, and play any Cadets and Directors I might draw next turn.
[details=End of Turn Hand]
Jandra, the Negator
Summon Skeletons
Bone Collector
Graveyard [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Okay, he takes the kill on Orpal, that’s totally cool. Vandy should be safe behind Thieving Imp, going to grab Bone Collector (I feel like he’ll be reasonably safe from MTruth and skeletons work as card pressure) and a Dark Pact (card pressure best pressure). Shadow Blade arguably a better choice than BC but I think I want a body on the board. [/details]
L8 General Onimaru (2/1) Frenzy 1, Readiness [2-, 2dmg]
Reputable Newsman (0/3) $2 blocked
Soldier (1/1) Sparkshot
Soldier (1/1) Sparkshot
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
I’m not sure I can keep Onimaru alive until next turn, so I’ll hold off on Boot Camp and take Flagbearers to facilitite defense against black magics. I don’t like leaving the Imp in play if I can help it, 'cuz Graveyard, and getting rid of it limits his options for attacking, so I’ll pump Oni and kill it. I’m not sure how best to patrol, though, so I’ll use Lawful Search to get an idea of what I’m up against.
[details=End of Turn Hand]
Dark Pact
Sacrifice the Weak
Deteriorate
Shrine of Forbidden Knowledge
Carrion Curse [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Well this is really unorthodox, but I’m going to let Vandy just die here and tech up. I’ve completely lost control of the board and I have no good immediate remedies, he’s set up to cycle nicely into teching up as well. At least Vandy can’t give up levels without him giving up his entire board on her (since sacrificing Oni to make room would level her up).
I’m going to lay Graveyard, hoping he bites on killing that instead of the tech 2, and grab Shrine. To kill it efficiently, he either has to keep a very gimp Oni on the board or not recycle his Cadets. I’ll also grab Carrion Curse, as he’s way down on cards and Garrisons are his only good out from that. Should set me up nicely to fetch a nasty demon with Garth and/or play for DnD / Zarra. Workering Haunt instead of Jandra since I’m going for Shrine, Jandra might be useful.
…
Woah, what a draw! Actually I’m not even sure I wanted both right away? I guess we’ll see how this plays out. I expect to lose Vandy though so Dark Pact likely isn’t going to be much help, might end up workering it actually (rare)
[/spoiler][/details]
Well, blue has a lot more leeway in this matchup when going first, I think.
"P1T4
Tech StartingHand Workers
[spoiler]TECH
Macciatus, the Whisperer
Reteller of Truths
STARTING HAND
Traffic Director
Manufactured Truth
Jail
WORKERS
Arrest
Building Inspector
Bluecoat Musketeer
Traffic Director
----------[/spoiler]
NextHand
[spoiler]Jail
Manufactured Truth
Spectral Flagbearer
Reteller of Truths
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II - ($2)
Soldier trades into Vandy
Onimaru trades with Vandy
Soldier trades with Javelineer, you get $1
Cadets and Soldier break your Tech II, your base to 18
Bigby Hayes - ($0)
Float ($0)
Stash 1, Discard 1, reshuffle, draw 3
[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]
Reputable Newsman (0/3) $2 blocked
Soldier (1/1) Sparkshot
Overeager Cadet (2/2)
Overeager Cadet (2/2)
L1 Bigby Hayes (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
This seems like an excellent opportunity to remove Onimaru’s -1/-1 runes without giving away free levels. I don’t want to use the Cadets to clear Vandy (as they’re intended for shenanigans), and this lets me summon Bigby.
[details=End of Turn Hand]
Jandra, the Negator
Bone Collector
Thieving Imp
Summon Skeletons
Shrine of Forbidden Knowledge [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Well darn, Shrine gets blocked and Carrion Curse looks less good against truth t2. I’ll threaten Death and Decay and clean down his board a bit, work from there. Grabbing another Dark Pact as well, helps me be a little more reactionary.
…
Hmm drew the shrine back, probably not what I’ll want but I suppose we’ll see. [/details]
STARTING HANDManufactured Truth
Jail
Spectral Flagbearer
Reteller of Truths
WORKERS
Arrest
Building Inspector
Bluecoat Musketeer
Traffic Director
----------[/spoiler]
NextHand
[spoiler]Jail
Spectral Flagbearer
Spectral Aven
Macciatus, the Whisperer
----------[/spoiler]
Discard
[spoiler]Overeager Cadet
Spectral Flagbearer
Overeager Cadet
Reputable Newsman
Manufactured Truth
Reteller of Truths
Dreamscape
Eyes of the Chancellor
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($8)
Sirus Quince - ($6)
Spectral Flagbearer - ($5)
Manufactured Truth: Newsman copies Cadet - ($4)
Newsman trades into Orpal, runes to Mirror and Flagbearer
Cadet trades into Orpal
Level Bigby x4 - ($0)
Bigby kills Orpal
Float ($0)
Stash 1, Discard 1, draw 3
[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]
L3 Sirus Quince (1/4)
L5 Bigby Hayes (1/2) [2-]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I considered bouncing Newsman to adjust his block value to $8, but that’s a bad trade gold-wise and leaves Orpal to cause more trouble. Killing Orpal removes the threat and takes out $7 worth of value to balance my investment, and readies Bigby to help me recover my hand size, though sadly I can’t afford a worker.
… and Reteller is not Tech I. What a mess. It’s seems the luck of the draw I’ve enjoyed so far this game ran out, but I managed to take down Orpal anyway.
[details=Starting Hand]
Jandra, the Negator
Bone Collector
Thieving Imp
Summon Skeletons
Shrine of Forbidden Knowledge [/details]
##Events of Turn:
###Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Shrine of Forbidden Knowledge, Soul Stone
Death and Decay, Dark Pact
Carrion Curse, Shrine of Forbidden Knowledge
Bone Collector, Dark Pact [/details]
[details=End of Turn Hand]
Death and Decay
Sacrifice the Weak
Deteriorate
Dark Pact [/details]
[details=End of Turn Discard]
Shrine of Forbidden Knowledge
Soul Stone
Bone Collector
Shrine of Forbidden Knowledge [/details]
[details=My Thoughts][spoiler]
I don’t think he wanted to max out bigby there, so I don’t expect Judgement Day, nor do I expect something like community service (though that would be a clever pull). I think I will go for Jandra and Imp, and tech another Shrine + Soul Stone. That gives me (barring a Free Speech, possible but hopefully not happening) guaranteed access to a Shrine next turn (via 2x Dark Pact), and thus I can sneak a tech kill, free levels, or whatever I decide is most important.
Debatable that just maxing Garth for a Dozer here would be worth it also, but just in case he did go Judgement day I want access to replaying Imp, as well as having Vandy tech for Shadow Blade or something.
If Free Speech comes, I just tech up and trade Imp off to replay him I think
[/spoiler][/details]
I hesitate to worker the Jail with the threat of Zarramonde looming, but I can’t Stash both Porkhand and Jail. Porkhand’s ability to stall a Zarramonde in play is worth more than the downgrade from Jail to Flagbearer in terms of mitigating his Arrives ability.
[details=Starting Hand]
Death and Decay
Sacrifice the Weak
Deteriorate
Dark Pact
Dark Pact + Shrine (dp) [/details]
##Events of Turn:
###Upkeep:
Get Gold (10)
No techs
[details=All Teched Cards]
Shrine of Forbidden Knowledge, Soul Stone
Death and Decay, Dark Pact
Carrion Curse, Shrine of Forbidden Knowledge
Bone Collector, Dark Pact [/details]
[details=End of Turn Hand]
Bone Collector
Soul Stone
Shrine of Forbidden Knowledge
Dark Pact [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Well I mean I think if I can totally clear his board and set myself up to Meta, I kinda have to do it right? For a 3-hero meta, I think it’s worth basically doing nothing next turn and spending all my gold on a meta fetch for both heroes. His deck is so deep and his hand so low, I think that one turn of grace is acceptable. Should have teched Meta instead of Soul Stone but dem’s the breaks.
…
I suppose if I want to bankrupt my base health I can get Meta out of the bottom of the discard, but then I don’t get a Garth Fetch. Suppose we’ll decide based on whether he builds tower and what I draw off Shrine. [/details]
[details=Starting Hand]
Bone Collector
Soul Stone
Shrine of Forbidden Knowledge
Dark Pact
Dark Pact (shrine) [/details]
##Events of Turn:
###Upkeep:
Get Gold (10+1 float)
Draw 1 base to 15
Tech 1 card in
[details=All Teched Cards]
Blackhand Dozer
Shrine of Forbidden Knowledge, Soul Stone
Death and Decay, Dark Pact
Carrion Curse, Shrine of Forbidden Knowledge
Bone Collector, Dark Pact [/details]
###Main:
Orpal (9)
Garth (7)
Vandy fetches Metamorphosis, plays it, everyone’s a demon, Garth fetches Blackhand Dozer (0)
[details=End of Turn Hand]
Death and Decay
Deteriorate
Sacrifice the Weak
Dark Pact
Soul Stone [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Hmm, no tower, no blockers at all. I’d have figured he’d at least try to make me spend resources on something other than meta, I mean a Newsman would make me pay for stw… Maybe he didn’t draw anything good though. Even Art of War I might have believed, but not buying that he pre teched gryphons, and even if he did it wouldn’t be the end of the world (he’d have to draw two in order to finish my base). I could break the tech 3 to be on the safe side, but then if he has free speech (much more likely imo) I may not get through to rebreak, so I think it’s better to get the dozer [/details]