[MMM1] WARM-UP: BLUE (Nekoatl) vs BLACK (FrozenStorm)

Continuing to bring the truth to the demons I see!

Game 2, Player 2, Turn 2

P1 Blue vs P2 Black

[details=Starting Hand]
Pestering Haunt
Summon Skeletons
Deteriorate
Jandra, the Negator
Skeleton Javelineer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Gorgon, Hooded Executioner
[/details]


###Main:

  • Orpal (4)
  • Deteriorate Aven, it dies (3)
  • Pestering Haunt
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Jandra, the Negator, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Pestering Haunt (1/1)
  • Graveyard

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Skeleton Javelineer
Skeletal Archery
Thieving Imp
Deteriorate
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Interesting, he skips tech 1 to gum me up with an inspector? I can afford the tax, and Orpal in Elite makes for no easy trades. I’m going to go a little heavier at units first cycle, just to get to tech 2 ASAP and roll on the hero pressure then.
[/details]

"P1T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HANDJail
Lawful Search
Brave Knight


WORKERS
Porkhand Magistrate
Arrest
Lawful Search


NextHand

Bluecoat Musketeer
Reputable Newsman
Brave Knight


Discard

Spectral Aven
Brave Knight
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Jail - ($1)
Traffic Director attacks Graveyard

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Building Inspector (1/1/A)
  • :psfist: [I]Elite[/I]: L3 Bigby Hayes (3/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Traffic Director (1/1)
  • Jail (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

Game 2, Player 2, Turn 3

P1 Blue vs P2 Black

[details=Starting Hand]
Skeleton Javelineer
Skeletal Archery
Thieving Imp
Deteriorate
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Dark Pact x2
Gorgon, Hooded Executioner
[/details]


###Main:

  • Deteriorate Inspector, it dies
  • Pestering Haunt trades with Director, resurrects from grave
  • Worker (6)
  • Tech 2 Disease (2)

[details=Workers]
Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Pestering Haunt (1/1)
  • Graveyard

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 2
  • Workers: 8

[details=End of Turn Hand]
Sacrifice the Weak
Gorgon
Hooded Executioner
Summon Skeletons
[/details]

[details=End of Turn Discard]
Deteriorate
Dark Pact
Dark Pact
Thieving Imp
Skeleton Javelineer
[/details]

[details=My Thoughts]
Jail isn’t going to help him much I don’t think, I’m going to float some gold instead of going straight for the hero’s hall as I want to wait and see if Garth resurrect, Vandy maxband, or something else is the right play
[/details]

Noting here that your Graveyard is down to 2 HP and your Tech II building is at 5.

"P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Bluecoat Musketeer
Reputable Newsman
Brave Knight


WORKERS
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer


NextHand

Brave Knight
Manufactured Truth
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II - ($3)
Brave Knight - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3/A) Readiness
  • :psfist: [I]Elite[/I]: L3 Bigby Hayes (3/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I’m gonna see if I can get smoother results by using Garrisons/Cadets/Knights as a draw engine before venturing into more esoteric strategies.

"

Thanks for pointing out the sloppiness, still getting out of vacation mode!

Game 2, Player 2, Turn 4

P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Gorgon
Hooded Executioner
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+2float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Death and Decay, Cursed Crow
Dark Pact x2
Gorgon, Hooded Executioner
[/details]


###Main:

  • Sacrifice the Weak, Brave Knight volunteers (8)
  • Orpal midband (5)
  • Orpal pings Bigby for -2/2, limps away
  • Maxband Orpal (3)
  • Vandy (1)
  • Haunt pings your tech 2 to 4hp
  • Worker (0)

[details=Workers]
Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor, lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Orpal (2/5 lvl 6)
  • Pestering Haunt (1/1)
  • Graveyard (2hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Hooded Executioner
Skeleton Javelineer
Deteriorate
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Jail makes a juicy target for Death and Decay, so let’s just play that line. He left it open enough, and Free Speech is a little too expensive for him to block well while doing, leaves me opening to tech 3. This matchup is so unfair to blue…
[/details]

Did you mean my Tech II is at 4 HP? If not, I don’t see where the other point of damage came from.

Yes, 4hp, math is hard!

"P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Manufactured Truth
Brave Knight
Overeager Cadet
Flagstone Garrison
Building Inspector
Reputable Newsman
Spectral Aven


WORKERS
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer


NextHand

Flagstone Garrison
Brave Knight
Traffic Director
Overeager Cadet
Drill Sergeant


Tech 2 card(s)
Get Paid - ($8)
Level Bigby x2 - ($6)
Bigby draws a card
Flagstone Garrison - ($3)
Overeager Cadet (draw 1)
Building Inspector (draw 1) - ($2)
Reputable Newsman: $0 (draw 1) - ($0)

Float ($0)
Stash 1, Discard 4, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2/A)
  • :psfist: [I]Elite[/I]: Reputable Newsman (1/3) $0 blocked
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Building Inspector (1/1) $1 buliding tax
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail (3)
  • Flagstone Garrison (4)
  • L5 Bigby Hayes (1/2) (2-)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Thought about getting Free Speech, but I want the +1/+1 counters to cure/prevent disease. Free Speech is a top priority, though. If possible, I want to get rid of that Vandy before she can ult, so I can avoid teching Eyes. If the opportunity presents itself, I want to Manufacture Truth a Cadet into a Knight, suicide it, and recast the Cadet for free.

"

Game 2, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Hooded Executioner
Skeleton Javelineer
Deteriorate
Dark Pact
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Death and Decay, Cursed Ghoul
Death and Decay, Cursed Crow
Dark Pact x2
Gorgon, Hooded Executioner
[/details]


###Main:

  • Midband Vandy, she kills Cadet and Sparkshots to Newsman (7)
  • Orpal kills Newsman, the -1/1 spreads to Building Inspector, you get a gold
  • Pestering Haunt hits Bigby to 1hp, dies
  • Maxband Vandy, nothing to doom (5)
  • Resurrect Haunt from Grave
  • Hero’s Hall (3)
  • Worker (2)

[details=Workers]
Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Vandy (4/5 lvl 5)
  • Orpal (2/4 from 1 damage, lvl 6)
  • Pestering Haunt (1/1)
  • Graveyard (2hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Sacrifice the Weak
Dark Pact
Death and Decay
Gorgon
Thieving Imp
[/details]

[details=End of Turn Discard]
Death and Decay
Cursed Ghoul
Dark Pact
Deteriorate
Hooded Executioner
[/details]

[details=My Thoughts]
Yea this is pretty well locked up, either I’ll win with Death and Decay or if he Free Speeches, just double up Zarra and tech 3 it up.
[/details]

Your Pestering Haunt isn’t untargetable, so Vandy’s maxband should hit it.

You are correct, I changed to hit Bigby so he stays fresh and clean!

"P1T6


Tech StartingHand Workers

TECH
Free Speech
Free Speech


STARTING HANDFlagstone Garrison
Flagstone Garrison
Traffic Director
Overeager Cadet
Brave Knight
Drill Sergeant
Drill Sergeant
Manufactured Truth
Brave Knight
Spectral Aven
Overeager Cadet
Free Speech
Reputable Newsman


WORKERS
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer


NextHand

Drill Sergeant
Free Speech
Manufactured Truth
Brave Knight
Building Inspector


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Overeager Cadet (draw 2)
Traffic Director (draw 2) - ($4)
Overeager Cadet (draw 2)
Sirus Quince - ($2)
Free Speech (spells and hero abilities disabled) - ($0)
Bigby attacks Graveyard

Float ($0)
Stash 1, Discard 6, draw 2, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2/A)
  • :psfist: [I]Elite[/I]: Overeager Cadet (3/2)
  • :ps_: [I]Scavenger[/I]: Mirror Illusion (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail (3)
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L5 Bigby Hayes (1/2/1dmg) (2-)
  • Traffic Director (1/1)
  • L1 Sirus Quince (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I should have taken Free Speech first, 'cuz now I have to dig for it. If possible, I want to get rid of that Vandy before she can ult, so I can avoid teching Eyes. If the opportunity presents itself, I want to Manufacture Truth a Cadet into a Knight, suicide it, and recast the Cadet for free.

"

Game 2, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Sacrifice the Weak
Dark Pact
Death and Decay
Gorgon
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+2float)
  • Choose to Tech 2 cards

[details=All Teched Cards]
Plague Lord x2
Death and Decay, Cursed Ghoul
Death and Decay, Cursed Crow
Dark Pact x2
Gorgon, Hooded Executioner
[/details]


###Main:

  • Tech 3 (7)
  • Garth + a level (4)
  • Haunt kills Bigby, Garth to level 3, resurrect Haunt
  • Vandy kills frontline Cadet, takes 2 damage
  • Worker (3)

[details=Workers]
Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Garth (2/4+1armor, lvl 4)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Orpal (2/4 from 1 damage, lvl 6)
  • :target: Lookout:

####In Play:

  • Vandy (4/3 from 2 damage, lvl 5)
  • Pestering Haunt (1/1)
  • Graveyard (1hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 3
  • Workers: 11

[details=End of Turn Hand]
Cursed Crow
Death and Decay
Cursed Ghoul
Thieving Imp
Death and Decay
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Tech 3, he’s still behind on workers, I have to mitigate the Jail for units (and Zarra is not as appealing when he costs a lot and his arrives doesn’t work out of the Jail). So let’s go with Plague Lords, he can continue to spend resources on Free Speech and I can slowly build a win off units through the jail. Grindy but it’s the right call, he can kill the graveyard if he likes…

Rough draw getting both D&D and no Lord, but a crow and Ghoul can probably open things up a bit
[/spoiler][/details]

"P1T7


Tech StartingHand Workers

TECH
Spectral Hound
Spectral Hound


STARTING HANDDrill Sergeant
Building Inspector
Free Speech
Brave Knight
Manufactured Truth
Reputable Newsman
Drill Sergeant
Spectral Aven
Brave Knight


WORKERS
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer
Brave Knight


NextHand

Spectral Hound
Free Speech
Overeager Cadet
Free Speech
Drill Sergeant


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Traffic Director destroys Graveyard
Free Speech - ($5)
Drill Sergeant (draw 2) - ($2)
Manufactured Truth: Mirror Illusion copies Cadet - ($1)
Building Inspector (draw 2, + to Sergeant) - ($0)
Mirror hits Garth for 2 damage
Cadet hits Garth for 2 damage
Quince kills Garth and levels

Float ($0)
Discard 4, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Building Inspector (1/1/A) $1 tax
  • :psfist: [I]Elite[/I]: Drill Sergeant (4/3) +
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail (3)
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L3 Sirus Quince (1/4)
  • Traffic Director (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Keep Manufactured Truth, and use on Overeager Cadet when something needs to die. I expect to need air defense, and soon. Unit stealing spells may be my best option; alternately copies of the Spectral Aven may be necessary. Tax Collector may be worth considering, and/or $1 illusions. A desperate way to stop a Tech III would be to bring the General’s Hammer down on my own jail before it gets released. Sometime soon I want to get Macciatus and Dreamscape in play, but it’s probably best to tech in at least 2 more illusions first.

"

Manufactured truth can only copy tech 0 or 1 units, you’ll need to re-tool your attack a bit for the Cadet not to turn into a Drill Sergeant

You’re right. Oi, what an oversight. :anguished: It’s too late to change the cards I played, so I’ll have to settle for this.

This is about as good as stall as Blue can play, well done!

Game 2, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Cursed Crow
Death and Decay
Cursed Ghoul
Thieving Imp
Death and Decay
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11+3float)
  • No techs

[details=All Teched Cards]
Plague Lord x2
Death and Decay, Cursed Ghoul
Death and Decay, Cursed Crow
Dark Pact x2
Gorgon, Hooded Executioner
[/details]


###Main:

  • Cursed Ghoul to jail (10)
  • Cursed Crow, breaks out Ghoul, he gimps DS (7)
  • Thieving Imp, breaks out Crow (4)
  • Vandy kills Building Inspector, takes 1 damage
  • Orpal kills DS, takes 3 damage
  • Haunt hits your tech 1 to 4hp

[details=Workers]
Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Cursed Ghoul (4/5 resist 1)

####In Play:

  • Vandy (4/2 from 3 damage, lvl 5)
  • Orpal (2/1 from 4 damage, lvl 6)
  • Cursed Crow (3/3)
  • Thieving Imp (in your jail)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 3

####Gold:

  • Gold: 4
  • Workers: 11

[details=End of Turn Hand]
Deteriorate
Plague Lord
Dark Pact
Gorgon
[/details]

[details=End of Turn Discard]
Graveyard
Death and Decay
Death and Decay
[/details]

[details=My Thoughts][spoiler]
Okay rough draw for this hand, no lord, but next turn should be able to get it, and putting a Crow and a Ghoul down gives me good flexibility to break things next turn (hopefully Quince, he’s who really needs to die to unlock the game)

Okay we got two units in hand, should be able to make good progress next turn
[/spoiler][/details]

Thanks. Now, I just need to transition from stall to beatdown.

"P1T8


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Free Speech
Drill Sergeant
Free Speech
Overeager Cadet
Spectral Hound
Brave Knight
Manufactured Truth
Reputable Newsman
Overeager Cadet
Spectral Aven
Spectral Hound
Drill Sergeant
Spectral Flagbearer
Building Inspector
Spectral Flagbearer


WORKERS
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer
Brave Knight


NextHand

Free Speech
Drill Sergeant
Manufactured Truth
Spectral Hound
Free Speech


Tech 2 card(s)
Get Paid - ($9)
Drill Sergeant (draw 2) - ($6)
Overeager Cadet (draw 2, + to Sergeant)
Overeager Cadet (draw 2, + to Sergeant)
Spectral Aven (draw 2, + to Sergeant) - ($4)
Spectral Flagbearer (draw 2, + to Sergeant) - ($3)
Manufactured Truth: Director copies Aven - ($2)
Director kills Vandy, Quince levels
Free Speech - ($0)
Sergeant trains each Cadet once

Float ($0)
Discard 8, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Aven (2/3) Flying
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (3/3) +
  • :pschip: [I]Technician[/I]: Overeager Cadet (3/3) +
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail (3)
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L5 Sirus Quince (1/5)
  • Traffic Director (1/1)
  • Drill Sergeant (4/4) 2+
  • Spectral Flagbearer (2/2) must be a target
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Peace)

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

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

Keep Manufactured Truth, and use on Overeager Cadet when something needs to die. I expect to need air defense, and soon. Unit stealing spells may be my best option; alternately copies of the Spectral Aven may be necessary. Tax Collector may be worth considering, and/or $1 illusions. A desperate way to stop a Tech III would be to bring the General’s Hammer down on my own jail before it gets released. Sometime soon I want to get Macciatus and Dreamscape in play, but it’s probably best to tech in at least 2 more illusions first.

"

Game 2, Player 2, Turn 8

P1 Blue vs P2 Black

[details=Starting Hand]
Deteriorate
Plague Lord
Dark Pact
Gorgon
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11+4float)
  • Elect to tech 2 cards in

[details=All Teched Cards]
Crypt Crawler, Gorgon
Plague Lord x2
Death and Decay, Cursed Ghoul
Death and Decay, Cursed Crow
Dark Pact x2
Gorgon, Hooded Executioner
[/details]


###Main:

  • Plague Lord to jail, breaks out Imp you discard #4 of 5 (9)
  • Gorgon, breaks Plague Lord out, Traffic Director dies and all your other units and heroes get -1/1 (things with +1/1 just get cancelled out) (6)
  • Replace Hero’s Hall with Surplus, my base to 18 (1)
  • Haunt hits Quince (who is 0/4) to 3hp
  • Cursed Crow kills Aven, takes 1 damage

[details=Workers]
Skeleton Javelineer, Summon Skeletons, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5
  • Surplus HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Cursed Ghoul (4/5+1armor)
  • :psfist: Elite: Thieving Imp (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Plague Lord (4/7 resist 2)
  • :target: Lookout:

####In Play:

  • Orpal (2/1 from 4 damage, lvl 6)
  • Cursed Crow (3/2 from 1 damage)
  • Gorgon (in your jail)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 11

[details=End of Turn Hand]
Dark Pact
Hooded Executioner
Plague Lord
Crypt Crawler
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Cheeky kill on Vandy, not great for me but also not terrible, it maxes quince out so no more healing. Plague Lord and company will hopefully be able to close things out (especially if I can stick graveyard or he lets up on Free Speech to get D&D to the face).

I’m grabbing a surplus and putting more units in the deck (first time teching Crypt Crawler? he’s built for removing Aven so why not, and Gorgon helps replenish card deficit of jail) to help break this stall, but I think he’s running out of steam.
[/spoiler][/details]

"P1T9


Tech StartingHand Workers

TECH
Boot Camp
Boot Camp


STARTING HAND
Drill Sergeant
Manufactured Truth
Spectral Hound
Free Speech
Free Speech
Building Inspector
Brave Knight
Spectral Hound
Spectral Flagbearer
Reputable Newsman
Spectral Aven
Traffic Director
Injunction


WORKERS
Porkhand Magistrate
Arrest
Lawful Search
Bluecoat Musketeer
Brave Knight


NextHand

Brave Knight
Free Speech
Manufactured Truth
Traffic Director
Injunction


Tech 2 card(s)
Get Paid - ($9)
Mirror Illusion - ($7)
Drill Sergeant (mirrored) - ($4)
Spectral Hound - ($3)
Spectral Hound - ($2)
Spectral Aven - ($0)
Sergeants train Cadets
Cadet (6/6) kills Ghoul
Cadet (7/7) kills Plague Lord
Drill Sergeant (5/5) kills Imp
Flagbearer trades with Orpal, -1 runes to Cadets

Float ($0)
Discard 9, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Aven (2/2/A) Flying
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Spectral Hound (3/3)
  • :pschip: [I]Technician[/I]: Spectral Hound (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jail (3)
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)
  • L5 Sirus Quince (0/4/1dmg) -
  • Drill Sergeant (5/5/3dmg) 3+
  • Overeager Cadet (5/5/4dmg) 3+
  • Overeager Cadet (6/6/4dmg) 4+
  • Drill Sergeant (2/2) {A}
  • Mirror Seargent (2/2) {A}
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Peace)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Don’t use Mind Control, because it’s incompatible with Dreamscape. Tech up ASAP.

"