RACE #3: EricF ([Demon]/Necro/Bashing) vs. Marto (Mono Blue)

@Marto good luck and have fun!

[details=Player 1, Turn 1]Graveyard
Pestering Haunt
Summon Skeletons -> Worker
Poisonblade Rouge
Skeletal Archery[/details]
4 gold (4)
Worker (3)
Vandy (1)
Pestering Haunt
Discard 3, Draw 5. Float 1 gold

No patrol vs Blue starter / no Zane

L1 Vandy (2/3)
Pestering Haunt (1/1)

Base - 20

5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

I’ll be watching this one closely to see how Blue P2 fares, don’t let me down @Marto! :slight_smile:

4 Likes

Not sure I can stop that :wink:

T1:

Hand

Inspector, Director, Musketeer (W), Manuf Truth, Jail

Collect 5 gold (5)
Worker (4)
Tech I (3)
Building Inspector (2)

discard 3, draw 5

Patrol:
Leader:
Elite:
Scavenger: Building Inspector 11
Technician:
Lookout:

Buildings: Tech I 5hp
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 6
Spare gold: 2
Hand: 5
Deck: 0
Discard: 3

Redraw

Aven, Newsman, Porkhand Magistrate, Search, Arrest

[details=P1, Turn 2]So, I don’t actually want to try Metamorphing against Truth, nor do I want strong Tech I units.

Hand:
Jandra
Sacrifice the Weak
Thieving Imp -> Worker
Skeleton Javelineer
Deteriorate

Tech Soul Stone + Bone Collector
[/details]
5 gold (6)
Worker (5)
Vandy kills the BI
Tech I (4)
Jandra (1)
Haunt hit your Tech I for 1 damage
Discard 3, rs, Draw 5. Float 1 gold

No Patrol

Jandra (3/3)
L1 Vandy (2/2)
Pestering Haunt (1/1)

Base - 20
Tech I - 5

6 workers, 1 gold
Hand: 5
Deck: 3
Discard: 0

I’m starting to be sure I can’t stop that…
Edit: Now I’m sure I can’t :wink:

T2:

Hand

Aven, Newsman, Porkhand Magistrate, Search, Arrest, Scribe from Search, Building Inspector from scribe

Collect 6 gold + scav + float (9)
Summon Quince (7)
Laxful Search your hand, then rs, draw 1 (6)
Scribe, draw 1 (4)
Building Inspector (3)
Newsman (1)

I often don’t compute it until needed. It’s been so long since I played against blue starter, I forgot about it.

New hand:
Soul Stone
Bone Collector
Poisonblade
Skeletal Archery
Graveyard

@Marto you didn’t finish your turn two?

(Sorry, but I’m still deciding on how to patrol)

Hmmm… still don’t know which things are going to die. @Marto you have perfect information here, so feel free to post my turn as well :smirk: (excluding tech choices, of course)

T2:

[details=Hand]Aven, Newsman, Porkhand Magistrate, Search, Arrest, Scribe from Search, Building Inspector from scribe
Tech 2x Scribe[/details]

Collect 6 gold + scav + float (9)
Summon Quince (7)
Laxful Search your hand, then rs, draw 1 (6)
Scribe, draw 1 (4)
Building Inspector (3)
Newsman on 2 (1)

discard 2, draw 4

Patrol:
Leader: Scribe 1/3+1
Elite:
Scavenger: Building Inspector 1/1
Technician: Mirror 0/1
Lookout:

Buildings: Tech I 5hp
Units/Heroes: lvl 1 Quince 1/3, Newsman-2 0/3
Base: 20
Other:

Economy:
Workers: 7
Spare gold: 1
Hand: 4
Deck: 0
Discard: 3

Redraw

Aven, Newsman, Porkhand Magistrate, Search, Arrest

[details=P1, Turn 3]Soul Stone (can’t play)
Bone Collector
Poisonblade
Skeletal Archery (can’t play) -> Worker
Graveyard

4, 1, 1 // 3, 3 defense. 3*, 2+, 1 attack

Tech in Dark Pact + Gargoyle // sure, this should be fine to keep the pressure on, and dodge possible spell based answers.
[/details]
6 gold (7)
Worker (6)
Max Vandy (2), dooming Mirror (dies) and Haunt
Haunt kills BI
Vandy kills Scribe
Jandra kills Newsman
Bone Collector (0)
Discard 3, Draw 3, rs, Draw 2.

No Patrol

Bone Collector (3/3)
Jandra (3/3)
L5 Vandy (4/4)
Pestering Haunt (1/2) -doomed

Base - 20
Tech I - 5

7 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

[details=Next Hand]Soul Stone
Dark Pact
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
[/details]

is the mirror, not wisp, right?

Yeah, yeah, all those 0/1 look the same.

1 Like

T3:

[details=Hand]Traffic D, Scribe, Jail (W), M. Truth, Lawful Search from Techn, Porkhand from scribe
Tech Garrison, Cadet[/details]

Collect 7 gold + scav (8)
Worker (7)
Traffic Director (6)
Scribe, draw 1 (4)
Tech II Peace (0)

discard 3, draw 1, rs, draw 4

Patrol:
Leader: Scribe 1/3+1
Elite:
Scavenger: Traffic Director 1/1
Technician: lvl 1 Quince 1/3
Lookout:

Buildings: Tech I 5hp, Tech II 5hp
Units/Heroes:
Base: 20
Other:

Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 0
Discard: 3

[details=Redraw]Arrest, Inspector, Newsman, M. Truth, Lawful Search
Honestly, drawing none of Garrison, Cadet and Scribe means I can as well concede now…[/details]

[details=P1, Turn 4]Soul Stone
Dark Pact
Sacrifice the Weak
Skeleton Javelineer
Deteriorate

Deck: Graveyard, Poisonblade, Gargoyle = nothing I really care about, but I might Dark Pact just to keep the deck cycling going.

Tech in Metamorphosis and Sneaky Pig (to mitigate a potential Tower)

Defense: 4, 1, 3 // 5
Attack: 4, 3, 3
Plus: Soul Stone (1 for 2), Deteriorate (1), Sacrifice+Jav (4 for 3)

Draw: Poisonblade -> Worker
Gargoyle
[/details]
Haunt dies
7 gold (7)
Dark Pact, I draw 2
Soul Stone Jandra (5)
Worker (4)
Deteriorate Scribe
Jandra kills Scribe and TD
Bone Collector kills Quince, spawns a skeleton
Vandy hits your Base for 4
Tech II Bashing (0)
Discard 3, Draw 1, rs, Draw 4.

Scavenger - Skeleton (1/1)

Bone Collector (3/2)
Soul Stoned Jandra (4/4)
L5 Vandy (4/4)

Base - 18
Tech I - 5
Tech II - 5
Spec: Bashing

8 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0

T4:

[details=Hand]Arrest, Inspector, Newsman, M. Truth, Lawful Search, Garrison from tech
Tech Garrison, Cadet

Draws: Scribe, Porkhand + Cadet,

Good topdeck after a terrible draw, so I don’t have to drop it straight away. The situation is dire though[/details]

Collect 8 gold + scav (9)
Flagstone Garrison (6)
Inspector, draw 1 (5)
Scribe, draw 2 (3)
Cadet, rs, draw 1 (3)
Scribe, draw 2 (1)
Cadet, draw 1 (1)
Worker (0)

discard 7, rs, draw 5

Patrol:
Leader: Scribe 1/3+1
Elite: Scribe 2/3
Scavenger: Cadet 2/2
Technician: Cadet 2/2
Lookout:

Buildings: Tech I 5hp, Tech II 5hp, Flagstone Garrison 4hp
Units/Heroes: (edited) Building Inspector 1/1
Base: 16
Other:

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 2
Discard: 0

Redraw

Arrest, Inspector, Garrison, Director, M. Truth

Is your Inspector patrolling?

No he doesn’t.

[details=P1, Turn 5]Pestering Haunt
Dark Pact
Sacrifice the Weak
Skeleton Javelineer
Graveyard

Looks like I skip Dark Pact and ensure a Metamorph next turn (Barring Speech), but that will depend on how much damage I can deal here…

Defense: 4, 3, 2, 2 // 4, 5, 1 [16]
Attack: 3, 4*, 4+, 1 = 13 to 11 defense, so I can sneak 2 damage in
Sacrifice The Weak is +3 (or +4 if I use Javelineer too)… except I can’t because the BI will soak up the hit. Ok, want to Dark Pact anyway.

Tech in a Hired Stomper (in case I decide to metamorph) and a Wrecking Ball (for future reference)

Pact draws:
Deteriorate, Metamorph
[/details]
8 gold (8)
Dark Pact, I draw 2
Deteriorate the BI
Garth (6)
Make a Skeleton (5)
Sacrifice the Weak (3), killing my new skeleton and the SQL
Bone Collector trades with Elite Scribe, drops another Skeleton
Jandra clears both Cadets
Hero’s Hall (1)
Vandy and old Skeleton break your Tech I, your Base goes to 14
Pestering Haunt (1)
Discard 3, Draw 2, rs, Draw 3. Float 1 gold.

No Patrol

Skeleton (1/1)
Skeleton (1/1)
Pestering Haunt (1/1)
Soul Stoned Jandra (4/2)
L5 Vandy (4/4)
L1 Garth (1/3)

Base - 16
Tech I - 5
Tech II - 5
Spec: Bashing
Hero’s Hall - 4

8 workers, 1 gold
Hand: 5
Deck: 6
Discard: 0

Actually I reshuffled my inspector even as he was in play at the end of my last turn (and still is, wow), so at the end of my turn, I had 5 cards in hand and 1 in my deck. I hope this doesn’t change your turn…