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Random Map/Deck Bonanza: YoungBuck and FrozenStorm

#Player 1, Turn 4 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
BC
BC
OC
TS
NC
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)

###Main:

  • Worker (6)
  • Oni (4)
  • Midband Arg (2)
  • Arg taps thru resist (1) to take otu Lookout Dog
  • Boot camp (0) TechN dog, you get 1 card
  • Mox takes Mirror, you get 1 g
  • Fargo and Cadet take Newsie
  • Cadet 2 (0)

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 RS Draw 1
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: Wisp (0/1+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet (2/2)
  • :exhaust: Technician: Onimaru (2/3 L1)
  • :target: Lookout:

####In Play:
Arg (1/4 L3)
F.Argo (2/2 from 1 dmg, 1 Time runes)
Cadet #1 (2/1 from 1 dmg)
Mox (1/1)

####Economy Info:

#####Cards:
Hand: 4
Deck: 4
Disc: 0

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
BC
BS
Tink
TR
[/details]


[details=My Thoughts]
Hmm im behind on Tech now, but I couldnt leave him with so much board. Would have liked to kill a hero but doesnt look likely
[/details]

Player 2, Turn 4 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Lawful Search
Porkhand Magistrate
Traffic Director
Spectral Aven
Macciatus, the Whisperer
Manufactured Truth (technician)
Arrest (LS)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scavenger)
  • Draw 1 for Technician
  • Tech 2 cards from codex

[details=All Teched Cards]
Potent Basilisk, Free Speech
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Lawful Search your hand, draw 1 (8)
  • Macciatus (6)
  • Mirror x 2 (2)
  • Traffic Director (1)
  • Worker up (0)

[details=Workers]
Porkhand Magistrate, Building Inspector, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader: Mirror Illusion (1/2+1armor)
  • :psfist: Elite: Traffic Director (1+1/1)
  • :pspig: Scavenger: Mirror Illusion (1/2)
  • :exhaust: Technician: Macciatus (3/3)
  • :target: Lookout:

####In Play:

  • Quince (1/3 lvl 1)
  • Midori (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Reteller of Truths
Spectral Hound
Spectral Aven
Reputable Newsman
Potent Basilisk
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts][spoiler]
Woof, nasty blowout X-( Grabbing a Potent B as it is pretty clear the goal will be battle suits and peace machine, but also getting a Free Speech in case he pivots to Oni maxband rush or something (plus it’ll help defend the Arg midband toe-snipes…)

The struggle drawing cards is real! Why can’t I reach this damn reteller!?! Shell up best I can I guess, continue to try and apply card advantage, but ugh I’m going to lose Macciatus and continue to get Arg toe-sniped… Potent B will provide a good wall in front at least…
[/spoiler][/details]

#Player 1, Turn 5 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
BC
TINK
BS
TR
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)

###Main:

  • Worker (7)
  • Battle Suits (5)
  • Boot Camp Mirror Illusion (4)
  • Cadet #1 trades with Maccitus, you get 1 card
  • Arg taps to kill Scvn Mirror, you get 1 g
  • Mox Trades with Traffic Cop
  • Cadet and Oni take your Tech 2, Base to 18 hp
  • Tech 2 PAST and PEACE (0)

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    -:ps2gem: Tech 2 PAST and PEACE: 5 hp
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:
Arg (1/4 L3)
Cadet (3/2)
Mox (2/1)
Oni (2/3 L1)

####Economy Info:

#####Cards:
Hand: 3
Deck: 1
Disc: 5

#####Gold:
Gold: 0
Workers: 9


[details=End of Turn Hand]
FSG
Seer
NC
[/details]


[details=My Thoughts][spoiler]
Alright a good break for me. I could have tried to take both heroes here instead, but I feel like all that would buy me is a turn off of free speech if he teched it and a few freee levels for Arg or Oni, neither of which I am terribly attached to right now.

Thinking I go for peace machine + some Shimmer rays for air support, Can get 6 dmg off with them quickly and can keep them around with the extra draws I get from Garrison, could even Sarge them up for more dmg
[/spoiler][/details]

Player 2, Turn 5 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Reteller of Truths
Spectral Hound
Spectral Aven
Reputable Newsman
Potent Basilisk
Spectral Hound (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1scavenger)
  • Draw 1 for Technician
  • Tech 2 cards from codex

[details=All Teched Cards]
Potent Basilisk, Liberty Gryphon
Potent Basilisk, Free Speech
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Rebuild tech 2
  • Spectral Hound (9)
  • Spectral Hound (8)
  • Midbandori + 1 level (3)
  • Mirror Token (1)
  • Quince kills Wisp, takes 1, you draw 1
  • Midori kills Oni, maxbands and heals
  • Worker up (0)

[details=Workers]
Spectral Aven, Porkhand Magistrate, Building Inspector, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Spectral Hound (4/4)
  • :exhaust: Technician: Spectral Hound (4/4)
  • :target: Lookout: Mirror Illusion (1/2 resist 1)

####In Play:

  • Quince (1/2 from 1 damage, lvl 1)
  • Midori (4/5 lvl 8)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Manufactured Truth
Lawful Search
Arrest
Free Speech
Macciatus, the Whisperer
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Okay I think I’m safe here to go tech 3 next turn, probably, so we’ll play for that. Kill Oni so there’s less target pops, we’ll still probably lose both hounds but at least he’ll have to give up his board to do it. As long as there’s no immediate garrison (could be, don’t know how he teched) then we proceed. If he does garrison, we’ll have to stay tech 2 for a cycle probably.
[/details]

#Player 1, Turn 6 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)

###Main:

  • Flagstone Garrison (6)
  • Mox Kills Lookout Mirror
  • Nullcraft (4) RS Draw 1
  • Shimmer Ray (3) Draw 1. Mox is trashed
  • Seer (2) Draw 1, Add 1 rune to Shimmer Ray
  • F.Argo (0) Draw 1
  • Cadet (0)
  • Arg taps to take TechN Hound, you get 1 card
  • Nullcraft sweeps Scvn Hound, Cadet trades with him. You get 1 g

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 RS Draw 2
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    -:ps2gem: Tech 2: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: Seer (2/1+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet (3/2)
  • :exhaust: Technician: F.argo (3/3, 3 time tunes)
  • :target: Lookout: Shimmer Ray (3/4, resist 1, 3 Time Runes)

####In Play:
Arg (1/4 L3)
Nullcraft (1/1)

####Economy Info:

#####Cards:
Hand: 5
Deck: 2
Disc: 0

#####Gold:
Gold: 0
Workers: 9


[details=End of Turn Hand]
Sarge
Cadet
FSG
Seer
Tink
[/details]


[details=My Thoughts]
Well going for my guns with Peace machine, lets see how he does
[/details]

Player 2, Turn 6 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Hero’s Hall

[details=Starting Hand]
Manufactured Truth
Lawful Search
Arrest
Free Speech
Macciatus, the Whisperer
Potent Basilisk (techn)
Traffic Director (LS)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1scavenger)
  • Draw 1 for Technician
  • Choose to Tech 2 cards from codex

[details=All Teched Cards]
Bird’s Nest, Moment’s Peace
Potent Basilisk, Liberty Gryphon
Potent Basilisk, Free Speech
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Lawful Search, check your hand draw 1 (10)
  • Potent Basilisk, destroys battle suits (6)
  • Arrest the Shimmer ray, paying extra for resist (3)
  • Macciatus, the Whisperer (1)
  • Midori destroys your Garrison, takes 1 damage

[details=Workers]
Spectral Aven, Porkhand Magistrate, Building Inspector, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, probably done teching cards

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5+1armor, untargetable deathtouch)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Macciatus, The Whisperer (3/3)
  • :target: Lookout:

####In Play:

  • Quince (1/2 from 1 damage, lvl 1)
  • Midori (4/4 from 1 damage lvl 8)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Reputable Newsman
Reteller of Truths
Liberty Gryphon
Potent Basilisk
Free Speech
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
I’m pretty well screwed here, his past peace machine is going to bowl me over. I didn’t get the reteller down when I needed to, so his card advantage has just wasted my ability to keep stuff down. Probably should have first gone with reteller + potent B, then macciatus. Oh well…
[/details]

#Player 1, Turn 7 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand][spoiler]

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)

###Main:

  • Flagstone Garrison (6)
  • Sarge (3) Draw 1 card
  • Cadet (3) Draw 1 card, +1 Sarge
  • Seer (2) RS Draw 1, +2 Sarge, Shimmer Ray gets 1 rune
  • Tink (0) Draw 1, +3 Sarge
  • Arg Taps to give Nullcraft +1/+1
  • Sarge gives 2 runes to Nullcraft, for a total of 4/4
  • Nullcraft buzzes Potent B for 3 dmg thru 1 armor
  • Seer trades with Potent B
  • Sarge gives final rune to Fading Argo
  • Fargo kills Macc, survives on 1 hp, you get 1 card
  • Cadet kill Quince, takes 1 dmg, Arg to L5, Elemental arrives

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 RS Draw 3
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
    -:ps2gem: Tech 2: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: Elemental (3/3+1a Anti Air)
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet 2 (2/2)
  • :exhaust: Technician: Seer (2/1)
  • :target: Lookout:

####In Play:
Arg (1/5 L5)
Nullcraft (3/3 from 2 runes)
Fargo (3/1 from 3 dmg, +1/+1, 2 time runes)
Cadet 1 (2/1 from 1 dmg
Sarge (3/3)
Tinkerer (1/2)
Shimmer Ray (3/4 3 time runes)
FSG (4 hp)

####Economy Info:

#####Cards:
Hand: 5
Deck: 2
Disc: 0

#####Gold:
Gold: 0
Workers: 9


[details=End of Turn Hand]
Boot Camp
Boot Camp
Sarge
FSG
Shimmer Ray
[/details]


[details=My Thoughts]
Think I got myself a winner here
[/details]

Technician draw was not Bird’s Nest, and you likely can get access to stampede anyway, so I think this is game.

Nicely done! Bottom decking reteller on turn 4 absolutely sunk me, I needed that to keep you from killing tech 2 on turn 5 :_( this was fun though! Big fan of this map

GG bro!

Yeah I hit some good draws later on. Didnt have Stampede yet, but was planning on Teching it this next turn

Also big fan of this map! Opens up some interesting combos without feelin ridiculously OP right out of the gate. Really increases the complexity of the game, but feels kind of like when you finally get to the RTS map that allows you access to all of your buildings and units!

Really not a lot of downsides to this one! Can’t think of any ridiculously OP set ups on this one can you?

I think Past Peace is pretty strong on it, but that’s reasonably well established :wink:

Yes, but Past Peace is ptreey strong overall haha Adn the barrier to Past Peace on the noraml map is really just 2g more right?

The barrier is also foregoing tower, which can be killer in some matchups.

Ah very true, the tower did make alot of Frozen’s potential attacks less favorable

On to the next one!

new decks and map
[ Law / Disease / Past ] for me on p1
[ Peace / Balance / Necromancy ] for you
map 8, which is BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

GL HF!

Player 1, Turn 1 (Random Bonanza! Game 6)

P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

[details=Starting Hand]
Porkhand Magistrate
Arrest
Traffic Director
Jail
Lawful Search
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Bigby Hayes (2)
  • Traffic Director (1)
  • Worker (0)

[details=Workers]
Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:

  • Traffic Director (1/1 untargetable)
  • Bigby Hayes (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Bluecoat Musketeer
Building Inspector
Reputable Newsman
Manufactured Truth
Spectral Aven
[/details]

[details=End of Turn Discard]
Lawful Search
Arrest
Porkhand Magistrate
[/details]

[details=My Thoughts]
I think player 1 has a huge advantage against the blue starter here, as I think it’s way more likely I’ll be able to keep a hero alive and he’ll have to be extra cautious about doing so. I’m going to tentatively plan to tech Stewardess and Spitter, then Injunction + Scribe or something, and go at him with Manufactured Truth. I should be able to get hero kills if he tries to block up, and if he tries to go tower + tech 2 rush I think I can manage that as well. Newsman Tech 1 next turn I think will work very nicely.
[/details]

Thoughts for after the game

So, Doom Grasp and Origin Story… This is the map for Origin Story on your Own hero, which I am really hoping player 1 does. I am placing my bets on Player 2 with a reactive Doom Grasp

#Player 2, Turn 2 (Random Bonanza! Game 5)
P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: Burial Grounds: Ded Heroes stay ded

Starting Hand
Events of Turn:

[details=Starting Hand]
Porkie
TD
BI
Arrest
Musk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)

###Main:

  • Worker (5)
  • Traffic Director (4)
  • Tower (1)

[details=Workers]
MuskJail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 4
  • :tower: Tower: 4
    ####In Patrol:
  • :psblueshield: Squad Leader: TD (1/1+1a, untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Newsie (0/2 from 1 dmg, naming 2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 7


[details=End of Turn Hand]
Arrest
Mtruth
BI
Search
Aven
[/details]


[details=My Thoughts]
Woof bad draw too. Looks like Im still looking to just turtle up. Went HE and Tiny B for techs.
[/details]

Player 1, Turn 2 (Random Bonanza! Game 6)

P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

[details=Starting Hand]
Bluecoat Musketeer
Building Inspector
Reputable Newsman
Manufactured Truth
Spectral Aven
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Plague Spitter, Stewardess of the Undone
[/details]


###Main:

  • Reputable Newsman, blocking 1 (3)
  • Traffic Director pings your tech 1 to 4hp
  • Bigby smacks newsman to 2hp
  • Worker (2)
  • Tech 1 (0)

[details=Workers]
Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Newsman (0/3+1armor, blocking cost 1 spells and upgrades)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Traffic Director (1/1 untargetable)
  • Bigby Hayes (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Arrest
Plague Spitter
Stewardess of the Undone
Porkhand Magistrate
Spectral Aven
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
All according to last turn’s plan. Blocking 2 for him is a peculiar choice, just Arrest and Jurisdiction I guess? I can work just fine with that XD
[/details]

#Player 2, Turn 2 (Random Bonanza! Game 5)
P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: Burial Grounds: Ded Heroes stay ded

Starting Hand
Events of Turn:

[details=Starting Hand]
Porkie
TD
BI
Arrest
Musk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)

###Main:

  • Worker (5)
  • Traffic Director (4)
  • Tower (1)

[details=Workers]
MuskJail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 RS Draw5
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 4
  • :tower: Tower: 4
    ####In Patrol:
  • :psblueshield: Squad Leader: TD (1/1+1a, untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Newsie (0/2 from 1 dmg, naming 2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 1
Workers: 7


[details=End of Turn Hand]
Arrest
Mtruth
BI
Search
Aven
[/details]


[details=My Thoughts]
Woof bad draw too. Looks like Im still looking to just turtle up. Went HE and Tiny B for techs.
[/details]

Player 1, Turn 3 (Random Bonanza! Game 6)

P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: BURIAL GROUNDS: Whenever a hero dies, it’s gone forever this game.

[details=Starting Hand]
Arrest
Plague Spitter
Stewardess of the Undone
Porkhand Magistrate
Spectral Aven
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in from codex

[details=All Teched Cards]
Scribe, Injunction
Plague Spitter, Stewardess of the Undone
[/details]


###Main:

  • Plague Spitter (3)
  • Bigby kills TD, takes 2 damage
  • Hero’s Hall (1)
  • Worker (0)

[details=Workers]
Porkhand Magistrate, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards after your turn

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Reputable Newsman (0/3 blocking 1-cost spells)
  • Plague Spitter (3/3 anti-air)
  • Bigby Hayes (2/1 from 1 damage, lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Building Inspector
Manufactured Truth
Lawful Search
Arrest
Stewardess of the Undone (stashed)
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
I think I’m setting my self up well to lock him down. I’ll decide next turn what to grab for tech 2, if I want to do that at all. I might stick to Orpal and Bigby for a bit, do like sickness and spreading plague… Stashing the stewardess to get a building kill next turn with manufactured truth
[/details]

#Player 2, Turn 3 (Random Bonanza! Game 5)
P1 [Law]/Disease/Past vs P2 [Peace]/Balance/Necromancy

Map: Burial Grounds: Ded Heroes stay ded

Starting Hand
Events of Turn:

[details=Starting Hand]
Arrest
Truth
BI
Search
Aven
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1 float)

###Main:

  • Worker (7)
  • Building Inspector (6)
  • Garth (4)
  • Skeleton (3)

[details=Workers]
AvenMuskJail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 RS Draw 2
  • Tech 2 cards after your turn

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

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 4
  • :tower: Tower: 4
    ####In Patrol:
  • :psblueshield: Squad Leader: BI (1/1+1a, untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Newsie (0/2 from 1 dmg, naming 2)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

Garth (1/3 L1)
####Economy Info:

#####Cards:
Hand: 5
Deck: 4
Disc: 0

#####Gold:
Gold: 3
Workers: 8


[details=End of Turn Hand]
Tiny B
Tiny B
Arrest
Mtruth
Porkie
[/details]


[details=My Thoughts]
Yeah Im in trouble, gunna try to turtle up but I dont know how much longer I can get by. I dont think he can get throu to Tech 1 here with only 2 attacking units (3 if he has Mtruth) Could lose Garth though, which would be a major blow but I dunno what else I should do here
[/details]