Number in front of actions means the order in which the action was taken, which is relevant for 2 players.
P2T2 RED
Red Tech 2 card(s)
Red Get Paid + float - ($7)
Red 3 Jaina and Nautical Dog kill Reputable Newsman
Red 4 Scorch Quince - ($4)
Red 10 Bombaster - ($2)
Red 11 Pillage Blue for 2g, base to 28 - ($3)
Red 12 Tech 1 - ($2)
Red 13 Worker - ($1)
Red Float ($1)
Red Discard 1, reshuffle, draw 3
P2T2 BLACK
Black Tech 2 card(s)
Black Get Paid - ($6)
Black 1 Level Garth to 4 - ($3)
Black 2 Garth moves Mox
Black 5 Skeleton finishes Quince, Garth to lvl 6, Blue gains 1g
Black 6 Garth to lvl 7, heals, fetching a Twilight Baron - ($2)
Black 7 Pestering Haunt trades with Building Inspector
Black 8 Deteriorate Mirror
Black 9 Create a Skeleton - ($1)
Black 14 Worker - ($0)
Black Float ($0)
Black Discard 3, reshuffle, draw 5
Tech 2 card(s)
Red Get Paid + float - ($8)
Red 3 Jaina Suicides on Brave Knight, at 3/2
Red 4 Summon Zane at lvl 4 - ($3)
Red 6 Zaneâs Maxband pushes Gilded Glaxx to Elite, at 4/3
Red 7 Bombaster Trades with Brave Knight who goes to Hand
Red 9 Zane kills Fading Argonaut, takes 3, Red draws a card
Red 12 Gunpoint Taxman - ($1)
Red 14 Worker - ($0)
Red Float ($0)
Red Discard 2, draw 4
[B]Board Info:[/B]
[B]In RED Patrol:[/B]
[I]Squad Leader[/I]: Gunpoint Taxman 3/3+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Zane 4/1, Lvl 6
[B]RED Buildings:[/B]
Tech I HP: 5
[B]Economy Info:[/B]
[B]RED Cards:[/B]
Hand: 4
Deck: 1
Disc: 5
[B]RED Gold:[/B]
Gold: 0
Workers: 8
P2T3 BLACK
Tech 2 card(s)
Black Get Paid + Scav - ($8)
Black 1 Garth makes a skeleton - ($7)
Black 2 Sac Skeleton to draw a card
Black 5 Nether Drain, Garth to lvl 5, Zane to lvl 6 - ($6)
Black 8 Twilight Baron hits Traffic Director, overpower 3 kills Glaxx
Black 10 Garth hits Tower for 2
Black 11 Skeleton Javelineer - ($5)
Black 13 Tech 2 (Disease) - ($1)
Black 15 Worker - ($0)
Black Float ($0)
Black Discard 3, draw 3, reshuffle, draw 2
Blue Tech 2 card(s)
Blue Get Paid + float - ($8)
Blue 1 Worker - ($7)
Blue 2 Quince - ($5)
Blue 3 Arrest Gunpoint Taxman - ($3)
Blue 4 Overeager Cadet
Blue 5 Brave Knight returns to play to flee another day - ($0)
Blue Float ($0)
Blue Discard 2, draw 4
[B]Board Info:[/B]
[B]In BLUE Patrol:[/B]
[I]Squad Leader[/I]: Brave Knight 3/3+A
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet 2/2
[I]Technician[/I]:
[I]Lookout[/I]: Mirror 0/1
[B]In Play:[/B]
Quince 1/4, lvl 3
[B]BLUE Buildings:[/B]
Tech I HP: 5
[B]Economy Info:[/B]
[B]BLUE Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]BLUE Gold:[/B]
Gold: 0
Workers: 8
P1T4 PURPLE
Purple Tech 2 card(s)
Purple Get Paid - ($7)
Purple 6 Worker - ($6)
Purple 7 Stewardess of the Undone, Bounces Skeleton - ($3)
Purple 8 Nullcraft kills Zane, Quince to lvl 3 - ($1)
Purple Float ($1)
Purple Discard 2, draw 4
[B]Board Info:[/B]
[B]In PURPLE Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone 2/3+A
Tech 2 card(s)
Red Get Paid - ($8)
Red 5 Worker - ($7)
Red 6 Drakk - ($5)
Red 8 Drakk to lvl 4 - ($4)
Red 9 Lobber - ($3)
Red 10 Lobber hits Brave Knight for 3 and dies
Red 12 Makeshift Rambaster trades with Stewardess - ($1)
Red Float ($1)
Red Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In RED Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Drakk 2/3, lvl 4
[I]Lookout[/I]:
[B]In Play:[/B]
Gunpoint Taxman 3/3
[B]RED Buildings:[/B]
Tech I HP: 5
[B]Economy Info:[/B]
[B]RED Cards:[/B]
Hand: 3
Deck: 8
Disc: 0
[B]RED Gold:[/B]
Gold: 1
Workers: 9
P2T4 BLACK
Tech 2 card(s)
Black Get Paid - ($8)
Black 1 Garth makes a skeleton and sacs it to draw 1 - ($7)
Black 2 Worker - ($6)
Black 3 Maxband Garth, heals, fetching a Cursed Crow - ($4)
Black 4 Garth hits Stewardess for 3, takes 3 damage
Black 7 Nether Drain Garth to Drakk, now lvl 3 - ($3)
Black 11 Deteriorate on Brave Knight, who dies for real
Black 13 Twilight Baron hits Mirror, overpowers into Overeager Cadet, takes 1, Blue gets 1g
Black 14 Pestering Haunt
Black 15 Orpal - ($1)
Black Float ($1)
Black Discard 3, draw 3, reshuffle, draw 2
Tech 2 card(s)
Blue Get Paid + Scav - ($9)
Blue Worker - ($8)
Blue 7 Quince kills Orpal, Maxbands
Blue 8 Create a Mirror - ($6)
Blue 9 Tax Collector, Black feels robbed - ($5)
Blue 10 Tech 2 (Peace) - ($1)
Blue 11 Overeager Cadet
Tech 2 card(s)
Red Get Paid + float - ($10)
Red 1 Gunpoint Taxman trades with Tax Collector, steals 1g - ($11)
Red 7 Kidnapping on Seer trades with Glaxx - ($7)
Red 8 Drakk breaks Tower, base to 26
Red 9 Max Drakk, heals - ($5)
Red 10 Nautical Dog, gains Haste, hits Tech 2 Peace for 3 - ($4)
Red 11 Makeshift Rambaster - ($2)
Red 12 Heroesâ Hall - ($0)
Red 16 Makeshift Rambaster hits Base to 17
Red Float ($0)
Red Discard 0, draw 2
[B]Board Info:[/B]
[B]In RED Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster 1/2
Nautical Dog 1/1
Drakk 3/4, lvl 6
[B]RED Buildings:[/B]
Tech I HP: 5
Heroesâ Hall HP: 4
[B]Economy Info:[/B]
[B]RED Cards:[/B]
Hand: 2
Deck: 6
Disc: 4
[B]RED Gold:[/B]
Gold: 0
Workers: 9
P2T5 BLACK
Tech 2 card(s)
Black Get Paid - ($9)
Black 2 Twilight Baron dies on Glaxx for 4
Black 3 Cursed Ghoul, puts -1 on Nullcraft - ($5)
Black 4 Deteriorate Mirror
Black 5 Garth makes a skeleton - ($4)
Black 6 Sacrifice the Weak, killing Cadet, Stewardess, and Skeleton, Red has no units, Blue Draws 1, Purple gets 1g - ($2)
Black 13 Garth to Max, fetches another Cursed Crow - ($0)
Black 14 Garth Breaks Tech 2 Peace, Base to 24
Black 15 Cursed Crow hits Base to 21, Blue and Purple Discard 1 at Random
Black Float ($0)
Black Discard 3, draw 4, reshuffle, draw 1
Team 1 Flagstone Dominion and Vortoss Conclave have conceded defeat in this contest. Blackhand Scourge and Blood Anarchs have won the day.
Thank you to everyone who participated. I plan to run one of these again in the near future with some combination of green and white included. Thoughts on this match and future Two-Headed Dragon matches are welcome.
So, my thoughts on this game. I was surprised that neither Blue nor Purple teched in more spells earlier. Free Speech or Origin Story could have made some good moves. That said, the big swing happened when Black/Red was able to kill the blue hero and get a Twilight Baron out. That Baron got HUGE damage over the course of the game and cost almost no gold. The Nether Drain plan was really working well, too, which was another reason to want free speech.
Two very aggressive colors versus two stalling colors proved to be very problematic. That said, I still think spells could have made a big difference. If Blue/Purple had used spells to create instant board impact to counter the haste impact from Red and the powerful abilities in Black, it may have gone differently. That said, the Black/Red team may be one of the most powerful in 2HD, only time will tell.
My primary thoughts on this game with regard to the play of the Blue/Purple team:
Their first two turns were extremely passive and yielded tempo to us with no contest. From that point on we had both tempo and the economic advantage. I get the attraction of Newsman on 2 to block Sac the Weak, but they had no ability to attack on turn 2, which let us do whatever we wanted turn 1. Likewise Hardened Mox. But I think they needed to play stuff like Neo Plexus, Fading Argonaut, Bluecoat Musketeer, Traffic Director, and Building Inspector - relatively efficient units (either 1 cost, or with more substantial bodies, or able to get favorable trades through Long Range.)
I was expecting something like that, into something on turn 3 or 4 - either Now! on something to get a turn 3 swing for effect, or Purple playing some Forecasted units into Blueâs Judgement Day if we managed to get a board. Another combo I was a little concerned about was Dreamscape or Hallucination in combination with Vortoss Emblems.
Other spells⌠Origin Story or Free Speech wouldâve helped shut down Garth, and Garthâs unit factory.Ready or Not couldâve gotten a lot of value by effectively disabling everything weâd attacked with one turn except heroes. Which wouldâve been most of our things. Injunction or Community Service couldâve been very powerful in the mid to late game.
I think Blue probably shouldâve summoned Onimaru early on if possible. Early Onimaru is scary. Early Quince⌠not quite as much. Even if he died eventually, he wouldâve put a lot of attack power on the board, possibly threatening to attack on turn 2, that wouldâve made it harded for us to just accumulate things.
Anyway, my overall feeling for the game was that team Red/Black had a won game after our second or third turn, because Purple/Blue yielded tempo without a fight, leaving themselves with no advantages to leverage until they could get their strong tech 2 options onto the table⌠which they wouldâve needed leverage to achieve.