[XCAFRR19 Round3] dwarddd [Discipline]/Peace/Past vs UrbanVelvet [Demonology]/Necromancy/Finesse

darn nimble fencers! and nice combo with Garth’s maxband

P1T6


Tech StartingHand Workers

TECH
Undo
Sparring Partner


STARTING HAND
Morningstar Flagbearer
Snapback
Sensei’s Advice
Flagstone Garrison
Flagstone Garrison


WORKERS
Fox Viper
Smoker
Savior Monk
Grappling Hook
Safe Attacking
Snapback


NextHand

Drill Sergeant
Flagstone Spy


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Hire Grave - ($10)
Sensei’s advice sensei and cadet - ($9)
Sensei trades with skele, cadet with GG, nimble fencer 2 dies
Flagstone Garrison - ($6)
Morningstar Flagbearer, draw - ($3)
Flagstone Garrison - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave(2/3+a)sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Morningstar Flagbearer(2/2)

In Play:

  • Flagstone Garrison#1 (4)
  • Flagstone Garrison#2 (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

All I can hope for is that I still have one FG next turn; didn’t like workering snapback but sensei’s advice was just perfect for the situation

"P2T6


Tech StartingHand Workers

TECH
Blademaster
Blademaster


STARTING HAND
Pestering Haunt (1/1)
Sacrifice the Weak
Thieving Imp
Star-Crossed Starlet


WORKERS
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Graveyard
Doom Grasp


NextHand

Gargoyle
Jandra, the Negator (3/3+a)
Deteriorate
Star-Crossed Starlet
Skeleton Javelineer


Tech 2 card(s)
Get Paid - ($10)
Skip Worker
Garth Makes Skele and sacks it to draw - ($9)
Star Crossed Starlet - ($7)
Hire Vandy - ($5)
Starlet and Nimble Fencer trade with Grave, levels to vandy
Garth trades with Flagbearer, levels fizzle
Tech 3 ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Vandy (3/4) *resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well he is set up well for next turn, damnit. Hopefully I get a blade master and it shuts him down, although with or umm available I need to get both out dark pact might get me maestro and some power next turn

"

The legions are on the march
(spectators see thoughts for draw order this turn)

P1T7


Tech StartingHand Workers

TECH
Sparring Partner


STARTING HAND
Drill Sergeant
Flagstone Spy
Overeager Cadet1(3/1)(+)
Overeager cadet
Aged Sensei(1/1)
Martial Mastery
Drill Sargeant(3/3)
Sensei’s Advice
Undo
Sparring Partner
Fox Primus
Sparring Partner
Morningstar Flagbearer(2/2)


WORKERS
Fox Viper
Smoker
Savior Monk
Grappling Hook
Safe Attacking
Snapback
Fox Primus


NextHand

Flagstone Spy
Martial Mastery
Sensei’s Advice
Morningstar Flagbearer(2/2)
Undo


Tech 1 card(s)
Get Paid - ($10)
Drill sargeant, draw 2 - ($7)
Hire cadet, draw 2, one rune
Hire cadet2, draw 2, one rune
Hire Aged Sensei, draw 2, one rune - ($6)
Hire Drill Sargeant, draw 1 reshuffle draw 1, one rune - ($3)
Hire Sparring Partner, draw 1, can’t reshuffle, two runes - ($2)
Hire Sparring Partner, can’t draw, two runes - ($1)
Worker - ($0)
Move runes and patrol

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager cadet(7/7+a) 5(+)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner(5/5) 3(+)
  • :pschip: Technician: Overeager Cadet1(2/2)
  • :target: Lookout:

In Play:

  • Flagstone Garrison#1 (4)
  • Flagstone Garrison#2 (4)
  • Drill Sergeant(3/3)
  • Aged Sensei(1/1)
  • Drill Sargeant(3/3)
  • Sparring Partner(2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

first draw: both cadets, nice!, second draw: sensei and martial mastery, shame i can’t use MM to see if he drew t3, third draw: sensei’s advice and DS, gonna go for hiring sensei next to leave t3 as an option, draw 4: sparring partner and undo, undo isn’t worth it, main fear rn is hasty blademaster, gonna unit up with drill sargeant and sparring partner, which will also bring the spartner i teched into hand and get me another two runes!, draw five: fox primus and spartner, draw 6 morningstar

Well that would be gg. Your draws seemed to be just about perfect

I mean there were many draw orders which would have given me the same and i knew i had two units in hand at the start (true one of which i didnt use) but yh did work out nicely, i ended up drawing my entire deck!:joy: GG WP @FrozenStorm

I meant previously. I knew you probably had the ability to draw it all on the last which is why I didn’t bother trying to imp that round. Oh well, I hate playing against peace for exactly that reason. You know it’s coming and just can’t do anything about it

I actually could get a blademaster out but swift strike is worthless with all those runes moving around

yh that’s why i built that front cadet so big becos unless you ran in vandy or had a spare starlet/nimblefencer you couldn’t get a safe blademaster attack off, but yh never got the peace engine to work before but it is fun loll

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For reference, I believe the Technician draw happens before the Graveyard pops:

  1. Technician dies
    1a. “Draw a card” is added to the queue
  2. Graveyard cuts in line and moves the unit from discard pile to itself
    2a. “Sacrifice Graveyard” is added to the queue
  3. Draw a card (reshuffling)
  4. Put the Graveyard and all buried units into your Discard pile.
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