Copy pasta or did you miss the Thieving Imp discard?
I did totally ignore the discard, I will re-do turn… Imp didn’t hit Dog though so no fundamental changes @charnel_mouse , proceed
Sorry, life’s been busy.
P2T2
Starting hand: 4
Jandra, the Negator
Skeletal Archery
Deteriorate
Summon Skeletons
Thoughts
Hmm, no Vandy means I can’t bully FrozenStorm’s hand size so easily. Let’s go for Skeletons.
Teched cards: 2
T2: 2 x Bone Collector
Get paid + float - (7)
Worker - (6)
Tech I - (5)
Garth Torken - (3)
Summon Skeletons, two Skeletons arrive - (0)
Deteriorate, Nautical Dog dies, you draw, Bloodburn to 1 rune
Pestering Haunt hits your Tech I to 4
Discard 1, draw 1, reshuffle 7, draw 2
Thieving Imp 2/2+1A
Skeleton #1 1/1
Skeleton #2 1/1 (resist 0+1)
Garth L1 1/3 (1g: summon Skeleton, once per turn)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)
Base HP: 20
Tech I HP: 5
Hand: 3
Graveyard
Sacrifice the Weak
Bone Collector
Deck: 5
Skeleton Javelineer
Bone Collector
Summon Skeletons
Deteriorate
Skeletal Archery
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
3 in hand
5 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
No sweat! Just lmk if you expect further delay
[XCAFRR21] Pod4 Player 1 Turn 3
Starting Hand
Makeshift Rambaster
Lobber
Careless Musketeer
Charge
Bombaster (techn)
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Hotter Fire, Lobber
Lobber, Gunpoint Taxman
Main:
- Lobber, suicides into Imp, BB to 2 (5)
- BB kills Imp, BB to 1
- Jaina kills Lookout, takes 1, BB to 2
- Bombaster (3)
- Makeshift Rambaster (1)
- Worker (0)
Workers
Careless Musketeer, Mad Man, Pillage
- Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Bloodburn (2)
- Jaina (2/2 lvl 1)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Bloodrage Ogre
Gunpoint Taxman
Scorch
End of Turn Discard
My Thoughts
Hotter Fire and another Lobber, keep the board light for him, try to protect against StW we’ll see how it goes
P2T3
Starting hand: 3
Graveyard
Sacrifice the Weak
Bone Collector
Thoughts
Bloodburn and Lobber are going to be a pain with Hotter Fire coming in. I wonder whether it’s worth having a Sneaky Pig Wight around for Jaina, or a Catapult to help the Haunt take out a Firehouse. If I tech one Catapult and one Skeleton Lord, that leaves me one of each to fetch. I just need some room to build the Tech Lab, can’t afford it this turn. Not happy about having to discard the Graveyard here.
Teched cards: 2
T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
Get paid - (7)
Worker - (6)
Tech II: Necromancy - (2)
Bone Collector - (0)
Pestering Haunt hits your Tech I to 3 HP
Discard 1, draw 3
Bone Collector 3/3+1A (attacks: I get a Skeleton)
Skeleton #1 1/1
Garth L1 1/3 (1g: summon Skeleton, once per turn)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 3
Bone Collector
Summon Skeletons
Deteriorate
Deck: 2
Skeleton Javelineer
Skeletal Archery
Discard: 4
Thieving Imp
Corpse Catapult
Skeleton Lord
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
3 in hand
2 in deck
4 in discard
3 in workers
Gold: 0
Workers: 8
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
@charnel_mouse :
You don’t have access to Bashing Units. Only Vandy and her spells are substituted. You have to tech differently!
I’m going to keep forgetting that, aren’t I? Thanks, I’ll need to think it over.
I’ll assume you don’t need to wait for my turn to consider how you correct those techs too much
[XCAFRR21] Pod4 Player 1 Turn 4
Starting Hand
Bloodrage Ogre
Gunpoint Taxman
Scorch
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Molting Firebird, Kidnapping
Hotter Fire, Lobber
Lobber, Gunpoint Taxman
Main:
- Gunpoint Taxman (5)
- Worker (4)
- Tech 2 Fire (0)
- BB kills Haunt, BB to 1
Workers
Scorch, Careless Musketeer, Mad Man, Pillage
- Patrol as below
- Discard 1 rs Draw 3
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 3
- Tech2 HP: 5 FIRE
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Bloodburn (1)
- Jaina (2/2 lvl 1)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 3
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Bloodrage Ogre
Nautical Dog
Lobber
End of Turn Discard
My Thoughts
Hm, well I spose I know at least only 1 teched card possible here for him next turn. Could max Garth as well but I think I can handle it.
Right, where were we?
P2T4
Starting hand: 3
Bone Collector
Summon Skeletons
Deteriorate
Thoughts
Leaving my patrol a little thin here, fingers crossed.
Teched cards: 2
T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
T4: Necromancer, Skeleton Lord
Get paid - (8)
Deteriorate, Gunpoint Taxman is 2/2+1A
Bone Collector kills Gunpoint Taxman, takes 2 damage, Skeleton #2 arrives
Midband Garth - (5)
Garth kills Bombaster, you draw, takes 2 damage
Maxband Garth, fetches Skeleton Lord - (2)
Garth summons Skeleton #3 - (1)
Skeleton #1 trades with Jaina, levels fizzle
Worker - (0)
Discard 1, draw 2, reshuffle 8, draw 1
Skeleton #2 2/2+1A (Skeleton Lord: +1/+1)
Skeleton #3 2/2 (Skeleton Lord: +1/+1)
Garth L7 3/4 (1g: summon Skeleton, once per turn; sacrifice a Skeleton: draw 1)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit in hand into play)
Bone Collector 3/1 (attacks: I get a Skeleton; 2 damage)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 3
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Deck: 7
Thieving Imp
Corpse Catapult
Skeleton Lord
Sacrifice the Weak
Necromancer
Deteriorate
Summon Skeletons
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
2 on board
3 in hand
7 in deck
0 in discard
4 in workers
Gold: 0
Workers: 9
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
T4: Bone Collector
[XCAFRR21] Pod4 Player 1 Turn 5
Starting Hand
Bloodrage Ogre
Nautical Dog
Lobber
Molting Firebird (techn)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Hotter Fire, Ember Sparks
Molting Firebird, Kidnapping
Hotter Fire, Lobber
Lobber, Gunpoint Taxman
Main:
- Bloodrage Ogre (6)
- Lobber (5)
- Molting Firebird (1)
- Bloodburn (at 4 from last turn’s carnage) kills BC, BB to 3
- Worker (0)
Workers
Nautical Dog, Scorch, Careless Musketeer, Mad Man, Pillage
- Patrol as below
- Discard Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 3
- Tech2 HP: 5 FIRE
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2a)
- Elite:
- Scavenger: Molting Firebird (4/3)
- Technician: Lobber (2/2)
- Lookout:
In Play:
- Bloodburn (3)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 2
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Kidnapping
Hotter Fire
End of Turn Discard
My Thoughts
Deteriorate did indeed make that a pretty easy dunk of a turn. Techn missing Hotter Fire kinda sucks too… No bueno. Would have been great to have that then Firebird + Charge. Even Kidnapping here would be great to kill the Lord… Oh well. We’ll see what we can make due with
P2T5
Starting hand: 3
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Thoughts
Skeletal Archery lets me kill the Firebird here, and if Garth kills the Ogre he can’t be finished off by Bloodburn. That leaves 4 gold if I worker and play Skeletons, I suppose I could bring in another hero.
Tech options… I wonder what my chances of summoning something with Skeleton Lord are. Obvious choice is Zarramonde, although the Lord of Shadows is sort of amusing against Bloodburn. I’d like Lich’s Bargain to keep my board large, but the base damage might make it dicey against Fire. I seem to be doing OK for base health so far, though. I’ll take a copy, at least.
Teched cards: 2
T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
T4: Necromancer, Skeleton Lord
T5: Lich’s Bargain, Zarramonde, the Obliterator
Get paid - (9)
Worker - (8)
Skeleton Javelineer - (7)
Skeletal Archery - (5)
Garth raises Skeleton #4 - (4)
Garth kills Bloodrage Ogre, takes 3 damage
Skeletons #2 and #3 shoot down Moulting Firebird
Troq Bashar - (2)
Heroes’ Hall - (0)
Discard 0, draw 2
Troq L1 2/3+1A
Skeleton #4 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton Javelineer 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1; javelin rune)
Garth L7 3/1 (1g: summon Skeleton, once per turn; sacrifice a Skeleton: draw 1; 3 damage)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit in hand into play)
Skeleton #2 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton #3 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes’ Hall HP: 4
Hand: 2
Sacrifice the Weak
Summon Skeletons
Deck: 5
Thieving Imp
Corpse Catapult
Skeleton Lord
Necromancer
Deteriorate
Discard: 3
Bone Collector
Lich’s Bargain
Zarramonde, the Obliterator
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
3 on board
2 in hand
5 in deck
3 in discard
5 in workers
Gold: 0
Workers: 10
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
T4: Bone Collector
T5: Pestering Haunt
I think I may have run out of steam…
[XCAFRR21] Pod4 Player 1 Turn 6
Starting Hand
Kidnapping
Hotter Fire
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Firehouse, Desperation
Hotter Fire, Ember Sparks
Molting Firebird, Kidnapping
Hotter Fire, Lobber
Lobber, Gunpoint Taxman
Main:
- Drakk + midband (5)
- Bloodburn hits Lord, BB to 2
- Kidnapping, steal Lord, smash it into Troq, both die, Drakk maxbands (1)
- Lobber kills Scav, takes 1, you get 1g
- Rambaster kills techn, you draw 1
Workers
Nautical Dog, Scorch, Careless Musketeer, Mad Man, Pillage
- Patrol as below
- Discard 1 Draw 2 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 3
- Tech2 HP: 5 FIRE
In Patrol:
- Squad Leader: Drakk (3/4a lvl 6)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn (4)
- Makeshift Rambaster (1/1)
- Lobber (2/1)
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Charge
Lobber
Kidnapping
End of Turn Discard
My Thoughts
Welp, this was not a great draw… Having Kidnapping is good, but I needed to split Hotter Fire. I think I’m pretty sunk, gonna throw a hail mary for desperation + firehouse being able to flood the board long enough to clear all the weanies. Pretty doubtful, we’ll see I spose
Oh no.
P2T6
Starting hand: 2
Sacrifice the Weak
Summon Skeletons
Technician draw: 1
Skeleton Lord
Thoughts
What a wonderful Technician draw. I could sacrifice Skeletons here for a better hand size before killing off Garth, but I think having a bigger board is fine for now.
Teched cards: 0
T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
T4: Necromancer, Skeleton Lord
T5: Lich’s Bargain, Zarramonde, the Obliterator
Get paid + Scavenger - (11)
Skeleton Lord - (8)
Garth summons Skeleton #5 - (7)
Orpal Gloor - (5)
Summon Skeletons, Skeletons #6 and #7 arrives - (2)
Garth suicides into Drakk for 2+1A damage, levels fizzle
Skeleton #2 kills Drakk, my base to 19, Orpal to level 3
Skeleton #3 kills Lobber
Midband Orpal - (1)
Discard 1, draw 3
Orpal L4 2/4+1A (deals damage in - runes; sacrifice non-demon unit: give - rune to target unit, once per turn)
Skeleton #5 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton #6 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton #7 2/2 (resist 0+1; Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit into play from hand)
Skeleton #2 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton #3 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes’ Hall HP: 4
Hand: 3
Corpse Catapult
Necromancer
Deteriorate
Deck: 1
Thieving Imp
Discard: 7
Bone Collector
Lich’s Bargain
Zarramonde, the Obliterator
Skeleton Lord
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
3 in hand
1 in deck
7 in discard
5 in workers
Gold: 1
Workers: 10
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
T4: Bone Collector
T5: Pestering Haunt
Whelp I drew Kidnapping so with Drakk dead, I am sunk here. That other Lord is a dagger. GG WP!
I spose firebird backline would have been better, I was probably overly worried about a StW combo. Mostly I was just pissed about drawing the Firebird on techn instead of Kidnapping, Hotter Fire, or Lobber (or charge even).
GG! A lucky Technician draw on that second Lord at the end there. I was wondering where the Hotter Fire was