I’m going to have to take a short break and get on some work that needs doing. I’ll check back after a while.
no worries.
"P1T6
Tech StartingHand Workers
TECH
Nimble Fencer
artisan mantis
STARTING HAND
Blooming Ancient
Nimble Fencer
Blooming Ancient
WORKERS
Fruit Ninja
Spark
Wither
Granfalloon Flagbearer
NextHand
Liches Bargain
BC (3/3+A)
Discard
Blooming Ancient
Nimble Fencer
artisan mantis
Tech 2 card(s)
Get Paid - ($8)
skip worker
discard #1
Blooming Ancient - ($4)
garth makes a skeleton, +1 rune - ($3)
nimber fencer, +1 rune - ($1)
rune to zombie
skeleton and zombie trade with fencer, to your graveyard
Arg kills Imp, breaks your graveyard, sending all that goodness to the discard.
rune to fencer
garth hits your base to 13
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Nimble Fencer (3/4+A)+
- Elite:
- Scavenger:
- Technician: SK (1/1)
- Lookout:
In Play:
- Garth, lvl 1, (1/3)
- Arg, lvl 5, (2/4) + [2 dmg]
- BA (2/4)
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 8
- Disc: 3
Gold:
- Gold: 1
- Workers: 8
Thoughts
darn it, cant worker because i want all of these units…okay, priority is to break that graveyard. next turn, resurect that ancient from the dead. hopeing for LB…
"
"P2T6
Tech StartingHand Workers
TECH
Rambasa Twin
Two Step
STARTING HAND
Maestro
Dark Pact
Sacrifice the Weak
Star-Crossed Starlet
Dark Pact
Pestering Haunt
Shadow Blade
Maestro
Grounded Guide
WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
NextHand
Deteriorate
Rambasa Twin
Metamorphosis
Thieving Imp
Maestro
Tech 2 card(s)
Get Paid - ($9)
No Worker
Dark Pact My Base to 11
Dark Pact My Base to 9
Tech Draw
Shadow Blade the skeleton you discard #1 - ($6)
Sacrafice the Weak takes out Nimble Fencer in SL position - ($4)
Pestering Haunt
Star-Crossed Starlet - ($2)
Heroes Hall - ($0)
Vandy L5 (4/5) takes down the Tree She receives 3 DMG for the effort.
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Star-Crossed Starlet (3/2+A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy L5 (4/2)
- Pestering Haunt (1/1)
Buildings:
- Base HP: 9
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 11
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
"
"P1T7
Tech StartingHand Workers
TECH
artisan mantis
Two Step
STARTING HAND
Liches Bargain
BC (3/3+A)
Blooming Elm
WORKERS
Fruit Ninja
Spark
Wither
Granfalloon Flagbearer
NextHand
BC (3/3)
Timely Messenger
Tenderfoot (1/2+A)
Discard
Blooming Ancient
Nimble Fencer
artisan mantis
Nimble Fencer
Liches Bargain
Blooming Elm
artisan mantis
Two Step
Tech 2 card(s)
Get Paid + float - ($9)
discard #1
tech draw
mid garth - ($6)
garth hits starlet for armor and 1 (will die on your next upkeep)
max garth, heals, resummon blooming ancient from discard - ($3)
make a skeleton, BA +1 rune - ($2)
bone collector, BA +1 rune - ($0)
give rune to skeleton
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Arg, lvl 5, (2/4+A) [2 dmg]
- Elite:
- Scavenger: BC (3/3)
- Technician: SK (2/2)+
- Lookout:
In Play:
- Garth, lvl 7, (3/4)
- BA (3/5)+
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 8
Gold:
- Gold: 0
- Workers: 8
"
"P2T7
Tech StartingHand Workers
TECH
Blademaster
Versatile Style
STARTING HAND
Metamorphosis
Deteriorate
Maestro
Rambasa Twin
Thieving Imp
WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Deteriorate
NextHand
Nimble Fencer
Shadow Blade
Dark Pact
Maestro
Dark Pact
Discard
Star-Crossed Starlet
Pestering Haunt
Versatile Style
Thieving Imp
Metamorphosis
Maestro
Blademaster
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Build Tech 2 Finesse - ($4)
Summon Rambasa Twin #1 and #2 - ($0)
Pestering Haunt (1/1) Takes on Arg. They both perish.
Starlett expires
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Rambasa Twin #1 (3/2+A)
- Elite:
- Scavenger: Rambasa Twin #2 (3/2)
- Technician:
- Lookout:
In Play:
- Vandy L5 (4/2)
Buildings:
- Base HP: 9
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
"
While his Arg is mislabelled as having four damage when he only has two, (as far as I can tell), pestering haunt would only break armour by attacking him. Unstoppable does not mean ignores armour.
sorry about that. arg having 4 dmg was from a former turn idea. he really only has 2 damage. bomber678 is right though, pestering haunt would only knock off the armor anyways.
let m e know your turn change. this is getting intense.
"P2T7
Tech StartingHand Workers
TECH
Versatile Style
Versatile Style
STARTING HAND
Metamorphosis
Deteriorate
Maestro
Rambasa Twin
Thieving Imp
WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
NextHand
Maestro
Dark Pact
Graveyard
Two Step
Nimble Fencer
Discard
Star-Crossed Starlet
Pestering Haunt
Deteriorate
Rambasa Twin
Metamorphosis
Maestro
Versatile Style
Versatile Style
Tech 2 card(s)
Get Paid - ($9)
No Worker
Build Tech 2 Finesse - ($5)
Starlet bows out
Thieving Imp (2/2) You Discard #2 - ($2)
Deteriorate Tech Skelly
Haunt trades with Tech Skelly
Summon Grave - ($0)
Vandy L5 (4/2) Sacs herself on Arg. Grave gains 2 levels
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Grave L3 (3/4+A)
- Elite:
- Scavenger:
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
*
Buildings:
- Base HP: 9
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 8
Gold:
- Gold: 0
- Workers: 9
Thoughts
I’ve waited too long to get my Tech 2 building on the board. My resources on every turn have been spent to keep a stable board state, but that plan has become unsustainable. Either I summon the Rambasa Twins to keep the patrol wall steady, or I try to get the building out and hope that I can defend it for a turn or two. Realistically, it’s now or never, and it might already be too late.
"
When a hero dies, an opposing hero gains two levels, not allied.
Yes, and in this case, the levels would simply not go anywhere.
@witspur let me know if you have another turn change given the hero rules (aka grave would not receive the levels for vandy’s selfless sacrifice).
@Bryce_The_Rice
@zhavier
@codexnewb
Even though Grave is on the board and Vandy eliminates Arg, Grave does not get the levels?
I understand that Garth would gain 2 levels because of Vandy’s death (if he was able) but I don’t get why Grave wouldn’t get 2 levels due to Arg’s death in the same combat.
Well, Arg being 2/4 with 1 armor, he simply survives Vandy’s attack with 1 HP !
Arg survived the attack by Vandy. You were one damage short due to armor.
Arg has 2 DMG on him before the attack.
The 2/4+A represents his current stats. He also is under the effect of a +1 Rune, and he is lvl 5. His total stats and counters are 2/6, lvl 5, 2 damage, +1 Rune.
On the forums, I usually suggest people not show the damage count, and instead just show actual stats.
Ah. Understood.
sorry. i put the damage there to make it easier given the runes. ill go ahead and remove that moving forward.
That’s fine. Also, by your convention, Arg should have a + to denote the rune.