I’m gonna learn from my mistake last game and open with Cal instead of Grave. There’s nothing I really want to worker, but Hook seems to be the least impactful in the long term.
Better draws this time, though nothing is perfectly safe to Cala. I could 50/50 he doesn’t have Hook and SQL Garth, but I think I’d rather just force him to evaluate the stealth kill. If he does do that, I’d expect he techs Sparring Partner and lay that with a tiger summon, or stack YLD and summon a tiger. Either way I think I’ll probably be able to make it work with Hooded Exec or Kidnapping as a tech, so we’ll go with that.
STARTING HAND
Fox Viper
Fox Primus
Sensei’s Advice
Smoker
Morningstar Flagbearer
WORKERS
Grappling Hook
Fox Viper
NextHand
Smoker
Sparring Partner
Fox Primus
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra to midband - ($2)
Discard 2 to give Calamandra stealth.
Calamandra sneaks up on Garth, kills him and maxbands.
Tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra lvl 5 (4/5)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I’m guessing Frozen is drawing into Imp, which is why he’s ok with trading Garth for cards.
He also has tools in his codex to deal with maxband Cal, but hopefully I can get some value out of her first. It’d be nice to draw (and keep) one of my teched cards, then play Spartner + a pulled Tiger, or Centaur + HH.
Murkwood would be the tough thing to deal with if I do go kidnapping, but I don’t think he’d go for that. Imp to continue the hand size punish, Haunt to thin the deck and keep pressure, and a hoodie as a generic out that helps letter
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Heroes’ Hall - ($3)
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Calamandra lvl 5 (4/5)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 3
Workers: 7
Thoughts
I saw the Imp coming, but it doesn’t do me much good. With Haunt in play and Spartner knocked out of my hand, I can’t protect a Tiger from StW. I’ll have to give up tempo to rebuild handsize.
Dodged a bullet there! Didn’t even think that Stalking is invisible (and thus immune to Kidnapping!) unless I have a tower in advance. That seems a good investment here, as it also allows me to stick a Graveyard with 100% safety. Next turn I can tech up if it seems prudent, so I’ll grab a Nether Drain and a Crashbarrow for next cycle.
STARTING HAND
Snapback
Savior Monk
Sensei’s Advice
Aged Sensei
WORKERS
Grappling Hook
Fox Viper
Fox Primus
Aged Sensei
NextHand
Safe Attacking
Morningstar Flagbearer
Centaur
Death Rites
Lich’s Bargain
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Calamandra kills Imp, you get 1 gold.
Garth - ($7)
Garth to maxband, fetch Rambasa Twins from discard - ($1)
Make a skeleton - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Rambasa Twin (3/2A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Rambasa Twin (3/2)
Lookout:
In Play:
Calamandra lvl 5 (4/2)
Garth lvl 7 (3/4)
Buildings:
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I’m too Kidnapping-paranoid to fetch a Tiger, so let’s just maxband Garth
Frozen can replay Imp all he wants, I have two built-in card engines (both of which, incidentally, moonlight as win-conditions)
Pestering Haunt trades with Skeleton, you get a gold, revive Haunt from the grave
Hooded Executioner (8)
Jaina (6)
Skeleton Javelineer (5)
Tech 2 Blood (1)
Worker (0)
Workers
Sacrifice the Weak, Summon Skeletons, Jandra, The Negator, Poisonblade Rogue
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 BLOOD
Tower HP: 4
In Patrol:
Squad Leader: Jaina (2/3+1armor lvl 1)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician: Hooded Executioner (3/3)
Lookout: Skeleton (1/1)
In Play:
Graveyard (3hp, holding Thieving Imp)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 3
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Kidnapping
Nether Drain
Deteriorate
End of Turn Discard
My Thoughts
Ouch, that’s a lot of offense. I could Boost Hoodie to get rid of some of it, but I somehow doubt he wants to go Behind the Ferns with a tower already up (maybe he does)? So in order to max protect the Graveyard, I want to lay Jav, Hoodie and a hero SQL to avoid giving levels. Jaina will be the sacrifice, and on to tech2 blood, where hopefully I can turn the tide. Grabbing another Nether Drain (since he’s so heavy on heros) and Glider.
Tech 2 card(s)
Get Paid - ($8)
Scavenger gold - ($9)
Death Rites - ($5)
Lich’s Bargain, my base to 14, I trash a worker - ($3)
Garth sacs Skeleton, I draw, your Javelineer dies, you get 1 gold.
Garth makes and sacs a Skeleton, I draw, your lookout dies - ($2)
Calamandra trades with Jaina, levels fizzle.
Rambasa Twin #1 trades with Executioner, you draw, Haunt dies and Graveyard explodes.
Rambasa Twin #2 and Garth break tech 2, your base to 18.
Sparring Partner - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Zombie (2/2A)
Elite:
Scavenger: Sparring Partner (2/2)
Technician:
Lookout:
In Play:
Garth lvl 7 (3/3)
Rambasa Twin (3/1)
Horror (3/3)
Buildings:
Base HP: 14
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Death Rites doesn’t have great value with all these weenies, but I can still use it to get at the tech 2 and explode the Graveyard. I’ll have ~4 attackers left, which probably isn’t enough to re-break tech 2 next turn, but I’ll get to reshuffle. So let’s tech some more removal, and hope for the best!
…
Skeleton draws give me Spartner, which is great, and Snapback, which is a tad unfortunate. The question that remains is what to worker. I like having Safe Attacking to offset the tower, so I guess I’ll worker Flagbearer despite the risk of Kidnappings, since my units are generally cheaper than the spell.
Well, I got great RNG on where all the tech 2 units ended up! Kidnapping also plays well into the Lich’s Bargain, and him burning his own base down also plays to my favor. Barring a Grappling Hook or Reversal (or Doom Grasp I suppose?) I think my tech 2 should survive and I should be able to counter-punch HARD. Drakk getting some chip onto his base for his sacrifice should help as well. Going to tech a Bugblatter for help with burning his units down, as well. If it doesn’t I’ll need a way to burn down some horde and put up some of my own, so teching a Lich’s Bargain and an Ember Sparks.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Lich’s Bargain, my base to 10, I trash a worker - ($5)
Grave - ($3)
Sensei’s Advice on Rambasa Twin and Sparring Partner - ($2)
Rambasa trades with Drak, Grave to midband, my base to 9.
Spartner safely attacks tech 2.
Garth breaks tech 2, your base to 16.
Garth makes another Skeleton - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Zombie (2/2A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout: Grave lvl 3 (3/4)
In Play:
Garth lvl 7 (3/2)
Sparring Partner (2/2)
Horror (3/3)
Buildings:
Base HP: 9
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 1
Workers: 8
Thoughts
I have zero idea what Frozen is planning to do with all that float, probably some kind of Garth play? I don’t think he can make lethal just yet.
Anyway, I can re-break tech 2 with Sensei’s Advice, then either tech up or flood the board. At this point, I don’t think tech 2 is gonna matter. With 15 ATK already on board, and drawing into Reversal and Hoodie, I think I have a fair shot at lethal next turn.
Ember Sparks
Deteriorate
Shoddy Glider
Skeletal Archery
Crashbarrow
My Thoughts
Fucking Sensei’s Advice! Didn’t think about Snapback either! this is pretty bad, having a tech 2 whiff like this… I need to keep as many cards as possible to lay as many blockers as possible (I don’t have that many in the deck!) and I need Garth now, which is super unfortunate timing with no spells to speak of… I almost want him to Lich’s Bargain again… Crash Bomber to help continue chipping away, and another Ember Sparks to perhaps seal the deal… But he’s laying 15 possible attack, my tech 2 is certainly going down again.
Edit: @FrozenStorm added scavenger gold, no other turn change.
P1T7
Tech StartingHand Workers
TECH
Behind the Ferns
Reversal
STARTING HAND
Reversal
Death Rites
Snapback
Safe Attacking
Hooded Executioner
WORKERS
Fox Primus
Aged Sensei
Morningstar Flagbearer
Smoker
NextHand
Centaur
Sensei’s Advice
Behind the Ferns
Snapback
Tech 2 card(s)
Get Paid + float - ($9)
Scavenger gold - ($10)
Grave readily kills Crash Bomber, my base to 8.
Reversal disables Garth, paying resist 1 - ($6)
Safe Attacking - ($5)
Zombie kills your Skeleton, takes 1 damage through armor.
Spartner and Horror safely break tech 2, your base to 14.
Skeleton safely hits tech 1.
Garth sacs Skeleton, I draw.
Ready Spartner and exhaust him to train Garth - ($3)
Garth breaks tech 1, your base to 12.
Hooded Executioner - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Hooded Executioner (3/3)
Lookout: Grave lvl 3 (3/1)
In Play:
Garth lvl 7 (4/2), +
Sparring Partner (2/2)
Horror (3/3)
Zombie (2/1)
Safe Attacking
Buildings:
Base HP: 8
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I can’t figure out a way to get lethal, so let’s just break everything. I considered Snapbacking Garth out, but I think disabling him is actually better. If he can’t suicide, neither of the red heroes can show up to burn my base.
It’s down to the wire here… I have to take away Death Rites, even though it means giving Rambasas for next turn, and I have to kill Grave. Luckily Lich’s Bargain gives me the ground cover I need, now we just pray for no Behind the Ferns or Deteriorate lol Hope is still alive to burst his base down but it’s going to be very close!
Edit: @FrozenStorm sorry, I meant to kill your technician before killing your scavenger!
Biting my nails here…
P1T8
Tech StartingHand Workers
TECH
Rambasa Twin
STARTING HAND
Centaur
Sensei’s Advice
Behind the Ferns
Snapback
WORKERS
Fox Primus
Aged Sensei
Morningstar Flagbearer
Smoker
NextHand
Reversal
Ferocity
Reversal
Versatile Style
Discard
Behind the Ferns
Hooded Executioner
Sensei’s Advice
Snapback
Centaur
Tech 1 card(s)
Get Paid + float - ($9)
Sensei’s Advice on Hoodie and Horror - ($7)
Hoodie trades with Horror.
My Zombie trades with your Zombie.
Spartner kills technician, take 1 damage through armor, you reshuffle and draw.
Horror safely kills Thieving Imp, you get 1 gold.
Garth to maxband, heals, fetch Rambasa Twins from discard - ($5)
Garth kills lookout.
Ready and exhaust Spartner to train Horror - ($3)
Ready Spartner - ($1)
Garth makes a Skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rambasa Twin (3/2A)
Elite:
Scavenger: Rambasa Twin (3/2)
Technician: Sparring Partner (2/1)
Lookout: Skeleton (1/1)
In Play:
Garth lvl 7 (4/3), +
Horror (4/4), +
Safe Attacking
Buildings:
Base HP: 8
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Argh, damn that Imp! Hitting the best card in my hand for the 2nd time this game…
Gonna clear all of Frozen’s units to minimize the value of a potential Death Rites, and take away the fuel of enemy Garth’s draw engine.
I’ll make a skeleton instead of playing Centaur, to increase my draw and have more potential fuel for my own Garth’s engine. And I’ll train Horror to keep him alive in case of Kidnapping.
Not playing Cal to keep her safe from Doom Grasp, in hopes of drawing a game-winning BtF.
All-out atrophied aggresion to end this game, we’re both huffing and puffing from the spent workers and lack of cards, but doing everything we can to keep the other from making a killblow. Luckily, though, I’m getting my tech 2 back, so I’m bringing another Glider and a Kidnapping into the deck. Anything to hit that base!
Tech 0 card(s)
Get Paid - ($8)
Grave - ($6)
Reversal disables Hoodie - ($3)
Reversal kills Drakk, Grave to midband, you draw, my base to 7 - ($0)
Rambasa kills Skeleton, takes 1 damage through armor, you get 1 gold.
Garth breaks Tower, your base to 6.
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Grave lvl 3 (3/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth lvl 7 (4/2), +
Rambasa Twin (3/1)
Safe Attacking
Buildings:
Base HP: 7
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 10
Gold:
Gold: 0
Workers: 8
Thoughts
I think I lost this game when I arrogantly floated instead of making a skeleton on T7…