Your math on max zane doesn’t add up. You had $2, spent to max Zane, then got $1, not $3.
ahh, good point. ill need to review and adjust since ill be a gold short. edit forthcoming.
okay, updated, basically just didnt summon savior monk.
P2T6
Tech StartingHand Workers
TECH
Plague Spitter
Spreading Plague
STARTING HAND
Gorgon
Martial Mastery
Sickness
Sacrifice the Weak
WORKERS
Skeletal Archery
Thieving Imp
Graveyard
Deteriorate
Jandra, the Negator
NextHand
Abomination
Injunction
Poisonblade Rogue
Discard
Sparring Partner
Summon Skeletons
Versatile Style
Gorgon
Skeleton Javelineer
Martial Mastery
Plague Spitter
Spreading Plague
Sickness
Sacrifice the Weak
Tech 2 card(s)
Get Paid + 2 scavenger - ($12)
Gorgon - ($9)
Grave Stormborne - ($7)
Martial Mastery, I draw 2 cards - ($6)
Orpal Gloor - ($4)
Sickness, Calamandra and Zane get a - rune - ($2)
Midband Grave - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Gorgon 2/5+1A (deathtouch, draw card on death)
- Elite: Orpal L1 1+1/3 (deals damage in - runes)
- Scavenger: Grave L3 3/4 (sparkshot, readiness)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 10
Gold:
- Gold: 0
- Workers: 10
Thoughts
Teching in rune-based cards to try to sap those heroes down, I’d imagine there’s a Metamorphosis on the way.
Losing my board sucks, but if I can draw an Abomination with MM after playing Gorgon and Grave, I could now afford to play it. Crossing my fingers…
Hmm, didn’t get it but I did draw Sickness. I’ve got a choice between maxband Grave in Lookout, and midband backed up be Orpal casting Sickness. Problem is, the latter still leaves my targets with 5 attack if codexnewb has Metamorphosis in hand, which is enough to kill anything I can put down. If he doesn’t have it, they’re at 3 attack, same as Monkeys, and Gorgon takes two attacks to kill whether I play Sickness or not. Third option is to build Tech 3 as a decoy, since I’m so close to a reshuffle.
I think I’m screwed no matter what I do if Metamorphosis goes down, so I just go for the Sickness. Only hero I definitely need next turn is Bigby, so keep my heroes low-level to discourage Snapback and patrol with both of them to get some damage on those max-level heroes. Grave doesn’t need to be in Elite to kill midband Calamandra, so Orpal goes there to maximise runes. Metamorphosis would still undo all of them, but I’d be in a position to start putting runes on for Spreading Plague after that.
"P1T7
StartingHand Workers
STARTING HAND
Smoker
Steam Tank
Grappling Hook
Metamorphosis
GPT
WORKERS
Sensei’s Advice
Fox Primus
Fox Viper
Morningstar Flagbearer
Safe Attacking
Metamorphosis
NextHand
Dark Pact
Feral Strike
Aged Sensei (1/1)
GPT
Savior Monk
Discard
Metamorphosis
Pirate Gunship
Smoker
Steam Tank
Grappling Hook
Tech 0 card(s)
Get Paid + float - ($11)
tech 3 - ($6)
metamorphosis - ($0)
…Cal 5/6 +1 rune
…Zane 5/5 +1 rune
…Vandy 6/4, +2 runes, 3 damage
Vandy gets detected, trades with Gorgon, lvls to Grave
Cal kills Grave, lvls fizzle
Zane kills Orpal, lvlz fizzle, remove +1 rune, add -1 rune
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Demon Zane, lvl 6, (3/3) [±1r]
- Lookout:
In Play:
- Demon Cal, lvl 5, (5/3) [+1r, 3 dmg]
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech III HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
hmmm, just need to play it safe and clear these heros. each one has such strong maxband abilities. gunships for the win. feral strike for the style
"
P2T7
Tech StartingHand Workers
TECH
Martial Mastery
Versatile Style
STARTING HAND
Injunction
Poisonblade Rogue
Abomination
Pestering Haunt
WORKERS
Skeletal Archery
Thieving Imp
Graveyard
Deteriorate
Jandra, the Negator
NextHand
Martial Mastery
Summon Skeletons
Versatile Style
Martial Mastery
Tech 2 card(s)
Get Paid + scavenger - ($11)
Gorgon draw
Abomination - ($5)
Bigby Hayes - ($3)
Injunction, your Tech II is disabled - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Bigby Hayes L1 2/3+1A
- Elite:
- Scavenger:
- Technician: Abomination 6/6 (all other units at -1/-1)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 12
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Not good… just have to try and cycle through to ways to disable those Gunships.
P1T8
StartingHand Workers
STARTING HAND
GPT
Savior Monk
Dark Pact
Aged Sensei (1/1)
Feral Strike
WORKERS
Sensei's Advice
Fox Primus
Fox Viper
Morningstar Flagbearer
Safe Attacking
Metamorphosis
Savior Monk
NextHand
Chaos Mirror
GPT
Snapback
Pirate Gunship
Grappling Hook
Tech 0 card(s)
Get Paid - ($10)
boosted feral strike, summon Zarramond and Moss Ancient - ($2)
…zarramond ability fizzles since not 'played' from hand
…squirrels die upon arrival due to abomination
worker - ($1)
Cal trades with Bigby, triggers tower
Zane readily invisible hits your base to 17
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Zarramond (10/10+A) untargetable
- Elite:
- Scavenger: Demon Zane, lvl 6, (3/3) [-1r]
- Technician: Moss Ancient (7/8) Untargetable
- Lookout:
In Play:
*
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech III HP: 5
- Heroes' Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 11
Thoughts
trde Cal to prevent another injunction, which is the only threat i think
What. How many game-ending cards do you have?
P2T8
StartingHand Workers
STARTING HAND
Martial Mastery
Martial Mastery
Versatile Style
Summon Skeletons
Pestering Haunt
Spreading Plague
Versatile Style
Plague Spitter
WORKERS
Skeletal Archery
Thieving Imp
Graveyard
Deteriorate
Jandra, the Negator
NextHand
Poisonblade Rogue
Gorgon
Skeleton Javelineer
Sparring Partner
Gorgon
Discard
Martial Mastery
Summon Skeletons
Martial Mastery
Pestering Haunt
Abomination
Spreading Plague
Versatile Style
Plague Spitter
Versatile Style
Tech 0 card(s)
Get Paid - ($10)
Grave Stormborne - ($8)
Martial Mastery, I discard a card and draw two - ($7)
Martial Mastery, same again - ($6)
Orpal Gloor - ($4)
Abomination suicides into Zarramonde for 5+1A damage
Spreading Plague, Zane dies, you get a gold, Grave hits level 3 (midband) - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Grave L3 3/4 (sparkshot, readiness)
- Technician: Orpal L1 1/3+1A (deals damage in - runes)
- Lookout:
In Play:
*
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 9
Gold:
- Gold: 0
- Workers: 10
Thoughts
Just playing for time now.
fyi: is useless. The effect lasts only until the end of your turn, not until your next.
As much as it seems like it should last… He is correct.
OK, I’ll redo from the Martial Mastery draws.
yeah, imo it shoud last until next upkeep, but sadly it doesn’t
"P1T9
StartingHand Workers
STARTING HAND
Aged Sensei (1/1)
Pirate Gunship
Steam Tank
Metamorphosis
Smoker
WORKERS
Sensei’s Advice
Fox Primus
Fox Viper
Morningstar Flagbearer
Safe Attacking
Metamorphosis
Savior Monk
NextHand
Steam Tank
Pirate Gunship
GPT
Dark Pact
Feral Strike
Discard
Snapback
GPT
Grappling Hook
Chaos Mirror
Tech 0 card(s)
Get Paid + float - ($12)
pirate gunship, kills orpal - ($6)
vandy - ($4)
expensive snapback grave for…grave, but now sidelined. - ($0)
Zarramond and Moss Ancient hit your base for 20 and the game!!!
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zarramond (11/5)
- Moss Ancient (8/9)
- Pirate Gunship (7/6)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech III HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 4
Gold:
- Gold: 0
- Workers: 11
Thoughts
SSMUI would have been better, but this will have to do.
"
Zane is dead, sadly, otherwise that would be an amazing finish.
dahhhhh! haha, i got too eager. lets see if i can still do it.
okay, editted. still THINK i got it. feel free to check my math.
Looking through, I think my main mistake could have been getting out all those Skeletons on Turn 5. I did that because I was worried Calamandra had come out to cast Ferocity on some Monkeys. Even if that was the case, I could have just sucked it up, brought in Grave to block, saved cards, and been more likely to retaliate with Abomination or Injunction much earlier than I did, or maybe maxbanded Bigby and tried my luck with his maxband draw. I don’t know. I still hate my early draws.
yeah, that T1 split was tough. im not sure what i would have done if i were in your shoes. maybe mid grave instead? not sure.
also my getting both GPT’s forced your hand T3 as well. con’t do much there.
all in all, i count myself fortunate this game. with 2 losses, i needed the win.
getting all the tech 3’s was just a fun bonus, but still only counts for 1 win.
Technically snapback can only pull out the same hero if the other 2 are already on the board. So snapback here would get orpal or bigby, not grave. Same outcome though.