STARTING HAND
Traffic Director
Spectral Aven
Lawful Search
Porkhand Magistrate
Building Inspector
WORKERS
Porkhand Magistrate
NextHand
Jail
Bluecoat Musketeer
Manufactured Truth
Reputable Newsman
Arrest
Discard
Building Inspector
Spectral Aven
Lawful Search
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Traffic Director from hand - ($2)
Summon Calamandra - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Traffic Director (untargetable) 1/1
Technician:
Lookout:
In Play:
L1 Calamandra Moss 2/3
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Ew, blue starter vs black starter. I think my best option here is to Cal to bolster my opener. I really need to think about how I slingshot in power after enduring the early game.
Tough choice here, Graveyard + Orpal sacrifice or PBR + Orpal safe seem the strong plays. Having Lobbers makes Graveyard very appealing, but I don’t have much haste or use for it beyond that. Still, PBR isn’t great. I think I’ll go graveyard.
This is a weird, “Super lopsided starter matchup balanced by equally lopsided hero matchup”… Not really sure how I’ll be playing it out. Probably very disease heavy supported by lobber spam, maybe fire tech 2 as the win con? Tough to say
Graveyard is scary, even if it isn’t an immediate threat. I can use Cal and hit it, or I can Newsie on 2 to block StW, chill. I can always break it next turn. Regarding techs, Gargoyle is hot garbage against Disease, Centaur isn’t great either. Maybe Scribe to draw into power cards. Vandy Meta is the play? I can attack with Cal and also tap for tigers. patrolling in Scav in case of goofy maxband Orpal nonsense
Arrest
Dark Pact
Shadow Blade
Manufactured Truth
Lawful Search
Tech 2 card(s)
Get Paid - ($6)
Play a Scribe from hand, draw - ($4)
Discard two cards, give Cal stealth
Cal and Traffic Director destroy your Graveyard
Play Jail from hand - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Scribe 1/3+a
Elite:
Scavenger:
Technician: Reputable Newsman (blocking 2) 0/3
Lookout:
In Play:
L1 Calamandra Moss 2/3
Traffic Director (untargetable) 1/1
Jail, 3 HP (nothing)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 7
Thoughts
That’s kinda obnoxious as a discard. But let’s kill Graveyard now after we draw? It might be a bad idea to go down on cards so much, but Graveyard and Imp is gonna shred my hand anyway, and I have Scribe and Dark Pact to rebuild. Gotta get a HH up soon so I can play Vandy.
Just noticed that as well, I don’t use the sheet the normal way… I copypasta past turns for my posts and just have the sheet track where cards are so I can get random draws. The still on 6 workers was just a “forgot to update it” problem
Wow, over-extended for the Graveyard PLUS JAIL?? Odd choice, but does slow me down a little. No problem, tech for hotter fire, play for breaking the other lobber out next turn w/ Haunt and doing orpal things maybe.
WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Building Inspector
NextHand
Manufactured Truth
Arrest
Tech 2 card(s)
Get Paid - ($7)
Play a Scribe - ($5)
Play a Centaur - ($2)
Worker - ($1)
Scribe and Calamandra kill Imp
Traffic Director hits your Tech 2 down to 4
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Scribe 1/3+a
Elite:
Scavenger:
Technician: Centaur (overpower) 3/4
Lookout:
In Play:
L1 Calamandra Moss 2/1
Traffic Director (untargetable) 1/1
Jail, 2 HP (Lobber)
Reputable Newsman (blocking 2) 0/3
Scribe 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Hmmmm I’ve not been nearly threatening enough. But next turn I can break Cal on an enemy, bring Bigby out to arrest or something. MT is actually really good here, turn a Scribe into something else like a Centaur. Soon maybe I can set up for Meta?
Ember Sparks, Flame Arrow
Hotter Fire x2
Lobber x2
Main:
Pestering Haunt, busts Lobber out of jail
Midband Orpal, hit SQL (5)
Maxband Orpal (3)
Lobber kills Scribe, the plague spreads to centaur and backline scribe, killing it
Deteriorate Centaur, other lobber kills, you draw 1
Troq (1)
Worker (0)
Workers
Poisonblade Rogue, Jandra, the Negator, Summon Skeletons, Skeletal Archery
Patrol as below
Discard 1 Draw 3
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 4 FIRE
In Patrol:
Squad Leader: Troq (2/3+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Orpal (2/5 lvl 6)
Lobber (2/2)
Lobber (2/1)
Haunt (in jail)
Economy Info:
Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Skeleton Javelineer
Hotter Fire
Sacrifice the Weak
End of Turn Discard
My Thoughts
Okay, I’ll probably be giving a kill of Troq away. But maxband Orpal proves a threat, I’m still on Tech 2, I have a maxband orpal and we’re on card parity.
STARTING HAND
Manufactured Truth
Arrest
Lawful Search
Dark Pact
Centaur
Shadow Blade
WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Building Inspector
NextHand
Shadow Blade
Dark Pact
Manufactured Truth
Centaur (overpower) 3/4
Tech 2 card(s)
Get Paid + float - ($9)
Cal casts expensive Lawful Search, draw, look at your hand - ($7)
Cal attacks Troq and die, 2 levels to Troq
Summon Vandy - ($5)
Vandy casts Dark Pact, I take 2 to my base and draw 2
Play Centaur - ($2)
Vandy casts expensive Manufactured Truth, my Newsman is a Centaur! - ($0)
Reputable Centaur kills Troq, levels to Vandy, overpowers 1 damage into damaged Lobber, killing it
Traffic Director bops your tech 2 for 1
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Centaur (overpower) 3/4+a
Elite:
Scavenger: L3 Vandy (sparkshot, resist 1) 3/4
Technician:
Lookout:
In Play:
Traffic Director (untargetable) 1/1
Jail, 2 HP (Haunt)
Reputable Newsman (blocking 2) 0/1
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Math time. 2 for Search to draw into either Vandy spell or Centaur for copying. Vandy plus SB is 5 more, leaves a free gold out. I think that’s my option here. Hey, that Search reveals a pretty dud turn
Scribe 1/3+a
Lawful Search
Metamorphosis
Dark Pact
Traffic Director (untargetable) 1/1
Tech 2 card(s)
Get Paid - ($8)
Vandy casts Dark Pact, draws 2 and takes 2 to base
Vandy bumps Jaina for 3, takes 2
Traffic Director kills Jaina, maxband Vandy, doom my Centaur and your Lobber
Centaur breaks your Tech 2
Play a Scribe, draw - ($6)
Play a Centaur - ($3)
Worker - ($2)
Build a Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Scribe 1/3+a
Elite:
Scavenger:
Technician:
Lookout: Centaur (overpower) 3/4
In Play:
L5 MAX Vandy (sparkshot, resist 1) 4/5
Centaur (overpower, -, doomed) 4/5
Buildings:
Base HP: 16
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Shadow Blade + MT is 5 gold, leaving 2 for HH. It also breaks Tech 2 (Centaur bump, MT TD and then SB to kill Jaina and maxband Vandy. Vandy breaks tech 2, I have a TD/“Centaur” with 5 attack. Which lets me kill Orpal. Kinda leaves Vandy a sitting duck though. I could also bump with Vandy, TD kills, doom Centaur and Lobber, Centaur breaks T2. That costs no gold, means I can throw up a wall of Scribes and still play a HH. I think that’s my best play.
Reputable Newsman (blocking 2) 0/1
Metamorphosis
Arrest
Injunction
Dark Pact
Discard
Scribe 1/3+a
Centaur (overpower, -, doomed) 4/5
Centaur (overpower) 3/4
Community Service
Moss Ancient
Traffic Director (untargetable) 1/1
Dark Pact
Metamorphosis
Tech 2 card(s)
Get Paid, Doomed centaur expires - ($9)
Play a Scribe, draw - ($7)
Summon Bigby - ($5)
Tech 2 – Feral - ($1)
Worker - ($0)
Stash a card
Float ($0)
Stash 1, Discard 3, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Scribe 2/3
Scavenger:
Technician:
Lookout:
In Play:
L1 Bigby Hayes 2/3
Buildings:
Base HP: 13
Tech I HP: 2
Tech II (Feral) HP: 5
Heroes’ Hall HP: 1
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
Well that wrecked me thoroughly. I just have to hope the other one isn’t incoming.
I thought jail was a good move. It captured some prisoners which should pay off it’s cost. Your first line of play in T6 would have given you a much better position. Having a wall wasn’t going to save you. He had a Hotter Fire down already. Scribe is a good card but I think it worked against you in this game. I’ve seen your games where you went aggressive and took the kill. I thought it suit you well.
I agree that the Jail, in and of itself, wasn’t necessarily bad. Stealthing Cala for the grave break was overreaching IMO though. I couldn’t immediately kill my hasty lobbers anyway, not on Scribe and Newsie.
You needed a Hero’s Hall earlier IMO. Cala + Vandy is some massive bully and I didn’t have great combat heroes to counter.