[XCAPS22] Round1: P1 charnel_mouse [Necromancy]/Anarchy/Blood vs P2 zango [Finesse]/Ninjutsu/Feral

GLHF @zango!

Relevant changes:

  • Garth’s midband stats are 2/3 instead of 2/4
  • Lich’s Bargain takes 6 base damage instead of 4
  • Pirate Gunship loses obliterate 2

P1T1

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Graveyard
Deteriorate
Sacrifice the Weak

Thoughts

Finesse is nasty if it gets going, but Murkwood Allies are potentially more dangerous for me, and Calamandra is nasty against Garth with the stat drop. More annoying is that Discard can handily deal with Skeletons, so I can’t bring out my own Skeleton spam against Frog spam. That leaves me with no good crowd control options.

I’ll open with Garth anyway, try to get zango to go for Discord. He goes in Squad Leader to stop Timely Messenger, everyone else stays out of patrol so they can’t be hit with Spark.


Get paid - (4)
Worker - (3)
Garth Torken - (1)
Garth summons a Skeleton - (0)
Pestering Haunt


:psblueshield: Garth L1 1/3+1A (1g: summon a 1/1 Skeleton, once per turn)

Skeleton 1/1
Pestering Haunt 1/1 (unstoppable; can’t patrol; attack limited to 1)

:heart: Base HP: 20


Hand: 5

Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Skeletal Archery
Summon Skeletons

Deck: 0
Discard: 3

Graveyard
Deteriorate
Sacrifice the Weak

Card-count details (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Skeleton Javelineer

Please enjoy our game and be luck on your side!!

XCAPS22 Round 1 P2T1

P1 [Necromancy]/Anarchy/Blood vs. P2 [Finesse]/Ninjutsu/Feral


StartingHand Workers

STARTING HAND
Fruit Ninja (2/2)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Tenderfoot (1/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)


NextHand

Bloom
Helpful Turtle (1/2)
Wither
Spark
Older Brother (2/2)


Discard

Timely Messenger (1/1)
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cala - ($2)
tenderfoot - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A)
  • :psfist: Elite: Cala (2+1/3, lvl1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

uarghs, awkward split as brick thief is unplayable against deteriorate…

1 Like

PS: this one might also be a relevant change :wink:

Lich’s Bargain:
Base damage 4 → 6.

1 Like

P1T2

Starting hand: 5

Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Skeletal Archery
Summon Skeletons

Thoughts

Uh, Rogue, I suppose. Could be nice with Zane next turn, if Garth dies. Or do I save the gold for a Surprise Attack? No, I’d still have to skip a worker. Let’s go with Bloodlust, then.

Teched cards: 2

T2: Bloodlust, Hooded Executioner


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Poisonblade Rogue - (0)
Pestering Haunt hits your Base to 19
Discard 3, reshuffle 8, draw 5


:psblueshield: Garth L1 1/3+1A (1g: summon a 1/1 Skeleton, once per turn)
:ps_: Skeleton 1/1

Poisonblade Rogue 2/1 (attacks: deals damage in - runes)
Pestering Haunt 1/1 (unstoppable; can’t patrol; attack limited to 1)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Graveyard
Deteriorate
Bloodlust
Thieving Imp
Summon Skeletons

Deck: 3

Sacrifice the Weak
Hooded Executioner
Skeletal Archery

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers


Gold: 0
Workers: 6

4 x start
T1: Skeleton Javelineer
T2: Jandra, the Negator

Edit: tech 1 added

XCAPS22 Round 1 P2T2

P1 [Necromancy]/Anarchy/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Wither
Older Brother (2/2)
Helpful Turtle (1/2)
Bloom
Spark


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Helpful Turtle (1/2)
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 2 - ($4)
wither PBR - ($2)
tenderfoot pings Garth
Bloomed Cala kills Garth, midband heals - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/1)
  • Cala (4/5, lvl3)+

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech 1 HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I think Garth and PBR have to go, even if that leaves me with no defense, which is kind of uargs against zane and already two units on the table…
tougher is the decision whether to go fencers or huntresses

You haven’t listed your tech 1.

1 Like

P1T3

Starting hand: 5

Graveyard
Deteriorate
Bloodlust
Thieving Imp
Summon Skeletons

Thoughts

I can get a Calamandra kill here, but it’s painful: Drakk, Bloodlust, lose my whole board. I can Deteriorate the Tenderfoot too, but it takes a whopping 2 gold, so I’d have to skip a worker. Or I bring out Zane afterwards to kill it, for a similar effect without going down on cards. He probably gets killed by a Fencer, though, so zango could comfortably go to Tech II. Maybe I just set up Thieving Imp and a Graveyard, then.

For techs, Finesse allows the virtuoso engine, but the other specs allow for lots of weenies, which I can’t deal with well. I’m wondering whether it’s worth going for Bugblatters, backed up with Lich’s Bargain, Surprise Attack, Kidnapping if we see Finesse II. I’ll put one in now with Surprise Attack.

Teched cards: 2

T2: Bloodlust, Hooded Executioner
T3: Captured Bugblatter, Surprise Attack


Get paid - (6)
Worker - (5)
Thieving Imp, you discard card #4 of 4 - (2)
Graveyard - (0)
Pestering Haunt trades with Tenderfoot
Discard 2, draw 3, reshuffle 5, draw 1


:psblueshield: Thieving Imp 2/2+1A
:ps_: Skeleton 1/1

:heart: Graveyard HP: 3 (buried: Pestering Haunt; allied unit dies: bury it here; exhaust: play buried unit; sacrificed if 4+ units buried)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Sacrifice the Weak
Hooded Executioner
Skeletal Archery
Captured Bugblatter

Deck: 4

Poisonblade Rogue
Surprise Attack
Bloodlust
Summon Skeletons

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
1 in Graveyard
4 in hand
4 in deck
0 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Skeleton Javelineer
T2: Jandra, the Negator
T3: Deteriorate

Did I tell you before that I really hate that imp in black starter :grimacing:

XCAPS22 Round 1 P2T3

P1 [Necromancy]/Anarchy/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Maestro (3/5)
Star-Crossed Starlet (3/2)


STARTING HAND
Timely Messenger (1/1)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)


WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)


NextHand

Wither
Brick Thief (2/1)
Nimble Fencer (2/3)


Discard

Timely Messenger (1/1)
Tenderfoot (1/1)
Nimble Fencer (2/3)
Maestro (3/5)
Star-Crossed Starlet (3/2)


Tech 2 card(s)
discard #4
Get Paid - ($7)
Worker - ($6)
Tech 2 → finesse - ($2)
Call kills SL
turtle - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Helpful Turtle (1/2)
  • :target: Lookout:

In Play:

  • Cala (4/3, lvl3)+

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

puh, that (repeaded?) discard is rough… let’s see whether I can get him to do a zane-turtle kill with me having 80% likelyhood to draw into wither :wink:
probably BCs incoming, so I think imp kill now and BC kill next turn with a healed cala is better than going for the fencer
workering that flagbearer sucks. I would have loved to keep it against a future kidnapping, but well…

I don’t think so, but you’re hardly alone there :smiley:

P1T4

Starting hand: 4

Sacrifice the Weak
Hooded Executioner
Skeletal Archery
Captured Bugblatter

Thoughts

OK, he’s gone for Finesse II. I think I switch back to Crashbarrows, in that case. I’m cutting it fine on patrol to tech up here, hopefully zango’s reduced hand size means I’m not facing too many virtuosos. Hooded Executioner goes in front, hopefully to force Calamandra to maxband to kill it, then she can’t destroy Tech II. If my Graveyard goes down, I can bring out Surprise Attack.

Teched cards: 2

T2: Bloodlust, Hooded Executioner
T3: Captured Bugblatter, Surprise Attack
T4: 2 x Crashbarrow


Get paid - (7)
Worker - (6)
Tech II Blood - (2)
Hooded Executioner - (0)
Pestering Haunt returns from Graveyard
Discard 2, draw 4


:psblueshield: Hooded Executioner 3/3+1A
:ps_: Skeleton 1/1

Pestering Haunt 1/1 (unstoppable; can’t patrol; attack capped at 1)

:heart: Graveyard HP: 3 (buried: Thieving Imp; allied unit dies: bury it here; exhaust: play buried unit; sacrificed if 4+ units buried)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 4

Poisonblade Rogue
Surprise Attack
Bloodlust
Summon Skeletons

Deck: 4
Discard: 0

Crashbarrow
Crashbarrow
Sacrifice the Weak
Captured Bugblatter

Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
1 in Graveyard
4 in hand
0 in deck
4 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Skeleton Javelineer
T2: Jandra, the Negator
T3: Deteriorate
T4: Skeletal Archery

1 Like

Can’t remember the last time I was forced that early to do an unwilling worker skip. But I won’t complain, as I like the overall situation I’m in right now… Let’s see what you’re up to, whether I’ll still have that feeling one turn later :wink:

XCAPS22 Round 1 P2T4

P1 [Necromancy]/Anarchy/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Nimble Fencer (2/3)
Wither
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)


NextHand

Older Brother (2/2)
Feral Strike
Bloom
Tenderfoot (1/1)


Tech 2 card(s)
turtle heals cal to 4 defense
Get Paid - ($8)
worker skip
Cal kills executioner, maxband heals - ($6)
fencer kills scav, you gain 1 - ($4)
River - ($2)
turtle kills haunt

Float ($2)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cala (5/6, lvl5)+
  • Nimble Fencer (2/2)
  • Helpful Turtle (1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

I think Cal should be safe for the moment, so let’s try to get Feral Strike rolling!

@charnel_mouse : friendly poke :wink:

1 Like

P1T5

Starting hand: 4

Poisonblade Rogue
Surprise Attack
Bloodlust
Summon Skeletons

Thoughts

That’s not good, if zango has a good draw with virtuosos / Feral Strike then I’m probably losing at least Tech II. Feral Strike on Grounded Guide + Tech I virtuoso is enough. I don’t think I can deal quite enough damage to kill Calamandra, either.

  1. Drakk, Executioner, Bloodlust, Executioner trades with River, Drakk kills Fencer / Turtle, then midband. 3 gold left to patrol with Rogue or Garth and midband Drakk, if I’m willing to skip a worker. I could also Bloodlust the Turtle to death instead of attacking with Drakk. 4 or 7 health on patrol. Latter is the option that might see my Tech II still up next turn in the face of a Feral Strike. No, Guide + Starlet seals it. Alternatively, I Bloodlust the Turtle, but instead of Garth I bring in Zane to kill the Fencer. That leaves Drakk patrolling against Calamandra and whatever gets fetched / played. That might be my least bad option.
  2. Drakk, Executioner, Poisonblade Rogue, Bloodlust, Executioner trades with River, Rogue gives Calamandra 3 - runes, taking her to 2/3 with no healing allowed. Whittles Calamandra down, but Graveyard overfills. 3-4 health on patrol.
  3. Zane, Surprise Attack, Sharks kills River, midband Zane, kills Fencer. I have nothing left to patrol.
  4. Maxband Zane, kill River, 3 gold left, play Executioner. 4 health on patrol, can be sidelined.
  5. Garth, maxband to bring in a Crashbarrow. Play Pestering Haunt first, so Graveyard doesn’t immediately collapse. This kills River and Fencer, but I get no bounty. 5 health on patrol.
  6. Thieving Imp, Zane, Drakk, Bloodlust, Imp trades with River, Zane trades with Nimble Fencer. 4 health on patrol.
  7. Drakk, Zane, Executioner, Bloodlust, skip worker, Executioner trades with River, Drakk and Zane destroy Tech II. I get a devastating counter-blow, but I’m don’t face a Tech II Feral Strike or a virtuoso flood. At worst, I probably see two Starlets, so 5 + 1 + 2 + 3 + 3 = 14 attack with the Fencer still alive. I’d lose both tech buildings and the Graveyard, that’s too painful to deal with.
  8. Garth, maxband to bring in a Land Octopus. 12 health on patrol against, worst-case, 2 x Ground Guide + 2 Fencers + Turtle + Calamandra + River, so 22 attack. Yikes. Even with only one Guide out, Land Octopus is barely gold-efficient against attackers.

I think I have to get rid of River, otherwise she can sideline any unit patrollers. Killing off the Fencer is next in priority, so the virtuoso engine takes longer to get going. However, if I bring out Drakk then I’m probably locked out of Kidnapping for a while. I’ll just have to take the risk.

Teched cards: 2

T2: Bloodlust, Hooded Executioner
T3: Captured Bugblatter, Surprise Attack
T4: 2 x Crashbarrow
T5: Doom Grasp, Hooded Executioner


Get paid + Scavenger - (9)
Drakk Ramhorn - (7)
Hooded Executioner returns from Graveyard - (5)
Captain Zeno Zane - (3)
Bloodlust on Executioner and Helpful Turtle, pay resist - (0)
Hooded Executioner kills River, Drakk to level 3
Zane trades with Nimble Fencer, levels fizzle
Skip worker!
Helpful Turtle dies of lust, Hooded Executioner returns to Graveyard
Discard 3, reshuffle 10, draw 5


:psblueshield: Drakk L3 1/3+1A (dies: 1 to your base)

:heart: Graveyard HP: 3 (buried: Thieving Imp, Hooded Executioner, Pestering Haunt; allied unit dies: bury it here; exhaust: play buried unit; sacrificed if 4+ units buried)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 5

Crashbarrow
Captured Bugblatter
Poisonblade Rogue
Surprise Attack
Summon Skeletons

Deck: 5

Crashbarrow
Sacrifice the Weak
Doom Grasp
Hooded Executioner
Bloodlust

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
1 on board
3 in Graveyard
5 in hand
5 in deck
10 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Skeleton Javelineer
T2: Jandra, the Negator
T3: Deteriorate
T4: Skeletal Archery

XCAPS22 Round 1 P2T5

P1 [Necromancy]/Anarchy/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Grounded Guide (4/4)
Leaping Lizard (3/5)


STARTING HAND
Bloom
Older Brother (2/2)
Feral Strike
Tenderfoot (1/1)


WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Maestro (3/5)
Star-Crossed Starlet (3/2)


Discard

Nimble Fencer (2/2)
Helpful Turtle (1/1)
Feral Strike
Bloom
Older Brother (2/2)
Grounded Guide (4/4)
Leaping Lizard (3/5)


Tech 2 card(s)
Get Paid + float - ($10)
Feral Strike, boosted, fetch & bring to play: Giga & GN - ($2)
Ninja swiftly kills Drakk, levels fizzle
cal breaks tech 2
tenderfoot - ($1)
skip worker… again…

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gigadon (8/8)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Cala (5/6, lvl5)+
  • Glorious Ninja (4/3)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

nice to be safe from kidnapping (and sharks)… I even can play tenderfoot against StW effects - awesome!

Finesse II into Gigadon and Glorious Ninja, I feel mocked.

P1T6

Starting hand: 5

Crashbarrow
Captured Bugblatter
Poisonblade Rogue
Surprise Attack
Summon Skeletons

Thoughts

Glorious Ninja is great against Crashbarrow, so even if it’s off-spec it’s a good fetch for zango. If I hadn’t killed the Fencer he could have steamrolled me by fetching virtuosos instead, so I don’t think I made a terrible decision.

Stopping another tech break, just against the current board, would require either five patrollers, or four patrollers where everyone has 2+ health. Neither of those is going to happen, unless I skip a worker again. Maybe that’s fine.

Teched cards: 2

T2: Bloodlust, Hooded Executioner
T3: Captured Bugblatter, Surprise Attack
T4: 2 x Crashbarrow
T5: Doom Grasp, Hooded Executioner
T6: 2 x Kidnapping


Get paid - (8)
Rebuild Tech II
Garth Torken - (6)
Summon Skeletons, two Skeletons arrive - (3)
Garth summons a third Skeleton - (2)
Hooded Executioner returns from Graveyard - (0)
Skip worker!
Discard 4, draw 5


:psblueshield: Hooded Executioner 3/3+1A
:psfist: Skeleton #1 1+1/1
:ps_: Garth 1/3 (1g: summon a Skeleton, once per turn)
:exhaust: Skeleton #2 1/1
:target: Skeleton #3 1/1 (resist 0+1)

:heart: Graveyard HP: 3 (buried: Thieving Imp, Pestering Haunt; allied unit dies: bury it here; exhaust: play buried unit; sacrificed if 4+ units buried)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 5

Crashbarrow
Sacrifice the Weak
Doom Grasp
Hooded Executioner
Bloodlust

Deck: 0
Discard: 7

Kidnapping
Kidnapping
Summon Skeletons
Crashbarrow
Captured Bugblatter
Poisonblade Rogue
Surprise Attack

Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
2 in Graveyard
5 in hand
0 in deck
7 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Skeleton Javelineer
T2: Jandra, the Negator
T3: Deteriorate
T4: Skeletal Archery

Wasn’t meant as mockery, but I do want to have the best of all worlds :sunglasses:

PS: I’m really impressed that you manage to fill the patrol without the risk of your graveyard being flooded… But the end of that one is near, I can feel it :wink:

XCAPS22 Round 1 P2T6

P1 [Necromancy]/Anarchy/Blood vs. P2 [Finesse]/Ninjutsu/Feral


Tech StartingHand Workers

TECH
Star-Crossed Starlet (3/2)
Leaping Lizard (3/5)


STARTING HAND
Brick Thief (2/1)
Timely Messenger (1/1)
Star-Crossed Starlet (3/2)
Maestro (3/5)


WORKERS
Fruit Ninja (2/2)
Spark
Granfalloon Flagbearer (2/2)


NextHand

Nimble Fencer (2/3)
Feral Strike
Wither


Discard

Nimble Fencer (2/2)
Helpful Turtle (1/1)
Feral Strike
Bloom
Older Brother (2/2)
Grounded Guide (4/4)
Leaping Lizard (3/5)
Timely Messenger (1/1)
Brick Thief (2/1)
Star-Crossed Starlet (3/2)
Leaping Lizard (3/5)


Tech 2 card(s)
Get Paid + float - ($9)
skip worker… again…
ninja swiftly kills SL
messenger trades elite Skelett - ($8)
Sets - ($6)
Giga kills Garth & technician, sets to l3, you draw 1 and gain 1 gold
tenderfoot kills lookout
Cala breaks tech 2 again, base to 16
Maestro - ($3)
Starlet
sets to maxband - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro (3/5A)
  • :psfist: Elite:
  • :ps_: Scavenger: Star-Crossed Starlet (3/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cala (5/6, lvl5)+
  • Glorious Ninja (4/3)
  • Gigadon (8/7)
  • Tenderfoot (1/1)
  • Sets (3/4, lvl6)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

this should be it, even against kidnapping and/or sharks I see no way out for him

P1T7

Starting hand: 5

Crashbarrow
Sacrifice the Weak
Doom Grasp
Hooded Executioner
Bloodlust

Technician draw after reshuffling 7: 1

Captured Bugblatter

Resign, GG! I have a bad hand for recovery.

Indeed this hand looks dire against this board. Thanks for this game, I wish you all the best for the remainder of the tournament!
(May Garth survive longer next turn, then everything looks very different)

1 Like

Well, I also just needed to tech differently. I’d assumed you’d be going for Allies / Ninjas, since my deck struggles with mass weenie control.

1 Like