News Shop
Events Chat

[XCAPS22] Round2: P1 Dreamfire [Demonology]/Anarchy/Balance vs P2 charnel_mouse [Necromancy]/Anarchy/Blood

@charnel_mouse GL HF!

Rules Changes:

Pirate Gunship:
Loses Obliterate 2.

Vandy Anadrose:
Loses Resist 1 at midband.

Garth Torken:
Midband 2/4 → 2/3.

Lich's Bargain:
Base damage 4 → 6.

P1T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Pestering Haunt
Sacrifice the Weak


WORKERS
Summon Skeletons


NextHand

Jandra, the Negator
Skeletal Archery
Skeleton Javelineer
Graveyard


Discard

Sacrifice the Weak
Poisonblade Rogue


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, discard #2 - ($0)
Pestering Haunt.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Next turn I could either Graveyard or Vandy+Det.

@charnel_mouse’s turn!

1 Like

GL, HF!

P2T1

Starting hand: 5

Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer

Thieving Imp discard: 1

Sacrifice the Weak

Thoughts

Hmm, Poisonblade Rogue might actually be good in Squad Leader here, she trades with Thieving Imp and Zane. Do I want to bring out Zane to trade with the Imp, or Garth to patrol in Elite? The latter could trade with Zane + Haunt, maybe level another hero if Dreamfire is willing to delay Tech I. He has Vandy, so I can’t rule it out. Zane/Imp comes out as 1g advantage, too. Actually, why don’t we do both? Zane trade, followed by Garth, and I draw back to 5. I’m taking less of a chance with Deteriorate, too.


Get paid - (5)
Worker - (4)
Captain Zeno Zane - (2)
Zane trades with Thieving Imp, you draw, levels fizzle
Garth Torken - (0)
Discard 3, draw 5


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

:heart: Base HP: 20


Hand: 5

Thieving Imp
Graveyard
Pestering Haunt
Deteriorate
Skeletal Archery

Deck: 0
Discard: 4

Sacrifice the Weak
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 6

5 x start
T1: Jandra, the Negator

1 Like

P1T2


Tech StartingHand Workers

TECH
Dark Pact
Shadow Blade


STARTING HAND
Graveyard
Jandra, the Negator
Skeleton Javelineer
Skeletal Archery
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Deteriorate
Skeleton Javelineer
Shadow Blade
Sacrifice the Weak
Jandra, the Negator


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Graveyard - ($2)
Vandy - ($0)
Haunt pings your base.

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Oops, I forgot about Zane.

@charnel_mouse’s turn!

P2T2

Starting hand: 5

Thieving Imp
Graveyard
Pestering Haunt
Deteriorate
Skeletal Archery

Thoughts

Well, there’s Vandy. And no Tech I, so that’s probably a Dark Pact / Shadow Blade setup. Unfortunately, this is not a good hand to prepare against it, with no way to put two patrollers in front of a backline Garth to protect him. At least if I want to tech up myself, which I do. Do I put down Thieving Imp, or Skeleton + Graveyard? Skeleton in Lookout makes Dreamfire pay at least 3 gold to reach and kill Vandy, so he can’t afford to do anything else if he wants to tech up. Thieving Imp in Squad Leader forces use of Sacrifice the Weak or Shadow Blade on the Imp, so 4-5 gold to kill Garth and we both lose a card. On the other hand, Graveyard would be nice to support my Bone Collectors. I’ll go for the long-run benefit of a Graveyard, and plan to deal with Vandy later.

Teched cards: 2

T2: 2 x Bone Collector


Get paid - (6)
Worker - (5)
Expensive Tech I - (3)
Garth raises a Skeleton - (2)
Graveyard - (0)
Deteriorate, Pestering Haunt goes to your Graveyard
Discard 2, reshuffle 9, draw 4


:target: Skeleton 1/1 (resist 0+1)

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

:heart: Graveyard HP: 3 (my unit dies: it’s buried here; exhaust: play buried unit; 4+ units buried: destroyed)

:heart: Base HP: 19
:heart: Tech I HP: 5


Hand: 4

Skeleton Javelineer
Summon Skeletons
Bone Collector
Sacrifice the Weak

Deck: 5

Poisonblade Rogue
Bone Collector
Deteriorate
Thieving Imp
Pestering Haunt

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

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


Gold: 0
Workers: 7

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery

P1T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Tiny Basilisk


STARTING HAND
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Shadow Blade


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator


NextHand

Tiny Basilisk
Shadow Blade
Thieving Imp
Poisonblade Rogue
Dark Pact


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Deteriorate Skeleton, paying resist - ($2)
Vandy to midband - ($0)
Vandy kills Garth and maxbands, nothing to doom.
Exhaust Graveyard to replay Haunt.

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (4/5)
  • Pestering Haunt (1/1)
  • Graveyard (3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’m basically inviting Zane back, but without great targets for him. Then next turn I could play a couple of units and HH, and already be threatening Meta.

@charnel_mouse’s turn!

P2T3

Starting hand: 4

Skeleton Javelineer
Summon Skeletons
Bone Collector
Sacrifice the Weak

Thoughts

I can play Bone Collector and tech up here, but Sacrifice the Weak / Shadow Blade in hand for Dreamfire is going to be painful for me, with a guaranteed building break. Tech I let me bring out decent patrollers from my hand or the Graveyard, but Tech II lets me bring in a Crashbarrow with Garth if it would give me a good position. I’d be surprised if I can stave off Metamorphosis that easily, but we’ll see. Surprise Attack would have been great for that here, but I need to keep ahead on economy anyway. Maybe he’d prefer to take down the Graveyard instead?

No Heroes’ Hall, so I don’t need to worry about Metamorphosis just yet, but I probably will need to next turn. Teching as normal.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider


Get paid - (7)
Worker - (6)
Tech II Blood - (2)
Bone Collector - (0)
Discard 2, draw 4


:exhaust: Bone Collector 3/3 (attacks: summon a Skeleton)

:heart: Graveyard HP: 3 (my unit dies: it’s buried here; exhaust: play buried unit; 4+ units buried: destroyed)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Blood)


Hand: 4

Pestering Haunt
Poisonblade Rogue
Bone Collector
Thieving Imp

Deck: 1

Deteriorate

Discard: 4

Crashbarrow
Shoddy Glider
Skeleton Javelineer
Sacrifice the Weak

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 8

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons

P1T4


Tech StartingHand Workers

TECH
Dark Pact
Metamorphosis


STARTING HAND
Poisonblade Rogue
Thieving Imp
Dark Pact
Shadow Blade
Tiny Basilisk
Sacrifice the Weak
Skeleton Javelineer


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue


NextHand

Gunpoint Taxman
Deteriorate
Dark Pact
Sacrifice the Weak
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Dark Pact, I draw 2, my base to 18.
Worker - ($6)
Shadow Blade kills Bone Collector, you draw, then discard #4 - ($3)
Vandy breaks your Graveyard.
Haunt pings your Tech 2.
Heroes’ Hall - ($1)

Float ($1)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (4/5)
  • Pestering Haunt (1/1)
  • Graveyard (3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

charnel hasn’t reshuffled, so no need to hit the tech 2 yet. The only question is whether I want to go all in on Meta. It could backfire pretty badly if charnel has Surprise Attack, but I’m gonna risk it.

@charnel_mouse’s turn!

Even though I’m no judge, of that one I’m sure: first Shadow blade has to be processed completely before any triggers in the queue can be processed, so it’s discard first, draw afterwards.

4 Likes

Indeed. It doesn’t affect this case, so I’ll play on.

P2T4

Starting hand: 4

Pestering Haunt
Poisonblade Rogue
Bone Collector
Thieving Imp

Shadow Blade discard: 1

Thieving Imp

Technician draw: 1

Deteriorate

Thoughts

Heroes’ Hall confirms a Metamorphosis play, this is absolutely worth skipping a worker to stop. Now, where’s the most annoying place to put Garth under threat of being shoved by Zane? Probably either Scavenger or Lookout (locking out gold gain / forcing resist payment or awkward buying of other things first). In the latter case Dreamfire can get the gold straight back by shoving to Scavenger, but either way he only has 2 gold after maxbanding Zane, so he won’t be building a big board.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider


Get paid - (8)
Garth - (6)
Maxband Garth, fetches a Crashbarrow - (0)
Deteriorate, Pestering Haunt goes back to Graveyard
Crashbarrow trades with Vandy, levels fizzle
Skip worker!
Discard 3, reshuffle 13, draw 5


:target: Garth L7 3/4 (resist 0+1; 1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 4 (Blood)


Hand: 5

Crashbarrow
Thieving Imp
Graveyard
Shoddy Glider
Pestering Haunt

Deck: 8

Shoddy Glider
Skeleton Javelineer
Sacrifice the Weak
Bone Collector
Crashbarrow
Deteriorate
Poisonblade Rogue
Bone Collector

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

Expected: 10 + 6 teched = 16
0 on board
5 in hand
8 in deck
0 in discard
3 in workers


Gold: 0
Workers: 8

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons

P1T5


Tech StartingHand Workers

TECH
Wandering Mimic
Fairie Dragon


STARTING HAND
Deteriorate
Gunpoint Taxman
Tiny Basilisk
Dark Pact
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak


NextHand

Shadow Blade
Skeleton Javelineer
Dark Pact
Metamorphosis


Discard

Dark Pact
Deteriorate
Wandering Mimic
Fairie Dragon


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Gunpoint Taxman - ($6)
Tiny Basilisk - ($4)
Exhaust Graveyard to replay Haunt.
Tech 2 (Balance) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tiny Basilisk (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

…and this time I forgot about Garth. My head is not in this game.

@charnel_mouse’s turn!

P2T5

Starting hand: 5

Crashbarrow
Thieving Imp
Graveyard
Shoddy Glider
Pestering Haunt

Thoughts

Crashbarrow + Zane + Shoddy Glider is enough to destroy Tech II and the Graveyard, with 2 gold left over. It’s tempting to put the Graveyard down, but I don’t want to risk falling behind on economy just yet. Taking out Dreamfire’s own Graveyard should be enough of a blow for now. I’ll lose Garth here, but I’ll just have to deal with it.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust


Get paid - (8)
Crashbarrow - (5)
Crashbarrow trades with Gunpoint Taxman and Tiny Basilisk, you get a gold
Garth destroys Graveyard
Captain Zeno Zane - (3)
Shoddy Glider - (2)
Zane and Shoddy Glider destroy Tech II, your base to 16
Worker - (1)
Garth summons a Skeleton - (0)
Discard 2, draw
Shoddy Glider crashes


:psblueshield: Skeleton 1/1+1A

Garth L7 3/4 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1)
Zane L1 2/2 (haste)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 4 (Blood)


Hand: 4

Skeleton Javelineer
Crashbarrow
Deteriorate
Bone Collector

Deck: 4

Shoddy Glider
Sacrifice the Weak
Bone Collector
Poisonblade Rogue

Discard: 6

Bloodlust
Bloodlust
Crashbarrow
Shoddy Glider
Thieving Imp
Graveyard

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
0 on board
4 in hand
4 in deck
6 in discard
4 in workers


Gold: 0
Workers: 9

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons
T5: Pestering Haunt

P1T6


Tech StartingHand Workers

TECH
Surprise Attack
Moment’s Peace


STARTING HAND
Dark Pact
Skeleton Javelineer
Metamorphosis
Shadow Blade
Thieving Imp
Deteriorate


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak


NextHand

Gunpoint Taxman
Wandering Mimic
Tiny Basilisk
Moment’s Peace


Discard

Dark Pact
Deteriorate
Metamorphosis
Shadow Blade


Tech 2 card(s)
Get Paid + scavenger gold - ($10)
Vandy - ($8)
Dark Pact, my base to 14, draw 2.
Deteriorate Skeleton.
Zane, trades with your Zane, Vandy to midband - ($6)
Thieving Imp, discard #1 - ($3)
Skeleton Javelineer - ($2)
Vandy to maxband, doom Javelineer - ($0)
Haunt pings your Tech 1.
Rebuild my Tech 2.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (3/3A), doomed
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Vandy lvl 5 (4/5)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Looking grim.

@charnel_mouse’s turn!

P2T6

Starting hand: 4

Skeleton Javelineer
Crashbarrow
Deteriorate
Bone Collector

Thoughts

Deteriorate, Garth kills Javelineer, Crashbarrow lets me kill Vandy or destroy Tech II again. I think Vandy is still the more threatening option compared to Balance II, Drakk + Glider is hopefully enough to deal with a Dragon if it turns up.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: 2 x Kidnapping


Get paid - (9)
Deteriorate, Skeleton Javelineer is 2/2+1A
Drakk Ramhorn - (7)
Crashbarrow - (4)
Garth kills Skeleton Javelineer, takes 2 damage
Midband Drakk - (1)
Crashbarrow trades with Thieving Imp and Vandy, you draw, Drakk to level 6 (maxband)
Worker - (0)
Discard 1, draw 3


:psblueshield: Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)

Garth L7 3/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)

:heart: Base HP: 19
:heart: Tech I HP: 4
:heart: Tech II HP: 4 (Blood)


Hand: 3

Poisonblade Rogue
Bone Collector
Shoddy Glider

Deck: 1

Sacrifice the Weak

Discard: 10

Bloodlust
Bloodlust
Crashbarrow
Shoddy Glider
Thieving Imp
Graveyard
Kidnapping
Kidnapping
Deteriorate
Crashbarrow
Bone Collector

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
0 on board
3 in hand
1 in deck
11 in discard
5 in workers


Gold: 0
Workers: 10

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons
T5: Pestering Haunt
T6: Skeleton Javelineer

I was hoping you wouldn’t have both those cards in hand.

P1T7


Tech StartingHand Workers

TECH
Wandering Mimic
Moment’s Peace


STARTING HAND
Wandering Mimic
Moment’s Peace
Tiny Basilisk
Gunpoint Taxman
Dark Pact


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak
Tiny Basilisk


NextHand

Surprise Attack
Graveyard
Fairie Dragon
Dark Pact


Tech 2 card(s)
Get Paid + technician draw - ($9)
Worker - ($8)
Midori - ($6)
Moment’s Peace - ($4)
Wandering Mimic - ($0)
Haunt pings Tech 2.

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Wandering Mimic (4/4)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Losing Mimic to StW would suck.

@charnel_mouse’s turn!

You’re still holding together pretty well, though. Let’s take things up a step.

P2T7

Starting hand: 3

Poisonblade Rogue
Bone Collector
Shoddy Glider

Thoughts

Good play of Moment’s Peace here, otherwise I could have done Rogue hits Midori to 0/1, Sacrifice the Weak kills Mimic, Garth trades with Midori, Glider destroys Heroes’ Hall, Drakk and Zane destroy Tech II. As it is…

  1. Go for Gunships. Tech III + Tech Lab is 6, 4 gold left for Skeleton + Sacrifice the Weak on the Mimic.
  2. Skeleton + Sacrifice the Weak to kill the Mimic (7), Garth runs into Midori, Maxband Zane (0) shoves Garth to Scavenger and kills (1), then destroys Heroes’ Hall. Drakk patrols or kills Pestering Haunt.

Either way, if Dreamfire has the other Mimic in hand, I have that and Zane coming my way. Zane and Mimic is 6 gold, for 2 + 4 + 2 + 1 damage, against 7 patrol health. That’s 1 damage off destroying Tech II, or another building with a little more effort. I think I’m safe from a double break this turn, though. My tech buildings are looking a little low on health anyway, Tech III is probably the safer bet.

Patrolling setup is tough here: Drakk is the one I want alive, but Garth in front gives Dreamfire easy free levels, and I don’t want to let him come back so easily.

Teched cards: 2

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: 2 x Kidnapping
T7: 2 x Pirate Gunship


Get paid - (10)
Garth summons a Skeleton - (9)

Garth destroys the Skeleton, I draw

Sacrifice the Weak

Sacrifice the Weak, Wandering Mimic dies - (7)
Tech III - (2)
Tech Lab: Anarchy - (1)
Discard 3, reshuffle 17, draw 5


:psblueshield: Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)
:exhaust: Garth L7 3/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)

:heart: Base HP: 19
:heart: Tech I HP: 4
:heart: Tech II HP: 3 (Blood)
:heart: Tech III HP: 5
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 5

Bloodlust
Shoddy Glider
Graveyard
Pirate Gunship
Shoddy Glider

Deck: 12

Bloodlust
Crashbarrow
Thieving Imp
Kidnapping
Kidnapping
Deteriorate
Crashbarrow
Bone Collector
Pirate Gunship
Sacrifice the Weak
Poisonblade Rogue
Bone Collector

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

Expected: 10 + 12 teched = 22
0 on board
5 in hand
12 in deck
0 in discard
5 in workers


Gold: 1
Workers: 10

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons
T5: Pestering Haunt
T6: Skeleton Javelineer

Did you draw both Crashbarrows?

P1T8


StartingHand Workers

STARTING HAND
Surprise Attack
Fairie Dragon
Graveyard
Dark Pact


WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak
Tiny Basilisk


NextHand

Skeleton Javelineer
Deteriorate
Dark Pact
Thieving Imp
Moment’s Peace


Discard

Wandering Mimic
Surprise Attack
Dark Pact
Fairie Dragon
Graveyard


Tech 0 card(s)
Get Paid - ($10)
Zane - ($8)
Surprise Attack, Sharks arrive - ($3)
Sharks trade with Drakk, Midori to lvl 3, my base to 13.
Midori to midband - ($1)
Midori kills Garth, Zane to lvl 3.
Zane to midband - ($0)
Zane and Haunt break Tech Lab, your base to 17.

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Zane lvl 4 (3/3)
  • Midori lvl 5 (3/1)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I knew I should’ve played GPT and Tiny B instead of Mimic.

@charnel_mouse’s turn!

Nope!

P2T8

Starting hand: 5

Bloodlust
Shoddy Glider
Graveyard
Pirate Gunship
Shoddy Glider

Technician draw: 1

Bloodlust

Thoughts

No luck on the Technician draw.

Teched cards: 0

T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: 2 x Kidnapping
T7: 2 x Pirate Gunship


Get paid + Scavenger - (11)
Graveyard - (9)
2 x Shoddy Glider - (7)
Tech Lab: Anarchy - (6)
Captain Zeno Zane - (4)
Shoddy Gliders kill Zane and Midori, my Zane to level 5 (midband)
Maxband Zane, no shove - (3)
Zane hits your base to 9
Discard 3, draw 5
Shoddy Gliders crash into the Graveyard


Zane L6 4/4 (haste; shares patroller bonus on kill)

:heart: Graveyard HP: 3 (contents: 2 x Shoddy Glider; dying units are buried here; exhaust: play buried unit; 4+ buried: destroyed)

:heart: Base HP: 17
:heart: Tech I HP: 4
:heart: Tech II HP: 3 (Blood)
:heart: Tech III HP: 5
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 5

Thieving Imp
Kidnapping
Kidnapping
Pirate Gunship
Sacrifice the Weak

Deck: 6

Crashbarrow
Deteriorate
Crashbarrow
Bone Collector
Poisonblade Rogue
Bone Collector

Discard: 3

Bloodlust
Pirate Gunship
Bloodlust

Card-count check (opponent-viewable)

Expected: 10 + 12 teched = 22
1 on board
2 in Graveyard
5 in hand
6 in deck
3 in discard
5 in workers


Gold: 3
Workers: 10

5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons
T5: Pestering Haunt
T6: Skeleton Javelineer

2 Gliders will do just as well! GG WP @zango

1 Like

Well played! Good luck going forward.

I wouldn’t say I played very well tbh. On my T4 I just completely forgot you could fetch a Crashbarrow, which pretty much nipped my whole game plan in the bud.