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Post by fodazd on Dec 22, 2016 2:37:44 GMT 1
No Techs. {Turn 8} Hand: Nebula, Assimilate, Graveyard, Bone Collector, Free Speech
Worker: Assimilate
Collect 12 Gold + 1 floated (13). -> Worker (12). -> Skeleton (11). -> Nebula (4). -> Bone Collector (2). -> Garth kills Young Treant. -> Nebula kills the legendary Huntress with its ability. -> A skeleton hits your base for 1. Your base is on 19. Discard 2, Draw 4. Leader: Nebula (7/6 + Armor, flying, resist 3) Elite: Mirror Illusion (1/1, illusion, invisible) Scavenger: Skeleton (1/1, invisible) Technician: Bone Collector (3/3, invisible) Lookout: Mirror Illusion (0/1, illusion, invisible, resist 1) Garth (3/1, maxband) Skeleton (1/1, invisible) Omegacron [5] Omegacron [5] Base: 20 Tech I: 5 Tech II Future: 5 Tech III Future: 5 Tower: 4 Workers: 13 Floating Gold: 2 Hand: 4 Deck: 0 Discard: 2 {Hand}Nebula, Assimilate, Graveyard, Bone Collector, Free Speech {Discard}Graveyard, Free Speech
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Post by thehug0naut on Dec 23, 2016 12:28:19 GMT 1
I suspect this will be my last turn as things are not looking good for me! P1T9
{Tech}Wandering Mimic Wandering Mimic {Starting Hand}Huntress Tiny Basilisk Rampant Growth {Workers}Verdant Tree Ironbark Treant Tiger Cub Merfolk Prospector Ferocity Huntress {Next Hand}Spirit of the Panda Wandering Mimic Galina Glimmer
Tech 2 card(s) Get Paid - ($9) Worker Calamandra casts Rampant Growth on Fairie Dragon - ($7) Fairie Dragon (now a 7/4) trades with Leader Nebula Calamandra kills Technician Bone Collector (you draw a card) Maxband Calamandra (heals) - ($5) Tech III - ($0) Float ($0) Discard 1, draw 1, reshuffle, draw 2 Board Info:In Patrol:* Squad Leader: L1 Argagarg (1/3+A) * Elite: * Scavenger: Wisp (0/1) * Technician: Wisp (0/1) * Lookout: In Play:* L5 Calamandra (4/5) * Rich Earth Buildings:* Base HP: 20 * Tech I HP: 5 * Tech II HP: 5 (Balance) * Tech III HP: 5 Economy Info:Cards:* Hand: 3 * Deck: 14 * Disc: 0 Gold:* Gold: 0 * Workers: 10
{Secret Musings}That overstuffed deck has not helped as I blatantly fail to draw a T-Rex or Feral Strike which were my only outs. GG imminent.
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Post by thehug0naut on Dec 23, 2016 12:29:57 GMT 1
Oh and I just noticed, you should have paid 1 gold to kill Huntress due to Calamandra Midband, so your float should be 1 gold instead of 2 (not that it probably matters...)
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Post by fodazd on Dec 23, 2016 14:06:27 GMT 1
Yes, this was your last turn. Things did not look good for you (And yes, I also missed the resist 1 from Calamandra's midband). No Techs. {Turn 9} Hand: Thieving Imp, Void Star, Sac the Weak, Bone Collector
Collect 13 Gold + 1 floated (14). -> Quince (12). -> Maxband Quince (8). I think I acually get a third Mirror here, not that it matters... -> Sacrifice 8 Workers, both Omegacrons arrive. Quince maxband makes two Mirror Illusions into Mirror Omegacrons. -> Omegacron #1 kills Arg. -> Garth + Skeleton #1 kill your Wisps. -> Omegacron #2-4 + Skeleton #2 kill your base with 28 damage. gg! In this match I leared that I like the black starter much more than the green starter, that Garth is an incredibly good hero if he stays on the board for long enough, and that Future Tech II is sometimes better than Truth Tech II.
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Post by thehug0naut on Dec 23, 2016 14:20:39 GMT 1
GG! That was very nicely done sir. Garth + Black starter + Future confirmed v stronk!
I definitely messed up by bringing on Argagarg in the early game, as he completely lacks the attack level to be a threat to heroes. I'm loving his stuff less and less as I play Green, so maybe its time to test out some multicolour decks with him removed.
I've been toying with [Balance]/Feral/Law since my playstyle is naturally very card hungry and Law appears to do all sorts of great things for card draw. Fancy continuing our casuals with me playing that for a bit? (if so random.org gave me a 91 so I suspect I'm going first)
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Post by fodazd on Dec 23, 2016 14:26:44 GMT 1
Yes, I can play against [Balance]/Feral/Law with [Necromancy]/Future/Truth.
random.org = 53.
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Post by thehug0naut on Dec 23, 2016 14:34:30 GMT 1
Game on! Glhf, etc P1T1
{Starting Hand}Spore Shambler Tiger Cub Playful Panda Rampant Growth Rich Earth {Workers}Tiger Cub {Next Hand}Ironbark Treant Young Treant Verdant Tree Merfolk Prospector Forest's Favor {Discard}Playful Panda Rich Earth Spore Shambler Rampant Growth
Tech 0 card(s) Get Paid - ($4) Worker - ($3) Calamandra - ($1) Float ($1) Discard 4, draw 5 Board Info:In Patrol:* Squad Leader:* Elite:* Scavenger: Calamandra Moss (2/3) * Technician:* Lookout:In Play:* Buildings:* Base HP: 20 Economy Info:Cards:* Hand: 5 * Deck: 0 * Disc: 4 Gold:* Gold: 1 * Workers: 5
{Secret Musings}I dislike not having a 1 drop in my first hand as P1 - maybe I should look at blue starter or swapping Midori or Calamandra for a White or Black hero
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Post by fodazd on Dec 23, 2016 15:00:28 GMT 1
{Turn 1} Hand: Pestering Haunt, Poisonblade Rogue, Jandra, Thieving Imp, Sacrifice the Weak
Worker: Poisonblade Rogue
Collect 5 Gold (5). -> Worker (4). -> Thieving Imp (1), you discard 1 at random. Discard 3, Draw 5. Leader: Elite: Scavenger: Technician: Thieving Imp (2/2) Lookout: Base: 20 Workers: 6 Floating Gold: 1 Hand: 5 Deck: 0 Discard: 3 {Hand}Skeleton Javelineer, Graveyard, Skeletal Archery, Deteriorate, Summon Skeletons {Discard}Pestering Haunt, Jandra, Sacrifice the Weak
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Post by thehug0naut on Dec 25, 2016 10:07:58 GMT 1
Merry Christmas fodazd. Hope you have a fab day P1T2
{Tech}Scribe Tiny Basilisk {Starting Hand} Merfolk Prospector Young Treant Ironbark Treant Verdant Tree Forest's Favor {Workers}Tiger Cub Young Treant {Next Hand}Spore Shambler Scribe Rampant Growth Playful Panda
Tech 2 card(s) Get Paid + float - ($6) Worker - ($5) Tech I - ($3) Merfolk Prospector - ($2) Calamandra kills Technician Thieving Imp (you draw a card) and takes 2 damage Midband Calamandra (heals) - ($0) Float ($0) Discard 2, reshuffle, draw 4 Board Info:In Patrol:* Squad Leader: * Elite: * Scavenger: Merfolk Prospector (1/1) * Technician: Calamandra Moss (3/4) * Lookout: In Play:* Buildings:* Base HP: 20 * Tech I HP: 5 Economy Info:Cards:* Hand: 4 * Deck: 5 * Disc: 0 Gold:* Gold: 0 * Workers: 6
{Secret Musings}Probably going to try for a swift Feral Strike, assuming he doesn't doom grasp Calamandra when she maxbands
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Post by fodazd on Dec 25, 2016 18:48:16 GMT 1
Thank you. I wish you a Merry Christmas too. {Turn 2} Techs: Free Speech, Doom Grasp
Hand: Skeleton Javelineer, Graveyard, Skeletal Archery, Deteriorate, Summon Skeletons Technician: *reshuffle* Thieving Imp
Worker: Summon Skeletons
Collect 6 Gold + 1 floated (7). -> Worker (6). -> Thieving Imp (3), you discard 1 at random (yes, I did draw him again from Technician immediately after discarding him and reshuffling). -> Graveyard (1). Discard 3, Draw 3, reshuffle, Draw 2. Leader: Elite: Scavenger: Technician: Thieving Imp (2/2) Lookout: Graveyard (3) Base: 20 Workers: 7 Floating Gold: 1 Hand: 5 Deck: 3 Discard: 0 {Hand}Pestering Haunt, Jandra, Sacrifice the Weak, Free Speech, Skeletal Archery
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Post by thehug0naut on Dec 26, 2016 14:26:04 GMT 1
Me no likey this imp P1T3
{Tech}Feral Strike Community Service {Starting Hand}Spore Shambler (Thieved) Scribe Rampant Growth Playful Panda {Draw from Scribe}Tiny Basilisk {Workers}Tiger Cub Young Treant Playful Panda {Next Hand}Ironbark Treant Forest's Favor Rich Earth {Discard}Spore Shambler Rampant Growth Feral Strike Community Service
Swear a lot at the return of Thieving Asshole Discard Card (Random.org RNG[1-4]=1) Tech 2 card(s) Get Paid - ($6) Scribe (I draw a card) - ($4) Worker - ($3) Exhaust Merfolk Prospector - ($4) Heroes' Hall - ($2) Tiny Basilisk - ($0) Float ($0) Discard 1, draw 3 Board Info:In Patrol:* Squad Leader: * Elite: * Scavenger: * Technician: Scribe (1/3) * Lookout: In Play:* L3 Calamandra Moss (3/4) * Tiny Basilisk (1/2) [Deathtouch] * Merfolk Prospector (1/1) Buildings:* Base HP: 20 * Tech I HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 3 * Deck: 1 * Disc: 4 Gold:* Gold: 0 * Workers: 7
{Secret Musings}Continuing with the Feral Strike plan despite the hand destruction. Didn't want to miss a chance to get Tiny Basilisk on field to start murdering things.
Sacrifice the Weak and replay Thieving Imp as his next play? I could have taken out both this turn (Rampant Growth on Merfolk, Calamandra) but wanted my Heroes' Hall so I can play around the terrible hand size next turn.
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Post by fodazd on Dec 26, 2016 20:30:10 GMT 1
{Turn 3} Techs: 2* Bone Collector
Hand: Pestering Haunt, Jandra, Sacrifice the Weak, Free Speech, Skeletal Archery
Worker: Jandra
Collect 7 Gold + 1 floated (8). -> Worker (7). -> Tech I (5). -> Quince (3). -> Tower (0). -> Pestering Haunt (0). Discard 3, Draw 3, reshuffle, Draw 2. Leader: Thieving Imp (2/2 + Armor) Elite: Scavenger: Mirror Illusion (0/1, illusion) Technician: Quince (1/3) Lookout: Pestering Haunt (1/1) Graveyard (3) Base: 20 Tech I: 5 Tower: 4 Workers: 8 Floating Gold: 0 Hand: 5 Deck: 3 Discard: 0 {Hand}Doom Grasp, Skeleton Javelineer, Deteriorate, Spectral Hound, Free Speech
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Post by thehug0naut on Dec 27, 2016 8:33:25 GMT 1
Die imp die! P1T4
{Tech}Feral Strike Insurance Agent {Starting Hand}Ironbark Treant Rich Earth Forest's Favor {Workers}Tiger Cub Young Treant Playful Panda Rich Earth {Next Hand}Insurance Agent Verdant Tree Ironbark Treant Community Service
Tech 2 card(s) Get Paid - ($7) Worker - ($6) Exhaust Merfolk Prospector - ($7) Calamandra kills Leader Thieving Imp (goes to graveyard) and takes 3 damage Tiny Basilisk trades with Technician Quince (you draw a card, Calamandra gains 2 levels and heals) Bigby Hayes - ($5) Tech II (Law) - ($1) Float ($1) Discard 2, draw 1, reshuffle, draw 3 Board Info:In Patrol:* Squad Leader: * Elite: * Scavenger: Scribe (1/3) * Technician: L1 Bigby Hayes (2/3) * Lookout: In Play:* L5 Calamandra Moss (4/5) * Merfolk Prospector (1/1) Buildings:* Base HP: 20 * Tech I HP: 5 * Tech II HP: 5 (Law) * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 4 * Deck: 6 * Disc: 0 Gold:* Gold: 1 * Workers: 8
{Secret Musings}Sadly didn't draw Feral Strike this turn, so hopefully I get something good with Community Service which I can then insure. Also got the option to Tiger up
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Post by fodazd on Dec 27, 2016 12:18:42 GMT 1
{Turn 4} Techs: Eyes of the Chancellor, Macciatus
Hand: Doom Grasp, Skeleton Javelineer, Deteriorate, Spectral Hound, Free Speech Technician: Skeletal Archery
Worker: Skeleton Javelineer
Collect 8 Gold (8). -> Worker (7). -> Garth (5). -> Skeleton (4). -> Doom Grasp Calamandra, sac Mirror Illusion, Garth to Level 3 (0). -> Deteriorate Merfolk Prospector (0). -> Pestering Haunt Suicides into Scribe. -> Tap Graveyard to play Pestering Haunt (0). Discard 3, Draw 2, reshuffle, Draw 3. Leader: Skeleton (1/1 + Armor) Elite: Scavenger: Technician: Garth (1/3, Level 3) Lookout: Pestering Haunt (1/1) Graveyard (3) [Thieving Imp] Base: 20 Tech I: 5 Tower: 4 Workers: 9 Floating Gold: 0 Hand: 5 Deck: 4 Discard: 0 {Hand}Spectral Hound, Sacrifice the Weak, Eyes of the Chancellor, Macciatus, Deteriorate
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Post by thehug0naut on Dec 29, 2016 1:26:24 GMT 1
Sorry for the delay was a hectic day P1T5
{Tech}Judgment Day Justice Juggernaut {Starting Hand}Verdant Tree Insurance Agent Community Service Ironbark Treant Forest's Favor {Workers}Tiger Cub Young Treant Playful Panda Rich Earth Ironbark Treant {Next Hand}Spore Shambler Rampant Growth Tiny Basilisk Community Service Feral Strike {Discard}Merfolk Prospector Scribe Forest's Favor Verdant Tree Judgment Day Justice Juggernaut
Tech 2 card(s) Get Paid + float - ($9) Worker - ($8) Bigby Hayes kills leader Skeleton and takes 2 damage Insurance Agent (insurance rune on Scribe) - ($7) Scribe suicides into Garth dealing 1 damage (I gain 2 gold and draw a card) - ($9) Give Bigby 2 levels (midbands, heals) - ($7) Master Midori - ($5) Float ($5) Stash 1, Discard 2, draw 4 Board Info:In Patrol:* Squad Leader: L1 Master Midori (2/3+A) * Elite: * Scavenger: Insurance Agent (2/2) * Technician: * Lookout: In Play:* L3 Bigby Hayes (2/4) Buildings:* Base HP: 20 * Tech I HP: 5 * Tech II HP: 5 (Law) * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 5 * Deck: 1 * Disc: 6 Gold:* Gold: 5 * Workers: 9
{Secret Musings}Managed to use Insurance Agent get round his hand destruction tactics while creating a massive resource advantage - nice. Have a few strategies for next turn so lets see what he tries to do
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Post by fodazd on Dec 29, 2016 2:04:51 GMT 1
{Turn 5} Techs: 2* Liberty Gryphon
Hand: Spectral Hound, Sacrifice the Weak, Eyes of the Chancellor, Macciatus, Deteriorate
Worker: Deteriorate
Collect 9 Gold (9). -> Worker (8). -> Sacrifice the Weak (6), Insurance Agent dies, you get 1 Gold. -> Skeleton (5). -> Tap Graveyard to play Thieving Imp (2), you discard 1 at random. -> Pestering Haunt hits your base for 1. Your base is on 19. Discard 3, Draw 4, reshuffle, Draw 1. Leader: Thieving Imp (2/2 + Armor) Elite: Scavenger: Technician: Skeleton (1/1) Lookout: Garth (1/2, Level 3) Pestering Haunt (1/1) Graveyard (3) [] Base: 20 Tech I: 5 Tower: 4 Workers: 10 Floating Gold: 2 Hand: 5 Deck: 5 Discard: 0 {Hand}Skeletal Archery, Spectral Hound, Free Speech, Doom Grasp, Spectral Hound
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Post by thehug0naut on Dec 31, 2016 1:19:19 GMT 1
Yeah, the holidays seem to actually give me less time to post. Sorry again for slowness. P1T6
{Tech}Lawbringer Gryphon Lawbringer Gryphon {Starting Hand}Community Service Tiny Basilisk (Thieved) Rampant Growth Spore Shambler Feral Strike {Workers}Tiger Cub Young Treant Playful Panda Rich Earth Ironbark Treant Rampant Growth {Next Hand}Community Service Feral Strike Insurance Agent Verdant Tree Scribe
Tech 2 card(s) Discard 1 card (Random.org RNG[1-5]=3) Get Paid + float + scavenger - ($15) Worker - ($14) Tech III - ($9) Calamandra Moss - ($7) Maxband Calamandra - ($3) Float ($0) Stash 1, Discard 2, draw 1, reshuffle, draw 3 Board Info:In Patrol:* Squad Leader: L1 Master Midori (2/3+A) * Elite: * Scavenger: * Technician: L3 Bigby Hayes (2/4) * Lookout: In Play:* L5 Calamandra Moss (4/5) Buildings:* Base HP: 19 * Tech I HP: 5 * Tech II HP: 5 (Law) * Tech III HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 5 * Deck: 9 * Disc: 0 Gold:* Gold: 3 * Workers: 10
{Secret Musings}Ok I have Tech III so just need to maximise my chances of drawing one and kicking the game into a base race but with mine flying.
Backup plans include either Feral Strike or Community Service, which I'm hoping to use to get a Tech II with. He can't put Quince on unless he suicides Garth so hero based plays seem fairly safe since I have something good from either Bigby or Calamandra.
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Post by fodazd on Dec 31, 2016 1:53:13 GMT 1
...Man, I really love Graveyard + Thieving Imp. Tech 1 card. {Turn 6} Techs: Gilded Glaxx
Hand: Skeletal Archery, Spectral Hound, Free Speech, Doom Grasp, Spectral Hound
Worker: Skeletal Archery
Collect 10 Gold + 2 floated (12). -> Worker (11). -> Doom Grasp Calamandra (7), sac the Skeleton, Garth to L5 (midband-heal for Garth). -> Garth + Thieving Imp kill Midori. Thieving Imp goes to the Graveyard, Garth maxbands and cheats in Gilded Glaxx. -> Tap Graveyard to replay Thieving Imp (4), you discard 1 at random. -> Tech II Truth (0). -> Pestering Haunt hits your base for 1. Your base is on 18. Discard 3, Draw 5. Leader: Thieving Imp (2/2 + Armor) Elite: Scavenger: Technician: Gilded Glaxx (3/4) Lookout: Garth (3/4, maxband) Pestering Haunt (1/1) Graveyard (3) [] Base: 20 Tech I: 5 Tech II Truth: 5 Tower: 4 Workers: 11 Floating Gold: 0 Hand: 5 Deck: 0 Discard: 4 {Hand}Liberty Gryphon, Liberty Gryphon, Eyes of the Chancellor, Macciatus, Sacrifice the Weak {Discard}Spectral Hound, Free Speech, Spectral Hound, Doom Grasp
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Post by thehug0naut on Jan 1, 2017 3:12:56 GMT 1
My thoughts on Graveyard + Imp require censorship - good job I have Bigby Also happy new year! Have a 2017 Gryphon! P1T7
{Starting Hand}Community Service (Thieved) Feral Strike Insurance Agent Verdant Tree Scribe {In-Turn Draw}Spore Shambler (Stashed) Lawbringer Gryphon {Workers}Tiger Cub Young Treant Playful Panda Rich Earth Ironbark Treant Rampant Growth Verdant Tree {Next Hand}Lawbringer Gryphon Spore Shambler Judgment Day Feral Strike {Discard}Community Service Feral Strike
Tech 0 card(s) Discard 1 card (Random.org [1-5] = 1) Get Paid + float - ($13) Scribe (I draw 1 card) - ($11) Insurance Agent (I insure your Thieving Imp) - ($10) Maxband Bigby - ($8) Maxband Bigby kills Leader Thieving Imp (goes to Graveyard, I gain 3 gold and draw 1 card) and takes 3 damage - ($11) Lawbringer Gryphon (my base gains flying) - ($1) Worker - ($0) Float ($0) Stash 1, Discard 1, draw 3 Board Info:In Patrol:* Squad Leader: Scribe (1/3+A) * Elite: * Scavenger: Insurance Agent (2/2) * Technician: L5 Bigby Hayes (3/1) * Lookout: In Play:* Lawbringer Gryphon (7/6) [Flying, Resist 2, Obliterate 4] Buildings:* Base HP: 18 [Flying] * Tech I HP: 5 * Tech II HP: 5 (Law) * Tech III HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 4 * Deck: 4 * Disc: 2 Gold:* Gold: 0 * Workers: 11
{Secret Musings}Y E S!! My attempts at drawing paid off and I manage to luck into a Tech III. Hopefully it enables a game win for me!
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Post by fodazd on Jan 1, 2017 15:33:18 GMT 1
Happy new year to you as well! Have a 2017 Imp. ^^ No Techs. {Turn 7} Hand: Liberty Gryphon, Liberty Gryphon, Eyes of the Chancellor, Macciatus, Sacrifice the Weak
Worker: Macciatus
Collect 11 Gold (11). -> Eyes of the Chancellor (8), look at your hand. -> Worker (7). -> Skeleton (6). -> Garth + Pestering Haunt kill Scribe. Pestering Haunt goes to the Graveyard. -> Gilded Glaxx kills Insurance Agent. You get 1 Gold. -> Sacrifice the Weak (4), Lawbringer Gryphon and Skeleton die. -> Tap Graveyard to replay Thieving Imp (1), you discard 1 at random. -> Eyes of the Chancellor makes Thieving Imp invisible. Discard 2, reshuffle, Draw 4. Leader: Elite: Scavenger: Technician: Thieving Imp (2/2, invisible) Lookout: Gilded Glaxx (3/2) Garth (3/3, maxband) Graveyard (3) [Pestering Haunt] Eyes of the Chancellor Base: 20 Tech I: 5 Tech II Truth: 5 Tower: 4 Workers: 12 Floating Gold: 1 Hand: 4 Deck: 3 Discard: 0 {Hand}Free Speech, Liberty Gryphon, Liberty Gryphon, Sacrifice the Weak
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Post by thehug0naut on Jan 1, 2017 21:48:23 GMT 1
OoOoOoOo noice use of Sac the Weak, hadn't really thought about it offing Tech III units! P1T8
{Starting Hand}Lawbringer Gryphon Spore Shambler (Stashed) Judgment Day Feral Strike (Thieved) {Workers}Tiger Cub Young Treant Playful Panda Rich Earth Ironbark Treant Rampant Growth Verdant Tree {Next Hand}Forest's Favor Spore Shambler Merfolk Prospector Justice Juggernaut {Discard}Community Service Feral Strike Feral Strike Scribe Insurance Agent Lawbringer Gryphon Judgment Day
Tech 0 card(s) Discard a card (Random.org [1-4] = 4) Get Paid + Scavenger - ($12) Lawbringer Gryphon (my base regains flying) - ($2) Master Midori - ($0) Float ($0) Stash 1, Discard 1, draw 3 Board Info:In Patrol:* Squad Leader: L1 Master Midori (2/3+A) * Elite: * Scavenger: * Technician: L5 Bigby Hayes (3/1) * Lookout: In Play:* Lawbringer Gryphon (7/6) [Flying, Resist 2, Obliterate 4] Buildings:* Base HP: 18 [Flying] * Tech I HP: 5 * Tech II HP: 5 (Law) * Tech III HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 4 * Deck: 1 * Disc: 7 Gold:* Gold: 0 * Workers: 11
{Secret Musings}Hopefully my Gryphon can attack next turn and make his life rather miserable. Maybe. Also want to fill my board with units as best I can to avoid more sac the weak shenanigans
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Post by fodazd on Jan 2, 2017 6:04:47 GMT 1
No Techs. {Turn 8} Hand: Free Speech, Liberty Gryphon, Liberty Gryphon, Sacrifice the Weak
Worker: Free Speech
Collect 12 Gold + 1 floated (13). -> Worker (12). -> Skeleton (11). -> Sac the Weak (9), Skeleton and Lawbringer Gryphon die. -> Quince (7). -> Garth + Thieving Imp kill Midori. Thieving Imp to Graveyard, Quince to midband. -> Gilded Glaxx trades with Bigby. Glaxx to Graveyard, Quince to maxband, you draw a card. ...Now I want to look at your new hand.
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Post by thehug0naut on Jan 2, 2017 7:59:04 GMT 1
Oh dear Sac the Weak again! At this point my hand is: Merfolk Prospector Tiny Basilisk Justice Juggernaut Spore Shambler Forest's Favor
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Post by fodazd on Jan 2, 2017 8:10:44 GMT 1
Ok, I see. -> Tech III Truth (2). -> Tap Graveyard to replay Pestering Haunt (2). -> Eyes of the Chancellor makes Mirror Illusion invisible. Discard 2, Draw 3, reshuffle, Draw 1. Leader: Mirror Illusion (0/1 + Armor, invisible) Elite: Scavenger: Technician: Quince (1/5, maxband) Lookout: Garth (3/1, maxband) Pestering Haunt (1/1) Graveyard (3) [Thieving Imp, Gilded Glaxx] Eyes of the Chancellor Base: 20 Tech I: 5 Tech II Truth: 5 Tech III Truth: 5 Tower: 4 Workers: 13 Floating Gold: 2 Hand: 4 Deck: 2 Discard: 0 {Hand}Spectral Hound, Spectral Hound, Doom Grasp, Sacrifice the Weak
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Post by thehug0naut on Jan 2, 2017 16:22:50 GMT 1
This is once again looking bad for me! P1T9
{Tech}Nature Reclaims Nature Reclaims {Starting Hand}Spore Shambler Forest's Favor Merfolk Prospector Justice Juggernaut Tiny Basilisk {Workers}Tiger Cub Young Treant Playful Panda Rich Earth Ironbark Treant Rampant Growth Verdant Tree {Next Hand}Merfolk Prospector Lawbringer Gryphon Forest's Favor Lawbringer Gryphon Feral Strike
Tech 2 card(s) Get Paid - ($11) Spore Shambler - ($8) Tiny Basilisk - ($6) Calamandra Moss - ($4) Maxband Calamandra - ($0) Float ($0) Discard 3, reshuffle, draw 5 Board Info:In Patrol:* Squad Leader: Spore Shambler (2/3+A) * Elite: * Scavenger: Tiny Basilisk (1/2) [Deathtouch] * Technician: * Lookout: In Play:* L5 Calamandra Moss (4/5) Buildings:* Base HP: 18 * Tech I HP: 5 * Tech II HP: 5 (Law) * Tech III HP: 5 * Heroes' Hall HP: 4 Economy Info:Cards:* Hand: 5 * Deck: 8 * Disc: 0 Gold:* Gold: 0 * Workers: 11
{Secret Musings}Was almost certainly a misplay to not tech in nature reclaims earlier but ahh well. Have Feral Strike and Gryphons so I guess lets see if he can take out both my Tech III and Calamandra. If he has Gryphons of his own I'm almost certainly hosed
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Post by fodazd on Jan 2, 2017 19:36:06 GMT 1
Yes, this was (again) not looking good for you. No Techs. {Turn 9} Hand: Spectral Hound, Spectral Hound, Doom Grasp, Sacrifice the Weak Skeleton: Liberty Gryphon Vir exchanges Spectral Hound for Liberty Gryphon
Collect 13 Gold + 2 floated (15). -> Skeleton (14), sacrifice immediately to draw a card. -> Vir (12), look at the top card of my deck. -> Exchange the top card of my deck with a card from my hand (11). -> Second Mirror (9). -> Liberty Gryphon (6), Mirror #1 becomes a copy of it. -> Liberty Gryphon (3), Mirror #2 becomes a copy of it. -> 4 Liberty Gryphons break your base. gg! Truth Tech II can still win with this deck. Also, Graveyard + Imp.
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Post by thehug0naut on Jan 3, 2017 0:17:30 GMT 1
GG!
Some of my draws were rather frustrating this game, obviously not exactly helped by that Imp slowing down my draw speed all game. Was definitely a misplay one of the early turns when I could have gotten graveyard off the field.
Kudos for a well executed game plan, by the time I realised where you were going with it it was a little too late for me.
Definitely need to go back to drawing board for how to play vs black and necromancy in particular. Garth is very strong
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Post by thehug0naut on Jan 5, 2017 1:15:03 GMT 1
I'd be up for starting off another game if you would be interested, I think I'd like to try using the blue starter and see how it plays out so maybe [Law]/Balance/Feral
Happy to keep playing your very strong [Necromancy]/Future/Truth unless you want to change it up?
Also my RNG is 51 for first turn
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Post by fodazd on Jan 5, 2017 1:51:20 GMT 1
Alright, I am up for another game.
random.org = 20, so you start (again).
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Post by thehug0naut on Jan 5, 2017 9:50:19 GMT 1
Alright, I am up for another game. random.org = 20, so you start (again). Dat rng *reeeaaallly* wants me to go first P1T1
{Starting Hand}Jail Bluecoat Musketeer Arrest Porkhand Magistrate Building Inspector {Workers}Bluecoat Musketeer {Next Hand}Traffic Director Reputable Newsman Manufactured Truth Spectral Aven Lawful Search {Discard}Porkhand Magistrate Jail Arrest
Tech 0 card(s) Get Paid - ($4) Worker - ($3) Building Inspector - ($2) Bigby Hayes - ($0) Float ($0) Discard 3, draw 5 Board Info:In Patrol:* Squad Leader: * Elite: * Scavenger: Building Inspector (1/1) * Technician: * Lookout: In Play:* Bigby Hayes (2/3) Buildings:* Base HP: 20 Economy Info:Cards:* Hand: 5 * Deck: 0 * Disc: 3 Gold:* Gold: 0 * Workers: 5
{Secret Musings}One of my main goals for the early game is to build a cheap board that can exploit manufactured truth. Also hoping reputable newsman can keep sac the weak off board for much of the game
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