Blood/Feral/Strength, eh? Interesting. I wonder if we’ll see some Mines take advantage of immunity to base damage. Worringly, the Morningstar Pass hard counters my Crows. Then again, buildings are vulnerable to Carrion Curse, so there’s that. Most notaby, I suppose, is that all 3 of his heroes have significant hero abilities that I may want to counter with Manufactured Truth. With this starting hand, I want to go Graveyard/Haunt, but that’s not gonna fly against Red starter. Guess I’ll just open with Vandy, she tends to be good on P1T1.
STARTING HAND
Thieving Imp
Deteriorate
Jandra, the Negator
Skeleton Javelineer
Summon Skeletons
WORKERS
Skeletal Archery
Jandra, the Negator
NextHand
Poisonblade Rogue
Plague Spitter
Sacrifice the Weak
Graveyard
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Deteriorate Ogre
Haunt trades with Bloodrage Ogre.
Thieving Imp discards #2 of 5. - ($2)
Tech I - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician: L1 Vandy Anadrose (2/3) Sparkshot
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I can’t effectively defend against Rook and the Ogre, so Ogre needs to die. 2 cards for $1 and a card isn’t a bad trade, especially in the early game. He has access to Mythmaking, so I’ll worker Jandra. I could try to preempt it with Carrion Curse, but that seems like more trouble than it’d be worth at the moment. Tempting to tech in Dark Pact since I’m reducing my hand size to clear the Ogre, but I’m up against Blood, the premier direct base damage faction, so I hesitate to do so. If I get desperate for cards, Vandy’s midband is an option anyway. Against Rook’s maxband, I have 2 decently strong counters: Manufactured Truth, and -1/-1 runes. Econ-wise, it’s vastly more convenient to build a Tech I than try to bring in Quince so early, so I’ll aim for Spitters.
I’m just realizing that Plague Spitter is actually really good against Rook. Besides -1/-1 runes deflating two lives, the anti-air is good against birds, and at $3, they’re unaffected by Thunderclap. Problem is, Entangling Vines can muck them up pretty seriously, though I could have midband Orpal sacrifice them and Carrion Curse them out of hand, so maybe it’s good for me if he techs in Vines to counter. Probably he didn’t tech them yet, so I’ll assume they can stick as patrollers for the next 2 turns, at which point I should plan to have increased my hero limit. I considered patrolling the Spitter as Elite, but I think it’s more valuable to make it harder for Rook to bypass the Spitter.
Disappointing to not draw my other Spitter, but can’t be helped. I think it’s worth proactively applying runes to the Boulder so if Mythmaking drops, it’ll still have no attack power. Tempting to take a Flagbearer, but I think increasing my chance of drawing Eyes alongside or in advance of Curse is probably more valuable right now. Assuming he didn’t tech Vines on turn 2, I should still be okay.
STARTING HAND
Bloodrage Ogre
Pillage
Mad Man
Bombaster
Charge
WORKERS
Careless Musketeer
Bloodburn
Scorch
NextHand
Crash Bomber
Makeshift Rambaster
Nautical Dog
Crashbarrow
Tech 2 card(s)
Get Paid - ($8)
Drakk - ($6)
Bombaster - ($4)
Pillage, your base to 18, i steal 2g - ($5)
Sac Bombaster to hit Imp - ($4)
Mad Man kills Imp - ($3)
Rook walks past vandy, smashes graveyard
Max Rook - ($0)
Okay, that went about as bad as it could have. I can still cause discards, though it’s a bit frustrating to not have the chance to scan first. Have to choose tech cards first… let’s start taking Illusions, I’m concerned about a variety of targeting… and while Gryphons would be more potent, I’m not confident I can build a Tech III quick enough to utilize them if teched in now. … And, of course, his hand contains only units. I probably just lost the game. But, in case I have a chance to turn this around, I’ll need to protect my Tech II first and foremost.
STARTING HAND
Skeleton Javelineer
Carrion Curse
Poisonblade Rogue
Eyes of the Chancellor
Eyes of the Chancellor
WORKERS
Skeletal Archery
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Eyes of the Chancellor
NextHand
Plague Spitter
Skeleton Javelineer
Deteriorate
Reteller of Truths
Tech 2 card(s)
Get Paid + scavenger - ($9)
Eyes of the Chancellor - ($6)
Worker - ($5)
Poisonblade Rogue - ($3)
Sirus Quince - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: L1 Sirus Quince (2/3) Illusionist 1
Scavenger: Mirror Illusion (0/1)
Technician: Poisonblade Rogue (2/1) Assassin
Lookout:
In Play:
Eyes of the Chancellor
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Guess I can try for Gryphons, I’ll probably take some losses in terms of tech buildings, but better to get them into my cycle now, I suppose. Wait… I don’t have enough workers to build my Tech III now, I’m afraid. Retellers, then, I need to bolster my defense. No need to worry about giving away levels.
Should have used Eyes to hide the Rogue, clearly I’ve already lost hope for this game to the point where I’m not thinking about it seriously anymore. Rather than drag it out, I’ll just concede here, GG WP. @FrozenStorm
You could have done that, but it would have done little to change the outcome, i think, aside from reducing base damage.
That was an extremely unlucky carrion curse, which probably assumed I had done the typical bird’s nest or bloodlust tech’s. Carrion curse is one of those very risky cards.
GG!
Edit: It also appears you teched 3 retellers, 1 t5 and 2 t6.
Yeah, that’s why I was trying to play Eyes of the Chancellor first, I even double-teched it, but the draws didn’t cooperate. I was worried about Entangling Vines more than anything, but also knew that if you were trying to play Mythmaking, my only counter was to force you to discard it and I took a gamble that really didn’t pay off. Forgetting about Pillage didn’t help either.