Black starter has some trouble dealing with heroes, but do I really wanna open with Jaina? Nah, I’ll just drop Bombaster as a speedbump, and let zhav keep worrying about Zane.
zhav’s patrol is good, I don’t see a useful Zane play. I could play Jaina+HH, and probably lose her, or Jaina+float, and probably be stuck with her. So I guess it’s just another big float for me
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Bone Collector
Summon Skeletons
Jandra, the Negator
WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
NextHand
Bone Collector
Deteriorate
Summon Skeletons
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Skeletal Archery - ($1)
Haunt pings Base to 18
Make a Skeleton - ($0)
Garth and Skeleton ping down Bombaster
STARTING HAND
Careless Musketeer
Nautical Dog
Lobber
Mad Man
Lobber
Charge
WORKERS
Bloodburn
Scorch
Careless Musketeer
NextHand
Chaos Mirror
Makeshift Rambaster
Charge
Pillage
Tech 2 card(s)
Get Paid + float - ($11)
Scavenger gold - ($12)
Brogre runs into Bone Collector
Mad Man, trades with Bone Collector - ($11)
Zane, to midband - ($6)
Zane kills Imp, we both draw
Zane to maxband, shoves scav skeleton to die in technician, we both draw - ($4)
Lobber, kills Garth, levels fizzle - ($3)
Lobber #2, kills backline skeleton - ($2)
Worker - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane lvl 6 (4/4)
Lobber (2/1)
Lobber (2/1)
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I don’t want to let zhav build up a skeleton army, so it’s time for Zane to cause some mayhem. I don’t mind giving zhav some draws, since I expect the plan was just tech 2 + Bone Collector, which is all 7g can afford.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 (Anarchy) - ($4)
Zane kills Orpal, levels fizzle
Makeshift Rambaster - ($2)
Chaos Mirror Zane and Rambaster - ($0)
Rambaster breaks tech 2, your base to 18
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane lvl 6 (2/2), - -
Makeshift Rambaster (1/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
Abominations would be an absolute pain to deal with. I can delay them for a turn with Chaos Mirror on Rambaster, but in the long run I think my only win condition is Gunships.
STARTING HAND
Kidnapping
Lobber
Bloodrage Ogre
Pirate Gunship
Surprise Attack
WORKERS
Bloodburn
Scorch
Careless Musketeer
Pillage
Mad Man
NextHand
Chaos Mirror
Lobber
Charge
Nautical Dog
Bombaster
Tech 2 card(s)
Get Paid + float - ($11)
Scavenger gold and technician draw, then discard #2 - ($12)
Rebuild tech 3
Jaina - ($10)
Zane to maxband, shove Orpal to technician - ($3)
Zane kills Orpal, Jaina to lvl 3, we both draw
Jaina to midband - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Jaina lvl 4 (3/3A)
Elite:
Scavenger:
Technician: Bloodrage Ogre (3/2)
Lookout:
In Play:
Zane lvl 6 (2/2), - -
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Tech Lab HP: 4 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Crap: drew the 2nd Gunship early, lost Lobber to discard, and I’m 1 gold short of killing Garth. Nothing to do but try to wall up and dig for more tech 3’s.
Tech 2 card(s)
Get Paid - ($9)
Garth hits Jaina
Thieving Imp, discard #1 of 5 - ($6)
Crow Pings base to 10, discard #1 of 4
Haunt kills Jaina
Abomination - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Abomination 6/6+A
Elite:
Scavenger: Thieving Imp 1/1
Technician:
Lookout:
In Play:
Skeletal Archery
Garth 3/1, lvl 7
Cursed Crow 2/2
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info: Cards:
Hand: 4
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Any number of things will kill me here, he is just so efficient at clearing my board >.< No vandy means I cant threaten his heroes in any real meaningful way.
Tech 2 card(s)
Get Paid - ($9)
Skeleton, sac to Draw - ($8)
Cursed Crow - ($5)
Orpal - ($3)
Sickness on Drakk - ($1)
Crow kills Drakk, Orpal to lvl 3
Garth and Imp break tech 3, base to 8
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Orpal 1/3+A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Skeletal Archery
Garth 3/1, lvl 7
Cursed Crow 3/3
Thieving Imp 2/2
Cursed Crow 3/3
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
No Zane, no Drakk next turn, So, even if he has spells, they dont matter. The only thing that matters is his tech 3. If I can remove Drakk, then I can take down tech 3… but sickness or doom grasp are the only reasonable path to that, so its draw and pray.
Yeah, I had some very lucky draws and then some unlucky discards. Also, I broke your tech 2 at the worst time, while you were impeccable at breaking my tech 3 when it mattered.
Overall though, I think you just out-teched me. Abomination nullifies 3 of my first 4 teched cards, which is why I went for a tech 3 hail mary as soon as you went Disease. And I might’ve gotten away with it, if Black wasn’t the one color that can efficiently deal with tech 3’s.