Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator
Thieving Imp
End of Turn Discard
Summon Skeletons
Graveyard
Deteriorate
My Thoughts
Cala + Brogre is going to be a great response to really anything I throw down here… so might as well start massing skeletons and see what I can do! Would be nice to be able to afford Imp + Tech 1 next turn, but Jav + another skeleton isn’t a bad option either Cala will be able to stealth for a kill most likely, but that’s fine if I can get some board advantage out of it
3g and he can kill Cal without building tech 1 but no guarantee he can keep Garth safe. if I patrol the other way sac the weak similarly kills Cal but Garth isn’t as easily killed. either way means no tech 1.
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator
Thieving Imp
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector, Doom Grasp
Main:
Haunt pings Bombaster to 1hp
Skeleton (4)
Skeleton Javelineer (3)
Worker (2)
Tech 1 (0)
Workers
Jandra, the Negator, Poisonblade Rogue
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton Javelineer (1/1)
Lookout:
In Play:
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Graveyard
Pestering Haunt
Summon Skeletons
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
Something tells me teching Doom Grasp here is a good hedge to try and eliminate Cala, who is such a bully she’s worth just getting rid of. But I think it makes more sense to go with BCs, as a stealth Garth kill will just ruin the fun of that anyway. I’m not feeling particularly inspired here, too sleep deprived, and I barely remember how I was succeeding with this deck lol.
…
Oof, the whiff! That hurts really bad…
Oh, haunts dead, thats good. Resist and offcolor for deteriorate means I should be in a great spot killing garth. Gonna try rickety mine again, feeling risky.
Graveyard
Pestering Haunt
Summon Skeletons
Deteriorate
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Bloodlust, Nether Drain
Bone Collector x2
Main:
Jaina (4)
Deteriorate Bombaster (2)
Jav hucks his spear and Dog and kills it, you get a card
Skeletons hit your tech 1 to 3hp
Worker (1)
Workers
Pestering Haunt, Jandra, the Negator, Poisonblade Rogue
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite: Jaina (2+1/3 lvl 1)
Scavenger:
Technician:
Lookout:
In Play:
Skeleton Javelineer (1/1, no rune)
Skeleton (1/1)
Skeleton (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Bone Collector
Skeletal Archery
Bone Collector
Thieving Imp
Summon Skeletons
End of Turn Discard
My Thoughts
Yea good thing I didn’t go with Doom Grasp. He’s probably either teching up or doing tiger + huntress or something? If he SQL’s cala, that’s great for me, as I could get maxband drakk out of that, and possibly kill a tech building. Grabbing Bloodlust and Nether Drain, hoping to draw one of them for next turn, but realistically I’ll be double dropping BCs and getting a Hero’s Hall or something.
STARTING HAND
Bloodrage Ogre
Mad Man
Centaur
Makeshift Rambaster
WORKERS
Bloodburn
Careless Musketeer
Centaur
NextHand
Scorch
Charge
Pillage
Rickety Mine
Discard
Bombaster
Nautical Dog
Might of Leaf and Claw
Bloodlust
Mad Man
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bloodrage Ogre - ($4)
Tower - ($1)
Cal kills Jaina
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre 3/2+A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra 4/2, lvl 5
Buildings:
Base HP: 20
Tech I HP: 3
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 8
Thoughts
Bah, Didn’t get Mine, and even if I had, not sure it woulda been the right play. I think I’ve lost this, those tech choices were just completely wrong. I have a feeling skeletal archery will come out soon, given he spent so much to keep them alive. Chances are high he suicides Jaina and uses archery to take out tiger. maybe gets out drakk, but thats still 2 skeletons to handle tiger even with frenzy. Bizzare and unlikely plan, max jaina to break my tech 1. Lobbers, cant forget about them… that kills cal if he midbands drakk and has just 1 lobber…
This kind of feels like a trap? Why tower when he could afford tech 2? This makes me think he first-teched kidnapping, bloodlust or lich’s bargain. Next turn I’ll Graveyard + tech 2 most likely, so grabbing a barrow and Lich’s Bargain. We’ll see what his plan is in the meantime
I think leaving his board largely alone feels like a good move, I’ll tech up and lay the graveyard, float the gold and just patrol the two skeletons. If he brings Mad Man, that’s okay, I just want to make sure he can’t get a big attacker through. So SQL + Technician sounds good.
Woof, not so great a draw when my only means of Garth or t2 units is gone! Let’s get rid of Drakk and protect against BtF with a tower, and that should all but guarantee tech 2 survives. Mad Man + Scorch + Rambaster would be about the only danger
WORKERS
Bloodburn
Careless Musketeer
Centaur
Scorch
Nautical Dog
NextHand
Might of Leaf and Claw
Murkwood Allies
Discard
Charge
Bloodlust
Pillage
Crash Bomber
Crash Bomber
Bloodrage Ogre
Bombaster
Mad Man
Blooming Ancient
Blooming Ancient
Tech 2 card(s)
Get Paid - ($9)
Tap Mine, heads, PHEW - ($12)
Tech 2 Growth - ($8)
Calamandra - ($6)
Bombaster, sac to hit BC - ($3)
Elemental Trades with BC
Mad Man kills Drakk, Cal to lvl 3 - ($2)
Worker - ($1)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Calamandra 3/4
Lookout:
In Play:
Rickety Mine 3
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 2
Deck: 2
Disc: 10
Gold:
Gold: 1
Workers: 10
Thoughts
I must have gotten really lucky there with him only playing 1 card, I wonder if I can kill Drakk… Yes I can and still make Tech 2, yay Chances are good he hits me twice with crashbarrow next turn, which is just terrible, but nothing I can do about it at this point.
Looking back at the critical turn 3, I’m really confused why you wouldn’t Centaur + Tower, killing Jaina? That covers the Archery play and the Jaina t1 break the same, but for that 1 extra gold gives you 2 more HP patrolling, which would have been enough to keep me away.