Not a very good starting hand, having both spells t1. I’ll go for Geiger + jav, probably Haunt + tech I + midband/heroes hall on T2. LB or BC depending on T2. Workering Archery is a heartbreak but I’ve no choice here.
blech, not a great starting hand. I’m in great need of board presence. Rambaster has 2 health, not much else going for it. But, gotta defend against Deteriorate. On the other hand, Jaina needs to patrol anyway to not die, may as well throw up Musketeer and make Deteriorate cost 2
STARTING HAND
Summon Skeletons
Poisonblade Rogue
Thieving Imp
Jandra, the Negator
Pestering Haunt
WORKERS
Skeletal Archery
Jandra, the Negator
NextHand
Poisonblade Rogue
Bone Collector
Bone Collector
Deteriorate
Thieving Imp
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Pestering Haunt
Tech I - ($2)
Midband Geiger - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: lvl 3 Geiger 2/4+A
Elite:
Scavenger:
Technician: Skeleton Javelineer 1/1
Lookout: In Play:
Pestering Haunt 1/1 Buildings:
Base HP: 20
Tech I: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 5
Thoughts
Musketeer is a solid check to any skele swarm, and I won’t have deteriorate anytime soon. My only possible plays are 1hp units if I want to tech I (and I do). I can either pay 2 for midband Geiger as SQL, so I won’t offer a free kill (midband Jaina kills me and maxbands just after though, but that means playing no cards). Or I go for Heroes Hall, let Geiger die ? SQL Jav seems even worse, as I’d lose both units to Jaina ant Musketeer…
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Bone Collector - ($1)
Geiger kills Bombaster, you draw 1
Deteriorate Musketeer - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Bone Collector 3/3+A
Elite:
Scavenger: Bone Collector 3/3
Technician:
Lookout: In Play:
lvl 3 Geiger 2/2
Skeleton Javelineer 1/1 [jav rune] Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 5 Gold:
Gold: 0
Workers: 7
Thoughts
Jaina means (I guess) that have no need to fear Kidnapping. Seeing my next turn’s hand, I’m heading for Graveyard + Tech II, whether Balance or Present, and abuse BC + Graveyard + Now! or any tech II + Graveyard (+Now! or hasty unit). I wonder why CarpeGuittarem didn’t put Jaina on SQL, as I’ve no way to play another hero, and I would hate maxing Geiger right now, having no good target for his maxband.
STARTING HAND
Charge
Ember Sparks
Makeshift Rambaster (haste) 2/2
Nautical Dog
Mad Man
WORKERS
Pillage
Scorch
Makeshift Rambaster
NextHand
Careless Musketeer
Lobber
Bloodburn
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bloodrage Ogre attacks SQL for 3
Summon Mad Man and clean out SQL - ($5)
Ember Sparks the other Bone Collector, you get 1 gold - ($2)
Jaina kills off Geiger and levels to 3
Midband Jaina; she heals - ($1)
Summon Nautical Dog - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Nautical Dog (frenzy 1) 1/1a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Jaina Stormborne (sparkshot) L4 3/3
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Line 1: Ember Sparks (3) a Collector, midband Jaina (6) and bop SQL Collector or summon Mad Man (1) and bop into SQL .
Going with the latter because it’s 2 less and gives me free Jaina levels from a Geiger kill. 2 gold left, no tech 2 here.
I lost Geiger from a stupid copypaste failure, as Jav was supposed to santd in Lookout A graveyard can’t be defended in this situation. I must hope that being quite low on cards, he can’t take down my tech II.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Bloodburn - ($4)
Summon Lobber - ($3)
Nautical Dog trades into SQL skellie (2 BB runes)
Lobber kills technician skellie (3 BB runes) and takes 1 damage
Jaina kills Garth and levels up twice
Maxband Jaina; she heals - ($2)
Heroes' Hall - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn (3 runes)
Jaina Stormborne (sparkshot) L7 MAX 4/3
Lobber (haste) 2/1
Buildings:
Base HP: 19
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 5
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
Okay, what’s worst-case scenario here? Anything nightmarish coming out of Present Tech II?
My nightmare scenario is Geiger + Hyperion into Jaina, TD it into another Hyperion. Fortunately, that’s 9 gold. Literally impossible. Hyperion is still scary, but I can Bloodburn it down. Immortal is obnoxious, but leaves 1 gold after worker and Jaina + Lobber + Bloodburn deals with it (if I can haste something). TD an Immortal into a Hyperion next turn is obnoxious.
What's my win condition against this big beefiness of Present Tech II? I think I can still go Molting Firebird and bash the base to death while raining down damage from above.
Plan for this turn: Bloodburn (3), Lobber (1)(exhaust to kill Technician skellie), Nautical Dog trades with SQL, Jaina kills Garth and maxbands (1), build Heroes' Hall (2)
Post-draw thoughts: OMIGOSH THAT DESPERATION DRAW WAS PERFECT.
Tech 2 card(s)
Draw from techn
Get paid - ($8)
Summon Geiger - ($6)
Bone Collector - ($4)
Now! on BC - ($3)
Worker - ($2)
Summon Midori - ($0)
BC trades with Jaina, I get a skeleton, Geiger midbands
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton 1/1+A
Elite:
Scavenger:
Technician: Midori 2/3
Lookout: In Play:
lvl 3 Geiger 2/4 Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 7 Gold:
Gold: 0
Workers: 9
Thoughts
I prefered patrolling int Techn rather than in scav to rise the odds to get an hyperion. Obviously, would’ve I known my draw, I’d have favored scav, but I still believe I did right, as this turn would’ve been complicated elseway. BC + Now! may very well be better though. Costs more in cards, but Hyperion would die to Bloodburn, whereas I can put my skele in SQL.
After draw: Not drawing Hyperion hurts, but having another hasty BC and Graveyard should mitigate that. As long as Geiger survives for a double Hyperion on T7, I’m fine.
WORKERS
Pillage
Scorch
Makeshift Rambaster
Careless Musketeer
Ember Sparks
NextHand
Bombaster
Bloodrage Ogre
Discard
Nautical Dog
Molting Firebird
Bamstamper Lizzo
Flame Arrow
Kidnapping
Mad Man
Lobber
Charge
Tech 2 card(s)
Get Paid + float - ($9)
Summon Mad Man - ($8)
Summon Drakk - ($6)
Cast and trash Desperation
Worker - ($5)
Bloodburn ping tech 2 for 1 (2 runes)
Lobber trades with skeleton (runes back up to 4)
Summon Zane - ($3)
Mad Man and Zane trade with Midori; you draw a card and maxband Geiger
Summon Calypso Vystari and cast Charge on her - ($0)
Vystari hits your tech 2 down to 1 hp
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Drakk Ramhorn L3 1/3a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodburn (4 runes)
Calypso Vystari 2/2
Buildings:
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
I could clear with mid Drakk (5), Mad Man (1), ping tech 2, double trade and max Drakk, leaving mid Geiger up and 2 gold from what Desperation draws. Not a fan though. Can also Zane and clear, leaving Geiger up and 5 gold after workering Desperation, but I don’t need tech 2.
The big thing I’m worried about is maxband Geiger replaying Hyperion. I can actually sac Zane into Midori to prematurely max Geiger and stop this. So. Drakk, Zane, bb to tech 2, Mad Man, desperation, 3 gold left to play things. Vystari plus either BRO or Bombaster is a good draw there. Leaves me with defenders and L3 Drakk, not hard to maxband.
Tech Kidnapping to deal with Immortals (won’t kill them, but swinging for 6 will do a lot of damage)
I think you did something wrong with the spreadsheet. Based on what is shown, I think you hit discard draw accidentally after casting desperation, then tried to fix it by moving things back to the draw and hit draw 3 times.
Exactly that, accidentally hit Draw/Discard instead of Draw 1, then tried to Undo and then did loads of copypasting back into the deck and discard. I forgot to check the generated output to fix it. Did I miss something? I think I definitely forgot to fix my starting hand.
STARTING HAND
Now!
Graveyard
Bone Collector 3/3
Pestering Haunt
Hyperion
WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Thieving Imp
NextHand
Graveyard
Nether Drain
Now!
Deteriorate
Bone Collector 3/3
Tech 2 card(s)
Draw from technician
Get Paid - ($9)
Hyperion - ($4)
Summon Garth - ($2)
Skeleton token - ($1)
Hyperion kills Drakk, Garth level 3, my base takes 1 damage, I draw
Worker - ($0)
Pestering Haunt
Geiger kills Calypso Vystari
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Skeleton 1/1+A
Elite:
Scavenger: lvl 3 Garth 1/3
Technician:
Lookout: In Play:
lvl 5 Geiger 3/2
Hyperion 4/4
Pestering Haunt 1/1 Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 1
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0 Gold:
Gold: 0
Workers: 10
Thoughts
Having no tech II on next turn shouldn't be that bad, with BCs, Graveyard and Nether Drain to play. At worst I'll save some money for a big T8. Maxing Geiger was a smart play but Nether Drain should help me finding out a way to use my maxbands anyway.
After draw: luckily (I guess ?) I drew no tech II at all. Even if CarpeGuitarrem chooses to ping anything else, say Hyperion (+ some damage), I can raise a Tricycloid from discard. Else, the usual BC + Now! + Graveyard. The situation seems pretty good overall, especially knowing I won’t face Tech IIs or Kidnapping on next turn.
WORKERS
Pillage
Scorch
Makeshift Rambaster
Careless Musketeer
Ember Sparks
NextHand
Mad Man
Flame Arrow
Tech 0 card(s)
Get Paid - ($10)
Bloodburn your Tech 2 down, your base takes 2
Summon Bloodrage Ogre - ($8)
Summon Bombaster - ($6)
Tech II – Fire - ($2)
Summon Jaina - ($0)
Float ($0)
Discard 0, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre 3/2a
Elite: Bombaster 3/2
Scavenger:
Technician: Jaina Stormborne (sparkshot) L1 2/3
Lookout:
In Play:
Bloodburn (2 runes)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I wonder, if I could have gotten one more damage onto Tech II earlier? Not much hope of winning now, I’m afraid. I daresay Bloodburn was a mistake, even though it looked good this time.
I’m out of luck when it comes to Marto’s tech 2 now, but I lose if another Hyperion comes out. It’s probably all futile, though. I couldn’t build up enough board presence. I probably went too aggro and didn’t get to capitalize on Drakk enough.
STARTING HAND
Now!
Bone Collector 3/3
Deteriorate
Graveyard
Nether Drain
Hyperion
WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Thieving Imp
NextHand
Nether Drain
Skeleton Javelineer
Temporal Distorsion
Bone Collector 3/3
Discard
Now!
Nether Drain
Hyperion
Deteriorate
Tech 0 card(s)
Tech 1 card
Get Paid - ($10)
Rebuild Tech II
Bone Collector - ($8)
Graveyard - ($6)
Now! on Bone Collector - ($5)
Collector trades with Ogre, goes to Graveyard, a skeleton arrives
Garth creates another skeleton
Midband Garth - ($4)
Garth kills Bombaster
Hyperion kills Jaina, we both draw, Garth lvl 6
Geiger, active Skeleton and Haunt break your tech II
Nether Drain Geiger -> Garth maxbands, raising an Argonaut from discard
Float ($4)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut 3/4+A
Elite:
Scavenger: Skeleton 1/1
Technician: Skeleton 1/1
Lookout: In Play:
lvl 3 Geiger 2/2
Hyperion 4/2
Pestering Haunt 1/1
lvl 7 Garth 3/4
Skeleton 1/1
Graveyard 3hp (Bone Collector) Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4 Gold:
Gold: 4
Workers: 10
Thoughts
Things should be fine, even Kidnapping doesn’t bother me that much as I finally managed to play Graveyard.
GG !
After reading you thoughts, I was surprised you chose to favor Bloodburn over Tech II on T3 (skipping Dog or midbanding, the former being probably better). If you read my own, you saw that I didn’t patrol as expected, and you hit hard at the right time, but in such a good position, you had no need of a bonus damage per turn. Teching as soon as T3 with a two-cards draw after reshuffle means you had serious chances to drop a Tech II on T4, something I could hardly counter at all, especially if those had haste (Blood or Anarchy).
I was worried that I wouldn’t hit tech 2 quick enough to be meaningful, but I’d agree that Bloodburn wasn’t strong enough of a reversal against your potential threat. What I really didn’t factor in was just outright skipping a worker as you note, which would have also cycled me faster.