@CarpeGuitarrem
GLHF!
Black starter
Finesse
glhf!
I’ll take…
Demonology, Blood, Neutral starter
Necromancy Strength
Enjoy!
Alright, I’ll top it off with Past. A little ramshackle, but let’s see how it goes. I’ve also already discovered a snag with the “pick a starter and three specs, none of which necessarily have to match the starter”: the spreadsheet doesn’t account for it! To deal with this, I used Black starter as a proxy for neutral starter, as follows:
Pestering Haunt => Timely Messenger
Skeleton Javelineer => Helpful Turtle
Poisonblade Rogue => Brick Thief
Thieving Imp => Granfalloon Flagbearer
Jandra => Fruit Ninja
Graveyard => Spark
Skeletal Archery => Bloom
Deteriorate => Wither
Summon Skeletons => Tenderfoot
Sacrifice the Weak => Older Brother
After drawing my initial hand, I substituted the cards from Neutral starter as above.
P1T1
STARTING HAND
Skeletal Archery
Summon Skeletons
Graveyard
Jandra, the Negator
Pestering Haunt
WORKERS
Fruit Ninja
Brick Thief
Wither
G. Flagbearer
Helpful Turtle
Older Brother
Bloom
Spark
Timely Messenger
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Tenderfoot - ($2)
Summon Drakk Ramhorn - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Looks like my two big options are Fruit Ninja for 3 power on attack and Tenderfoot + Drakk for potentially 4 power on attack next turn. This unfortunately means I don’t have options against Rook next turn, and I drew all my board swing in the opening hand, grr.
@zhavier’s turn!
Valid point on the spreadsheet, but it would be easier to just put in the wrong spec for the 1st slot as a filler, once you hit start game, just swap it back to the correct spec.
P2T1
STARTING HAND
Sacrifice the Weak
Summon Skeletons
Graveyard
Thieving Imp
Skeletal Archery
WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Deteriorate
Pestering Haunt
Sacrifice the Weak
Summon Skeletons
Graveyard
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, discard 3 of 5 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
P1T2
TECH
Twilight Baron
Twilight Baron
STARTING HAND
Wither
Brick Thief
Older Brother
Helpful Turtle
G. Flagbearer
WORKERS
Fruit Ninja
Older Brother
Spark
G. Flagbearer
Bloom
Twilight Baron
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Helpful Turtle - ($2)
Build Tech 1 (multicolor) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
This turn, I can clear the Imp out with Drakk into Imp, level up Drakk to 4, trade Tenderfoot, costs me 3 gold and doesn't build Tech 1. Gross.
I could also play unit, patrol Tenderfoot in Elite (trades with Imp, requires Deteriorate to kill), Technician (dies to Imp, retains card advantage), or Squad Leader (survives Imp, requires Deteriorate to kill). I actually think I'd rather not see Imp return to zhavier's deck just yet, so Squad Leader seems better, and I can play Helpful Turtle.
Third line of play, I Wither the Imp, and kill it off with Drakk and Tenderfoot attacks (they each take 1 damage). This doesn't develop a Turtle, but it still requires Deteriorate to kill Tenderfoot. Still puts Imp in the discard, though.
@zhavier's turn!
P2T2
TECH
Lich’s Bargain
Nimble Fencer
STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Pestering Haunt
Deteriorate
Jandra, the Negator
WORKERS
Skeletal Archery
Poisonblade Rogue
Deteriorate
Lich’s Bargain
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Garth + Skeleton - ($1)
Skeleton Javelineer - ($0)
Deteriorate SQL
Imp kills SQL
Pestering Haunt
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
P1T3
TECH
Stewardess of the Undone
Stewardess of the Undone
STARTING HAND
G. Flagbearer
Spark
Bloom
Twilight Baron
WORKERS
Fruit Ninja
Older Brother
G. Flagbearer
Brick Thief
Twilight Baron
Timely Messenger
Tenderfoot
Spark
Bloom
Stewardess of the Undone
Stewardess of the Undone
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Twilight Baron - ($1)
Spark Squad Leader skeleton - ($0)
Drakk kills Squad Leader skeleton, takes 1 damage
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
This? This looks bad. But let's see what we're working with here.
Twilight Barons as blockers seems great right now, and it also means I need to keep Turtle alive in order to be sacrificed by StW. Sorry, Turtle. This means Turtle takes no damage this turn, or Haunt dies.
Too bad I can't Spark Haunt. That would let me send Drakk and Turtle into the SQL skellie for a free kill (after healing next turn). I do have the option of Sparking the SQL skeleton. This is interesting, because it lets me send Drakk into it for the kill, forcing zhavier to trade literally everything (including Garth) into Twilight Baron, barring a lucky Deteriorate draw. Alternately, Garth can be leveled up to 4 to save Haunt or a skeleton, but that hardly seems worthwhile and keeps me heavily ahead on board. Then I Baron next turn and stabilize.
I could also bop Healing Turtle into the Technician skeleton, but that's REALLY gambling on none of those four cards being StW, and I really really don't want to trade Twilight Baron for Imp and give Garth a free shot at Drakk.
Time to work on my upcoming turns. Looks like I don't have spells to play with unless I Vandy into Dark Pact, so I'm limited to Demonology spells. (Even then? I'm spending 6 gold to cast Vandy, level up, and fetch Dark Pact. Blech. So whatever I tech presumably isn't going into my deck for two turns. Is that time enough to have killed off Twilight Barons and start on Tech II? Probably not. So I'm building Tech I units or using spells to retain board control.
@zhavier's turn!
P2T3
TECH
Grounded Guide
Nimble Fencer
STARTING HAND
Sacrifice the Weak
Lich’s Bargain
Deteriorate
WORKERS
Skeletal Archery
Poisonblade Rogue
Lich’s Bargain
Jandra, the Negator
Summon Skeletons
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
Grounded Guide
Nimble Fencer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Deteriorate, Turtle
Pestering kills Turtle
Sac the Weak on javelineer and Baron - ($4)
Tech 2 Finesse - ($0)
Imp kills Drakk, Garth to lvl 3, my base down
Garth hits base to 19
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
P1T4
TECH
Bloodlust
Kidnapping
STARTING HAND
Brick Thief
Twilight Baron
Timely Messenger
Wither
WORKERS
Fruit Ninja
Older Brother
G. Flagbearer
Wither
Stewardess of the Undone
Brick Thief
Stewardess of the Undone
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Twilight Baron - ($2)
Summon Timely Messenger, bop him into Thieving Imp - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
FRELL. Had 'em both. Obnoxious.On the bright side, I won't have to worry about either spell for a while. On the not so bright side, zhavier has two heroes to play with next turn.
Pretty sure my only play is to throw the second Baron into the patrol zone. What's the worst that I get hit with? River into Discord is gross, Baron gets eaten by Garth + Imp (and Garth lives). Two-Step is…well, it's not actually a huge problem, because Baron eats Imp and then Two-Step goes away. Nimble Fencer is obnoxious but again, Baron is fine there.
Oh, let's draw a card first. Glad to get Technician, annoyed that I didn't realize I could block out Sac + Deteriorate + Tech II with a patrol in Lookout, ugh.
Bloodlust and Kidnapping to swing back the board; Bloodlust will be great to deliver some pings if I need to, or just to get Twilight Barons swinging strong out of the gate.
@zhavier's turn!
Your base is at 19
"P2T4
TECH
Bird’s Nest
Maestro
STARTING HAND
Summon Skeletons
Jandra, the Negator
Graveyard
WORKERS
Skeletal Archery
Poisonblade Rogue
Lich’s Bargain
Jandra, the Negator
Grounded Guide
Sacrifice the Weak
Nimble Fencer
Tech 2 card(s)
Get Paid - ($8)
Mid garth - ($7)
Make a skeleton, sac to draw - ($6)
Max Garth, fetch Maestro - ($3)
Graveyard - ($1)
Haunt pings tech 1
Worker - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Sorry about that, thought I checked for building damage but missed the Garth ping to base.
P1T5
TECH
Origin Story
Shoddy Glider
STARTING HAND
Stewardess of the Undone
Brick Thief
Stewardess of the Undone
WORKERS
Fruit Ninja
Older Brother
G. Flagbearer
Wither
Brick Thief
Kidnapping
Spark
Origin Story
Shoddy Glider
Tech 2 card(s)
Get Paid + float - ($9)
Summon Brick Thief, deal 1 damage to your Tech II, heal my Tech 1 to 5. - ($7)
Stewardess of the Undone, bounce Brick Thief - ($4)
Worker a card - ($3)
Stewardess of the Undone, bounce Pestering Haunt - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Oh boy, from bad to worse. This one's on me, I was not adequately prepped to deal with Garth maxband, and it turns out that even without Blood, Garth has a really nasty target in the form of Maestro.
I think I can guard against a Virtuoso onslaught right now, but it'll be dicey. This game has probably already gone too far south thanks to the draw into StW and Deteriorate in the same turn.
I'll need to heal up Tech I with Brick Thief to avoid a double hasted Virtuoso tapdown. If I want to be fancy, I can even bounce Brick Thief back and worker it.
@zhavier's turn!
Base is still at 19 even after brick thief shenanigans
"P2T5
TECH
Entangling Vines
Grounded Guide
STARTING HAND
Nimble Fencer
Sacrifice the Weak
Grounded Guide
Thieving Imp
WORKERS
Skeletal Archery
Poisonblade Rogue
Lich’s Bargain
Jandra, the Negator
Bird’s Nest
Summon Skeletons
Nimble Fencer
Deteriorate
Pestering Haunt
Sacrifice the Weak
Entangling Vines
Grounded Guide
Tech 2 card(s)
Get Paid - ($9)
Skeleton, sac to draw - ($8)
Grounded Guide - ($3)
Nimble Fencer, free
Fencer runs into baron, dies to graveyard
fencer from graveyard, kills baron
Maestro kills Elite
Garth kills technician
Thieving Imp, discard 1 of 3 - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Note I forgot to apply the attack bonus to imp and maestro from grounded guide.
Eh, it’s inconsequential, I don’t think I can recover from here.
GG! I basically fell from worst-case scenario into worst-case scenario, lol.
Yea, I got real lucky having Sac the weak for great value againt your first Twilight Baron. The second one I was surprised by, as I thought you would tech up. Even if I got through to break it, You would be in a decent spot to protect it later. With TB out, I was set to grab a Maestro to block and be well set up for my next turn as it was unlikely you could kill maestro.
I was also surprised you went so heavy on cards without using dark pact. I kept expecting you to explode with dark pact fueling you, but you apparently were leaning on TB and drakk.
I basically felt like I had to go heavily defensive before teching up, basically throwing out Barons to regain the initiative.
I definitely thought about Dark Pact, but I overvalued being able to grab Dark Pact with Vandy midband over just straight-out teching it.