I agree with that assessment from my end. Early game Vandy + DP + BC still gets insane gold and card trades, combined with Deteriorate, Graveyard, and Imp I feel like I have a nearly free board wipe up through turn 5 or so where you’re not even getting a comparable amount back via Scav / Techn.
But when it gets time to setup the “answer Meta or get wrecked” portion of a normal game where I’d get a tech 2 after putting Garth out on Hero’s Hall, I feel I have to start really giving things away to grind out much smaller advantages, and can’t close unless I line up Death and Decay and Carrion Curse well against Garrisons and Free Speech. Tower is definitely your MVP so far, it’s much harder for me to access it.
I might be mistaken but I think this may be a forum-first double death and decay turn, GG WP!
Set 2, Game 3, Player 1, Turn 8
P1 Black but no Garth or his Spells vs P2 Blue
Starting Hand
Death and Decay
Skeleton Javelineer
Death and Decay
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (11+6float)
- no techs
All Teched Cards
Death and Decay, Dark Pact
Banefire Golem, Death and Decay
Metamorphosis, Blackhand Dozer
Carrion Curse, Hooded Executioner
Dark Pact, Bone Collector
Main:
- Death and Decay, your Mirrors, Flagbearer, and Quince die, Base to 15, Tower breaks base to 13, other buildings cripple (9)
- Death and Decay again, your base to 10, all three tech buildings break to put it on 4hp, Gryphon continues barely staying afloat (1)
- Orpal breaks your base, GGWP!
I was simultaneously unlucky last turn to have not draw DnD, but also kinda lucky to be able to safely use a double this turn! Wild finish, on to you for P1!