Shrine of Forbidden Knowledge
Graveyard
Bone Collector
Shadow Blade
Sacrifice the Weak
Dark Pact (ugh Haunt, Dozer or Imp would have been a lot better, deck!)
Events of Turn:
Upkeep:
Get Gold (10+1tech)
Tech 2 cards in (except turn 1)
All Teched Cards
Hooded Executioner, Banefire Golem
Zarramonde, the Obliterator x2
Shrine of Forbidden Knowledge, Blackhand Dozer
Metamorphosis, Dark Pact
Soul Stone, Bone Collector
Dark Pact, Bone Collector
STARTING HAND
Reteller of Truths
Arrest
Building Inspector
Eyes of the Chancellor
WORKERS
Lawful Search
Jail
Manufactured Truth
NextHand
Traffic Director
Reputable Newsman
Porkhand Magistrate
Spectral Hound
Bluecoat Musketeer
Discard
Spectral Flagbearer
Arrest
Building Inspector
Eyes of the Chancellor
Reteller of Truths
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($8)
Midband Quince - ($6)
Illusions copy Bone Collector - ($2)
Arrest Bone Collector - ($0)
Illusion 1 and Quince kill Orpal
Onimaru trades with Vandy
Illusion 2 and Macciatus break Tech III
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L5 Sirus Quince (-2/2)
Macciatus, The Whisperer (3/3)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Truth)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 7
Gold:
Gold: 0
Workers: 8
Thoughts
Lots of targets to choose from here, but the most potentially devestating threats are Zarramonde, Meta, and D&D. Because I had to skip so many workers, I can’t afford to play Eyes, so I have to take down all 3. I’m really worried about leaving that Shrine intact, however having demons bypass my units probably isn’t as bad as one erasing them.
Blackhand Dozer
Pestering Haunt
Thieving Imp
Bone Collector
Zarramonde, the Obliterator
Events of Turn:
Upkeep:
Get Gold (11+1tech)
Base takes 1
no techs for now
All Teched Cards
Hooded Executioner, Banefire Golem
Zarramonde, the Obliterator x2
Shrine of Forbidden Knowledge, Blackhand Dozer
Metamorphosis, Dark Pact
Soul Stone, Bone Collector
Dark Pact, Bone Collector
Dark Pact
Zarramonde, the Obliterator
Deteriorate
Hooded Executioner
End of Turn Discard
My Thoughts
This actually looks pretty good for me… I feel like Neko should have been trying to keep up better on Econ so Tech3 was a threat. As it stands, I think I can mostly just chill and win
Yeah, I don’t see a way to catch up, so I’ll fold, GG. I gotta say, though, I was surprised to be able to push back as much as I did. I still think Garth is the least threatening hero on his own, but as a compliment to Vandy’s offensive pressure, Garth’s defensive pressure is probably more troublesome than Orpal, even before the synergy between Meta and Garth’s ult. Looking forward to game 2.
I feel like you had me in a really tough spot and lost as soon as you stopped making workers. You would have had me in a tech 3 race I think. Once Vandy hits Maxband, she becomes not too tough to grind out, and yeah with no Garth to buddy on Meta, the unit wipe part of the deal is a lot tougher to manage. I’ll try to start game 2 later today, GG!
I really didn’t want to skip those workers, but Vandy demanded Free Speech so quickly that I didn’t have time to set up a draw engine to support it, which meant I was stuck between a rock and a hard place. Either I buy workers and my hand fizzles out allowing Vandy and Orpal to power up and lock me down, or I skip workers and defend against them then lose to a stronger economy.
I think you feel like you need free speech more than you actually do. Meta with only two heroes is a slow grind, with a tower and a hero to block I can’t do much more than break the top teach building for a couple turns with it and it’s expensive. I would hedge less towards free speech lockdown in it next game I think
Sacrifice the Weak
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons
Graveyard
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Vandy (2)
Skeleton Javelineer (1)
Worker (0)
Workers
Poisonblade Rogue
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Skeleton Javelineer (1/1)
Vandy (2/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate
Pestering Haunt
End of Turn Discard
My Thoughts
I feel like Neko indexed too hard on stopping Meta last game, and not enough on a win condition. Let’s see if that changes this game. I really don’t think Vandy + Orpal meta is unmanageable.
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate
Pestering Haunt
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Bone Collector
Main:
Deteriorate BI, you get 1g
Vandy and Jav hit your tech1 to 2hp
Pestering Haunt
Thieving Imp, discard #5 of 5 (2)
Worker (1)
Tech 1 (0)
Workers
Skeletal Archery, Poisonblade Rogue
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Skeleton Javelineer (1/1)
Vandy (2/3 lvl 1)
Pestering Haunt (1/1)
Thieving Imp (2/2)
Economy Info:
Cards:
Hand: 3
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Summon Skeletons
Bone Collector
Deteriorate
End of Turn Discard
My Thoughts
Bold to build the tech1 I feel like, odds to draw what’s teched with an LS aren’t going to be stellar… Oh well, we’ll see what comes out I guess? I suspect this is going to be a runover early
Pre-seeding Garrisons, with the intent to catch one with Stash to play after a T3 Tech II. I built the Tech I early to soak damage off my base, but now I need to discourage/prevent it from being destroyed this turn.