I’m winless against Rook so far with this deck, let’s see how it goes this time. Getting 3 attack (potentially 4 with Garth midband) on the table will help, as will having Deteriorate in my T2 hand.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Skeleton - ($1)
Haunt hits your base to 19
Float ($1)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 1 Garth (1/3)
Pestering Haunt (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 6
My thoughts
Floating 2 gold is a bit odd. Not sure what he’s up to. Maybe saving to put a Forest’s Favor on Rook? Regardless, I don’t think he has a way to kill Garth next turn so I feel ok about whatever is coming. Teching a Nether Drain just in case though.
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Skeleton - ($5)
Tower - ($2)
Graveyard - ($0)
Deteriorate the Wisp, it dies
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 1 Garth (1/3)
Pestering Haunt (1/1)
Graveyard 3HP
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
My thoughts
Ok, if he floated 2 gold last turn instead of building a Tech I, he must not have teched any Tech I units in his first cycle. But he didn’t play any spells, so he probably bottomdecked them. Bird’s Nest seems like the obvious thing, so I’ll build a Tower here preemptively.
This would have been a great turn to play Skeletal Archery, but his Tower makes that useless so I’ll worker it over the Imp. I want to go down to 2 cards so I don’t reshuffle and can get an extra tech in, so I’ll Deteriorate the Wisp and get the Graveyard down to prepare for Crashbarrow shenanigans. It seems like he is happy to race to Tech II, and normally he’d have the advantage as P2 in that scenario, but Garth maxband + bringing out hasty guys should swing that in my favor.
I seriously contemplated going for Growth instead. Might of Leaf and Claw is tempting, but who knows if my army of 1/1s will continue to survive and I don’t think I’ll have the resources to generate more of them.
STARTING HAND
Bone Collector
Nether Drain
Sacrifice the Weak
Summon Skeletons
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
NextHand
Bone Collector
Deteriorate
Lich’s Bargain
Nether Drain
Thieving Imp
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II (Blood) - ($2)
Bone Collector - ($0)
Haunt attacks your Tower and dies, going to Graveyard
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bone Collector (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 1 Garth (1/3)
Graveyard 3HP [Pestering Haunt]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
My thoughts
Yep, there’s the Bird’s Nest. I don’t think I can build Tech II and prevent him from sniping Garth if he wants to. Squad Lead Bone Collector would tank his BC and a bird/panda. Other bird kills a skeleton. Midband Rook ignores the other patroller and kills Garth, and then probably maxbands. Alternatively, birds kill the skeletons, then Midband Rook ignores Bone Collector and kills Garth.
That’s ok though because I’ll be drawing 4 of 9 cards (or 5 if he kills Tech skeleton) with 3 Blood Tech IIs. That’s a 90-95% chance of drawing at least 1, and a 72-82% chance of getting at least 1 Crashbarrow. And whatever I get I should be able to play twice because of Graveyard. I feel ok about that.
So I’ll assume Garth dies and get the 2nd Crashbarrow and a Glider teched in. If Garth somehow survives, I’ll have the option to maxband in the other Glider or a one of the other blood tech 2s.
Suiciding the Haunt into the Tower because it opens up the possibility of a Glider one-shot. Thought about Rook or Panda, but he’s got a high chance of midbanding Rook anyway, and either of them will die to Tower if they attack anything but a building (and I don’t think they can reach a building).
Tiger Cub Young Treant Ironbark Treant Forest’s Favor
Gold + f (10)
Worker (9)
Tier II - Growth (5)
Panda and Rook trade with SQL Bone Collector, your Garth goes to level 3
Arg, level him to 3 (1)
Birds trade with your skeletons, you draw and gain a gold
Bone Collector kills Garth, I summon a skeleton, Arg maxbands summoning a water elemental
Discard 3, rs, Draw 5
Patrol:
Leader: Level 5 Arg (1/5 + a)
Elite:
Scavenger: wisp (0/1)
Technician: skeleton (1/1)
Lookout: Water Elemental (3/3)
Buildings: Tier I - 5, Tier II (growth) - 5, Tower - 3
Units/Heroes: Bone Collector (3/1)
Base: 19
Other:
Economy:
Workers: 9 + 1 float
Hand: 5
Deck: 6
Discard: 0
Worker
Forest’s Favor
New Hand
Tiger Cub Young Treant Might of Leaf and Claw Merfolk Prospector Might of Leaf and Claw
STARTING HAND
Thieving Imp
Lich’s Bargain
Nether Drain
Deteriorate
Bone Collector
Crashbarrow
Shoddy Glider
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
NextHand
Kidnapping
Deteriorate
Crashbarrow
Skeleton Javelineer
Sacrifice the Weak
Tech 2 card(s)
Technician draw
Get Paid + Scavenger - ($9)
Skip worker
Crashbarrow - ($6)
Arg + Wisp - ($4)
Crashbarrow kills your Arg, goes to Graveyard from Tower damage. Arg to level 3
Arg Deteriorates Bone Collector - ($3)
Exhaust Graveyard to replay Crashbarrow - ($0)
Crashbarrow trades with Water Elemental and goes to Graveyard again. Overpower kills your Scavenger Wisp
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Lvl 3 Arg (1/4)
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard 3HP [Pestering Haunt / Bone Collector / Crashbarrow]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
My thoughts
Interesting, was not expecting maxband Arg over Rook. Either he really wanted the extra patrollers, or he has Stampede shenanigans planned. Regardless I feel a bit better without the threat of maxband Rook or his accursed birds. Blooming Ancient + Lich’s Bargain is probably the threat he is going for.
Don’t love skipping a worker here, but it gives me the gold to Deteriorate the Bone Collector so it’s worth it. I am regretting attacking with the Haunt though, since it is clogging up my Graveyard. Either way, I’ll be able to double Crashbarrow him next turn, which should hopefully give me the oomph to take out a tech building.
Teching Dinosize because Dinosizing Shoddy Gliders is fun fun fun. Also Kidnapping as Blooming Ancient / Rhinoceros insurance.
Tiger Cub Young Treant Might of Leaf and Claw Merfolk Prospector Might of Leaf and Claw
Gold + f + scav (11)
Garth, maxband him, grab Blooming Ancient from discard (3)
Skeleton (2)
Merfolk Prospector (1)
Worker (0)
Move a rune over to skeleton
Move a rune over to Merfolk Prospector
Discard 3, Draw 5
Patrol:
Leader: skeleton #1 (1/1 + a)
Elite:
Scavenger: skeleton #2 w rune (2/2)
Technician: Merfolk Prospector w rune (2/2)
Lookout:
Buildings: Tier I - 5, Tier II (growth) - 5, Tower - 3
Units/Heroes: Blooming Ancient (2/4), Level 7 Garth (3/4)
Base: 19
Other:
Economy:
Workers: 10
Hand: 5
Deck: 1
Discard: 5
Worker
Tiger Cub
New Hand
Blooming Ancient Spore Shambler Lich’s Bargain Playful Panda Bird Nest
Graveyard
Bone Collector
Crashbarrow
Crashbarrow
Pestering Haunt
Deteriorate
Sacrifice the Weak
Kidnapping
Shoddy Glider
Captured Bugblatter
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Crashbarrow #1 - ($4)
Exhaust Graveyard to play Crashbarrow #2 - ($1)
Arg Deteriorates Squad Lead Skeleton - ($0)
Crashbarrow #1 trades with Scavenger Skeleton, Overpower kills Prospector
Arg uses his midband on Crashbarrow #2
Crashbarrow #2 kills Blooming Ancient and dies to Tower damage, 3 overpower damage destroys your Tower
–> Your base to 17. Graveyard overflows and goes to discard along with its contents
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 3 Arg (1/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 10
[B]Gold:[/B]
Gold: 0
Workers: 9
My thoughts
The Crashbarrow onslaught continues. I wipe his board but I’m not building up a bigger advantage. And because of that silly Haunt, my Graveyard overflows on me, which will slow down my cycling a lot. Depending on my draws, next turn I can Dinosize a Glider or maxband Garth to resurrect a Crashbarrow (+ LB if I can get some cheap levels from Nether Drain or a hero kill).
Overpower only works against a patroller, so as your turn was set up, crashbarrow #2 can only deal damage to one of my things.
Let me know how you’d like to change it. If you’re going to do anything besides leave the turn as is (without killing the tower), please redraw your new hand.
Blooming Ancient Spore Shambler Lich’s Bargain Playful Panda Bird Nest Ironbark Treant(techN)
Gold + scav, tech 1 card (11)
Blooming Ancient (7)
Lich’s Bargain (5)
Rook (3)
skeleton (2)
Bird Nest (0)
For each unit except the Horror, move the rune it creates onto istelf
Discard 3, rs, Draw 5
Patrol:
Leader: Zombie w rune (3/3 + a)
Elite:
Scavenger: skeleton #1 w rune (2/2)
Technician: skeleton #2 w rune (2/2)
Lookout: Blooming Ancient w rune (3/5)
Buildings: Tier I - 5, Tier II (growth) - 5, Tower - 3
Units/Heroes: Level 7 Garth (3/4), Level 1 Rook (2/4), Bird #1 w rune (2/2), Bird #2 w rune (2/2), Horror (3/3)
Base: 15
Other: Bird Nest
Economy:
Workers: 9
Hand: 5
Deck: 7
Discard: 0
[details=“Worker”][/details]
New Hand
Lich’s Bargain Ironbark Treant Young Treant Blooming Ancient Merfolk Prospector
[details=for barrelfish][quote=“Barrelfish, post:7, topic:958”]
Haunt attacks your Tower and dies, going to Graveyard
[/quote] why u did not raise the hount from gravey, since was a 0 cost action and gravey was ready? a misplay? ty[/details]
Lich’s Bargain Ironbark Treant Young Treant Blooming Ancient Merfolk Prospector Might of Leaf and Claw (YT)
Gold (9)
Blooming Ancient (5)
Young Treant, draw a card, one rune on BA (3)
Might of Leaf and Claw (0)
Skeleton #1 kills SQL wisp, 1 charge on MOL&C
Skeleton #2 trades with your skeleton, 2 charges on MOL&C
Horror eats Arg, Rook to level 3, 3 charges on MOL&C
Birds eat Garth, MOL&C activated
Rook destroys your T2, your base to 18
Garth Destroys your T1, your base to 16
Discard 3, Draw 5
Patrol:
Leader: Young Treant (5/7 + a)
Elite:
Scavenger:
Technician:
Lookout: Blooming Ancient 1 rune (8/10)
Buildings: Tier I - 5, Tier II (growth) - 5, Tower - 3
Units/Heroes: Level 7 Garth (8/8), Level 5 Rook (8/9), Bird #1 w rune (7/6), Bird #2 w rune (7/6), Horror (8/3), Skeleton #1 1 rune (7/6)
Base: 15
Other: Bird Nest, Activated Might of Leaf and Claw
Economy:
Workers: 9
Hand: 5
Deck: 1
Discard: 6
[details=“Worker”][/details]
New Hand
Bone Collector Doom Grasp Might of Leaf and Claw Blooming Elm Spore Shambler