[details=Hand]Jandra (W), Imp, Graveyard, Skeletal Archery, Deteriorate
Tech 2x Lich’s Bargain
I hope I won’t draw both on my next turn, as I plan to play them on turns 4+.
I didn’t build tech I but used Imp to force Khel out of the stealth Cala option. If he follows that route anyway, so good for me - I’ll build my tech I and Graveyard/Javelineer/whatever I have[/details]
Collect 5 gold (5)
Worker (4)
Skeleton token (3)
Thieving Imp (0)
Pestering Haunt hits your base for 1 damage - 19 turns left !
[details=Redraw]Javelineer, Sac the weak, Deteriorate, Graveyard, Skeletal Archery
Hmmm, not having any Lich’s Bargain isn’t what I expected but that’s still better that having both I guess [/details]
[details=Hand]Javelineer, Sac the weak (W), Deteriorate, Graveyard, Skeletal Archery
Tech 2x Nether Drain
So it really happened. Hmmm I’m surprised Khel really threw away his hand to get some XP. Well then not drawing any LB doesn’t matter after all…
Next turn should be Garth, LB (maybe 2x LB ? Most probably LB + token) and skeletons launching a massive attack (lol) [/details]
Pestering Haunt suicides on Tiger Cub’s armor
Both token shoot dow the Tiger with their brand new bows
Thieving Imp bravely slays an innocent Young Treant, taking 1 damage
Sorry. I chose to play Javelineer just before posting and forgot to edit that (my card number has been corrected though).
I believe you didn’t edit that part either You’re supposed to have 8 workers and no float, I think.
T4:
[details=Hand]Rogue, Bargain, Bargain, Haunt
Tech Crashbarrow, Bone Collector
So I just workered sac the weak against maxband Cala O_O well well. [/details]
[details=Hand + Tech]Hand:
Behind the Ferns
Murkwood Allies
Tech:
General Hammer
Bloodlust
[/details]
Get Gold (8)
Discard 2 Cards ==> Calamandra gets stealth.
Calamandra and Stalking Tiger hit your base for 8 damage (base at 8 now).
Heroes’ Hall (6)
Tech I (4)
Discard 0, Reshuffle, Draw 2
Board:
Lvl. 5 Calamandra Moss (4/5)
Stalking Tiger (4/4)
Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
Buildings:
Base: 19
Tech I: 5
Heroes’ Hall: 4
Economy:
Workers: 8
4 Floating gold
Hand: 2
Deck: 11
Discard: 0 + Tech
[details=New Hand]Forest Favor
Young Treant
[/details]
Collect 8 gold (8)
Horror trades with Onimaru
All 5 skeletons attack, killing SQL, scav and techn
Garth sacrifices all 5 to draw 5 cards
Crashbarrow (5)
Crashbarrow trades with Elite, dealing 5 at your base, now at 12
Graveyard taps, playing Crashbarrow again (2)
Crashbarrow + Bone Collector + Zombie + Garth deal 14 damage to your base
Just a question from my side. Would you said that the second turn move (discard hand to kill garth) was definitely bad play? My intention there was to distrupt any skeleton based strat and rely on Calamandra and later Onimaru to threat your base. Essentially, I wanted to avoid a slow paced game, basically because I felt my starter deck was at a disadvantage against yours, and thought that if we both played smoothly I would have no chance.
In this sense, my feeling reviewing the game is that the strategy was not totally doomed. I would say that my huge mistake was on my turn 4. If, instead of doing what I did, I had kept the pressure up (playing my own set of 1/1’s using Murkwood Allies, forcing a trade between Calamandra and your Horror, playing Oni and killing garth with tiger) I would say we would have been on (sort of) even footing.
Do you think I am right on this? Basically I am trying to see if I should rule out completely my initial plan to deal with [Necro] with my current deck or I should give it another try ;).
On turn 4, your only option was to build a tower instead of a Heroes’ Hall. Murkwood allies wouldn’t have helped much against long range skeletons !
Maybe tapping Cala for another Tiger, building a Tower and killing Garth with your active, invisible Tiger would’ve been a good option. I probably would’ve traded Horror with your patrolling Tiger, but then, if I want my skeletons to kill Calamandra, I lose them all because of your Tower. I probably would’ve changed my plans: summon Quince, trade Horror with patrolling Tiger and all my skeletons with Cala, then building Blood tech II, keeping my Zombie for patrol and building a Tower of my own. This situation is slightly better for you but I think I’m still ahead, with a Tech II plan ready and boards roughly balanced (a 2/2, a midband hero 1/4 vs a 4/3 stealth Tiger)
You probably should’ve built a tower on T3 instead of playing an Ironbark treant ? What I mean is, you must find a solution against a long-ranged skeleton swarm, and just playing units can’t compete with that. With your deck, either spamming Bloodlust with Drakk or building a Tower seem to be the best options, as you have no way to deal directly with the upgrade.
As a general rule, spending more cards slows the game down (in the tech progression sense), not speeds it up. The more cards you spend, the fewer you draw, and the longer it takes for you to get to your teched cards.