Jadiel beat me thoroughly with this deck when I was playing something more experimental. Let’s see if I can hold against it with a deck I’m a bit more familiar with.
A key component appears to be Garth with Skeletons for card efficient board presence at the stater and later on Drakk and Lich’s Bargain for a scary finisher. I think this plan should be counterable by Carrion Curse somehow, but I definitely have to think about alternative win conditions for his deck some more before I continue to make more moves.
I haven’t decided on my game plan yet, but Nimble Fencers seem really good against Skeletons where the Haste is good and the low attack doesn’t matter. All in all I think a Virtuoso based strategy could work out well if he goes for the same strategy as in our casual game.
This turn is very straightforward. I’m not attacking with the Timely Messenger as I want to discourage Deteriorate.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grave kills Skeleton taking 1 damage.
Timely Messenger trades with Skeleton Javelineer, you get 1 gold.
Older Brother - ($2)
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Older Brother (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Grave Lvl.1 (2/2) x
[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: 0
Workers: 6
Thoughts
Not sure about trading with the Timely Messenger… but since I got the Skeleton basically for free the expense should be even (which still favors P2…).
Important is that he can’t midband Garth + Skeleton + StW to kill Grave without skipping Tech I AND a worker, so that should not be a viable line.
Nimble Fencers should do well since it has the potential to threaten Garth if I draw one next turn. Unless something happens to dissuade me, I think Virtuosos supported by Sickness spells is the plan.
Well that is a lot of resources just to kill Older Brother and not getting to build Tech I. Maybe his plan is to rush for Lich’s Bargain? Thankfully, my draw was very good though and I am able to deal with his board very nicely.
He now has the option to trade Zane for Grave but I’m not really bothered by that since I’m going for Orpal’s Spells anyway and he probably has to build Tech I or a Heroes’ Hall this turn, so there shouldn’t be much damage he can do with the rest.
I’m a bit nervous about not having any Anti-Air with this plan, but he has no threatening Air Units besides Shoddy Glider. Whether to build Tech II next turn probably depends on if I get the reshuffle from the Technician Draw or not.
Tech 2 card(s)
Reshuffle and draw a card from Technician (before Nimble Fencer is added to the Discard)
Get Paid - ($7)
Worker - ($6)
Orpal - ($4)
Nimble Fencer - ($2)
Nimble Fencer kills Skeleton Javelineer taking 1 damage
Helpful Turtle - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Tenderfoot (1/1) x
[I]Technician[/I]: Helpful Turtle (1/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Nimble Fencer (2/2) x
Orpal Lvl.1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Pretty much the turn I was expecting, now this is looking quite alright so far.
Next turn it’s very important I build Tech II to maintain my advantage. I opted to go down a card and play the Helpful Turtle so I have a bigger board to contest Garth + Lich’s Bargain if he opts to go for that - also with the empty board there is good chance I will actually get some value out if its Healing ability for once.
A hasted Star-Crossed Starlet might be a very effective way to clear house next turn!
Tech 2 card(s)
Helpful Turtle heals Nimble Fencer and Tenderfoot by 1.
Get Paid - ($8)
Orpal casts Wither on Horror. - ($6)
Star-Crossed Starlet - ($4)
Star-Crossed Starlet trades with Horror.
Nimble Fencer kills Zombie taking 2 damage, you get 1 gold.
Tech II (Finesse) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Helpful Turtle (1/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Orpal Lvl.1 (1/3)
[I]Technician[/I]: Tenderfoot (1/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Nimble Fencer (2/1) xx
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I am forced to trade at least the Horror and the Zombie because otherwise his options for trades are just too good. Since I can’t get through Garth I’d rather patrol some of my units so he has to give me at least some patrol boni even though I don’t like leaving so many Skeletons alive. Patrolling Orpal isn’t that bad as Crashbarrow or Shoddy Glider kill him regardless of where he is hiding.
Maybe I should have teched Carrion Curse earlier since it’s the only way around Lich’s Bargain that I see.
Prediction for his next turn: Lich’s Bargain, Crashbarrow & Win the game.
Looking at my next hand: bad draw, really really bad draw unless Orpal stays alive (which is, let’s say… unlikely)
Bone Collector
Bone Collector
Crashbarrow
Shoddy Glider
Shoddy Glider
Lich’s Bargain
Hooded Executioner
Tech 2 card(s)
Get Paid + scav - ($8)
Crashbarrow - ($5)
Crashbarrow kills Turtle and OPs into Orpal, Garth to L3, you get 1g
Shoddy Glider #1 - ($4)
Shoddy Glider #1 kills Tenderfoot, you draw
Garth kills Fencer
Midband Garth - ($3)
Skeleton deals 1 damage to your Tech 2
Sac exhausted Skeleton to draw
Worker - ($2)
Shoddy Glider #2 - ($1)
Shoddy Glider #2 and Skeleton break Tech 2, your base to 18
Garth makes a Skeleton - ($0)
Giders and Crashbarrow die after discard and draw
Tech 2 card(s)
Draw a card from Technician.
Get Paid + Scavenger - ($9)
Worker - ($8)
Rebuild Tech II
Older Brother - ($6)
Grave - ($4)
Grave 1->3 - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Older Brother (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Grave Lvl.3 (3/4)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 8
[B]Gold:[/B]
Gold: 2
Workers: 9
Thoughts
Ouch… that hurt. Thankfully the broken Tech II didn’t affect my turn much. The threat of another Crashbarrow and/or Lich’s Bargain looms over my board, but if either Grave or my Tech II survives until next turn, there might be some small things left I can do in this game.
Lich’s Bargain
Bone Collector
Sacrifice the Weak
Shoddy Glider
Shoddy Glider
Tech 2 card(s)
Get Paid - ($8)
Crashbarrow - ($5)
Crashbarrow trades with OB, and OPs 3 damage on Grave
Drakk - ($3)
Maxband Garth, bringing Crashbarrow back from discard - ($0)
Crashbarrow trades with Grave, and OPs 5 damage onto Tech II, you get 1g, Drakk to L3, your base to 16
Garth and Skeletons break Tech I, your base to 14
Sac a Skeleton to draw
Pestering Haunt
Bone Collector
Deteriorate
Bloodlust
Summon Skeletons
Discard
Shoddy Glider
Shoddy Glider
Sacrifice the Weak
Lich’s Bargain
Tech 0 card(s)
Get Paid - ($8)
Max Drakk - ($5)
Bone Collector - ($3)
Haunt trades with Brick Thief
Shoddy Glider #1 - ($2)
Shoddy Glider #2 - ($1)
Gliders, BC, Skeleton, Garth and Drakk hit your base for 20