@AncientSlumber asked me to analyze his P2 games here so I figured I’d post my write-ups for others to read, in case they’re curious:
Game1, begins at post 19, linked in details
No reason to build the tech1 yet, let TD hit your base. Kinda unlucky starting hand, case to be made for Pbr SQL + Vandy elite, but Jandra is a fine choice instead.
Imp’s a good play here. Patrolling Jandra SQL and Jav techn is just a bit of an oopsie. Not a big one but a waste of 1g. Better off not playing Jav, and bringing in Vandy backline on this one, generates more counter-pressure, doesn’t let Oni die for free.
Turn 3:
I’d kinda prefer to blade the newsman (stacks the deck up heavier, keeps imp alive, frees up Dark Pact and Det) but debatable if that’s better (newsman also a softer target for StW than bigby)
Turn 4:
Missed opportunity for a tech 2 kill here! Max Vandy, pop the mirror buff BC, Blade the newsman, Vandy kills SQL, BC kills tech 2, and still money left over for HH. Bleeds cards, sets up Meta for an easy win.
Turn 5:
bit lucky for CN to draw the garrison here on the rs draw 1 but otherwise fine, just lost w/o meta threat and peace engine online
Game2, begins at post 40, linked in details
That was an aggro start from CN, you needed an aggro response. PBR SQL would have been a better move than Graveyard, as now there’s no free trade on Vandy (you do want to keep vandy). Alternatively Vandy SQL is also a decent option there, as you’re daring Oni to instant maxband and skip tech 1 (and you can reactively tech a doom grasp)
Turn 2:
Imp + Haunt is a totally fine choice, I maybe tech Hoodie instead of BC to make sure I can keep pressure, maybe Shadow blade, but otherwise fine. But do not worker Sac the Weak. That is an easy way to guarantee yourself a lack of pressure. As P2 this is a really bad idea. Sac the Weak is one of your most abuse-able pressure tools throughout the game, all the way to late game.
Turn 3:
I would not kill OC here; that’s kind of where you set up CN’s perfect T5 draw. By forcing the rs against Bigby, you’re guaranteeing he’ll have Garrison the turn after tech 2 peace gets built. You don’t want that; you want Imp to bleed the cards and kept them bled. Also best to just not attack with Haunt in that instance, and maybe drop Jav instead of the HH (you need a critical mass of board position s.t. you feel strongly you can break the tech2 when its most likely the garrison is in hand). It’s also just a bit bad luck you bottom decked the BC, that can’t be helped.
Turn 4:
So at this point you’re in bad shape as the tech 2 is built, there’s a surplus of gold to feed it, CN’s drawing the garrison, and without Sac the Weak you don’t quite have enough pressure to break it. In this case I don’t think teching up is a bad decision, nor is bringing Garth out. I do think, however, that this is the spot for Abom, not plague lab or Ghoul. Ghoul is useful from Garth’s maxband, but not so much to drop from hand as a normal tech 2, and plague lab isn’t bad against swarm obv but it’s not quite enough to beat it, whereas Abom has the same immediate effect against swarm, has the BONUS effect of not even letting a 1/1 stick to the board (or if you get two out, 2/2s also, bye OC and Flagbearer!) AND leaves a giant body around to block. Well worth the extra two gold.
Turn 5:
Really fortunate of CN to get a DS first on the reshuffle (like 20% shot), now it’s gotten out of hand for ya. You don’t have a meta setup, you won’t be able to keep the engine down easily. So the choices from this point forward are a little moot. That said you did your best here and got the Garrison, not a bad turn.
Turn 6:
Again, not bad, well teched and lined up well by CN to free speech you so not much you can do besides what you did. Maybe going max vandy and bring orpal out instead of the ghoul, but I can understand the ghoul.
Turn 7:
I mean CN’s draws are crazy, that’s just kinda bad luck. Perfect Garrison + DS x2 + Cadet x2 lineup. This is where Aboms can really prove their worth though; If you get two of them out, so many of CN’s units die the instant they get played. can really take the wind out of Peace’s sails. They’d be doing you more good than the labs and ghouls.