River had a (+) rune, would beed 5 dmg to kill
Mainly looking to see if Bashing is justified in this deck or would be better if it was Growth instead.
Ah. Well, I still donāt know what youāre trying to gain from either, but then I havenāt read your game 1 thoughts yet. Should I do so now, or wait?
P1T2
Tech StartingHand Workers
TECH
Twilight Baron
Twilight Baron
STARTING HAND
Skeletal Archery
Skeleton Javelineer
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Twilight Baron
Deteriorate
Graveyard
Sacrifice the Weak
Jandra, the Negator
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Thieving Imp, discard #2 of 5 - ($2)
Tech I - ($0)
Pestering Haunt reduces your base to 19 HP
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Thieving Imp (2/2)
- Technician:
- Lookout:
In Play:
- L1 Vandy Anadrose (2/3A) Sparkshot
- Pestering Haunt (1/1) Unstoppable, weenie
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
Okay, change of plans, gonna try out the Baron approach, see how well I can get it to sync with Feral Strike. I suppose thereās a chance he could use some combination of Spark, Wither, and Messenger to kill the Imp to let River kill Vandy, but I think Iām okay with that? That would drop him to 1 card unless he skips a worker, and if he does kill the Imp with River, scavenger is definitely the best patroller slot.
Feel free. I didnāt write much thought this time though.
P2T2
Tech StartingHand Workers
TECH
The Boot
The Boot
STARTING HAND
Granfalloon Flagbearer
Fruit Ninja
Wither
Older Brother
Timely Messenger
WORKERS
Brick Thief
Fruit Ninja
NextHand
Spark
The Boot
Older Brother
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Wither Imp - ($3)
Timely Messenger trades with Imp - ($2)
River kills Vandy, River to L3
Heroesā Hall - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
L3 River (3/5), (+)
Buildings:
- Base HP: 19
- Heroesā Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
sighā¦ sucks to be p2ā¦ not a good tradeā¦
Yea, so reason for Bashing is really just Wrecking Ballā¦ my style of play needs a direct building damage skill in codex cause you know Iām all about da baseā¦ Growth provides an alternate way to hit hard with Dinosize but not dependableā¦ was also seeking a little bit of synergy with Midoriās midband in either Bashing or Growth although I donāt see that ever happening in real gameā¦
If you just want base damage, I think Stampede is way better than Wrecking Ball. Base damage only matters when it accumulates to 20, and using Stampede on your final turn for a big push is way more efficient than spending lots of cards to chip away over time with Wrecking Ball. Also, if youāre specāing into Finesse, youāre pretty much always going to want to prioritize teching Virtuosos over Wrecking Ball because Maestro essentially turns them into reusable Wrecking Balls that donāt need Troq to be in play and have the option of hitting even harder if they get a clean shot to attack the base while buffed by Grounded Guide, Two Step, etc, and can serve as super-efficient patrollers if you need them to. So, most likely youāre not even going to tech in Wrecking Ball ever, I would imagine.
P1T3
Tech StartingHand Workers
TECH
Shadow Blade
Shadow Blade
STARTING HAND
Deteriorate
Jandra, the Negator
Graveyard
Sacrifice the Weak
Twilight Baron
WORKERS
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
NextHand
Poisonblade Rogue
Deteriorate
Skeleton Javelineer
Twilight Baron
Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Twilight Baron - ($2)
Graveyard - ($0)
Haunt drops your Heroesā Hall to 3 HP
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite: Twilight Baron (5/4) Overpower
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard (3)
- Pestering Haunt (1/1) Unstoppable, weenie
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Maybe shoulda patrolled SQL after all, though being able to afford the Graveyard is nice. His hand size is really suffering, too, so Iāll pile on the discard mechanics.
True and I agree with all your points, but Stampede requires max Arg to play and Maestro requires Tech II which I feel like a luxury I donāt usually getā¦ prolly the main reason why I just couldnāt break away from Oniā¦ but if Iām going to step out of my comfort zone and experiment with another color then Iād feel more safe by having a similar building damaging skillā¦ I know it doesnāt make a whole lot of sense but itās just the mental thing I haveā¦ Iām also considering river/red as option bā¦
Aye, Stampede is a finisher, you only want to play it on your final turn, in other words, you want to win on the turn you play it. Really the big drawback is if your opponent has some means of removing or delevelling maxband heroes, then it becomes a very risky choice.
The Maestroās cost reduction will pay for the Tech II after just 2 Virtuosos, and after that you start making a profit that can be used to buy a maxband Argagarg if you canāt get enough free levels out of hero kills. If the issue is that youāre having trouble defending your Tech I in order to be able to build a Tech II, Iād suggest perhaps thatās because of focusing too much on early base damage rather that spending those resources to keep your opponentās aggression in check? Well, ultimately, you should just do what you want, but hopefully I provided some food for thought.
I do really appreciate your feedback. I have a very narrow style of play and like you said almost to a point where Iām too invested in early aggression and base damage. I did find some success in the tourney I think because there is more chance to spear thru with all in or nothing play when everyone is on 3 lives. Having said that, often I also just get blocked and am left with nothing for late game. This is where I consistently seek to find improvement and listening to the other side of table really helps me think outside the box. You especially I think do stand on the very opposite side of play style finding importance in synergies which shine in late game. Interesting that we both like Blue yet play very differently.
P2T3
Tech StartingHand Workers
TECH
Maestro
Grounded Guide
STARTING HAND
Older Brother
Spark
The Boot
WORKERS
Brick Thief
Fruit Ninja
Spark
NextHand
Helpful Turtle
Timely Messenger
The Boot
Discard
The Boot
Older Brother
Maestro
Grounded Guide
Tech 2 card(s)
Get Paid - ($7)
Troq - ($5)
The Boot destroys Baron - ($2)
River breaks Graveyard
Worker - ($1)
Tech I - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: L1 Troq (2/3A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L3 River (3/5), (+)
Buildings:
- Base HP: 19
- Tech I HP: 5
- Heroesā Hall HP: 3
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
wow boot hits baronā¦ was expecting splitter but im fine with a better trade
Indeed, I tend to struggle most with defending against early aggression due to my late-game focus, so this pairing is excellent practice for me.
P1T4
Tech StartingHand Workers
TECH
Murkwood Allies
Murkwood Allies
STARTING HAND
Poisonblade Rogue
Twilight Baron
Skeleton Javelineer
Deteriorate
WORKERS
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Twilight Baron
NextHand
Graveyard
Thieving Imp
Jandra, the Negator
Shadow Blade
Shadow Blade
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt drops Heroesā Hall to 2 HP
Tech II: Feral - ($2)
Orpal Gloor - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite: L1 Orpal Gloor (2/3) Plague touch
- Scavenger:
- Technician:
- Lookout:
In Play:
- Pestering Haunt (1/1) Unstoppable, weenie
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
I am really not used to playing against Bashing, lol. I really wanted to try out the Baron / Strike combo, but that clearly isnāt going to work. Gargoyles seem like a good answer to The Boot, thoughā¦ is what I would say if not for his Gemscout Owls. Guess Iāll go with Frogs again, maybe I can find a way to some free Gigadons if I can prevent Final Smashā¦ and failing that, Iāll aim for Moss Ancients, likely with help from Stalking Tiger.
Iām interested in your opinion on my post in the XCAFS thread. Can you provide some insight?
P2T4
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Helpful Turtle
Timely Messenger
The Boot
WORKERS
Brick Thief
Fruit Ninja
Spark
The Boot
NextHand
Wither
Bloom
Tenderfoot
Discard
The Boot
Older Brother
Maestro
Grounded Guide
The Boot
Timely Messenger
Nimble Fencer
Nimble Fencer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II (Finesse) - ($3)
River kills Orpal, River to L5
Troq kills Haunt
Helpful Turtle - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Helpful Turtle (1/2)
- Lookout:
In Play:
- L5 River (2/3), (-)
- L1 Troq (2/2), -1
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Heroesā Hall HP: 2
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 8
Gold:
- Gold: 2
- Workers: 9
Thoughts
nope im prolly not going to make itā¦ bears incoming?
P1T5
Tech StartingHand Workers
TECH
Moss Ancient
Moss Ancient
STARTING HAND
Jandra, the Negator
Thieving Imp
Shadow Blade
Shadow Blade
Graveyard
WORKERS
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Twilight Baron
Jandra, the Negator
NextHand
Deteriorate
Murkwood Allies
Poisonblade Rogue
Murkwood Allies
Discard
Pestering Haunt
Shadow Blade
Shadow Blade
Moss Ancient
Moss Ancient
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Thieving Imp, discard #1 of 3 - ($4)
Graveyard - ($2)
Vandy Anadrose - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: L1 Vandy Anadrose (2/3) Sparkshot
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Graveyard (3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 5
Gold:
- Gold: 0
- Workers: 9
Thoughts
Just trying to stall long enough to get my Tech III upā¦ I would prefer to bring in Moss Ancients using Feral Strike, but I really donāt see that working out this game.
P2T5
Tech StartingHand Workers
TECH
Final Smash
Appel Stomp
STARTING HAND
Wither
Bloom
Tenderfoot
WORKERS
Brick Thief
Fruit Ninja
Spark
The Boot
NextHand
The Boot
Appel Stomp
Granfalloon Flagbearer
Tech 2 card(s)
Get Paid + float + healing + discard - ($11)
River kills Imp
Midori - ($9)
Mid Troq kills Vandy, Midori to L3, deals 1 to base - ($5)
Turtle deals 1 to Graveyard
Tenderfoot
Demo HH and build Surplus - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: L3 Midori (2/3A)
- Elite:
- Scavenger:
- Technician: Tenderfoot (1/2)
- Lookout:
In Play:
- L5 River (2/1), (-), -2
- L5 Troq (3/2), -2
- Helpful Turtle (1/2)
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Surplus HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 9
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
really another discard? surplus again to respond
P1T6
Tech StartingHand Workers
TECH
Feral Strike
Feral Strike
STARTING HAND
Deteriorate
Murkwood Allies
Murkwood Allies
Poisonblade Rogue
Twilight Baron
WORKERS
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Twilight Baron
Jandra, the Negator
Twilight Baron
NextHand
Feral Strike
Murkwood Allies
Moss Ancient
Skeleton Javelineer
Feral Strike
Tech 2 card(s)
Get Paid + scavenger - ($10)
Worker - ($9)
Tech III - ($4)
Orpal Gloor - ($2)
Calamanrda Moss - ($0)
Float ($0)
Discard 4, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: L1 Orpal Gloor (2/3) Plague Touch
- Scavenger:
- Technician: L1 Calamanrda Moss (2/3) Sneaky
- Lookout:
In Play:
- Graveyard (2)
In Graveyard:
- Thieving Imp
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Feral)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
Planning this to be my last tech choice for a while, may as well take Feral Strike for laterā¦
P2T6
Tech StartingHand Workers
TECH
Star-Crossed Starlet
Star-Crossed Starlet
STARTING HAND
Granfalloon Flagbearer
The Boot
Appel Stomp
Nimble Fencer
Nimble Fencer
WORKERS
Brick Thief
Fruit Ninja
Spark
The Boot
The Boot
NextHand
Wither
Older Brother
Discard
Appel Stomp
Star-Crossed Starlet
Star-Crossed Starlet
Tech 2 card(s)
Get Paid + surplus + healing - ($9)
Troq kills Cali, Midori to L5, deals 1 to base
Appel Stomp sidelines Orpal, draw 1 - ($8)
Midori kills Orpal, Troq to L7
Nimble Fencer breaks Graveyard - ($6)
Nimble Fencer, Tenderfoot and Turtle break Tech III, base on 16 - ($4)
River deals 2 to base on 14
Granfalloon Flagbearer - ($2)
Worker - ($1)
Max Troq - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Granfalloon Flagbearer (2/2)
- Lookout:
In Play:
- L5 River (2/2), (-), -1
- L8 Troq (4/5)
- Helpful Turtle (1/2)
- L5 Midori (2/3), (-)
- Tenderfoot (2/3), vanilla
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Surplus HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 5
- Disc: 3
Gold:
- Gold: 0
- Workers: 10
Thoughts
going wild to tech III? first things firstā¦ take down tech iii
I drew a dead hand, so Iāll concede here. GG WP! Think Iām done with this deck, too. If you want to keep playing, Iāll choose something else.
Sure I will change to Finesse/Blood/Fire. My turns may be slower during holidays. Please go ahead and take P1 first.
Alright, [Necromancy]/Blood/Truth vs [Finesse]/Blood/Fire. There is a lot of direct damage in your deck; Iām a bit worried!
P1T1
StartingHand Workers
STARTING HAND
Pestering Haunt
Deteriorate
Sacrifice the Weak
Thieving Imp
Graveyard
WORKERS
Sacrifice the Weak
NextHand
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Discard
Deteriorate
Thieving Imp
Graveyard
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Pestering Haunt
Garth Torken - ($1)
Skeleton - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 Garth Torken (1/3A) Animator
- Elite:
- Scavenger: Skeleton (1/1)
- Technician:
- Lookout:
In Play:
- Pestering Haunt (1/1) Incorporeal
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Eww, getting Deteriorate and StW in T1 is not greatā¦ though getting Haunt is. I gotta remember to not use Graveyard and Reteller at the same time.