Vandy 2/1?)
Whoops, was thinking it was in SQL for some reason, will adjust. Good catch.
P1T2
Tech StartingHand Workers
TECH
Gargoyle
Gilded Glaxx
STARTING HAND
Pestering Haunt
Graveyard
Summon Skeletons
Deteriorate
Poisonblade Rogue
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Summon Skeletons
Gargoyle
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Deteriorate Imp
Javelineer trades with Imp
Vandy hits base to 18 HP
Graveyard - ($2)
Pestering Haunt
Tech I - ($0)
Float ($0)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard (3)
- L1 Vandy Anadrose (2/3) Sparkshot
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
Good opportunity to trade out the Javelineer as worker fodder before playing the Graveyard. Dumping hand in the hopes of using Graveyard to recover hand size, will fetch in spells if necessary.
ForNecoatl
why no throw spier? Was it planned? (only discord idea i have for such yout turn)
For spectators
Yeah, I don’t want the Javelineer cluttering up the Graveyard, and I do want it to become a worker, so I’d rather take this opportunity to clear him off the board than take advantage of the javelin rune. I’m hoping the long-term advantages will outweight the short-term disadvantages.
P2T2
Starting hand: 5
Jandra, the Negator
Graveyard
Deteriorate
Pestering Haunt
Summon Skeletons
Thoughts
Going down on cards to not fall too behind on the board, so I think I have to tech both copies of Lich’s Bargain.
Teched cards: 2
T2: 2 x Lich’s Bargain
Get paid + float - ($7)
Worker - ($6)
Garth Torken - ($4)
Summon Skeletons - ($1)
Garth raises Skeleton #3 - ($0)
Pestering Haunt
Deteriorate, your Pestering Haunt goes to Graveyard
Discard 1, reshuffle, draw 3
Squad Leader: Skeleton #1 1/1+1A
Scavenger: Skeleton #2 1/1
Lookout: Skeleton #3 1/1 (resist 0+1)
Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol)
Base HP: 18
Hand: 3
Skeleton Javelineer
Skeletal Archery
Deteriorate
Deck: 6
Sacrifice the Weak
Thieving Imp
Lich’s Bargain
Lich’s Bargain
Summon Skeletons
Graveyard
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
3 in hand
6 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 7
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
P1T3
Tech StartingHand Workers
TECH
Gargoyle
Gilded Glaxx
STARTING HAND
Gargoyle
Summon Skeletons
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
NextHand
Gilded Glaxx
Sacrifice the Weak
Discard
Gargoyle
Gilded Glaxx
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy kills SQL
Midband Vandy - ($3)
Gargoyle - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard (3)
- L3 Vandy Anadrose (3/4) Sparkshot, resist 1
- Gargoyle (0/2) Indestructible
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 4
- Disc: 2
Gold:
- Gold: 0
- Workers: 7
Thoughts
Guess I should have gone double Glaxx.
Apologies for the slow pace, I’m finding this matchup highly stressful
P2T3
Starting hand: 3
Skeleton Javelineer
Skeletal Archery
Deteriorate
Thoughts
Not great to draw neither Bargain here, but maybe Skeletal Archery will let me hold on for long enough.
3 gold to let Garth hit Vandy, then Haunt and a Skeleton can kill her off. That leaves 3 gold after worker, so I’d have to choose between Skeletal Archery and teching up. The Gargoyle makes that a no-brainer, as does my current deck. Unfortunately I’ll have to spend the remaining gold on maxbanding Garth for the heal, all the Skeleton archers in the world won’t save me if Garth gets sniped.
Alternatively, I could take out the Graveyard. I’d still need to midband Garth and kill the Haunt, so the Gargoyle can’t snipe him… but then Nekoatl can just maxband Vandy and wreck me with the “doomed” Gargoyle. Vandy kill it is.
For teching, I’m wondering whether it’s worth going for Death Rites, since it’s likely to be a while before I hit Tech II. Then a Bone Collector to keep the Skeletons coming. I expect to lose Archery to Assimilate, but I need to make use of it for the pressure while I can.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Bone Collector, Death Rites
Get paid - ($7)
Worker - ($6)
Midband Garth - ($3)
Skeletal Archery - ($1)
Pestering Haunt suicides into Vandy
Skeleton #2 safely hits Vandy for 1
Garth kills Vandy, takes 3 damage, hits level 6
Deteriorate, Pestering Haunt goes to Graveyard again
Maxband Garth, fetch fizzles - ($0)
Discard 0, draw 2
Elite: Skeleton #3 1+1/1 (anti-air, long range)
Garth L7 3/4
Skeleton #2 1/1 (anti-air, long range)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 18
Hand: 2
Graveyard
Lich’s Bargain
Deck: 4
Sacrifice the Weak
Thieving Imp
Lich’s Bargain
Summon Skeletons
Discard: 4
Bone Collector
Death Rites
Pestering Haunt
Deteriorate
Card count check (opponent-viewable)
Expected: 10 + 4 teched = 14
1 on board
2 in hand
4 in deck
4 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
I can relate. No worries… I don’t mind waiting in general, and we even agreed to a relaxed pace going in. Also, apologies for the build… it was designed to be generally hard to deal with.
P1T4
Tech StartingHand Workers
TECH
Assimilate
Dark Pact
STARTING HAND
Sacrifice the Weak
Gilded Glaxx
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
NextHand
Deteriorate
Jandra, the Negator
Discard
Gargoyle
Gilded Glaxx
Assimilate
Dark Pact
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt from Graveyard
Gilded Glaxx - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Gilded Glaxx (3/4) Gilded
- Lookout:
In Play:
- Graveyard (3)
- Gargoyle (0/2) Indestructible
- Pestering Haunt (1/1) Unstoppable
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 2
- Disc: 4
Gold:
- Gold: 1
- Workers: 8
Thoughts
Well, well… an upgrade to Assimilate. In the meantime, though, I’m being contained rather well… but at least I have the infrastructure advantage. Removing it is a net loss for me, but I can’t allow it to remain in play. Since the number of heroes I want to use is rapidly increasing, I’ll go ahead and build a Hall for flexibility.
No apologies needed for the build. Stress means I’m learning, right? It’s a cool build.
EDIT: Changed my mind about having a Skeleton in Lookout.
P2T4
Starting hand: 2
Graveyard
Lich’s Bargain
Thoughts
That Death Rites might have been premature given how long it’ll be before I draw it… but Nekoatl’s low on hand size too. Maybe it’s worth fishing for the Thieving Imp, maybe I’ll hit Assimilate.
My Tech II choices are iffy. I’d like Morningstar Pass if I’m planning on spamming Lich’s Bargain, but I’d also like Skeleton Lords, Finesse II holds my only anti-air options outside of Bird’s Nest. Not a comfortable decision to make. Maybe I just try to finish the game before we get there, and focus on Tech I. Although I’m not sure I like my choices there either. I guess I bring in Hooded Executioners, see if I can catch the Gargoyle when it’s not indestructible.
I’ll just ping the Glaxx with my Skeletons and see what they draw, I don’t think it’s worth killing it with Garth just yet.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Bone Collector, Death Rites
T4: 2 x Hooded Executioner
Get paid - ($8)
Skeletons safely hit Glaxx for 2
Garth sacrifices Skeleton #3, I draw
Lich’s Bargain
Thoughts
OK, not my ideal choice but I can work with it.
Lich’s Bargain, my base to 14, lose a worker, horde arrives - ($6)
Lich’s Bargain, my base to 10, lose a worker, horde arrives - ($4)
Worker - ($3)
Garth raises a fourth Skeleton - ($2)
Tech I - ($0)
Discard 0, draw 2
Squad Leader: Zombie #1 2/2+1A
Elite: Skeleton #1 1+1/1 (anti-air, long range)
Scavenger: Zombie #2 2/2
Technician: Skeleton #2 1/1 (anti-air, long range)
Lookout: Skeleton #3 1/1 (resist 0+1, anti-air, long range)
Garth L7 3/4
Skeleton #4 1/1 (anti-air, long range)
Horror #1 3/3 (deathtouch)
Horror #2 3/3 (deathtouch)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 10
Tech I HP: 5
Hand: 2
Summon Skeletons
Thieving Imp
Deck: 1
Sacrifice the Weak
Discard: 8
Bone Collector
Death Rites
Pestering Haunt
Deteriorate
Hooded Executioner
Hooded Executioner
Lich’s Bargain
Lich’s Bargain
Card count check (opponent-viewable)
Expected: 10 + 6 teched = 16
1 on board
2 in hand
1 in deck
8 in discard
4 in workers
Total: 16
Gold: 0
Workers: 7
5 x start
-2 from Lich’s Bargain
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Graveyard
dude, you paid the 2nd LB 4. it costs 2.
Ooops, I got it mixed up with the base damage. Thanks, I’ll be building a Tech I as well in that case.
P1T5
Tech StartingHand Workers
TECH
Dark Pact
Free Speech
STARTING HAND
Jandra, the Negator
Deteriorate
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
NextHand
Thieving Imp
Skeleton Javelineer
Discard
Gargoyle
Gilded Glaxx
Assimilate
Dark Pact
Deteriorate
Dark Pact
Free Speech
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Vandy Anadrose - ($6)
Deteriorate Elite Skeleton
Haunt trades with Lookout
Glaxx trades with SQL, replay from Graveyard - ($3)
Gargoyle kills Horror - ($2)
Float ($2)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite: L1 Vandy Anadrose (3/3) Sparkshot
- Scavenger:
- Technician: Gilded Glaxx (3/4) Gilded
- Lookout:
In Play:
- Graveyard (3)
- Gargoyle (3/1) Flying
In Graveyard:
- Pestering Haunt
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 0
- Disc: 7
Gold:
- Gold: 2
- Workers: 9
Thoughts
Yikes! What to do about this? I guess just force trades and take advantage of the stronger economy? The alternative is to try and burst down his base, but that seems… unlikely to work… then again, with Gargoyles, Dark Pacts, and the Haunt, it might be possible? If I can live long enough, that is… I don’t have enough gold to replay and mirror the Glaxx and maintain gilded status, Tower is an option, but not an appealing one…
Card burn’s good against Vandy, right?
P2T5
Starting hand: 2
Summon Skeletons
Thieving Imp
Thoughts
Oof, Nekoatl took out more than I was expecting there. But the Gargoyle took out a Horror instead of Garth, I think I’m happy with that. If I trade the remaining Horror with the Gilded Glaxx, I can wipe his board, including the Graveyard, and have Garth at full health and a Skeleton standing before I play anything. Plus the Glaxx, the Gargoyle, and the Pestering Haunt end up in the discard just after a reshuffle! I think playing the Thieving Imp might be worth it here: even if Nekoatl’s teched in Dark Pact Vandy will be dead, so he’ll have to wait to summon her, then either draw it or pay to fetch it. In the meantime, it might force him to lose his economic advantage. Do I want to sacrifice a Skeleton to worker Sacrifice the Weak instead of Summon Skeletons? Probably not, eventually I’ll need to fight something big and Skeletons are going to be weak once Archery disappears.
OK, I need a plan to deal with Glaxxes later. Discord would help cut them down to size, and I’d feel a bit more comfortable bringing River out while I’m on board advantage. Two Step could help trade with it efficiently, but I’d need something bigger than a Skeleton for the first attack. I’ve got Hooded Executioners and a Bone Collector coming, though. Nimble Fencer + Star-Crossed Starlet gets some nice damage on a Glaxx if I can haste the latter with the former, although I’m already hurting for cards, so this isn’t reliable. Do I risk teching in a Nether Drain, and giving Garth’s levels to River so he can fetch something, at the risk of whiffing Death Rites? That lets me quickly prepare River to sideline / Appel Stomp Glaxx too. River’s pretty cheap to level anyway, though. Skeleton Lords would be nice, but I’m not getting to Tech II this turn without losing momentum. I think I go for Discord + Two Step, and hope I don’t draw the Two Step next turn while I’ve only got Skeletons ready to attack.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Bone Collector, Death Rites
T4: 2 x Hooded Executioner
T5: Discord, Two Step
Get paid - ($7)
Worker - ($6)
Heroes’ Hall - ($4)
Skeleton #2 safely hits Vandy to 2
Zombie trades with Vandy, levels fizzle
Horror trades with Gilded Glaxx, you reshuffle and draw
Skeleton #2 safely kills Gargoyle
Garth destroys your Graveyard
Thieving Imp, you discard card #3 of 3 - ($1)
Garth summons a Skeleton - ($0)
Discard 0, draw 1, reshuffle, draw 1
Scavenger: Thieving Imp 2/2
Technician: Skeleton #3 1/1 (anti-air, long range)
Garth L7 3/4
Skeleton #1 1/1 (anti-air, long range)
Skeleton #2 1/1 (anti-air, long range)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 10
Tech I HP: 5
Heroes’ Hall HP: 4
Hand: 2
Sacrifice the Weak
Pestering Haunt
Deck: 9
Bone Collector
Death Rites
Deteriorate
Hooded Executioner
Hooded Executioner
Lich’s Bargain
Lich’s Bargain
Discord
Two Step
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
2 in hand
9 in deck
0 in discard
5 in workers
Total: 18
Gold: 0
Workers: 8
5 x start
-2 from Lich’s Bargain
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Graveyard
T5: Summon Skeletons
In general, I’d say no, as both Dark Pact and her midband fetch ability make card loss easier to deal with, however if you kill her, it’s a different story. BTW, you should have an extra skeleton, as Gargoyles don’t have long-range and I haven’t built a Tower.
P1T6
Tech StartingHand Workers
TECH
Dreamscape
Macciatus, The Whisperer
STARTING HAND
Skeleton Javelineer
Thieving Imp
Dark Pact
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
NextHand
Dark Pact
Assimilate
Discard
Dark Pact
Graveyard
Gilded Glaxx
Pestering Haunt
Gargoyle
Dreamscape
Macciatus, The Whisperer
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Thieving Imp, discard #1 of 2 - ($7)
Tech II: Truth - ($3)
Sirus Quince - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: L1 Sirus Quince (1/3A)
- Elite:
- Scavenger: Thieving Imp (2/2)
- Technician: Mirror Illusion (0/1)
- Lookout:
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Truth)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 4
- Disc: 7
Gold:
- Gold: 1
- Workers: 10
Thoughts
Yeah… that’s a nice reduction in the threat from his side of the board, too bad my board had to be wiped out in the process, but that’s fair. Should have summoned Quince last turn to protect the Graveyard, holding back gold to tech up with was a mistake. Really would be nice if I could hurry up and draw that Assimilate…
Ah, I should have made it clearer I was kidding. I know it’s not that great. That seemed like a good situation to do it anyway, though.
P2T6
Starting hand: 2
Sacrifice the Weak
Pestering Haunt
Thieving Imp discard: 1
Sacrifice the Weak
Thoughts
Rough discard, and rough time to get hit with a discard. I wasn’t expecting Truth II here, Retellers could let Nekoatl recover his hand size quickly even without Vandy around. I think my best bet is to manage my hand to get a good timing on Death Rites, but discard a card here makes that harder. I think I try drawing this turn anyway, the other cards I could draw are just so good.
Teching… wow, Whitestar Grappler is the only unit I have that can target. I guess I go for them, to snipe Macciatus / Reteller. Then I can tech Morningstar Pass later if I needed Lich’s Bargain again. DeGrey could destroy Mirrors, but they’d likely be copies of Gilded Glaxx anyway.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Bone Collector, Death Rites
T4: 2 x Hooded Executioner
T5: Discord, Two Step
T6: 2 x Whitestar Grappler
Get paid - ($8)
Skeleton #2 safely hits Quince for 1A damage
Garth sacrifices Skeleton #2, I draw
Hooded Executioner
Thoughts
Boost is a bit too expensive right now, but I can play the Executioner unboosted, and still worker and play River. That leaves 3 gold, maybe it’s worth another draw?
River Montoya - ($6)
Garth kills Quince, takes 1 damage, River hits level 3 (midband)
Skeleton #3 kills Mirror Illusion, you draw
Garth sacrifices Skeleton #3, I draw
Lich’s Bargain
Thoughts
Interesting. I think I’d rather boost the Executioner and draw more cards for next turn, though.
Worker - ($5)
Boosted Hooded Executioner, Thieving Imp dies, you get a gold - ($0)
Skeleton #1 and Thieving Imp hit your Tech II down to 2 HP
Discard 1, draw 3
Garth L7 3/3 (1 damage)
River L3 2/4
Hooded Executioner 3/3
Thieving Imp 2/2
Skeleton #1 1/1 (anti-air, long range)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 10
Tech I HP: 5
Heroes’ Hall HP: 4
Hand: 3
Deteriorate
Lich’s Bargain
Death Rites
Deck: 4
Bone Collector
Hooded Executioner
Discord
Two Step
Discard: 4
Sacrifice the Weak
Whitestar Grappler
Whitestar Grappler
Lich’s Bargain
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
3 on board
3 in hand
4 in deck
4 in discard
6 in workers
Total: 20
Gold: 0
Workers: 9
5 x start
-2 from Lich’s Bargain
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Graveyard
T5: Summon Skeletons
T6: Pestering Haunt
'kay, now please play a Morningstar Pass, Mythmaking, and/or Graveyard so I can get some more mileage outta this spell…
P1T7
Tech StartingHand Workers
TECH
Eyes of the Chancellor
Reteller of Truths
STARTING HAND
Assimilate
Dark Pact
Gilded Glaxx
WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
NextHand
Deteriorate
Free Speech
Gargoyle
Discard
Dark Pact
Graveyard
Gilded Glaxx
Pestering Haunt
Gargoyle
Dreamscape
Macciatus, The Whisperer
Thieving Imp
Assimilate
Dark Pact
Eyes of the Chancellor
Reteller of Truths
Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Vir Garbarean - ($10)
Assimilate Skeletal Archery - ($7)
Peek
Gilded Glaxx - ($4)
Vandy Anadrose, midband - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Gilded Glaxx (3/4A) Gilded
- Elite: L1 Vir Garbarean (3/3)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Skeletal Archery
- L3 Vandy Anadrose (3/4) Sparkshot, resist 1
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 2 (Truth)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 12
Gold:
- Gold: 0
- Workers: 10
You seem to have paid the worker cost without workering
Good catch, thanks. I’ll use the extra gold to midband Vandy, then.
Haha, I’m not planning on it. Or am I?
P2T7
Starting hand: 3
Deteriorate
Lich’s Bargain
Death Rites
Thoughts
I’ve been expecting to lose Archery for a while. No big deal, I can use the Skeletons for chip damage or card draw. This isn’t a great turn to draw Death Rites, unfortunately. I could try and draw Discord or Two Step to crash through the Glaxx, or I could sideline it with River. Or I could do both and destroy some buildings. I’ll raise a Skeleton a draw with that, then I can still use the existing Skeleton to help kill the Glaxx if I don’t draw a spell. Teching in Two Step and Doubling Barbarbarian to try and keep stomping through. If I’m worried about card draw, I can add Appel Stomps.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Bone Collector, Death Rites
T4: 2 x Hooded Executioner
T5: Discord, Two Step
T6: 2 x Whitestar Grappler
T7: Doubling Barbarbarian, Two Step
Get paid - ($9)
Garth raises a Skeleton, sacrifices it, I draw - ($8)
Bone Collector
Thoughts
Damn. OK, 3 attack kills Vir either way, then I’ve got 8 attack to clear Glaxx / buildings, and block afterwards. Clearing Glaxx would take 4 attack, thanks to Deteriorate, but if I want to destroy the Tech II I’d have just the Imp and the Bone Collector on defence.
-
Deteriorate Glaxx, kill with River and Imp (dies), Executioner trades with Vir, River heals, Garth destroys Tech II. Bone Collector and Skeleton to patrol against Vandy; River and 3 HP Garth in backline.
-
River sidelines Glaxx, Executioner trades with Vir, River maxbands, Imp destroys Tech II. Garth can hit Tech I, or kill Glaxx after Deteriorate. Bone Collector and Imp to patrol against Vandy; River, 1 HP Garth, and Thieving Imp in backline. Garth is badly wounded, but the Imp staying alive gives me more chance to have units alive for a good Two Step. I think I prefer this option: I’m transitioning to River spells anyway, the Skeleton count for card draw isn’t as good now, and if Garth dies he can come back for a fetch.
Blocking with Skeleton in front, so that the Bone Collector survives if Nekoatl doesn’t have Deteriorate / Sacrifice the Weak / Shadow Blade in hand.
River sidelines Gilded Glaxx
Hooded Executioner trades with Vir, River hits level 5 (maxband)
Deteriorate, Gilded Glaxx is 2/3 this turn
Garth kills Gilded Glaxx, takes 2 damage
Thieving Imp destroys your Tech II, your base to 18
Bone Collector - ($6)
Worker - ($5)
Tech II Strength - ($1)
Discard 1, draw 3
Squad Leader: Skeleton 1/1+1a
Scavenger: Bone Collector 3/3
Garth L7 3/1 (3 damage)
River L5 3/4 (tech 0 units costs 1 less gold)
Thieving Imp 2/2
Skeletal Archery (on your board)
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Strength)
Heroes’ Hall HP: 4
Hand: 3
Two Step
Discord
Hooded Executioner
Deck: 0
Discard: 9
Sacrifice the Weak
Whitestar Grappler
Whitestar Grappler
Lich’s Bargain
Doubling Barbarbarian
Two Step
Hooded Executioner
Deteriorate
Death Rites
Card count check (opponent-viewable)
Expected: 10 + 12 teched = 22
3 on board
3 in hand
0 in deck
9 in discard
7 in workers
Total: 22
Gold: 1
Workers: 10
5 x start
-2 from Lich’s Bargain
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Graveyard
T5: Summon Skeletons
T6: Pestering Haunt
T7: Lich’s Bargain