Poisonblade Rogue
Thieving Imp
Jandra, the Negator
Skeletal Archery
Deteriorate
Thoughts
Some nasty, offensive heroes to open against here, but no 1-cost unit to put down with Rook to slow it down. Lots of sparkshot, too, so Skeletons are probably a no-go. I’ll open with Poisonblade Rogue, to discourage bringing out Grave or Vandy.
GLHF! Oh how i fear black starter+finesse xd
Also don’t forget your float, not shown in ur economy and wouldn’t want you to miss it next turn
P2T1
StartingHand Workers
STARTING HAND
Safe Attacking
Fox Primus
Sensei’s Advice
Aged Sensei
Morningstar Flagbearer
WORKERS
Fox Primus
NextHand
Grappling Hook
Snapback
Savior Monk
Smoker
Discard
Sensei’s Advice
Morningstar Flagbearer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Max - ($2)
Hire Sensei - ($1)
research Safe Attacking - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L1 Max(2/3a) sparkshot
Elite:
Scavenger:
Technician: Aged Sensei(1/1)
Lookout:
In Play:
Safe Attacking
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 6
Thoughts
so here’s a problem, i want Max turn 3 or 4, i need a hero now, im not sure i can budget for heroes’ hall, do i get Grave out or try to keep Max alive against black/finesse
Thanks, I should also have noted that PBR gets armour-piercing on attack
P1T2
Starting hand: 5
Sacrifice the Weak
Graveyard
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Thoughts
Slow start from dwarddd here, I’m especially surprised by leading with Geiger. Maybe he forgot Poisonblade Rogue has armour-piercing too? I was going to tech Bird’s Nest, but I can push aggresively with Nimble Fencers here, and stop him using Safe Attacking too.
Teched cards: 2
T2: 2 x Nimble Fencer
Get paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Garus Rook - ($1)
Poisonblade Rogue pierces Geiger’s armour and gives him two - runes, dies
Skeleton Javelineer - ($0)
Squad Leader: Rook L1 2/4+1A
Skeleton Javelineer 1/1 (javelin rune, use javelin to attack with long range)
Base HP: 20
Tech I HP: 5
Hand: 5
Thieving Imp
Deteriorate
Poisonblade Rogue
Sacrifice the Weak
Graveyard
Yeah had i remembered that Max would definitely have been backline and behind the sensei… but i guess it’s only my own fault for assuming i new the cards well enough without checking
P2T2
Tech StartingHand Workers
TECH
Now!
Twilight Baron
STARTING HAND
Grappling Hook
Savior Monk
Snapback
Smoker
WORKERS
Fox Primus
Grappling Hook
NextHand
Sensei’s Advice
Fox Viper
Twilight Baron
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech1 - ($3)
Hire Savior monk - ($1)
hire Smoker - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Savior Monk(2/2a) healing 1
Elite:
Scavenger: Smoker(1/1) stealth, runs away when looked at
Thieving Imp
Deteriorate
Poisonblade Rogue
Sacrifice the Weak
Graveyard
Thoughts
If I play Deteriorate and midband Rook, I can kill Geiger this turn, but it does leave the Savior Monk alive. Alternatively, I play the Graveyard for next turn’s Fencers, then I can kill the Monk with Rook + Javelineer, and block with Thieving Imp. I prefer that, levelling up for Earthquake can wait until I’m more likely to hit buildings, either with Birds or the virtuoso ability granted by Maestro.
Teched cards: 2
T2: 2 x Nimble Fencer
T3: Bird’s Nest, Star-Crossed Starlet
Yuck, I should have put down the Haunt last turn. It’s expensive, but I think I just take out the Baron and Geiger, even if it leaves my Graveyard vulnerable in both ways. Teching a Thunderclap to see if I can rush heroes with virtuosos.
Oh, is dwarddd going for Metamorphosis? He’s got enough to worker, bring in a second hero, and fetch the spell from codex, so he can try for double meta while he techs in Plan B. Pretty nice. I can’t kill Vandy and tech up unless I sacrifice Rook, just before I draw his spells. Alternatively I maxband Rook and destroy the Heroes’ Hall. I’d delay Tech II again, though, and dwarddd could cast an expensive Snapback while still teching up. Sacrificing Rook instead leaves me with a half-dead hand next turn, but my Tech II would be up for two heroes, and if things are really dire I can fetch a Maestro or a Guide. I’m threatening hasted units first.
Star-Crossed Starlet
Bird’s Nest
Sacrifice the Weak
Thoughts
Nasty board to contend with, but I’m pretty happy with making dwarddd skip a worker here. I think my best option with this hand and Rook dead is to bring out Garth to fetch the Maestro, and play the Starlet for free. Purely a defensive play, but not too bad given my hand size. The alternative is to play Sacrifice the Weak and get rid of the SQL Twin, but I’d be going to a very small hand if I want to play the Starlet too, and Starlet + Skeleton on defence isn’t going to cut it. Do I want to skip the worker too, for hand size + extra Skeleton on defence? Given I’d be workering Sacrifice the Weak, it might not be a bad idea. At the least, it makes the Twilight Baron have to overpower into it.
Teching in Entangling Vines and Two Step for options to get past dwarddd’s big Tech I units, River’s midband should be useful too. If I skip a worker, I can tech in the other Guide later.
Get paid - ($9)
Garth Torken - ($7)
Maxband Garth, Maestro arrives from discard - ($1)
Star-Crossed Starlet for free
Garth raises a Skeleton - ($0) Skip worker!
Discard 2, draw 1, reshuffle, draw 3
Squad Leader: Maestro 3/5+1A (virtuosos are free and can exhaust to deal 2 building damage)
Scavenger: Star-Crossed Starlet 3/2 (virtuoso, 1 damage at upkeep, +1 attack per damage)
Lookout: Skeleton 1/1 (resist 0+1)
STARTING HAND
Temporal Distortion
Snapback
Fox Viper
Savior Monk(2/2a) healing 1
WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper
NextHand
Soul Stone
Argonaut
Aged Sensei(3/3) doomed
Dark Pact
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rambasa twin dies (to codex) to Maestro
Twilight baron kills Maestro, overpowers to kill skele, takes 2a dmg
Midband Max - ($6)
Max kills starlet, takes 3
rambasa deals 3 to your tech 2
Temporal Distortion rambasa into twilight baron 2 (yes! the whole initial dumb idea for making this deck has happened; i needed rambasa, the only other 4-cost tech 1 and temporal distortion in one deck so all specs were fixed lol) - ($4)
commit to the tech 1s- rehire rambasa and his brother comes back from codex - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Rambasa Twin(3/2a)
Elite:
Scavenger: Rambasa Twin(3/2)
Technician:
Lookout:
In Play:
Safe Attacking
Twilight Baron(4/2) overpower, no tech 2 or 3 units
Twilight Baroness (4/4)
L3 Max(2/1) sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
not gonna worker as it let’s me stay up on cards and get Max out, not gonna tech 2 because I won’t draw any next turn so Baron is better
Nice! I’m thankful you didn’t get some Tech II units down first, though
P1T7
Starting hand: 4
Nimble Fencer
Two Step
Thunderclap
Grounded Guide
Thoughts
Might as well worker Thunderclap if dwarddd’s sticking to expensive Tech I units. River + Two Step + Guide + Fencer is 10 gold, but I don’t lose anything even if I don’t use Two Step, so I might as well take a final worker here. Is it worth raising a Skeleton to try and draw a 2-cost card? I think so.
Teching in a Leaping Lizard, in case dwarddd goes for Gargoyles.
just realised you paid 1 to sac a skele with Garth which you don’t have to pay for; if you’re happy just to float 1 go ahead and see my turn but I understand if you wanna change more
My Turn
P2T7
Tech StartingHand Workers
TECH
Metamorphosis
Hero’s Monument
STARTING HAND
Argonaut
Dark Pact
Aged Sensei(3/3) doomed
Soul Stone
WORKERS
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Fox Viper
NextHand
Now!
Temporal Distortion
Training Grounds
Now!
Snapback
Discard
Soul Stone
Dark Pact
Aged Sensei(3/3) doomed
Argonaut
Metamorphosis
Hero’s Monument
Tech 2 card(s)
Get Paid - ($10)
hire vandy - ($8)
Soul stone already-damaged Baron - ($6)
They kill nimble Fencer, lose soul stone (now 4/4)
Baroness kills GG, you draw, takes 3a dmg
Rambasa destroys your tech 2 (it was on 2hp from last turn)
Maxband Max, he flickers rambasa aaaand his brother comes back again (u just can’t get rid of this guy) - ($4)
Max destroys your graveyard
Tech 2 Discipline - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Rambasa Twin(3/2a)
Elite:
Scavenger:
Technician: Rambasa Twin(3/2)
Lookout:
In Play:
Safe Attacking
Twilight Baron(4/4) overpower, no tech 2 or 3 units
Get paid + float - ($11)
Rebuild Tech II
Garth raises a Skeleton - ($10)
Garth sacrifices the Skeleton to draw
Star-Crossed Starlet
Thoughts
OK, so the Fencer and Starlet leave me with 6 gold, which is not enough to play Rook, Bird’s Nest, and Sacrifice the Weak all together, unless I play the latter before Garth dies. That requires me to kill both Twins with the virtuosos, so that it hits the health Baron. Then Garth trades with Vandy or the Baroness, and I bring in Rook for the Birds. Unfortunately, that pretty much dooms Rook to getting killed in retaliation, but I think it’s the best I can do. Do I want to kill Vandy, or the Baroness? Probably Vandy, since she’ll be hitting midband from Garth’s death otherwise. Either way, I’ll probably only have the Birds at the start of next turn, so this is going to be rough.
Nimble Fencer - ($8)
Star-Crossed Starlet - ($6)
Starlet sends SQL Twin to codex, dies
Fencer trades with Technician Twin, you draw
Sacrifice the Weak, Twilight Baron dies - ($4)
Garth trades with Vandy, levels fizzle
Garus Rook - ($2)
Bird’s Nest, Birds arrive - ($0)
Discard 1, draw 3
argh I can arrange this turn to deal 12 dmg to tech buildings but can’t knock two down after the game if anyone wants to show me that I’m missing something pls go ahead but for now I’ll leave the turn as it is apart from switching round attacks on tech 1/2 (leaving tech 1 on 1 hp
Get paid - ($10)
Rebuild Tech II
River Montoya - ($8)
Maxband River - ($4)
Skeleton Javelineer
Tower - ($1)
Birds hit Training Grounds down to 2 HP
Discard 2, reshuffle, draw 4
Squad Leader: River L5 3/4+1A (exhausts to sideline Tech 0/I units, Tech 0 units are cheaper)
Elite: Skeleton Javelineer 1+1/1 (javelin, use javelin to gain long range)
Bird #1 1/1 (flying)
Bird #2 1/1 (flying)
Base HP: 16
Tech I HP: 1
Tech II HP: 5 (Finesse)
Tower HP: 4