P2T2
Tech StartingHand Workers
TECH
Lich’s Bargain
Lich’s Bargain
STARTING HAND
Skeleton Javelineer
Deteriorate
Graveyard
Summon Skeletons
Pestering Haunt
WORKERS
Jandra, the Negator
Summon Skeletons
NextHand
Poisonblade Rogue
Lich’s Bargain
Pestering Haunt
Deteriorate
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Garth Torken - ($2)
Skeleton Javelineer - ($1)
Garth makes a Skeleton - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Skeleton 1/1+1A
-
Elite:
-
Scavenger: Thieving Imp 2/2
-
Technician:
-
Lookout: Skeleton Javelineer 1/1 (javelin rune)
In Play:
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Do I go for the Graveyard or not? I’d be limiting to adding a hero to the patrol, if so. That’s 9 attack needed to destroy it, there’s currently 4, so 5 more needed from midbanding Grave, Sensei’s Advice, Grappling Hook, and Nimble Fencers. Cheapest way is Nimble Fencer, boost it with Sensei to kill Imp, Smoker and another Fencers to kill my hero, then midbanded Grave destroys the Graveyard, total cost 4 gold and all attackers survive. I don’t think I can risk it.
I’m thinking Garth, Skeleton Javelineer, and a Skeleton. For tech options, I probably units with good stats. No point to Tax Collector here. That limits me to my Black units. Plague Spitter might be nice to keep Grave under control, Bone Collector’s nice if I get to do attack later. Hooded Executioner scales nicely later in the game, but I’m expecting Tech II Strength or Finesse, which both would spit out reasonably cheap units that he’d boost-kill at cost parity or worse.
What do I want to do for Tech II? Disease + Law opens up an interesting option where I insure Abominations, and shoot for Tech III for Gryphons. There’s something similar with Skeleton Lords, but Discord makes that far too risky to build up. If I want small buffer units, I’d probably be better off using Lich’s Bargain. OK, I’ll plan to go with Lich’s Bargain into Abominations with Insurance. And Lich’s Bargain only costs 2, so I could play it next turn and still afford to Tech up first. The worker loss would prevent a really quick Tech III, but would allow easy maxing of Garth for Death Rites. Sounds like a decent plan, let’s see if it survives contact. One Lich’s Bargain now, or two? I really need to draw one next turn, I’ll risk two.