dude, jaina cannot target heroes Level 7: → Deal 3 damage to a unit or building. ◎ •
Edit: Otherwise she would be super op, since she could safely snipe any startband hero, no matter if patrolling or not, making summoning one super expensive.
Boot Camp
Boot Camp
Nullcraft
Plasmodium
Neo Plexus
Fading Argonaut (bc1)
The Art of War (bc2)
Events of Turn:
Upkeep:
Get Gold (7+1scav)
Tech 2 cards in (except for turn 1)
All Teched Cards
Overeager Cadet, Flagstone Garrison
The Art of War x2
Boot Camp x2
Main:
Boot Camp Mox back to health, draw 1 (7)
Boot Camp Mox back to health, draw 1 (6)
The Art of War, Oni strikes down Jaina with great vengeance for his fallen warriors, levels fizzle (3)
Tech 1 (2)
Worker (1)
Workers
Plasmodium, Forgotten Fighter, Time Spiral
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Onimaru (6/5+3a lvl 8)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Soldier (1/1)
Hardened Mox (3/2 +)
Economy Info:
Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
The Art of War
Temporal Research
Tinkerer
Overeager Cadet
Boot Camp
End of Turn Discard
My Thoughts
Wither on the Mox makes it a little less sweet but nbd, I’ll take care of Jaina and probably destroy a tech 2 building next turn. He doesn’t have enough to max out Rook, and most likely I can make it to a Free Speech by the time he can. He’s deep on a cycle and way down on cards, I don’t have to worry about Nature Reclaims for a little while either.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Surplus - ($2)
Garus Rook - ($0)
Lobber hits your Tech I down to 4
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Rook L1 2/4+1A
Elite:
Scavenger: Firebat 3/3
Technician:
Lookout:
In Play:
Lobber 2/1 (haste, 1 damage)
Buildings:
Base HP: 20
Tech I HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
Yikes. I forgot about Juggermox. Think I’ll have to tech up to deal with that, but first I need to get my hand size back up. I’m thinking Archers to help block and to get some damage against Onimaru if he loops Art of War, plus I can try to get his base health down before the Mox gets out of control.
The Art of War
Temporal Research
Tinkerer
Overeager Cadet
Boot Camp
Nullcraft (bc)
Events of Turn:
Upkeep:
Get Gold (8+1float)
Tech 2 cards in (except for turn 1)
All Teched Cards
Overeager Cadet, Flagstone Garrison
The Art of War x2
Boot Camp x2
Main:
The Art of War, Oni strikes down Rook, levels fizzle (6)
Mox kills Firebat, you get 1g
Soldier trades with Lobber
Boot Camp mox, draw 1 (5)
Overeager Cadet
Tech 2 Peace (1)
Worker (0)
Workers
Temporal Research, Plasmodium, Forgotten Fighter, Time Spiral
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 4
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Onimaru (6/5+2a lvl 8)
In Play:
Battle Suits
Overeager Cadet (3/2)
Hardened Mox (4/3 ++)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 9
End of Turn Hand
The Art of War
Neo Plexus
Boot Camp
Fading Argonaut
End of Turn Discard
My Thoughts
I still get to own the board for 3g, well worth it IMO. Surplus is an interesting pick for him, almost worth just bludgeoning down but better to wipe down units. I won’t be able to Garrison draw forever with Nature Reclaims but I can still get enough out of it to hit tech 3 or just win via AoW I think. I pivot well to a Finesse plan anyway.
I’ll call it there, GG! Was planning for lots of targeted damage to deal with cheap Peace units or illusions, but completely forgot about Juggermox. Should’ve teched a Tiny Basilisk.
I’m game to try a few more, though I do feel like there’s almost fewer viable strats in draft than in blind pick (or maybe I’m just not creative enough lol)
I think it might help weaken some of the stronger decks, e.g. Nightmare, if they have a strong counterpick, e.g. partial Miracle Grow, but the variety of specs chosen might generally be smaller. I’m not at the skill level where I’m sure on that. Changing decks each game is good for me learning new specs.
I’ll finish up with Anarchy and Past for [Necromancy]/Anarchy/Past, back to you!
Thoughts
Not sure how this will do against FrozenStorm’s picks, but I want to see if running this deck with Zane has more legs than with Grave. If I get the opportunity, I want to see how viable Maximum Anarchy into Resurrector + Second Chances is, but I’ll need to set up with Taxmen or Necromancy I units first.
Sounds fun! We had a quiet weekend at home nursing a sick daughter.
GLHF!
P2T1
StartingHand Workers
STARTING HAND
Graveyard
Summon Skeletons
Pestering Haunt
Thieving Imp
Deteriorate
WORKERS
Summon Skeletons
NextHand
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Skeletal Archery
Discard
Deteriorate
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Pestering Haunt
Thieving Imp, you discard card #1 of 5 - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp 2/2+1A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt 1/1 (unstoppable)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 1
Workers: 6
Thoughts
Apart from the Meta + Finesse nonsense from last game, I now also need to worry about Meta + Rook, or max Rook in general. Going to be leaning on Nether Drain and Doom Grasp pretty heavily here, I suspect.
OK, things my deck can do if allowed:
Permanent banish, due to Prynn + Nether drain. Not limited by unit tech level, could be great against Finesse if I can pull it off.
Second Chances + Blackhand Resurrector for a lot of cheap maxed heroes. Requires the hero to die first, but Zane is expected to suicide at some point anyway, so I can at least keep spamming him, if not Prynn and Garth’s excellent maxband abilities. SC sort of works with Sharks too, if I want to go for those, but makes Chameleon Lizzo a bad idea.
Skeleton Lord to pull out a cheap Tech III, when I have access to both Gunships and Ebbflow Archons. Probably not viable this game, due to Discord, Thunderclap, and DeGrey.
Slow Time Generator might be decent if FrozenStorm doesn’t go with Finesse for Maestros.
Maximum Anarchy gives me another decent option to deal with Tech IIIs and heroes, while also getting Zane killed for resurrection later.
Lich’s Bargain / Skeletons and Chaos Mirror could be decent? Discord is still a problem, though.
I’ll want to open my techs with at least one Taxman, in case of Birds/Gargoyles later.
I think set up without a hero for now, they’d probably just get killed by Vandy, and I want to think more about who to open with.
Too early for a Zane attack to do much, so I’ll open with Garth ready for hitting Vandy with a Nether Drain or a Doom Grasp. In the meantime, I can put some Skeletons up for defence, if I’m lucky it’ll make FrozenStorm go for weenie counters.
… Hmm, no Taxman in my hand. I might need to make use of some spells if I have a chance of keeping Vandy in check.
Vandy kills Garth, maxbands and dooms Haunt and Tenderfoot
Helpful Turtle (1)
Worker (0)
Workers
Brick Thief, Spark, Fruit Ninja
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Helpful Turtle (1/2)
Lookout:
In Play:
Vandy (4/5 lvl 5)
Tenderfoot (3/3 doomed)
Timely Messenger (2/1)
Economy Info:
Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Older Brother
Gargoyle
Dark Pact
Granfalloon Flagbearer
End of Turn Discard
My Thoughts
Well I got Vandy to maxband, so that’s a plus I guess. Let’s see if I get Gargoyle. Going to tech the other one and a Soul Stone (so DG and StW can’t just ice them). I suppose Past makes them kind of bad though…? Idk we have vandy threat possible with what’s in hand too, so they compliment that plan well
Oh ya huh lol. In that case, I will Bloom the Messenger, and doom tenderfoot after. Gimme a minute and I’ll redo stuff
EDIT Okay, redrew the rs cards since Messenger is on the board, Tenderfoot doomed and Messenger waiting for Haunt to trade with him. Back to you, sorry about that
Eh. At least I drew into a Taxman. With Vandy at maxband, I might as well bring out Zane here for some quick damage, it gives FrozenStorm a card but Dark Pact means he’ll have good draw regardless. Sticking to the plan, Heroes’ Hall should ensure I can get Garth back out.
Teching Doom Grasp and Nether Drain as planned. Or do I put in Origin Story and Undo/Emblem to speed up the process of getting all my heroes killed? No, let’s get the Nether Drain in, and then I’m better set up for perma-banish.