Not a bad split with Tenderfoot in my 1st hand and my choice of Brother/Wither/Messenger in the 2nd. Planning to go for birds despite the risk of Nature Reclaims, and maybe a Tiny B if cstick brings Vandy in, though Lobbers are a good counter… Fencers might also work out.
STARTING HAND
Skeletal Archery
Pestering Haunt
Deteriorate
Summon Skeletons
Graveyard
WORKERS
Skeletal Archery
NextHand
Skeleton Javelineer
Jandra, the Negator
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
Discard
Summon Skeletons
Deteriorate
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Vandy - ($2)
Play Pestering Haunt
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: L1 Vandy (3/3)
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 2
Workers: 6
Thoughts
Hm. There’s no way any hero that I play is going to survive, but I also don’t have any good units to play this turn. I guess I have to put out a hero to sac to Rook. Vandy is the fodder of choice because she’s the most dangerous if she lives, and she’s going in Elite so that he has to spend a spell to kill her to stop Rook from getting counter-killed by Haunt. Skeletal Archery is potentially useful against birds, but I don’t want to worker Deteriorate or Graveyard, and if I worker Summon Skeletons then Archery is useless, so it’s getting workered.
Just from looking at his Codex, my guess is that his plan is to go birds + fencers + flying hasty mimics. I’m not sure if I want to go balance or fire tech 2. Balance gets me my own fliers, and is what I usually go for with this deck. Fire still has a flier in Molting Firebird, and Bamstamper Lizzo could be useful as well. Either way, a Tower seems important to keep birds at bay and whittle down his attackers, and Moment’s Peace is probably also going to be very good. For the immediate future, I’m planning on teching Tiny Basilisks to keep Rook under control.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook hits Vandy, both survive with 1 health
Timely Messenger, trades with Vandy, Rook to lvl 3 - ($3)
Tenderfoot kills Haunt
Tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook lvl 3 (2/1)
Tenderfoot (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
I’d rather nip the Vandy threat in the bud, and free up a tech choice from Tiny B to Fencer, which I hope would be more versatile. I’m planning to HH next turn, and maybe tech Discord if I suspect cstick is going for Tiny B’s of his own.
…
Got both teched cards, but I can’t afford both along with HH and midband Rook. I’ll probably pass on the Fencer.
Helpful Turtle
Nimble Fencer
Bloom
Wandering Mimic
Two Step
Tech 2 card(s)
Get Paid + float - ($7)
Discard #4
Worker - ($6)
Birds’ Nest, summon Big Bird and Tweety - ($4)
Rook to midband - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rook lvl 5 (3/5A)
Elite:
Scavenger: Tweety (1/1)
Technician: Tenderfoot (1/1)
Lookout: Big Bird (1/1)
In Play:
Birds’ Nest
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 7
Thoughts
That Imp play delays my cycle, so maybe I should start thinking of my tech 2’s? Not sure I’ll be able to afford it next turn, though. So I’ll tech one card as if I will and one as if not: Mimic and Two Step should both mesh well with birds.
Best case scenario, I bring in River next turn and tech up. But if a Tiny B gets played, which I kind of expect, I’ll need to Wither it, and probably delay teching.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Birds and Tenderfoot trade with Vandy, you get 1 gold, Rook to lvl 7
Wither Tiny Basilisk - ($4)
Tech 2 (Balance) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Rook lvl 7 (3/5A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Birds’ Nest
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
If I Wither the Tiny B and kill Vandy, I’m pretty sure there’s nothing in cstick’s codex that can let the thing deal any damage. Which means I could tech up in relative safety.
…unless cstick pre-teched a CoL, as a Potent B could be really bad for me right now. But I’m gonna gamble he went for a 2nd Tiny B or a Lobber instead.
Pity I can’t afford the last lvl on Rook, but with my birds on cooldown I couldn’t get instant value out of Earthquake anyway. Getting a 2nd Mimic and a Fairie Dragon to maximize my odds of drawing a tech 2 thing.
…
Harsh reshuffle draw… might have to pour gold into heroes next turn.
Tech 2 card(s)
Get Paid - ($8)
New Big Bird and Tweety
Worker - ($7)
Rook to maxband - ($6)
Midori - ($4)
Float ($4)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Rook lvl 8 (4/6A)
Elite:
Scavenger: Midori lvl 1 (2/3)
Technician: Big Bird (1/1)
Lookout: Tweety (1/1)
In Play:
Birds’ Nest
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 5
Gold:
Gold: 4
Workers: 9
Thoughts
I’m beating myself up for not teching a Discord last turn instead of Fairie Dragon…
What sucks is not just that I whiffed all my tech 2’s, but also that I drew my hasty guys prematurely. If I play them now, I risk giving haste to cstick’s Mimics, but if not, I don’t have a way of giving it to my own.
Rook might die if cstick brings in maxband Vandy, but that would leave him a gold short of playing the scarier tech 2’s, and a unit short of CoL. So I’ll just float some and hope some of my guys survive to attack.
…
Mimics are fine, but I might find myself going for Brick Thief + maxband Midori.
Tech 2 card(s)
Get Paid - ($9)
Play Vandy - ($7)
Play Dark Pact
Tiny Basilisk trades with one of Rook’s lives
Play Soul Stone on Withered Basilisk - ($5)
It trades the stone with Rook’s other life, Midori to L3, Bird’s Nest to discard
Javelineer plinks Midori with Javelin
Midori kills himself and levels to 5
Play Potent Basilisk - ($1)
Imp hits your Tech 2 to 3
Worker - ($0)
Tech 2 card(s)
Get Paid - ($11)
Potent Basilisk trades with one of Rook’s lives
Play Jaina - ($9)
Vandy grabs Metamorphosis from my codex - ($8)
Metamorphosis - ($2)
Midori kills Rook’s other life and takes 1 from the Tower
Tiny Basilisk - ($0)
Midori flies over and hits your base fo 6 and uses up the Tower’s detection, then Vandy sneaks through for another 6 and finishes you with Dark Pact.
Not the opening hand I was hoping for… If it weren’t for the multi-color tax, I would’ve towered up. As it is, I’ll just drop some cannon fodder to pick up the patrol goodies.