grave aged sensei…darn it. well, thank god i have deteriorate this hand, looks like ill need to go down on cards and tech in doubld dark pact first thing.
this might t me up for a good metamorphosis run, or blackhand resurrector? basically anything except skeletons.
Should’ve patrolled Sensei in lookout…
I have to assume codexnewb has StW in hand, which makes this a tricky board state. I’ll have to patrol 2 units to keep Grave alive. But if Imp drops in next turn, I’ll be left dangerously low on cards. I guess I can build HH and midband Grave, in that case?
hmm, nice counter. since he went down on cards, ill committ to the IMp strategy. force him to put resources into grave. im committing to delaying tech 2 at this point. however, i can keep up some nice pressure if i draw into dark pacts though. im hoping to disuade him from kills Imp since i can replay him from graveyard.
STARTING HAND
Morningstar Flagbearer
Sparring Partner
Grappling Hook
Safe Attacking
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
NextHand
Aged Sensei
Rambasa Twin
Sensei’s Advice
Discard
Grappling Hook
Safe Attacking
Young Lightning Dragon
Training Grounds
Tech 2 card(s)
Get Paid + float - ($7)
Discard #1
Worker - ($6)
Grave to midband - ($4)
Grave kills Imp, which goes to Graveyard
Sparring Partner - ($3)
Float ($3)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Smoker (1/1A)
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
In Play:
Grave lvl 3 (3/2)
Savior Monk (2/2)
Buildings:
Base HP: 20
Tech I HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 4
Gold:
Gold: 3
Workers: 7
Thoughts
Codexnewb can replay Imp straight away, but that’ll delay his tech 2. If he does, I can pour gold into Grave or Sparring. He could clear most of my board with Deteriorate and StW, but that’ll refill my hand and as far as I can tell still wouldn’t give him a shot at Grave.
STARTING HAND
Poisonblade Rogue
Deteriorate
Summon Skeletons
WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
NextHand
Sacrifice the Weak
Skeletal Archery
dark pact
Discard
Summon Skeletons
Deteriorate
Bone Collector
Bone Collector
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 1 - ($5)
summon skeletons - ($2)
max vandy, boost smoker, returns to your hand, and SK #1
Haunt pings your tech 1 to 3 hp
Float ($2)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: SK #2 (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: SK #1 (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
PH (1/1)
Graveyard (3HP) (TI)
Vandy, lvl 5, (4/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
hifting gears to make sure i tech 2 next turn. threaten meta, really just want to use dark pact. hopefully ha doesnt have sensei’s advise AND grapling hook.
STARTING HAND
Sensei’s Advice
Aged Sensei
Rambasa Twin
Smoker (bounced)
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Smoker
NextHand
Young Lightning Dragon
Aged Sensei
Snapback
Mind-Parry Monk
Tech 2 card(s)
Get Paid + float - ($10)
Smoker bounced to my hand
Savior Monk heals Grave for 1
Worker - ($9)
Tech 2 (Discipline) - ($5)
Rambasa Twins - ($1)
Sparring Partner spars with Grave for +1
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Rambasa Mario (3/2A)
Elite:
Scavenger: Rambasa Luigi (3/2)
Technician:
Lookout: Savior Monk (2/2)
In Play:
Grave lvl 3 (4/4), +1
Sparring Partner (2/2)
Buildings:
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I’m not really sure what codexnewb is going for here. Even if he has Meta in hand, which I doubt, it’s not particularly scary with just 1 hero out. I think I’ll just take the pause in pressure as an opportunity to tech up and flood the board in a card-efficient way.
STARTING HAND
Skeletal Archery
Sacrifice the Weak
dark pact
dark pact
Bone Collector
Bone Collector
Summon Skeletons
WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons
NextHand
Deteriorate
necromancer
necromancer
dark pact
Tech 2 card(s)
Get Paid + float - ($10)
skeleton dies
tech 2 necro - ($6)
dark pact, my base to 18, draw 2
dark pact, my base to 16, draw 2
Bone Collector #1 - ($4)
Bone Collector #2 - ($2)
worker - ($1)
Vandy kills SQL Rambasa, returns to your codex
Haunt pings tech 1 to 2
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: SK #1 (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Bone Collector #1 (3/3)
[I]Technician[/I]: Bone Collector #2 (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
PH (1/1)
Graveyard (3HP) (TI)
Vandy, lvl 5, (4/2)
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
since he went discipline, ill go SK’s, Necro’s, and CC’s.
Tech 2 card(s)
Get Paid + float - ($9)
Savior Monk heals Grave for 1
Worker - ($8)
Sparring Partner kills SQL skelly
Grave readily kills scav BC, sparkshots technician, BC to Graveyard, you get 1 gold
Savior Monk trades with technician BC, which goes to Graveyard, you draw
Rambasa trades with Vandy, returns to codex, Grave to lvl 5
Young Lightning Dragon - ($5)
Rook - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rook lvl 1 (2/4A)
Elite:
Scavenger:
Technician: Young Lightning Dragon (3/3)
Lookout: Grave lvl 5 (4/2), +1
In Play:
Sparring Partner (2/1)
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 9
Thoughts
I can either kill Vandy or break the Graveyard. I think Vandy is the bigger immediate threat, and even though Graveyard lets codexnewb stay ahead in resources (not to mention all the patrol goodies I’m giving him…), I’m pretty much in command of the board.
Necro tech 2 has no obvious answers to YLD, and isn’t very strong when played from behind IMHO. I might need to bully through a wall of cheap patrollers, so Thunderclap might come in handy. I find Focus Master to be weaker than Mind-Parry, but it could be nice to have different options.
Garth might come out swinging a Doom Grasp, but I’m not giving him great options for that. Granted, Mind-Parry could prevent anything of that sort, but I need YLD to deal with backline threats like Necromancer and Skeletal Lord.
STARTING HAND
Young Lightning Dragon
Sensei’s Advice
Training Grounds
Safe Attacking
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Smoker
Aged Sensei
NextHand
Jefferson DeGrey
Jefferson DeGrey
Grappling Hook
Mind-Parry Monk
Tech 2 card(s)
Get Paid + float - ($10)
Skip worker
YLD kills Necro #1, you get skeleton #3, your Graveyard overflows and explodes
Grave to maxband, he heals - ($8)
Grave readily kills BC, you get skeleton #4
Grave chucks his sword to kill Necro #2
Training Grounds, my heroes get +1 ATK - ($7)
Young Lightning Dragon #2 - ($4)
Setsuki - ($2)
Tech Lab (Strength), my base to 18 - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Setsuki lvl 1 (2/3A)
Elite:
Scavenger: Rook lvl 1 (3/4)
Technician: Young Lightning Dragon (3/3)
Lookout:
In Play:
Grave lvl 7 (6/3), +1
Young Lightning Dragon (3/3)
Training Grounds (4)
Buildings:
Base HP: 18
Tech I HP: 2
Tech II HP: 5 (Discipline)
Tech Lab HP: 4 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Option 1: go straight for base, and hope codexnewb doesn’t get answers to YLDs in time. He could dig for answers with DPs, but that brings him further down on HP. Still, it’s a risk, and I don’t have any options for direct damage from hand, in case my board gets wiped.
Option 2: kill some fools. It’ll give codexnewb a bunch of skeletons to work with, which he’s guaranteed to buff, maybe twice. With four 3/3’s he could tear through my heroes, but he might not have enough gold left to deal with the YLDs.
Option 3: break tech 2. He’ll have to work pretty hard to get through my heroes with unbuffed skeletons. OTOH, he’ll have a bunch of other options, with the hero of his choice and a board full of units. And next turn I’ll be in the same spot, or worse.
…
I’ll go with option 2, which is the most proactive, and try to patrol in a way that guarantees that at least one of my heroes survive.
…
After the draw: I don’t think he could punch through my patrol AND break tech 2. Which means his skeletons are toast.
STARTING HAND
dark pact
Sacrifice the Weak
netherdrain
Skeletal Archery
dark pact
skeletal lord
Deteriorate
dark pact
WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons
NextHand
dark pact
lord of shadows
Necro #2 (3/3)
skeletal lord
Bone collector
Tech 2 card(s)
Get Paid + float - ($10)
adjusted gold, start with 10, not 12 due to float mistake last turn
Vandy - ($8)
Garth - ($6)
dark pact, my base to 14 draw 2
Skeletal Lord, SK’s now 2/2 - ($3)
SK #1 and Sk #2 trade with Sets, Vandy to lvl 3
Netherdrain Grave (now lvl 5 5/2 (midband, 1 rune, 3 damage)), Vandy to maxband, boost SK #3, nothing to boost on your side
boosted/doomed SK #3 kills Rook, Garth to lvl 3
SK #4 walks under YLD, trades with Grave, Garth to lvl 5
sacrifice the weak, sacrifice my doomed skeleton and your back board YLD - ($1)
tech lab disease - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeletal Lord (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Vandy, lvl 5, 4/5
[I]Technician[/I]: Garth, lvl 5, 2/4
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Necromancy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 10
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
well, that is the best i can do. lets hope he has a ton fo spells in hand and that i draw a lot of tech 1’s next turn.
tech lab is for candy distraction. also can resurrect crow if i need to.
I’ll just assume you skipped the tech lab, let me know if you want to change anything and we can roll back if it’s a big change.
P1T7
Tech StartingHand Workers
TECH
Oathkeeper of Kor Mountain
Speed of the Fox
STARTING HAND
Grappling Hook
Jefferson DeGrey
Mind-Parry Monk
Jefferson DeGrey
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Smoker
Aged Sensei
NextHand
Focus Master
Savior Monk
Snapback
Sensei’s Advice
Discard
Young Lightning Dragon
Grappling Hook
Jefferson DeGrey
Oathkeeper of Kor Mountain
Speed of the Fox
Tech 2 card(s)
Get Paid + float - ($10)
Scav gold - ($11)
Skip worker
Mind-Parry Monk - ($6)
Jefferson DeGrey, no tokens left to destroy… - ($3)
Buff YLD X2 - ($1)
YLD breaks tech 2, your base to 12
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Jefferson DeGrey (4/3A)
Elite:
Scavenger:
Technician: Mind-Parry Monk (5/4)
Lookout:
In Play:
Young Lightning Dragon (3/3)
Training Grounds (4)
Buildings:
Base HP: 18
Tech I HP: 2
Tech II HP: 5 (Discipline)
Tech Lab HP: 4 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 5
Gold:
Gold: 1
Workers: 9
Thoughts
Black is ruthless… if I leave Vandy alive, he can Meta and bring my base down to 7 HP. If I leave tech 2 up, he can refill the board with Necromancers and what not, and lock me out of the game.
If he goes for Meta, at least I get to keep my units?
edit: no blackhand resurrector, plague spitter instead.
"P2T7
Tech StartingHand Workers
TECH
metamorphosis
metamorphosis
STARTING HAND
Bone collector
Necro #2 (3/3)
skeletal lord
lord of shadows
dark pact
Sacrifice the Weak
Deteriorate
WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons
lord of shadows
NextHand
Theiving Imp
dark pact
skeletal archery
Graveyard (3HP)
netherdrain
Discard
dark pact
metamorphosis
metamorphosis
Skeletal Lord (3/3)
Sacrifice the Weak
Deteriorate
skeletal lord
Necro #2 (3/3)
Tech 2 card(s)
Get Paid - ($9)
rebuild tech 2, my base to 12
dark pact, my base to 10, draw 2
Vandy kills president Jefferson
Skeletal lord runs into Mind Parry Monk
sacrifice the weak, kills your YLD - ($7)
garth makes a skeleton - ($6)
max garth, plague spitter from codex - ($4)
garth trades with MPM, lvls fizzle
bone collector - ($2)
worker - ($1)
tech lab disease - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Bone collector (3/3)
[I]Technician[/I]: Plague Spitter (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy, lvl 5, 4/1
SK (1/1)
[B]Buildings:[/B]
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech Lab HP: 4 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
hmmm, i think im up a creek. maybe i can use max orpal next turn, tap BHR to bring out max garth. that’s my only shot, because he is about to drop some tech 2’s and a max hero, robably rook