Tech 2 card(s)
Get Paid - ($8)
Garth makes a Skeleton and sacs it to draw - ($7)
Crashbarrow - ($4)
Crashbarrow trades with Huntress and overpowers into Scribe
Garth casts Deteriorate on Scribe, you draw a card
Zane - ($2)
Zane kills Prospector
Javelineer uses rune and deals 1 damage to Bigby at long range
Pestering Haunt trades with Bigby, Zane to L3
Bone Collector and Garth break Tech I, your base to 17, I get a Skeleton
Bone Collector #2 - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bone Collector #2 (3/3A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
L7 Garth (3/1)
Bone Collector #1 (3/2)
L3 Zane (2/1)
Skeleton Javelineer (1/1, no rune)
[B]Buildings:[/B]
GG, I concede. There is no way I come back from this.
I found it very difficult to find any good opening after that Turn 1… Probably two units would be the best answer, but my starting hand didn’t offer me that option. :-/
Why didn’t you play Ironbark Treant? You said in your thoughts that it loses badly to Sac the Weak, but I don’t think that’s true. I already have a skeleton on the board, so I’m paying 3g+card for your 3g+card. P2 usually wants to take even trades every time as they have an economic advantage. And there’s only a 50% chance I have Sac the Weak…
You’re probably right, I was worried about your board presence being too overwhelming if you get to clear my whole board, but I also think I didn’t properly count your options, because with 5 gold there is nothing left after Worker (1), Tech I (2), StW (2).
Well, I guess my intuition is seriously off after not playing for a while and I need to go back to counting every single gold and all details!