Carrion Curse
Spectral Tiger
Macciatus, The Whisperer
Summon Skeletons
Tech 2 card(s)
Get Paid - ($10)
Hire Midori - ($8)
Machiattus kills Vir, lvls to Midori, takes 2 dmg
Midband Midori - ($6)
Mirror(now 2/3) hits Max, takes 2 dmg
Orpal sacs Mirror to try and put a - rune on Nullcraft, but nullcraft dies when targeted, maxband Doesnt trigger
Quince makes another Mirror - ($4)
Deterioate the Elite Void Star, it withers away and dies
Sacrifice the Weak, my mirror and your lookout Void Star are deemed weak and destroyed - ($2)
Spectral Rocs destroy your tech 2 and 1 buildings, base to 14
Quince trades with Max, Midori to lvl 7, spectral roc mirror is trashed, dreamscape is over
Orpal destroys your tech 3 (it had 3 dmg on it from last turn)
Maxband Midori - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: L8 Midori(4/5) aura, flying on my turn
In Play:
L6 Orpal Gloor(2/5)
Machiattus(3/1) my illusions get +1/+1 and dont die to targeting,
Spectral Roc(5/6) flying
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 15
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
they had no tech 3 card last turn, so I think I win
next turn: carrion curse + tiger + tech 3, turns after: I have quince again and there are two dreamscapes and two liberty gryphons in deck… as long as i have one of them I can either stall or destroy
Well, sometimes the heart of the cards is still angry about the night before… GG, cool control deck! I’m inclined to try again, but this time as mono-red
Hey, really sorry for abrupt afk! Mono-red sounds good (lots of targeting if I go for illusions this time :0 ). I’ll go first this time since we seem to be alternating and do my turn shortly.
STARTING HAND
Summon Skeletons
Poisonblade Rogue
Graveyard
Thieving Imp
Deteriorate
WORKERS
Poisonblade Rogue
NextHand
Pestering Haunt
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Skeletal Archery
Discard
Graveyard
Summon Skeletons
Deteriorate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
theiving Imp, dw im not trying to repeat last game’s hand-munching, it’s just the way the starter hand split xd, discard number 4 - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Thieving Imp(2/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
First thoughts are that I should make use of Midori’s midband with either skeletons or illusions and see if I can play a more offensive game… however i seem to have slipped straight back into slowing it down with an imp xd
Hmm tech 1 is expensive with multi, i think i should go haunt and hero for the board presence but I don’t see too much value in Midori’s spells yet so just a normal tech
attacking just seems to be inefficient, even though i am scared of spells id rather trade with a brogre as it attacks something with 2 atk (i.e. all my patrollers) instead of waste a haunt on it
STARTING HAND
Skeleton Javelineer
Deteriorate
Summon Skeletons
Wandering Mimic
WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
NextHand
Sacrifice the Weak
Wandering Mimic
Graveyard
Crypt Crawler
Dothram Horselord
Tech 2 card(s)
Get Paid + scav gold - ($8)
Worker - ($7)
Tiny basilisk runs past SQL to kill Drakk, my base to 19, midori midbands
Tech 2 Balance - ($3)
Maxband Midori - ($0)
Mirodi and Haunt destroy your tech 2 (btw your tech 1 is on 4hp from Haunt last turn)
Tiny Basilisk(1/1) tech 0s cant see it, deathtouch
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
annoying I can’t have Orpal out to make summon skeletons cheaper becasue even with Midori’s midband it’s not worth 4g
Midori + haunt is too dangerous a combo for them to leave around so I reckon they will focus on them an I should have a tech 2 next turn; that’s how I’m teching
STARTING HAND
Crypt Crawler
Sacrifice the Weak
Graveyard
Dothram Horselord
Wandering Mimic
Thieving Imp(2/2)
WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
NextHand
Sacrifice the Weak
Summon Skeletons
Spectral Flagbearer(2/2)
Deteriorate
Dothram Horselord
Tech 2 card(s)
Get Paid, tech draw - ($8)
Hire Dothram Horselord - ($5)
Hire Crypt Crawler - ($3)
Build a Tower - ($0)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Dothram Horselord(6/5a) overpower, upkeep: joins the strong
Elite:
Scavenger: Crypt Crawler(3/3) sparkshot, payn1 to ground a flyer
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
sad that there’s no Zane for a mimic to copy Haste off, i don’t thinj mimic is worth 4 g right now, will go Crypt crawler and a hero i thinj wait they have anarchy tech 2, i need a tower; i think at least by playing offensively with horselord i can stop them tech rushung
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Jaina to maxband - ($4)
Play Disguised Monkey - ($2)
Play Disguised Monkey - ($0)
Tap Jaina to murder Crypt Crawler; you gain 1g
On your upkeep, Horselord joins my forces
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Disguised Monkey 3+1/3 (Haste)
Scavenger:
Technician: Disguised Monkey 3/3 (Haste)
Lookout:
In Play:
Jaina 4/3 L7 (Sparkshot, Tap to deal 3 dmg)
Bombaster 2/1 (1g + sac for 2 dmg)
Dothram Horselord 6/5 (Overpower, Upkeep: joins the strong)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Anarchy)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Horselord + Tower was a cool play! Fortunately, jaina lets me skip the horse despite the tower. Now it seems tough for my opponent to come back unless they can get flying for their mimics.
ahhh that’s GG, well played
I was kinda expecting you to get the horselord this turn but hoping I could persuade it to rejoin on the next… if i’d drawn a mimic I could’ve matched your total attack by your upkeep with a stealthy, hasty, overpower mimic but I was not so lucky anyway
I’m still down for another game if you are; I want to try this deck with a slight change: [Disease/Truth/Blood]
Did you have a means of granting mimics stealth? I went with monkeys because I figured the stealth expires at end of turn… Anyway, let’s try it with blood! Very scary stuff, haha. Do you want to be P1 again?