Casual Holy (Purple) vs. PetE (Black)

White starter lacks good defensive units against Black’s ability to degrade cheaply. Neither of your initial techs (Thunderclap, Sparring Partner) establish a board presence, which is a problem when you’re also spending $2 on a Heroes Hall that has no immediate impact. For P2 White against aggressive decks, 2 x IPNs can be a good tech on T2 – since you likely won’t have much else other than a hero they can easily be 4/4 or 5/5 for $3. Then put any additional $$ into levelling Rook if it looks safe.

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I can play purple or red against your black, blue against anything other than black or play black against whatever you want, if you want to play again. I don’t have it in me to start learning white now - I played a little bit a while ago but I don’t really know them, and don’t like them enough to really learn. I’d love to play black but you said you wanted to play black so I’m also happy to play purple/read against black.

Sure – I’ll switch to White against your choice. Feel free to start off.

GLHF

"P1T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Pestering Haunt
Graveyard
Thieving Imp
Deteriorate


WORKERS
Jandra, the Negator


NextHand

Summon Skeletons
Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak


Discard

Deteriorate
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Imp, discard #1 - ($0)
Haunt

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Thieving Imp 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
    "

GLHF !

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Savior Monk
Snapback
Grappling Hook
Morningstar Flagbearer
Safe Attacking


WORKERS
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand][spoiler]
Aged Sensei
Smoker
Fox Primus
Sensei’s Advice


[/spoiler][/details]

[details=Discard][spoiler]
Grappling Hook
Snapback
Safe Attacking


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Saviour Monk - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Savior Monk (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]


I’m OK with being Imped as P2 White – can build up hand size by putting $$ into Rook, and Imp’s 2/2 stats leave it quite vulnerable to Rook along the way.

[/spoiler][/details]

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak
Skeletal Archery


WORKERS
Jandra, the Negator
Skeleton Javelineer


NextHand

Summon Skeletons
Poisonblade Rogue
Deteriorate
Bone Collector
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Haunt hits your base for 1
Garth - ($2)
Garth makes a skele - ($1)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp 2/2A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
  • L1 Garth 1/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Want to tech Nether drain next to deal with Rook. also thinking of heroes’ hall here, perhaps get Orpal out. Plauge Spitters would be good to deal with Rook as well so next tech should be Nether Drain and Plague Spitter. The turn after I should be thinking of maxing Garth for a free summon, which can be Twilight baron if I’m going for T1+HH or something like a Gorgon if I’m expecting a heavy hero play

"

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Entangling Vines


STARTING HAND
Smoker
Sensei’s Advice
Aged Sensei
Fox Primus


WORKERS
Morningstar Flagbearer
Fox Primus


[/spoiler][/details]

[details=NextHand][spoiler]
Aged Sensei
Bird’s Nest
Fox Viper
Snapback


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sensei’s Advice buffs Saviour - ($4)
Monk kills Imp
Rook to mid - ($0)
Rook walks by patrol to kill Garth, to lvl 7

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook lvl 7 (3/4)
  • Savior Monk (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Worth delaying Tech1 build for the walk-by hero kill. Teching Rook spells, Bird’s Nest and Entangling Vines.

[/spoiler][/details]

"P1T3


Tech StartingHand Workers

TECH
Plague Spitter
Sickness


STARTING HAND
Poisonblade Rogue
Deteriorate
Sacrifice the Weak
Summon Skeletons
Bone Collector


WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue


NextHand

Graveyard
Bone Collector
Skeletal Archery
Sickness


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Orpal - ($3)
Bone Collector - ($1)
Deteriorate the Monk
Haunt hits your base for 1

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton 1/1A
  • :psfist: [I]Elite[/I]: Orpal 2/3
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bone Collector 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Switch to Orpal. Plaugue Spitter could be good, and might go to tech 2 disease instead of heroes’ hall. He got some free levels and I expect him to kill the skele next turn and lay down some defenses such as Rambasa (I patrol the skele in SQL so that he can’t do much with grappling hook - either he moves the skele out of the way and takes 2 runes, or he grapples Orpal out of elite and has to kill the skele). If I draw my sickness, that can be bad for him. Another option for him is to go for birds + earthquake, which is another reason why the Spitter will be good (though birds can die very quickly to spreading diseases).

"

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Training Grounds
Vigor Adept


STARTING HAND
Fox Viper
Aged Sensei
Bird’s Nest
Snapback


WORKERS
Morningstar Flagbearer
Fox Primus
Fox Viper


[/spoiler][/details]

[details=NextHand][spoiler]
Sensei’s Advice
Grappling Hook
Safe Attacking
Entangling Vines


[/spoiler][/details]

[details=Discard][spoiler]
Savior Monk
Snapback
Aged Sensei
Training Grounds
Vigor Adept


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rook to max - ($5)
Bird’s Nest, summon Birds - ($3)
Tech1 - ($2)

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 8 (4/6 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird (1/1)
  • :pschip: [I]Technician[/I]: Bird (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

[details=Thoughts][spoiler]


Glad he didn’t play a Plague Spitter to degrade Rook straight away. I’ve Vines coming up in deck as a likely draw if he plays one next turn.

[/spoiler][/details]

"P1T4


Tech StartingHand Workers

TECH
Death and Decay
Gorgon


STARTING HAND
Bone Collector
Skeletal Archery
Graveyard
Sickness


WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Graveyard


NextHand

Summon Skeletons
Sacrifice the Weak
Deteriorate
Thieving Imp 2/2A


Discard

Pestering Haunt 1/1
Sickness
Bone Collector
Skeletal Archery
Death and Decay
Gorgon


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Midband Orpal - ($4)
Orpal casts Sickness on Rook and Scav bird, bird dies and Rook at 3/5A - ($2)
Haunt scrapes the armor off of Rook
Orpal attacks giving Rook 2 more runes, Rook at 1/3
Sac a skeleton to place a rune on Technician bird
Max Orpal to heal - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bone Collector 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Orpal 2/5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

You sac’d the Skeleton, so it shouldn’t be on the board.

right. I had different versions of this turn, and some of the had the bone collector attack. I’ll just edit.

Let’s see if you’re going to make me wish I did that other thing…

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Training Grounds
Young Lightning Dragon


STARTING HAND
Grappling Hook
Entangling Vines
Safe Attacking
Sensei’s Advice
Smoker


WORKERS
Morningstar Flagbearer
Fox Primus
Fox Viper
Safe Attacking


[/spoiler][/details]

[details=NextHand][spoiler]
Training Grounds
Sensei’s Advice
Aged Sensei
Snapback
Vigor Adept


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav, tech draw - ($11)
Resummon Birds
Worker - ($10)
Entangling Vines on BC - ($7)
Tech2 Discipline - ($3)
Heroes’ Hall - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Rook lvl 8 (2/3)
  • :ps_: [I]Scavenger[/I]: Bird (1/1)
  • :pschip: [I]Technician[/I]: Bird (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Entangling Vines [Bone Collector]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts][spoiler]


Rook has been pretty well degraded, but has done the job of absorbing a lot of his resources and still needs to be killed twice if he wants to stop my Birds being resummoned permanently. With 2 Training Grounds in the deck, building a Heroes Hall to make the most of heroes.

[/spoiler][/details]

Not a tower, right? a heroesl hall

Oops, Heroes Hall yes, edited

"P1T5


Tech StartingHand Workers

TECH
Cursed Ghoul
Abomination


STARTING HAND
Thieving Imp 2/2A
Summon Skeletons
Deteriorate
Sacrifice the Weak


WORKERS
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Graveyard
Deteriorate


NextHand

Sacrifice the Weak
Plague Spitter
Skeletal Archery
Thieving Imp 2/2A


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Orpal smacks Rook to 0/1
Tech 2 Disease - ($3)
Summon Skeletons - ($0)
Sac a skeleton to kill both birds

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skele 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Orpal 2/3[5]
  • Bone Collector 3/3, entangled in vines
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

You don’t have a previous Skeleton to sac. Though you can sac one of the two you summon.

Right, same mistake on my spreadsheet. I’ll fix it. Sorry about that.

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Earthquake
Fox’s Den Students


STARTING HAND
Sensei’s Advice
Aged Sensei
Vigor Adept
Snapback
Training Grounds
Young Lightning Dragon


WORKERS
Morningstar Flagbearer
Fox Primus
Fox Viper
Safe Attacking
Aged Sensei


[/spoiler][/details]

[details=NextHand][spoiler]
Smoker
Savior Monk
Grappling Hook
Training Grounds


[/spoiler][/details]

[details=Discard][spoiler]
Snapback
Sensei’s Advice
Young Lightning Dragon
Earthquake
Fox’s Den Students


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav, tech draw - ($11)
Resummon Birds
Worker - ($10)
Vigor Adept - ($6)
Training Grounds - ($5)
Grave - ($3)
Snapback Orpal for Vandy - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Vigor Adept (5/5 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird (1/1)
  • :pschip: [I]Technician[/I]: Bird (1/1)
  • :target: [I]Lookout[/I]: Rook lvl 8 (0/1)[with 5 x -1/-1 runes]
    [B]In Play:[/B]
  • Entangling Vines [Bone Collector]
  • Training Grounds (4, heroes +1atk)
  • Bird’s Nest
  • Grave lvl 1 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Snapback Orpal to stop spells and mid/maxband shenanigans. I’ve a Training Ground down and protected, and the second coming next hand, so think he won’t be able to stop my heroes from here.

[/spoiler][/details]

1 Like