Cursed Crow (Tech II)
Plague Lord (Tech III)
Nether Drain (Necro Magic)
Bone Collector (Tech I)
Discard
Cursed Ghoul (4/1) exhausted
Sacrifice the Weak
Skeleton Javelineer
Dark Pact (Demon Magic)
Tech 0 card(s)
Get Paid + float - ($12)
Orpal kills the Smoker, takes 2 damage, you draw a card
Orpal levels to midband - ($9)
Orpal sacrifices a Skeleton (with Garth’s permission, of course) to put a -1/-1 rune on the Boulder
Gorgon attacks the Boulder, kills it with Deathtouch, takes 3 damage How do you turn a boulder to stone, anyway?
Cursed Ghoul trades with Rook, Garth gets 2 levels
Garth makes a skeleton - ($8)
Garth casts Sacrifice the Weak, kills Skeleton and Whitestar Grappler - ($6)
Garth levels to midband - ($5)
Garth and Plague Spitter attack Tech III, destroy it, take 1 damage each
Your base takes 2 damage
Thieving Imp (forces discard of #2) - ($2)
GG! Disease is pretty strong and I never really got anything going that game. The rambasa twins were hiding as my last card so I was playing tech I when you had tech II built and were deploying tech II! Snapping Vandy was my only way to not just lose on the spot, but it cost me dearly because I couldn’t get to tech II on time. Well-played!
I got really lucky getting rid of Fox Primus so early and without any real cost, and also being able to trigger Vandy’s maxband without giving you any real benefit. I never teched Metamorphosis, didn’t even plan to maxband Vandy, it just happened to work out. I definitely need to work more with Disease, Gorgon is RIDICULOUS and the Cursed Crow looks fun.
I drew my Plague Lord that last turn, really debated whether I should go for the Tech III. Thanks for playing!
That’s the beauty of Vandy - just the threat of her searching for Metamorphosis and playing it means your opponent plays around it, even if your gameplan is completely seperate/different. I knew I lost when I paid 4 to snapback a hero you spent 4 gold on, but them’s the breaks.
If you don’t want any unsolicited advice, don’t read this post.
I definitely think that you should have just played Rook and floated 2 gold on turn 1. Vandy is scary, but actually has a hard time getting through Rook early in the game. With just Vandy + Haunt on the board, there was no way for IsotopeX to kill Rook except for maxbanding Vandy, which is bad. With Rook already on the board and a bunch of gold to work with, I think that you would have had a better chance of defending from that point on, and you force him to play carefully because of the dual threats of Midband Rook & Grappling Hook.
Additionally, I think that from your position, I would have just played a hero and built Tech 2 on turn 3. You didn’t need the Tower yet, because he needed to build a Heroes’ Hall before he could profitably Metamorphosis. Plus, since he can’t play another hero to get free levels, playing a hero as a blocker seems way better than spending two more cards out of your hand.
@IsotopeX, I think you gave up a sizable chunk of equity by playing the Imp on turn 3. You did a good job of clearing his board, but I think playing Bone Collector + Heroes’ Hall would have been much better for solidifying your lead. This lets you play Garth next turn, and threatens a turn 5 Metamorphosis while still giving you a proactive board position to basically do whatever you want.
It’s good advice, I just find her personally annoying because there is so much power packed into her, all in various ways. I appreciate your advice on how to counter her. I wish she were a little more like the rest of the cast and just good at several things, instead of being good at everything. She levels fast, gets the maximum p/t buffs when leveling, has a toolbox midband, and a unit buffing max-band with…resist 1 AND sparkshot. Just look at her next to Troq and laugh, that’s all I can do.
Yeah, I went back and forth about the Imp vs the Collector. I figured there was enough bad news in his starting deck that Impy would torch something useful, hopefully Snapback or Sensei’s Advice. Maybe not the right choice.