Imping him down to 3 cards. Teching BC and Dark Pact. Thought about Shadow Blade to go heavy discard, but seems an expensive card to play as P1 when I’ve already played a $3 Imp.
Deteriorate and Vandy clear Fargo, and don’t mind going down a card as I’m drawing Dark Pact next turn. Could deal an addition 3 damage to base or Tech1 with my two units, but prefer to patrol to avoid losing Javelineer cheaply to Nullcraft or Imp to Stewardess.
Teching the second BC plus a Plague Spitter – could be useful anti-air against Nullcraft or Future Tech2, as well as a decent SQL patrol against Hyperions.
[details=NextHand][spoiler]
Plague Spitter
Jandra, the Negator
Deteriorate
Sacrifice the Weak
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Dark Pact, my Base to 18HP, I draw 2
Bone Collector sidelines Mox, makes a Skeleton
Deteriorate Argo
Vandy kills Argo
Imp deals 2dmg to your Tech1
Bone Collector - ($5)
Tech2 Demonology - ($1)
Tech Lab Disease - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Bone Collector (4/3)
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton Javelineer (1/1, with Javelin)
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy lvl 3 (3/1)
Bone Collector (3/1)
Thieving Imp (2/2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech Lab HP: 4 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Vandy is left on 1HP, so may fall to Nullcraft, but he’s given decent value already (killed Fargo and Argo). I’ve $5 spare after playing the second BC, so building a Tech Lab Disease as well as Tech2 Demonz. Will give a lot of flexibility to Garth’s max.
[details=NextHand][spoiler]
Pestering Haunt
Bone Collector
Gorgon
Dark Pact
Blackhand Dozer
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Orpal to lvl 4 - ($2)
Orpal sacrifices Javelineer to put -1/-1 on Mox, sidelines permanently
3/1 Bone Collector trades with Stewardess, makes a Skeleton
Imp and Bone Collector break Tech2, make a Skeleton, your Base to 16HP
Garth - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Garth lvl 1 (1/3 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]: Orpal lvl 4 (2/4)
[B]In Play:[/B]
Bone Collector (3/3)
Thieving Imp (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech Lab HP: 4 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Neither Tech2 unit in hand, but enough firepower to break his Tech2 while using Orpal’s mid to permanently sideline Mox.
[details=NextHand][spoiler]
Blackhand Dozer
Pestering Haunt
Gorgon
Deteriorate
Dark Pact
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Orpal to max - ($0)
Orpal sacrifices Javelineer to put -1/-1 rune to kill Nullcraft, spreads to -1/1 on Stewardess and Mox (permanently sidelined)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Thieving Imp (2/2 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Bone Collector (3/1)
[I]Technician[/I]:
[I]Lookout[/I]: Orpal lvl 6 (2/5)
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech Lab HP: 4 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Unfortunately drew neither of my Tech2 units this turn. Still, his T3/4 techs haven’t cycled into deck yet, so he won’t be playing Tech2 units this turn either. So think it’s worth an expensive Orpal play that puts a -1/-1 rune on Mox, will prevent 4atk from Mox over his next 2 turns.
Teching Death and Decay – with his Tech1 on 3HP, possibility to break both tech buildings.
[details=NextHand][spoiler]
Bone Collector
Plague Spitter
Sacrifice the Weak
[/spoiler][/details]
[details=Discard][spoiler]
Bone Collector
Deteriorate
Dark Pact
Zarramonde
Zarramonde
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Deteriorate Fargo
Bone Collector trades with Fargo, makes a Skeleton, -1/1 spreads to Stewardess
Sacrifice Skeleton to put -1/-1 killing Stewardess
Orpal and Imp break Tech Lab, your Base to 14HP
Gorgon - ($5)
Blackhand Dozer - ($1)
1/3 chance he drew an Archon, so think I need to break through. Can break his Tech
Lab, at the cost of going down 2 cards. I get 2 good attacking units down (Gorgon, Dozer), and still have a chance of playing Death&Decay next turn.
[details=NextHand][spoiler]
Death and Decay
Thieving Imp
Nether Drain
Skeleton Javelineer
Sacrifice the Weak
[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($11)
Garth - ($9)
Gorgon kill Geiger, Garth to lvl 3
Garth to lvl 4 - ($8)
Garth makes and sacs a Skeleton to draw - ($7)
Orpal sacs Gorgon, I draw
Tech 3 - ($2)
Worker - ($1)
Orpal hits your Base to 14HP
Float ($1)
Discard 4, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Garth lvl 1 (1/3)
[B]In Play:[/B]
Orpal lvl 6 (2/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
Tech Lab HP: 4 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 11
[details=Thoughts][spoiler]
Whiffed the 3/6 chance of drawing Death and Decay, which would have worked out well for me.
Think I need to build Tech3 and draw as much as possible to maximize chances of a Zarra in hand next turn (untargetable by Archon).
…
Crummy draw – neither of the 2 Zarramondes, nor Dark Pack to help draw into them.