[details=NextHand][spoiler]
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
Sacrifice the Weak
[/spoiler][/details]
[details=Discard][spoiler]
Pestering Haunt
Deteriorate
Skeletal Archery
Gunpoint Taxman
Dark Pact
Bone Collector
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Deteriorate Plexus - ($5)
Vandy kills Plexus
Vandy to mid - ($3)
Bone Collector - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bone Collector (3/3 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy lvl 3 (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech1 HP: 5
Heroesâ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts][spoiler]
He could be building an early Tech2 here. Iâm not really sure how I should be playing this. Setting up for Meta likely just gets met with Origin Story. Overall rather wishing Iâd opened with Garth+Skellies and put down good value units (BCs etc) rather than this Vandy + Heroes Hall line.
Playing around both Black threats (Sac the weak, Deteriorate, Hooded executioner) and Zane shenanigans is really hard. This is definitely good practise.
P2T3
Tech StartingHand Workers
TECH
Immortal
Immortal
STARTING HAND
Gilded Glax
Gilded Glax
Fading Argonaut
Hardened Mox (2/1)
Playing around Black starter and Zane maxband every turn is exhuasting.
Plan 1) Glax + Tech 2 -> Zane max + Bonecollecter trade -> Tech death and my loss.
Plan 2) Double Glax -> Loses to nothing? but leaves me on 1 card
Plan 3) Glax + Mox -> Leaves me also on one card but loses to Max Zane.
So plan 2 it is, and then what to tech? He no longer has Disease, so Immortals deal with everything execpt gunships, which hives deal with. So straight to immortals then tech Hives? Void Stars and Nebula to finish.
STARTING HAND
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Thieving Imp
WORKERS
Summon Skeletons
Graveyard
Poisonblade Rogue
Jandra, the Negator
[/spoiler][/details]
[details=NextHand][spoiler]
Metamorphosis
Skeletal Archery
Skeleton Javelineer
Sacrifice the Weak
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy to max, +2/2 and doom on Bone Collector and tech Glaxx ($5)
Bone Collector kills SQL, makes a Skeleton
Thieving Imp, discard #1 of 3 - ($2)
Garth - ($0)
Tech 2, but what to do with the 5 (4 if worker) gold? Surplus? Need a tower to take the edge off the meta (best case, he tutors for it and then garth canât just blow up my tech 1, worst case he draws it and I just die)
Delay Tech 2 (again), and kill Vandy. leaves me short of cards and needed to tech cards that I can still play on tech 1 mostly, as double teching hives can leave me very short of answers on my next turn. Geiger isnât gonna live thanks to zane, but I should be able to keep my tech 1 at least (assumming no sharks).
Tech choice:
Temporal Distortion (good the turn after next, much like any tech 2)
Hives (can be delayed, he doesnât have tech 2 yet for me to worry about his tech 3)
Stewardess (I can kinda scared of him going all in aggressive with Necromancers Bargain, and that takes horrors right out of it)
Argonaut, good defensive tech 1
Now! Iâm no on cards, so cheap cards (as good as now is) are not what I need right now, nor is it esp needed in the grindout style Iâm playing for)
Rewind, always good to have in the back pocker. But I rarely plan on leaving up 11 gold, nor is it gonna do much against his heros, which are just as much of a problem as his units. [though great with glax]
Origin Story/Undo, too much gold, for too little return. Vandy has been delt with, and he has no tech 2 (though that is likely to hit next turn), but even then, there is presious little I want to bounce, given Im on the defensive.)
Stewardess gives me options to deal with Bargain, and Argo to have some nice defensive seems like a good call
Yes it will die if my gold drops to 0, no it canât be flickered by geiger if my gold remains above 0, so short of it being redoomed, I donât think it is possible for him to be flickered at this point.
With Meta attempt failed, this doesnât look very hopeful. Going for Tech2 Anarchy, hope I may get the chance of building Tech3 if his low hand size gives him a bad turn,
WORKERS
Time Spiral
Plasmodium
Hardened Mox (2/1)
Temporal Research
Tinkerer
NextHand
Forgotten Fighter
Gilded Glax (4/4+A)
Discard
Nullcraft (1/1)
Hive
Hive
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 (Present) - ($5)
Stewardess bounces Skele, no draw for you! - ($2)
Geiger kills Garth
Float ($2)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gilded Glax (4/0 + A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Stewardess of the Undone (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Gieger (3/3, lvl 5)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 5
Disc: 3
[B]Gold:[/B]
Gold: 2
Workers: 10
Thoughts
Hives going in, build the tech lab when they reshuffle, Choice between Stewardess to deny draw and give me some more beating sticks next turn, Tower protects me against double stealth, but I should be good against that.
GG, my mistake this game was teching the Immortals T3 instead of the Hives, though I suppose that was only a mistake as I didnât think about how long my cycle times were gonna be from such a low hand size. My best solution to anarchy in the past has always worked out better with Future, but the Immortals of Present tempted me with their ability to deal with Sac triggers and Zarramonde. Glax can do that almost as well, and I can grab the Immortals later if needed. I think the main problem I had was not knowing which tech 3 you were going to rush, as the answers to one dont help with the other, and with my low hand size, you could build both techs before I could respond. T5 patrolling the Glax in front to brunt a Zane offensive need to me being unable to break Tech 3 that turn, which was the deal breaker. I made serveral small mistakes (but far better then last time at least) that lead to this downfall. That is a very deadly deck you have there!
EDIT: Looking over your thoughts, I donât think you realise the power you had from that heroâs hall. It was forcing me to continuously play defensive and not take the greedy tech 2 plays etc, as most of the time a max band zane would have smashed me into oblivion if I had done so (much like last game, hence a lot of care this game)
Itâs funny how the game looks different from each playerâs perspective. I felt I was lagging most of the game, with the multicolour penalty + P1 weaker econ + early spend on heroes hall + your solid Tech1 stats + playing around removal + you not giving me chances to make favourable trades. Felt lucky to get away with it, though most likely helped by hand size problems youâve faced in these games â I guess because thereâs always an early turn when you go down a card to play Battle Suits, and Black pressure makes it less easy to play heroes early. Tricky matchup for PurpleâŚ
Happy to play on it you are. Iâll go back to mono-Black â with Anarchy itâs just too tempting to take the easy route and rush for Gunships.
Happy to keep playing, without you having disease (and the plague spitter, the card I hate most going against black as purple) it felt like a very different matchup. Happy to go first if you want. Iâm interested by what purple removal you were playing around though, as the very few pieces I have I donât rate highly at all (apart from stewardess).
Meant that you were playing around Black removal effectively (eg Glaxxs, Nullcraft that canât be deteriorated). Also good point that Spitters are good in this matchup, decent answer to Immortals.
Two choices, Nullcraft/Neo or Mox. Nullcraft allows me to keep that skeleton spam down. Garth instead of Vandy/Zane means I donât have to deal with as much aggression. Blacks starting units arnât know for their defensive qualites, but garth allows him to chump block till the cows come home. Mox could lead to a tech 1 break if he has a deterorate and Maxs garth (skipping worker and canât use max ability), but that seems like a good trade for me. Mox is the less aggressive play, but given he has anarchy as a tech 3 option, maybe I should be more aggresive? Going Future Tech 2 (Void Stars and Hives later).