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Tech 2 card(s)
Get Paid - ($8)
Tech draw
Discard to Imp
Worker - ($7)
Garth - ($5)
Grappling Hook, Imp to lookout
Grave kills Vandy, sparkshot 1 to Imp, you draw, Garth to lvl 3
Garth to max, summon Ogre Recruiter from discard - ($1)
Garth makes a Skeleton - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Ogre Recruiter (5/4)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Grave lvl 7 (4/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Skeleton (1/1)
Garth lvl 7 (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 3
Tech II HP: 4 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Grappling Hook allows me to kill Vandy, stop him Shadow Blading to add to the discard pressure. Free levels get me max Garth for an Ogre Recruiter from discard (also considered Shoddy Glider to destroy Graveyard). With Crashbarrows coming up in my deck, his Tech2 (if he builds this turn) will be vulnerable.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Tech draw
Worker - ($8)
Garth attacks Midori, deals 2dmg after armour
Bone Collector - ($6)
Drakk - ($4)
Garth makes a Skeleton - ($3)
Float ($3)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Ogre Recruiter (5/4)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bone Collector (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Skeleton (1/1)
Skeleton (1/1)
Garth lvl 7 (3/2)
Drakk lvl 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 3
Tech II HP: 4 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 10
[details=Thoughts][spoiler]
Sad to get both Crashbarrows in hand under Moment’s Peace. Hope he doesn’t have a second one to play this turn to build Tech3. Teching Land Octopus and Kidnapping, maybe get the chance for a base-threatening turn between the MPs.
@Shadow_Night_Black Why didn’t you replay the Haunt from Graveyard? It would have saved you from the Executioner (I think - I tried to get sharpo to rule that it would skip over it, but I think he decided it is a legal target for Executioner).
I didn’t play haunt from graveyard as his Orgre recruiter just gains control over it when it attacks.
EDIT: I think the winning line for me was to not make tech 3 T6, instead level up my heros to survive the attacks as with dark pacts I have a very good job of drawing a moments peace, so I can keep the chain going.
Yes, I was trying to persuade him to change Obliterate, Sac the Weak, Death Rites and Hooded Executioner to all use the same mechanic and wording, but it was too late to make changes… He pointed out that the only functional rule change was that it would make Haunt immune to Executioner and Death Rites.
It’s an interestingly balanced matchup. Moment’s Peace lockdown into Gunships is hard to answer. At the same time my specs can line up a lot of firepower for the turn Moment’s Peace doesn’t get drawn or Midori is out of play.