Exciting! I literally have no idea what I’m doing vis a vie forum tools, but I’ll figure it out, I’m sure. Sadly WizardOfWit has its own genesis. I haven’t played Quest for Glory in years!
Thoughts
Well, here we go! He seems to be off to a rocket start. I was hoping to draw Deteriorate, but no such luck. He’s put himself down a card already. Maybe I can exacerbate that with Thieving Imp? Another possible play is Sacrifice the Weak into my empty board. He’d lose the Prospector and break even. I’d lose 2 gold. Probably not a great trade.
Starting Hand
Graveyard, Thieving Imp, Pestering Haunt, Skeleton Javelineer, Sacrifice the Weak
Next Hand
Poisonblade Rogue, Jandra the Negator, Deteriorate, Skeletal Archery, Summon Skeletons
It seems to me he has three possible buffs that let the Prospector swing into my Imp. Squad Leader stops two, but the Giant Growth Effect lets him run me down with no damage. This way I’m going to trade on anything but a Giant Growth, and if he does have the Growth effect, I at least get some cash out of it instead of getting blown out.
By the by, I’ll probably play pretty slowly, not because I’m busy with other stuff, but I want to get some sense of the flow of the game and think about what I’m doing.
Oops, deleted when I meant to edit. Anyway, here it is.
Thoughts
He’s certainly ramping into his Tech 1 cards fast. Yikes! I wouldn’t say he has a ton of board presence yet…but that will change soon I’m sure. While he had a fast start, I’ve managed to keep him off a full hand of 5 for a two turns now. That’s something. Calandra scares me, and I fear that anything I play this turn could be easily slain by a stealthy attacker. Would he be willing to lose more cards? Possibly if he plans to build Surplus. In any case, my real decision this turn revolves around my heroes. Will I summon Garth with skeletal friend, or Vandy? If stealth weren’t a factor, I’d make a skeleton. Since I can’t afford Garth, a skeleton, a tower, a worker, and a tech upgrade all in a single turn…I’ll go with Vandy. As for Tech choices…Shadow Bolt seems good against his tree dude, who may end up in Squad Leader. Executioner also seems pretty solid. Maybe I should have gone with Gargoyle? Doesn’t Arg deal with him without too much fuss? Plague Spitter? He seems cool. Maybe Executioner and Shadow Bolt was overkill. We shall see!
Starting Hand
Poisonblade Rogue, Deteriorate, Skeletal Archery, Jandra the Negator, Summon Skeletons
Tech
Hooded Executioner, Shadow Bolt
Next Hand
Hooded Executioner, Jandra the Negator, Skeleton Javelineer, Deteriorate, Shadow Bolt
The Tower should stop him from going after Vandy…unless I put her in harm’s way. No thanks. I’ll sacrifice the Imp, and get a little bit of an economic boost. He won’t have anything with haste, right? That means Andy should be safe for mischief on my next turn.
The ordering there would have been summon vandy, then cast deteriorate, because you need heroes in play to cast spells. But its ok, nothing about the substance of your turn needs to change.
Note: Resist only affects spells and abilities with the symbol.
P1T3
Tech StartingHand Workers
TECH
Tiny Basilisk
Ferocity
STARTING HAND
Verdant Tree
Centaur
Gemscout
Forest’s Favor
WORKERS
Spore Shambler
Ironbark Treant
Verdant Tree
Tech 2 card(s)
Get Paid - ($6)
Worker - ($6)
Gemscout Owl - ($5)
Centaur - ($2)
Level Calamandra to 3, my stuff all has resist 1 (stacking with other resists) - ($0)
Calamandra kills Thieving Imp, you gain 1g - ($0)
His economy is humming,but he doesn’t have a lot to hit me with yet. I can’t seem to get my offense going. I really, really hoped for Sacrifice the Weak this turn, but it didn’t happen. Instead, I think I’ll try to hit Tech 2 before he does, and see where that takes me! The real question is: what’s my spec? Demon is out right away. I don’t have much of an offense going, so Terras and Banefire seem dead/ Voidblocker might be cool, but he has a lot of cheap little units to exhaust. So we’re down to Necromancy or Disease. Necromancy also seems to be better when I’m ahead, with things like Long Range, and the awesome Corpse Catapult to close out the game. I think I’ll go with Disease and get the excellent Gorgon into the game.
Starting Hand
Hooded Executioner, Jandra the Negator, Skeleton Javelineer, Deteriorate, Shadow Bolt
Tech
Gorgon, Gorgon
Next Hand
Deteriorate, Sacrifice the Weak, Poisonblade Rogue, Skeletal Archery, Graveyard
There’s no drawback to Jandra now. Might as well get her killed before her drawback is relevant. He’ll need a buff or his hero to do it. After that Vandy is in some trouble, but she’s a sacrifice I’m willing to make to get my tech train moving along.
I can’t seem to make anything stick. I’m glad I went Disease, as the other two specs seem like they’d be more suited to an aggressive plan, and right now I’m just trying to survive.
Starting Hand
Deteriorate, Sacrifice the Weak, Poisonblade Rogue, Skeletal Archery, Graveyard
I’m finally getting some traction, but he keeps building his forces. My three options this turn are go for Tech 3, or forgo Tech 3 and get rid of his hero while developing my board a bit more, or let him keep Arg but put a bunch of units on the board. I’m going with that last route.
Rampant Growth
Dinosize
Spirit of the Panda
Gigadon
Ferocity
Tiny Basilisk
Stampede
Moss Ancient
Tech 2 card(s)
Get Paid + Owl - ($10)
Rampaging Elephant - ($4)
Ferocity - ($2)
Calamandra dies running into Gorgon, Orpal to Lvl 3 - ($2)
Centaur kills Gorgon and Overpower kills Imp, you draw a card - ($2)
Tap Argagarg to buff Water Elemental - ($2)
Water Elemental kills Gorgon, you gain 1g and draw a card - ($2)
Summon Midori - ($0)
Except for Ferocity, that last turn went great! His lack of cards is starting to be a problem for him, and while I can stop teching now, he has to keep doing it. It wasn’t hard to anticipate the Elephant when he was making money like crazy, which is what Doom Grasp was for…I got lucky on my Gorgon draws, and frankly, after a bunch of early turns where I felt like I was just missing what I needed, it’s about time. Let’s see how this all plays out!
[details=Tech]Nothing[/details] I don’t know if I need to tell you I’m not teching, but since I’ve hit 10 workers, I don’t need to tech any longer, and this turn I’m choosing not to.
Next Hand
Jandra the Negator, Sacrifice the Weak, Shadow Bolt
Worker
Poisonblade Rogue
Actions
Collect 10 gold (12)
Worker (11)
Garth Torken(9)
Garth Skeleton (8)
Doom Grasp on Elephant, sacrificing Skeleton Token (4)
Plague Lab, placing a -1/-1 token on all your units. Treant dies, you draw a card, Owl dies.(1)
Deteriorate on the Centaur, Centaur dies(1)
Level Orpal Gloor to 4, mid-band, heal (0)
Orpal Gloor attacks the Water Elemental, kills it, takes 2, +1 from Tower for a total of 3 damage.