Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Jandra, the Negator
Discard
Thieving Imp
Poisonblade Rogue
Graveyard
Tech 0 card(s)
Get Paid - ($5)
discard #5 per random number generator
Worker - ($4)
Garth - ($2)
skeleton - ($1)
pestering haunt
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton (1/1+A)
Elite: Garth, lvl 1, (2/3)
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
going down on cards early…if bring out garth, he would need to skip tech 1 to kill him. even then, ill patrol elite to ensure it's a good trade. i think ill drop haunt to ward off any zane hitting my skeleton.
long game, BA's are good against disease, and solid against blood. especially if I board flood. big risk is an early kdinapping from him. we'll see what hero he drops first. if he stays back to turtle, all the more easy for me.
im thinking a tech 2 rush here, staying low on cards. probably mid garth to get some board presence, but still maintain hand. next turn is tech up, mid garth, skeleton, maybe deteriorate.
Yea, Witspur seems to have mistargeted the deteriorate in his post. The point of armor does not keep the skeleton SQL alive against deteriorate, and deteriorate is also not necessary for the imp to kill the skeleton so changing it to kill the haunt is reasonable.
To sum up, the turn as stated isnt a legal turn, so witspur has changed it to a legal turn, and will redraw the next hand. The imp has 1 point of damage.
STARTING HAND
Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
WORKERS
Summon Skeletons
Jandra, the Negator
NextHand
Deteriorate
Pestering Haunt (1/1)
Skeleton Javelineer
Poisonblade Rogue
BC
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($4)
make a skeleton - ($3)
mid garth - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: SK (1/1+A)
Elite: Garth, lvl 4, (3/4)
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
was not expecing that. just tech in BC's since kidnapping is not a threat. lets see, id rather catch up my cycle. hopefully he'll just patrol imp and i can get at it next turn. he'll have to give orpal levels to get at Sk hopefully. otherwise go down on cards. rushing tech 2 for sure - or at least threatening it.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Deteriorate Skeleton
Crypt Crawler - ($3)
Thieving Imp (2/1) suicides on Garth
Midband Orpal - ($0)
Orpal kills Garth and heals with the Maxband
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Crypt Crawler (3/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Orpal L6 (2/5)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
Cnewb has a strong set of heroes. Garth making skeletons and having Lich’s Bargain at his disposal is worrisome. Arg has three nice stripes, and I’m well aware of Zane’s antics. I’ll probably be seeing a heavy dose of tokens leading up to a Blooming Ancient/Leaf and Claw payoff. For the Tech 1’s, Bone Collector seems the obvious choice. Disease is likely the answer to tokens. I’m teching Detonate in case he goes with a Blooming Elm. I can always use it as a worker if needed. Speaking of, I sent the Rogue to work instead of the Jav. I prefer having a $1 unit available for blocking and STW.
as risky as it is to tech up, he can board wipe me either way depending on if he has STW. better to tech up and get going with stronger units. arg will help protect the tech 2. teching ancient and netherdrain
STARTING HAND
BC
Skeletal Archery
Thieving Imp
Graveyard
Sacrifice the Weak
Blooming Ancient
Netherdrain
WORKERS
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
NextHand
Pestering Haunt (1/1)
Skeleton Javelineer
Deteriorate
BC
Blooming Ancient
Discard
Netherdrain
BC
W - Graveyard
Sacrifice the Weak
Artisan Mantis
Liches Bargain
Tech 2 card(s)
Get Paid - ($8)
reshuffle, tech draw, (THEN tech 2 cards)
Worker - ($7)
Garth - ($5)
Netherdrain Orpal to lvl 4, Garth to lvl 3 - ($4)
theiving imp, you discard #1 of 4 - ($1)
mid garth - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2+A)
Elite:
Scavenger:
Technician: Garth, lvl 4, (2/4)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
lets see, since i drew the netherdrain, i need some value from it. use that to prevent DaD, then put garth behind Impin tech. force him to go at Garth is he wants to prevent maxband. next turn, BA, Arg, haunt, etc…
Summon Skeletons
Sickness
Skeleton Javelineer
Sacrifice the Weak
Discard
Detonate
Plague Lord
Cursed Crow
Deteriorate
Thieving Imp
Cursed Crow
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
I Discard card #1
Summon Zane Maxband - ($0)
Zane shoves Imp to Elite and kills Garth taking 2 DMG. We both draw. (My 2 Tech cards were chosen before draw.)
Orpal Deteriorate Imp for the kill
Crypt Crawler (3/3) breaks your Tech 2
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Orpal L4 (2/4+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane L6 (4/2)
Crypt Crawler (3/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
Was just able to break his Tech 2 this turn. I could have hit the Tech 1 for 2 DMG using Orpal, but I think it's more important to block. I'd like to have Zane available for the next turn and Orpal blocking is the about the only way that's going to happen. Next turn I'm shooting for my Tech 3 and maybe a Tech Lab.