Would have much preferred to have Deteriorate, this is a rather awkward opening hand. Well, at least Orpal is able to punish him if he takes the kill, though sadly with reduced effectiveness, but there’s no way I avoid taking a loss here unless I can scare him off.
Okay, that was worse than I’d hoped, but I can still make this work. Gotta use Dark Pact to recover my hand size, I’ve learned my lesson on that point!
discard went well… still got my fencer and a heroes hall. so i can really make some pressure. question is what i tech? i guess, if i manage to kill off his technicians with zane, i won’t need martial mastery right now. i could go for starlets and tech into finesse later… martial mastery really helps with my cycle on the other hand, so i’ll go for one copy…
Things certainly seem to be going in your favor so far!
P2T3
Tech StartingHand Workers
TECH
Plague Spitter
Plague Spitter
STARTING HAND
Dark Pact
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
NextHand
Dark Pact
Dark Pact
Summon Skeletons
Deteriorate
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Pestering Haunt trades with Nimble Fencer.
Tech I - ($4)
Orpal Gloor - ($2)
Poisonblade Rogue - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: L1 Orpal Gloor (2/3) Plague touch
Scavenger:
Technician:
Lookout:
In Play:
Poisonblade Rogue (2/1) Assassin
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Could have been worse, at least I got the technician draw, and Zane didn’t copy it. No point in patrolling a unit here, as he’d just use Zane’s maxband to torch it, better to prepare backline retaliation to draw an attack. Guess I should go with Plague Spitters, for now, as Shadow Blade will be of little utility while he’s running haste.
yeah, i got a good start. you not being able to deteriorate sensei in t1 also helped. but i won’t make the mistake to feel save… so i’m going to throw my sword, even if it might seem a bit exaggerated
P1T4
Tech StartingHand Workers
TECH
Martial Mastery
Star-Crossed Starlet
STARTING HAND
Nimble Fencer
Smoker
Savior Monk
Morningstar Flagbearer
WORKERS
Safe Attacking
Fox Viper
Snapback
Smoker
NextHand
Fox Primus
Morningstar Flagbearer
Savior Monk
Star-Crossed Starlet
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
hire another Fencer - ($4)
max Zane, shove Orpal to lookout and deal 1 dmg - ($2)
Fencer runs into Orpal, lvls to Grave
Grave and Zane break your Tech 1
Grave to max, exhaust to throw brand new sword at Rogue - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nimble Fencer (1/2) (-)
Captain Zane, L6 (4/4)
Grave Stormborne, L7 (4/5) - sparkshot, readiness
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
so, this might seem a bit expensive. but i got the momentum and i might have to face a copied fencer next turn. don’t want to add the rogue to that…
STARTING HAND
Dark Pact
Deteriorate
Summon Skeletons
Dark Pact
Pestering Haunt
Sacrifice the Weak
Plague Spitter
Thieving Imp
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Pestering Haunt
NextHand
Deteriorate
Sickness
Plague Spitter
Sacrifice the Weak
Graveyard
Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech I
Vandy Anadrose - ($6)
Dark Pact my base
Dark Pact my base
Sacrifice the Weak, Fencer dies. - ($4)
Thieving Imp, discard #2 of 4. - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician: L1 Vandy Anadrose (2/3) Sparkshot
Lookout:
Buildings:
Base HP: 14
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Okay, I can use Dark Pact to accelerate now, and I’d damn well better, or I can’t catch up. That means whatever I tech now, I may draw next turn. I won’t have access to Tech II cards, and very well may not have access to Tech I, either, which suggests spells, but… I guess Sickness and Spreading Plague might help, guess I couldl try those… though they really only work when used together, and my chances of getting both in hand next turn are atrocious… 1/55 if I didn’t screw up, and don’t get a technician bonus… but what if I do? Hmm, better than 1/20. Alternatively, I could go for Carrion Curse, but if he’s aiming for Virtuosos, that’s likely to result in a whiff. Guess I’d better try for the Orpal spells.
ok, i’ll try to go for vandy with zane to draw into a fencer (or martial mastery). fencer and starlet could break his tech 1 again, which seems a good option. i can also patrol with grave as i don’t have to fear shadowblade next turn
no luck here. so i’ll tech up and go for a savior monk to heal my heroes. starlet seems a bit risky in case he has sickness. hope he has no carrion curse to strip me of my spells which i will definitely draw
No luck on the draw, I’ll have to improvise. Looks like he is indeed going for Virtuosos, so I shouldn’t bother going for Eyes, however, there is a chance he’ll go for Leaping Lizards, which could seriously interfere with Crow usage. Briefly considering respecing into Demonology… and, rejected. They tend to be awkward and expensive, making them a difficult choice to engineer a comeback with, plus I already workered Jandra. Well, let’s see what I can afford to do this turn before thinking more about what to spec into. I’ll probably never have the chance to attack with the Rogue, and even if I could keep a Mirror in play, I’d likely have a better unit to copy. Guess I should double down on trying to get Spreading Plague to do work for me, since I’m already invested and even if Orpal dies this turn, he’ll be available to resummon by the time my teched cards cycle in. Now, the question is to play a Spitter, or build a Tech II… and I think the Spitter is the better choice, at least it hits back.
Tech 2 card(s)
Get Paid + float - ($10)
Martial Mastery, discard, draw 2, look at your hand - ($9)
River - ($7)
hire Fencer and Starlet - ($3)
hook your Spitter to Technician
cast another Martial Mastery, can’t discard, draw twice - ($2)
Zane trades with your Spitter, we both draw, Orpal lvls
worker - ($1)
Starlet trades with Orpal, River lvls
Grave and Fencer break your Tech 1
Sacrifice the Weak
Spreading Plague
Plague Spitter
Thieving Imp
Sickness
Tech 0 card(s)
Get Paid + float - ($11)
Rebuild Tech I
Vandy Anadrose - ($9)
Dark Pact my base
Dark Pact my base
Sacrifice the Weak, Nimble Fencer dies. - ($7)
Summon Skeletons - ($4)
Midband Vandy - ($2)
Heroes’ Hall - ($0)
Okay, I have some desirable starter cards I could dig for, though I’m running low on base HP. The chance to StW that Fencer is tempting, though, and if I can’t manage to halt his aggression, I’ll only be delaying the inevitable. There are no immediately useful cards for me to tech, but I’m also not required to tech anymore, so I’ll pass on that for this turn, which means I can directly to planning my turn. Supposing I choose not to Dark Pact, the best I can do is summon Vandy and cast Summon Skeletons, which, best case scenario, could protect my buildings, but unless I pay to maxband Vandy and buff/doom the Fencer, he wouldn’t lose any of his attack power in the process, and it’s a good bet he’ll be able to play more Fencers and do some more building damage, so it’s better that I damage my own building and maybe limit his deployment a bit. No help from the first casting, let’s try again. That’s a little better, got StW at least, shame to whiff on the Imp, though. Actually, on further consideration, I guess Soul Stone could have helped a little, though using it on a Skeleton feels very wasteful. Still, I guess it’s worth keeping in mind for the future.
Tech 0 card(s)
Get Paid + float - ($11)
hire Grounded Guide and the second Fencer - ($4)
hook Vandy to lookout
Grave hits scav and sparkshots technician
Martial Mastery, no discard, draw two, look - ($3)
Fencer runs into Vandy, River to max
River deals 3dmg to your base
hire discounted Flagbearer - ($1)
ouch, that next turn will hurt. hope i can recuperate fast enough from that blow. he’ll probably spend 8g to clean the board of GG, my two heroes AND fencer in the process… that leaves him with enough gold to hire a plague spitter (or maxband orpal, but i don’t think so). anyways it will be tough to deal with his spitter and orpal next turn. hope he doesn’t turn that match around… oh, guess i’ll patrol gg in lookout. at least he’ll lack 1g for the spitter. so he’ll stw or summon quince… guess i’ll hire a discounted flagbearer, too. so he has to target it with sickness… or just stw it out of the way… sigh guess i won’t find a better solution. he’ll wipe my board completely but at least won’t have resources left to maxband orpal or protect him. that’s probably the best i’ll get.
there are of course other lines of play, but i’ll try to defend as good as i can against the one described above…
Well, at least I don’t have to worry about him breaking my tech buildings anymore, lulz. I can clear his board, too, but it’ll cost all my gold to do it, which means best case scenario I might have access to Tech II for next cycle, but not Tech III. Hmm… there’s a good chance I’ll have my hands full with whatever he plays next turn, though, so I’ll hold off for now.
Tech 2 card(s)
Get Paid + float + scav - ($12)
max Zane, shove Orpal to Technician - ($5)
hit Orpal and draw… wrong card
hire two Starlets - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Star-Crossed Starlet
Star-Crossed Starlet
Captain Zane, L6 (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 3
Gold:
Gold: 1
Workers: 10
Thoughts
scav + float + workers is enough for max lvl Zane + sharks. so it’s another 1 in 3 draw for gg (considering fencers), like last turn when i fished for starlet with martial mastery…