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[CAWS20] Round3: charnel_mouse [Demonology/Disease]/Discipline vs Unity [Present/Future]/Peace

@Unity GL, HF! No Octavian win this time, please :frowning:

P1T1

Starting hand: 5

Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Skeletal Archery
Summon Skeletons

Thoughts

Skeletal Archery and Disease I are my only ways to hit a Nullcraft that’s not patrolling, so I definitely need to watch out for that. If Unity goes for Juggermox, I can take Sickness to slow it down. Both spells in the next hand, so I’ll open with Thieving Imp and we’ll see how we go.

Thieving Imp goes in Squad Leader over Elite or Lookout, since it’s more important to protect against Nullcraft than Forgetten Fighter. If Unity really feels the need to bounce the Imp to my hand, then I get the option to play it again and seriously hurt his hand size. If not, then it lets me play Deteriorate and Pestering Haunt while staying at a full hand on the next turn.


Get paid - (4)
Worker - (3)
Thieving Imp, you discard card 3 of 5 - (0)
Discard 3, draw 5


:psblueshield: Thieving Imp 2/2+1A

:heart: Base HP: 20


Hand: 5

Pestering Haunt
Skeleton Javelineer
Graveyard
Deteriorate
Sacrifice the Weak

Deck: 0
Discard: 3

Poisonblade Rogue
Skeletal Archery
Summon Skeletons

Card-count check (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Jandra, the Negator

1 Like

:joy: My tentacles are awakening already. I think you have just 5 workers?

1 Like

@charnel_mouse GL, Have fun :wink:

P2T1


StartingHand Workers

STARTING HAND
Time Spiral
Battle Suits
Tinkerer
Nullcraft
Forgotten Fighter


WORKERS
Tinkerer


NextHand

Temporal Research
Fading Argonaut
Hardened Mox
Plasmodium
Neo Plexus


Discard

Forgotten Fighter
Battle Suits
Time Spiral
Nullcraft


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Summon Max Geiger - ($2)
Build Tech I - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Max Geiger (2/3+1A) Level 1 - Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I have to discard my Forgotten Fighter: I don´t like the Thieving Imp.

P1T2

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Graveyard
Deteriorate
Sacrifice the Weak

Thoughts

Plague Spitter is still looking good here. I’m not as confident about Sickness: I’d need to play Orpal this turn. I think it’s still fine, I’d just need to put the Thieving Imp in Elite, so Forgotten Fighter doesn’t get Unity a hero kill. I don’t think I like my heroes’ cheap spells enough right now to take my more aggressive combat heroes, and I don’t think I have enough board presence yet to justify playing the Graveyard instead of unit/hero. I suppose Sparring Partner is an option, but I’d rather have a way to hit things behind the patrol. Sickness it is.

Teched cards: 2

T2: Plague Spitter, Sickness


Get paid - (5)
Worker - (4)
Tech I - (2)
Orpal Gloor - (0)
Pestering Haunt
Discard 3, reshuffle, draw 5


:psfist: Thieving Imp 1+2/2

Orpal L1 1/3 (deals damage in - runes)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Skeletal Archery
Plague Spitter
Graveyard
Deteriorate
Sacrifice the Weak

Deck: 3

Poisonblade Rogue
Summon Skeletons
Sickness

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer

P2T2


Tech StartingHand Workers

TECH
Boot Camp
Gilded Glaxx


STARTING HAND
Hardened Mox
Neo Plexus
Plasmodium
Temporal Research
Fading Argonaut


WORKERS
Tinkerer
Plasmodium


NextHand

Forgotten Fighter
Nullcraft
Temporal Research
Time Spiral
Fading Argonaut


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Hardened Mox - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Max Geiger (2/3) Level 1 - Sparkshot
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

Stream of consciousness: Would like to play Hardened Mox. Am afraid of Scrifice the Weak. But it will sacrifice my other unit if Charnel-M. plays it, and they are not cheap. And he can get rid of Mox with Deteriorate or Sickness. Boot Camp should help against his diseases. And could it turn Mox into a powerful weapon, less prone to Deteriorate and Sickness? Gilded Glaxx, looking at you, really for the first time. […] Where to go? Looks like it doesn´t really matter. If he has the hand for it he will hit me next turn. Better to look how to recover quickly. Boot Camp, Now!, Gilded Glaxx, those are my favorites. Will chose defense this time. And then: save money or Heroes’ Hall?

P1T3

Starting hand: 5

Skeletal Archery
Plague Spitter
Graveyard
Deteriorate
Sacrifice the Weak

Thoughts

Ooh, a Mox. Shame I didn’t draw Sickess. 3g to midband Orpal for 2 attack, 3 for Plague Spitter, but with 5g after worker I can’t do both, unless I kill Geiger.

Deteriorate Mox, Orpal hits Geiger, Imp finishes him off and lives. 1g to midband Orpal, sacrifice Imp to put a - rune on Mox. Haunt hits Tech I, play Plague Spitter. I’m not sure I even need to do that sacrifice here, I could just wait to cast Sickness next turn instead, while teching up with my float. Oh, no, because Unity might just snipe the Imp with Nullcraft. OK, I’ll take the trade now.

If I play a Plague Spitter, I’m guessing Unity won’t go for Future. That leaves the most likely options as Peace engine and Hyperion + Tricycloid + flicker. Disease II is really good for the latter. With no Past to threaten banish / Undo, I’m fine to go for big units and big heroes. I’ll take the Sparring Partner for the latter, Abomination for the former. That should give me enough pressure to not worry about the Peace engine too much.

Teched cards: 2

T2: Plague Spitter, Sickness
T3: Abomination, Sparring Partner


Get paid - (6)
Worker - (5)
Deteriorate, Hardened Mox is sidelined
Orpal hits Geiger for 1 - rune, takes 2 damage
Thieving Imp kills Geiger, you get a gold, takes 1 damage, Orpal hits level 3
Midband Orpal - (4)
Orpal sacrifices Thieving Imp, places a - rune on Hardened Mox
Plague Spitter - (1)
Pestering Haunt hits your Tech I to 4
Discard 2, draw 3, reshuffle, draw 1


:psblueshield: Plague Spitter 3/3+1A (anti-air; deals damage in - runes)

Orpal L4 2/4 (deals damage in - runes; sacrifice unit: place a - rune on a unit)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Poisonblade Rogue
Summon Skeletons
Sickness
Deteriorate

Deck: 5

Abomination
Sparring Partner
Thieving Imp
Graveyard
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers
Total: 14


Gold: 1
Workers: 7

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Skeletal Archery

P2T3


Tech StartingHand Workers

TECH
Immortal
Chronofixer


STARTING HAND
Time Spiral
Temporal Research
Nullcraft
Forgotten Fighter
Fading Argonaut


WORKERS
Tinkerer
Plasmodium
Temporal Research


NextHand

Boot Camp
Gilded Glaxx
Battle Suits
Neo Plexus


Discard

Time Spiral
Forgotten Fighter
Immortal
Chronofixer
Nullcraft


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Build Tech II - ($5)
Play Fading Argonaut - ($3)
Play Nullcast, kill your Pestering Haunt - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+1A)***
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
:exhaust: Hardened Mox (0/0), -

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Don´t understand why he sacrificed his Imp. He can´t kill my Mox anyways? Edit: Didn´t know that indestructible units don´t lose runes. Bad surprise.

edit: Hope now it is o.k.

Indestructible units don’t lose runes when they would die, so Mox is stuck in the back at 0/0. Also, if Nullcraft flies over the Spitter to kill the Haunt it’ll be shot down in the process.

Can I patrol with Mox then?

No, because it’s stuck "dying* each turn, so until its health is above zero it’ll exhaust every turn.

Oh, o.k. I didn´t know that. Will edit.

Looks good!

P1T4

Starting hand: 4

Poisonblade Rogue
Summon Skeletons
Sickness
Deteriorate

Thoughts

Looks like Unity isn’t overly familiar with Purple vs. Disease, I was wondering why he played Mox against Orpal. Disease II vs. Present II should be favourable to me, too. Abomination does well against Hyperion, Tricycloid, and the two 1/1 annoyance units, so the main concern is Immortal.

Turn is worker + Tech II + 3 gold on… something. Oddly, I think Summon Skeletons is better than Sickness here. Both let me put two - runes down, but doing it with the Skeletons lets me delay one of them until next turn, when there’s a better second target than a 0/0 Mox. Unity hasn’t reshuffled, so I should have another turn before any hasted Present II units show up, unless his first techs included a Martial Mastery for some reason.

There a few things I’d like to tech here:

  • Soul Stone to keep the Abomination up; much cheaper than playing another one, even if it’s from Graveyard.
  • Gorgon for hand economy, and cheaply fending off Present II units / heroes.
  • Cursed Ghoul and Plague Lab both spread more runes around. Plague Lab can make runes multiple if it hangs around, I might want Grave over Vandy if I go that route.
  • Reversal can deal with Immortals at a pinch, but only if they’re not constantly attacking.
  • Death and Decay, I have a decent chance to get it off here.

I like Soul Stone and Gorgon here. If Immortals do come up then I’ll need a trickle of cheap patrollers to stop them grinding their way through my board, and the extra card draw should help with that. I can wait another turn until I decide whether to go for Death and Decay.

Skeleton goes in Elite instead of Squad Leader: I think any 1-attack units should be safely in Unity’s discard, so Squad Leader doesn’t help against units buffed with Now!.

Teched cards: 2

T2: Plague Spitter, Sickness
T3: Abomination, Sparring Partner
T4: Gorgon, Soul Stone


Get paid + float - (8)
Worker- (7)
Tech II Disease - (3)
Summon Skeletons - (0)
Orpal sacrifices a Skeleton, Fading Argonaut gets a - rune
Plague Spitter kills Fading Argonaut, takes 1 damage
Orpal hits your Tech II to 3
Discard 2, draw 4


:psfist: Skeleton 1+1/1

Orpal L4 2/4 (deals damage in - runes; sacrifice unit: place a - rune on a unit)
Plague Spitter 3/2 (anti-air; deals damage in - runes; 1 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)


Hand: 4

Abomination
Thieving Imp
Graveyard
Sacrifice the Weak

Deck: 1

Sparring Partner

Discard: 6

Pestering Haunt
Gorgon
Soul Stone
Summon Skeletons
Sickness
Deteriorate

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
1 on board
4 in hand
1 in deck
6 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Skeletal Archery
T4: Poisonblade Rogue

P2T4


Tech StartingHand Workers

TECH
Tricycloid
Ready or Not


STARTING HAND
Neo Plexus
Gilded Glaxx
Battle Suits
Boot Camp


WORKERS
Tinkerer
Plasmodium
Temporal Research
Neo Plexus


NextHand

Ready or Not
Tricycloid
Immortal
Boot Camp


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Play Gilded Glaxx - ($5)
Summon General Onimaru - ($3)
Build Heroes’ Hall - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gilded Glaxx (3/4+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: General Onimaru (2/3) - Level 1
  • :target: Lookout:

In Play:

  • :exhausted: Hardened Mox (0/0),-

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 3 (Present)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Have to switch to the defending mode. Tricycloid: Good against his potential bird. Ready or not: good for offensive and defensive maneuvers.

P1T5

Starting hand: 4

Abomination
Thieving Imp
Graveyard
Sacrifice the Weak

Thoughts

I didn’t think about Gilded Glaxx, this is a little awkward. Sacrifice the Weak does nothing, so playing Abomination is still my best option here. Orpal stays out of combat, so a Tricycloid can’t ping him to death. The question is whether I run the Plague Spitter into Gilded Glaxx.

Worst possible attack: either double Hyperion or double Tricycloid, possibly via Temporal Distortion. The former doesn’t care about Lookout, the latter doesn’t die in the process. That does require skipping a worker, though. A Now!d Immortal is also possible. Instead of a second Present II, Unity could just midband Onimaru instead, although he’ll still die to Abomination. Worst immediate case, Abomination is sidelined with Boot Camp, but I’d be very surprised if Unity wants to give + runes to my crutch unit. Elite Training is also good for him here against Abomination, and is a good reason to want the Glaxx out of action.

  1. Don’t run. I have 6/6+1A Abomination, 2/1 Plague Spitter in Lookout, 2/4 Orpal on the backline, against 2/3 Gilded Glaxx, 3/3 Onimaru. Hyperion + Elite Training lets Hyperion and Gilded Glaxx trade with Abomination, but at great expense: I wouldn’t be seeing another unit.
  2. Run. I have 6/6+1A Abomination, and a 2/4 Orpal, probably in Lookout, against -1/0 Glaxx, 3/3 Onimaru. Even more expensive to kill Abomination without Glaxx available, but I don’t have the Plague Spitter for dealing with Immortal if it shows up.

The main problem I’m going to have is that Geiger can flicker Immortals to remove their runes, so runes aren’t enough to deal with them. I’m not sure what is. Secondary concerns are Octavian, and a large number of heroes, since there are less ways to put runes on heroes.

  • Plague Spitter / Lab for more runes, since Geiger can only flicker them so many times? In past experience, usually he can do it enough.
  • Reversal doesn’t do much if it doesn’t attack, and I’ve already taken a Vandy spell.
  • Dark Pact / Gorgon to keep up chaff patrollers for Immortal to grind through, although it does nothing to stop a patrolling Immortal letting Unity shoot for Tech III.
  • Gargoyle / Cursed Crow / Cursed Ghoul to hit buildings and make Tech III less viable. Cursed Ghoul is more expensive, is a little more durable – especially with Tricycloids around – but can’t get past heroes.
  • Shoot for Tech III, since Plague Lord puts - runes on heroes too. A little expensive to juggle with Abomination, but it does put Unity’s base on a clock.

I’ll go with Gorgon + Plague Lord, I don’t think Disease II units are enough to stop Tech III. Hopefully the extra card draw lets me slow Unity down enough if he’s just going for Present II offense.

Teched cards: 2

T2: Plague Spitter, Sickness
T3: Abomination, Sparring Partner
T4: Gorgon, Soul Stone
T5: Gorgon, Plague Lord


Get paid - (8)
Worker - (7)
Orpal sacrifices Skeleton, Gilded Glaxx gets a - rune
Plague Spitter suicides into Gilded Glaxx for 1A and 2 - runes in damage
Orpal kills Gilded Glaxx
Abomination - (1)
Discard 2, draw 1, reshuffle, draw 3


:psblueshield: Abomination 6/6+1A (other units at -1/-1)

Orpal L4 2/4 (deals damage in - runes; sacrifice unit: place a - rune on a unit)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)


Hand: 4

Sparring Partner
Deteriorate
Gorgon
Graveyard

Deck: 8

Pestering Haunt
Gorgon
Soul Stone
Summon Skeletons
Sickness
Plague Lord
Plague Spitter
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
1 on board
4 in hand
8 in deck
0 in discard
5 in workers
Total: 18


Gold: 1
Workers: 9

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Skeletal Archery
T4: Poisonblade Rogue
T5: Thieving Imp

P2T5


Tech StartingHand Workers

TECH
Elite Training
Temporal Distortion


STARTING HAND
Immortal
Boot Camp
Tricycloid
Ready or Not
Nullcraft


WORKERS
Tinkerer
Plasmodium
Temporal Research
Neo Plexus
Nullcraft


NextHand

Time Spiral
Battle Suits
Forgotten Fighter
Fading Argonaut


Discard

Gilded Glaxx
Boot Camp
Immortal
Ready or Not
Elite Training
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($10)
Send your Abomination to a Boot Camp. Draw a card. - ($9)
Play Tricycloid. Remove on Time rune and deal 1 damage to Orpal. Mox trashed. - ($4)
Kill Orpal with General Onimaru. Onimaru to Level 3.
Worker - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tricycloid (4/4) (-1/-1 through Abomination) - +,+
  • :target: Lookout:

In Play:

  • :exhaust: General Onimaru (0/1) (-,-) Level 3, Frenzy 1
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 3 (Present)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Big question: should I worker Nullcraft or not? If he techs his Cursed Crow it could be a problem. I´m already low on cards. On the other hand: Ready or Not and Immortal I also don´t really want to worker. Maybe I worker Nullcraft and tech Elite Training, just in case…

Orpal still does damage in -1/-1 counters, which can’t be healed.

1 Like

Too many mistakes. Thank you, Bomber, will edit.

Onimaru would be at 0/1: 2/3, with two - runes. Does that affect your turn?

Of course. Runes are not my thing it seems. No, charnel_mouse, go ahead. I edited it again. I hope now everything is all right :flushed:

No worries, you don’t see – runes much outside of Disease so I can sympathise.

P1T6

Starting hand: 4

Sparring Partner
Deteriorate
Gorgon
Graveyard

Thoughts

Bugger. At least I didn’t tech Death and Decay. Unity’s got a lot of float, I don’t know whether to expect two Present II units or high-level heroes.

  1. Worker, Tech III, 4 gold left. Options for the leftover gold below.
  2. Worker, Graveyard, midband Vandy, Gorgon. Harder to ping Vandy, I have two units in patrol so less chance of more Boot Camp shenanigans, but no Plague Lord threat. I don’t think I have a good win condition against Immortal without him.

Options for leftover gold when going for Tech III:

  • Graveyard + Vandy. Either can be pinged to death if another Tricycloid appears. If Vandy survives, I might be able to cast Soul Stone and Plague Lord next turn. If Graveyard survives, I can bring back Abomination easily.
  • Sparring Partner + Gorgon. Partner is very easy to ping to death, but I have three units in patrol, so I’ll have more room to move. I’ll go down to a 3-card hand, so only 3/8 chance to draw Plague Lord, unless Gorgon dies.
  • Midband Vandy. Harder to ping to death, and gold-expensive with the resist. I can also fetch Dark Pact next turn, if I don’t draw Plague Lord. Only Abomination in front, though, so if Unity has another Boot Camp I’ve got problems. 5/8 to draw Plague Lord, 7/8 if I fetch Dark Pact.
  • Vandy + Grave. Both can be pinged to death if another Tricycloid appears, but Unity has to guess which one to hit. I also go back to 5 cards in hand, so my chance to draw Plague Lord is 5/8 instead of 1/2.

I like midband Vandy in Lookout here, I think. No Graveyard to bring Abomination back, but I should be able to play lots of stuff if I fetch a Dark Pact. Worst non-Boot Camp responses

  • 13g: Tricycloid pings Vandy (11g), Geiger (9g), Temporal Distortion (7g), ping Vandy to death (5g), maxband Geiger (3g), ping Abomination to 6 health, maybe midband Onimaru (2g) and run him into Abomination down to 2 health, another Temporal Distortion (0g), Hyperion trades with Abomination. Empty board versus 3/4 Geiger.
  • 13g: Tricycloid pings Abomination, Geiger (11g), Temporal Distortion (9g), ping Abomination to 3, maxband Geiger (5g), ping Abomination to death, Temporal Distortion (3g), Elite Training (1g) on Hyperion, Hyperion kills Vandy and survives, Onimaru hits a building.

I think I go for Graveyard + Vandy over midbandy Vandy. If Vandy does survive, I can still afford midband + fetch Dark Pact + Plague Lord, so there’s no need to depend on only two cards on the board.

Not sure what to tech. I mostly just need things to slow down Present II attacks, so the following are alll good:

  • Sparring Partner is only 1/1 with Abomination out, but he’s a cheap blocker against a spec with no overpower, and he can pass + runes to heroes and still patrol. Really good with Plague Lab. One is enough for runes, though, and he can be sniped with a single time rune.
  • Plague Spitter gives – runes to heroes as well as units, and has anti-air in case Nullcraft turns up again. I probably don’t need two of them just for Nullcraft, though.
  • Cursed Ghoul has decent stats, even after accounting for Abomination (3/4). If there’s a lull, he could also sneak in and hit buildings / backliners.
  • Plague Lab helps spread even more runes around for slower counter-attacks and more base burn from Plague Lord, Grave can get more sword runes, and sidelining with Boot Camp is a serious liability. No good against enemy heroes, though. It can be pinged by Tricycloid, but I’d still get the initial effect.

Not so bothered about Cursed Crow: it can easily be shot down, and Hyperions can make up for the card burn. I’ll go with Plague Lab and Cursed Ghoul, so I have a little bit of everything.

Deteriorate becomes a worker, since I’m spamming – runes instead.

Teched cards: 2

T2: Plague Spitter, Sickness
T3: Abomination, Sparring Partner
T4: Gorgon, Soul Stone
T5: Gorgon, Plague Lord
T6: Cursed Ghoul, Plague Lab


Get paid + float - (10)
Worker - (9)
Tech III - (4)
Vandy Anadrose - (2)
Graveyard - (0)
Discard 2, draw 4


:psblueshield: Abomination 7/7+1A (+, other units at -1/-1)
:target: Vandy L1 2/3 (resist 0+1, sparkshot)

Graveyard HP: 3 (4+ occupants: destroyed)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech III HP: 5


Hand: 4

Pestering Haunt
Summon Skeletons
Plague Spitter
Sacrifice the Weak

Deck: 4

Gorgon
Soul Stone
Sickness
Plague Lord

Discard: 4

Cursed Ghoul
Plague Lab
Sparring Partner
Gorgon

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
4 in hand
4 in deck
4 in discard
6 in workers
Total: 20


Gold: 0
Workers: 10

4 x start
T1: Jandra, the Negator
T2: Skeleton Javelineer
T3: Skeletal Archery
T4: Poisonblade Rogue
T5: Thieving Imp
T6: Deteriorate