Yeah, this is why I don’t like chaining lockdown spells. The gold disadvantage that comes with doing so makes maintaining a competitive board presence almost impossible.
Nimble Fencer, it and Garth kill SQL, Garth to lvl 6 (14)
Hooded Executioner + boost, ice Scribe
Deteriorate techn, my rhythm-less skeleton trades with it
Activate both Gargoyles, River + Imp + Dancing Skele + 2x Garg break your base, ggwp!
The “silent protectors” that are on-board Gargoyles (combined with a threat of two step or Soul Stone) are a nasty counter to the “stall for tech 2 combos” plan you’re rocking. I feel like it might be better to forego the tech lab early and just rock Rambasa + Law T2 until you have things stabilized enough to push for Archons and Rememberers.
Pretty shit starting hand with no Tenderfoot, Haunt or Messenger, but Imp is at least a suitable alternative. I’m keeping Wither over Bloom as he has Snapback, and with a weak-er start like this I may be on the backfoot to Grave. Probably Graveyard + Tenderfoot next turn, and DP + Fencer after? Maybe double Gargoyle again? He has yet to have an answer to it…
Tech 0 card(s)
Get Paid - ($5)
Young Treant - ($3)
Worker - ($2)
Graveyard - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Young Treant (0/2)
Technician:
Lookout:
In Play:
Graveyard (3)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Alright, i have one strategy left in mind for keeping those Gargoyles off my back long enough to get a Tech II up and running. I haven’t tried it yet, because I think it’s too expensive to w ork, but I don’t have any other answers to invulnerable flying death statues before I’m eligible for Shimmer Rays.
Deteriorate
Gargoyle
Nimble Fencer
Sacrifice the Weak
End of Turn Discard
My Thoughts
Killing tenderfoot is pretty free with Vandy, and putting YT on 1hp feels worth only having one blocker. He has combat spells but I also don’t need Vandy entirely. Two Step and Fencer is plenty to keep the pressure on.
Deteriorate
Gargoyle
Nimble Fencer
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except for turn 1)
All Teched Cards
Soul Stone, Dark Pact
Two Step, Nimble Fencer
Gargoyle x2
Main:
Gargoyle (4)
Vandy kills SQL
Imp kills Scav, you get 1g
Gargoyle awakens and swoops down on Graveyard, blowing it up (3)
Hero’s Hall (1)
Worker (0)
Workers
Sacrifice the Weak, Timely Messenger, Pestering Haunt, Bloom
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
In Play:
Vandy (2/1 lvl 1)
Thieving Imp (2/1)
Gargoyle (3/2 flying)
Gargoyle (0/2)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Wither
Two Step
Dark Pact
Soul Stone
End of Turn Discard
My Thoughts
Well he’s definitely got me guessing if the plan is fast tech 2 or Judgment Day here, so I’ll hedge a little and lean into the card advantage. Bust the graveyard, let the tech 2 rush come (he’s only got 3 cards in hand, how bad could that be).
Two Step Imp and the other Gargoyle, Dancing Gargoyle awakens to kill Bigby, River to level 3 you get a card (3)
Dancing Imp breaks Tech Lab, your base to 18
Worker (2)
Maxband River, revive Tenderfoot for free (0)
Workers
Wither, Sacrifice the Weak, Timely Messenger, Pestering Haunt, Bloom
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader: River (3/4+1armor lvl 5)
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
In Play:
Thieving Imp (4/3) Two Step
Gargoyle (3/2 flying)
Gargoyle (5/4 flying) Two Step
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Deteriorate
Nimble Fencer
Soul Stone
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Neither I guess? Fine with losing Vandy, excited to get to kill Bigby and have a turn free from Judgment! I can tech Appel Stomp and Starlet and have a really good shot to wreck next turn
Ah, indeed. In that case, the tech 2 and tree will stay, but instead we’ll have one Garg kill Newsie, the dancing one kill Bigby, and Imp break the tech lab. I’ll edit the post, carry on about your bizness