P2T2
Tech StartingHand Workers
TECH
Bone Collector
Lich’s Bargain
STARTING HAND
Skeleton Javelineer
Skeletal Archery
Thieving Imp
Deteriorate
WORKERS
Summon Skeletons
Thieving Imp
NextHand
Sacrifice the Weak
Jandra, the Negator
Lich’s Bargain
Graveyard
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Garth - ($2)
Make a skeleton - ($1)
Skeleton Javelineer - ($0)
Haunt pings your tech 1.
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Skeleton Javelineer (2/1)
-
Scavenger:
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth lvl 1 (1/3)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Well, that’s another (better) way he could get the kill. Still, not a whole lot of board presence. Maybe a skeleton army will be able to stand up to Oni, if I remember not to worker Archery this time? It’s vulnerable to Judgment Day, of course, but the new Wight might be able to help with that.
P1T3
Tech StartingHand Workers
TECH
Free Speech
Scribe
STARTING HAND
Reputable Newsman
Elite Training
Manufactured Truth
Traffic Director
Bluecoat Musketeer
WORKERS
Arrest
Spectral Aven
Manufactured Truth
NextHand
Jail
Elite Training
Building Inspector
Porkhand Magistrate
Discard
Elite Training
Bluecoat Musketeer
Traffic Director
Free Speech
Scribe
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Reputable Newsman, naming 2 - ($3)
Elite Training Newsman and Oni - ($1)
Oni kills Tech
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Reputable Newsman 1/3+2A, Naming 2, Elite Training
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Onimaru 3/2, lvl 3, Elite Training
Buildings:
-
Base HP: 20
-
Tech I HP: 4
Economy Info:
Cards:
Gold:
P2T3
Tech StartingHand Workers
TECH
Wight
Necromancer
STARTING HAND
Sacrifice the Weak
Lich’s Bargain
Jandra, the Negator
Graveyard
Skeletal Archery
WORKERS
Summon Skeletons
Thieving Imp
Jandra, the Negator
NextHand
Deteriorate
Lich’s Bargain
Necromancer
Bone Collector
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($7)
Technician draw.
Worker - ($6)
Tech 2 (Necromancy) - ($2)
Graveyard - ($0)
Haunt runs into Oni.
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1A)
-
Elite:
-
Scavenger:
-
Technician: Garth lvl 1 (1/3)
-
Lookout:
In Play:
- Graveyard (3), holding Pestering Haunt
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
Economy Info:
Cards:
Gold:
Thoughts
Crap, I wagered zhav would block 4 again, but I guess StW is still a thing.
My hand is pretty useless, so I’ll just assume I lose Garth and rush to tech 2, hoping Long Range and Deathtouch can hold up to maxband Oni.
P1T4
Tech StartingHand Workers
TECH
General’s Hammer
Flagstone Garrison
STARTING HAND
Jail
Building Inspector
Elite Training
Porkhand Magistrate
WORKERS
Arrest
Spectral Aven
Manufactured Truth
Elite Training
NextHand
Free Speech
Lawful Search
Flagstone Garrison
Elite Training
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Jail - ($4)
Tech 2 Peace - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Reputable Newsman 0/3+A, Naming 2
-
Elite:
-
Scavenger:
-
Technician: Onimaru 2/1, lvl 3
-
Lookout:
In Play:
- Jail 3
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
P2T4
Tech StartingHand Workers
TECH
Skeletal Lord
Lord of Shadows
STARTING HAND
Deteriorate
Poisonblade Rogue
Bone Collector
Lich’s Bargain
Necromancer
WORKERS
Summon Skeletons
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
NextHand
Skeletal Archery
Wight
Sacrifice the Weak
Deteriorate
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Necromancer to Jail - ($3)
Bone Collector to Jail, Necromancer out - ($1)
Make a skeleton, skipping Jail - ($0)
Exhaust Graveyard to replay Haunt, skipping Jail.
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1A)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician:
-
Lookout:
In Play:
- Garth lvl 1 (1/3)
- Necromancer (3/3)
- Pestering Haunt (1/1)
- Graveyard (3)
- Bone Collector, in Jail
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
Economy Info:
Cards:
Gold:
Thoughts
Crap, I wagered zhav would block 4 again, but I guess StW is still a thing.
My hand is pretty useless, so I’ll just assume I lose Garth and rush to tech 2, hoping Long Range and Deathtouch can hold up to maxband Oni.
P1T5
Tech StartingHand Workers
TECH
Judgment Day
Injunction
STARTING HAND
Lawful Search
Flagstone Garrison
Free Speech
Elite Training
Porkhand Magistrate
WORKERS
Arrest
Spectral Aven
Manufactured Truth
Elite Training
Porkhand Magistrate
NextHand
Scribe
Bluecoat Musketeer
Building Inspector
General’s Hammer
Discard
Lawful Search
Judgment Day
Injunction
Free Speech
Elite Training
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($8)
Lawful Search, hand, draw - ($7)
Quince - ($5)
Free Speech - ($3)
Midband Oni heals - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Reputable Newsman 0/3+A, Naming 2
-
Elite:
-
Scavenger: Mirror 0/1
-
Technician: Quince 1/3
-
Lookout:
In Play:
- Jail 3
- Onimaru 3/4, lvl 5
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Wow this is a terrible hand
P2T5
Tech StartingHand Workers
TECH
Two Step
Doom Grasp
STARTING HAND
Skeletal Archery
Sacrifice the Weak
Wight
Deteriorate
WORKERS
Summon Skeletons
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
Deteriorate
NextHand
Lord of Shadows
Lich’s Bargain
Skeletal Lord
Discard
Sacrifice the Weak
Two Step
Doom Grasp
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Necromancer and Garth kill Newsman.
Skeletal Archery - ($6)
Javelineer and skeleton hit Quince from long range.
Vandy - ($4)
Haunt trades with Quince, Vandy to midband, Necromancer makes skeleton #2.
Exhaust Graveyard to replay Haunt.
Wight to Jail, Bone Collector out - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bone Collector (2/3A)
-
Elite: Vandy lvl 3 (4/4)
-
Scavenger:
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth lvl 1 (1/3)
- Necromancer (3/3)
- Skeleton Javelineer (1/1)
- Skeleton (1/1)
- Pestering Haunt (1/1)
- Graveyard (3)
- Skeletal Archery
- Wight, in Jail
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
Economy Info:
Cards:
Gold:
Thoughts
Getting pretty close to cheating in a Lord of Shadows. As far as I can tell, zhav’s only ways to stop it are Injunction on my tech 2, or Boot Camp on my BC into a Vandy kill and Judgment Day.
P1T6
Tech StartingHand Workers
TECH
The Art of War
Injunction
STARTING HAND
Scribe
Building Inspector
Bluecoat Musketeer
General’s Hammer
Traffic Director
Injunction
WORKERS
Arrest
Spectral Aven
Manufactured Truth
Elite Training
Porkhand Magistrate
NextHand
Flagstone Garrison
Judgment Day
Injunction
Lawful Search
The Art of War
Discard
General’s Hammer
Injunction
Traffic Director
Bluecoat Musketeer
Building Inspector
Tech 2 card(s)
Get Paid - ($9)
Scribe. reshuffle draw 1 - ($7)
Bigby - ($5)
Injunction your Tech 2 - ($2)
General’s Hammer, breaks Graveyard - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Scribe 1/3+A
-
Elite:
-
Scavenger:
-
Technician: Mirror 0/1
-
Lookout:
In Play:
- Jail 3
- Bigby 2/3
- Onimaru 3/4, lvl 5
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Doomed
P2T6
Tech StartingHand Workers
TECH
Lord of Shadows
Zarramonde, the Obliterator
STARTING HAND
Lord of Shadows
Lich’s Bargain
Skeletal Lord
Zarramonde, the Obliterator
WORKERS
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
Deteriorate
NextHand
Lord of Shadows
Sacrifice the Weak
Two Step
Doom Grasp
Graveyard
Discard
Lich’s Bargain
Zarramonde, the Obliterator
Skeletal Lord
Lord of Shadows
Tech 2 card(s)
Get Paid - ($10)
Vandy to maxband, dooms Javelineer and pops Mirror - ($8)
Vandy kills Scribe.
Javelineer and skeleton #1 kill Oni from long range, Garth to lvl 3.
Bone Collector hits Bigby, makes skeleton #3.
Haunt trades with Bigby, Garth to lvl 5, Necromancer makes skeleton #4
Sacrifice Javelineer, I reshuffle and draw, Necromancer makes skeleton #5.
Garth and skeleton #2 hit tech 2 down to 2.
Make skeleton #6 - ($7)
Heroes’ Hall - ($5)
Lich’s Bargain, my base to 14, trash a worker, summon Horror, Zombie and skeleton #7 - ($3)
Float ($3)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Skeleton (1/1A)
-
Elite: Skeleton (1/1)
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton (1/1)
-
Lookout: Skeleton (1/1)
In Play:
- Vandy lvl 5 (4/4)
- Garth lvl 5 (2/4)
- Necromancer (3/3)
- Bone Collector (2/1)
- Horror (3/3)
- Zombie (2/2)
- Skeleton (1/1)
- Skeleton (1/1)
- Skeletal Archery
- Wight, in Jail
Buildings:
-
Base HP: 14
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
There’s the Injunction, so no Lord of Shadows for me. But I do have pretty much everything else on board, and a turn safe from Judgment Day, so this should be game over.
I’ll tech a couple of tech 3 units to maximize my chances of having one in hand for a fetched Skelelord next turn.
Yeah I’ve got nothing. I feel like blue got a buff in the starter for this matchup, but everything else got worse. It is also possible it’s me
GG WP! I tend to agree. If nothing else, the new Building Inspector seems very strong, but tech 2 options don’t feel super consistent. Definitely not as consistent as the Nightmare options. Do you want to keep hacking at it?
Nah, I’m gonna switch it up, anarchy strength growth had some huge changes, let’s try that.
Sorry for the delay, had a pretty busy weekend. I’ll stay on Nightmare for another round, though I want to try mono-Green too at some point.
P1T1
StartingHand Workers
STARTING HAND
Pestering Haunt
Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Summon Skeletons
WORKERS
Summon Skeletons
NextHand
Skeletal Archery
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Discard
Sacrifice the Weak
Deteriorate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt.
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Vandy lvl 1 (2/3A)
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
The eponymous starter hand.
Red Starter:
Scorch can target any unit, hero, or building
Anarchy:
Zane Level 1 add “Dies: instead of Hero Levels, opponent gains 3 gold”
Detonate costs 2 (instead of 3)
Pirate Gunship loses Obliterate
Growth:
Giant Panda is a 3/4 (instead of 2/4)
Might of Leaf and Claw grants +2/+2 (instead of +5/+5). Also, Might of Leaf and Claw gains the Healing 1 keyword (even when not yet active)
Blooming Ancient gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the Ancient each turn)
Oversized Rhinoceros costs 4 (instead of 5, for Circle of Life synergy)
Strength:
Bird’s Nest loses the Arrives: ability (it refreshes you to 2 birds on upkeep only)
Mythmaking gains the ability "Your Legendary units ignore the “Legend Rule”
P2T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Careless Musketeer
Bombaster
Scorch
Mad Man
WORKERS
Careless Musketeer
NextHand
Nautical Dog
Charge
Makeshift Rambaster
Pillage
Discard
Mad Man
Scorch
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre 3/2+A
-
Elite:
-
Scavenger:
-
Technician: Bombaster 2/2
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
P1T2
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
WORKERS
Summon Skeletons
Poisonblade Rogue
NextHand
Sacrifice the Weak
Skeletal Archery
Nimble Fencer
Graveyard
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, discard #3 - ($1)
Tech 1 - ($0)
Haunt pings your base to 19.
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Skeleton Javelineer (2/1)
-
Scavenger:
-
Technician: Thieving Imp (2/1)
-
Lookout:
In Play:
- Vandy lvl 1 (2/3)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I could lose Vandy to any kind of hasty damage, but I should be able to strike back with Fencers.
P2T2
Tech StartingHand Workers
TECH
Mythmaking
Galina Glimmer
STARTING HAND
Charge
Pillage
Nautical Dog
Makeshift Rambaster
WORKERS
Careless Musketeer
Pillage
NextHand
Mythmaking
Bloodburn
Galina Glimmer
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Bro kills Imp
Rook - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bombaster 2/2+A
-
Elite:
-
Scavenger:
-
Technician: Rook 2/4
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P1T3
Tech StartingHand Workers
TECH
Dark Pact
Lich’s Bargain
STARTING HAND
Graveyard
Skeletal Archery
Nimble Fencer
Sacrifice the Weak
Deteriorate
WORKERS
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
NextHand
Sacrifice the Weak
Nimble Fencer
Jandra, the Negator
Deteriorate
Tech 2 card(s)
Get Paid - ($6)
Technician draw.
Worker - ($5)
Nimble Fencer - ($3)
Deteriorate Bombaster - ($2)
Fencer kills Bombaster.
Vandy, Javelineer and Haunt kill Rook, Vandy to midband.
Heroes’ Hall - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy lvl 3 (3/4)
- Nimble Fencer (2/2)
- Skeleton Javelineer (1/1), runeless
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Fencer and Deteriorate give me the kill on Rook. The question is, do I use my last 2 gold for Graveyard or HH?
With Rook dead, I don’t have to worry about birds straight away, so Discord isn’t as much of a priority. OTOH, a Rambaster could punish my lack of patrol and just break the Graveyard. Zane+Rambaster could do the same for HH, but if zhav wants that he might as well go for my tech 1.
P2T3
Tech StartingHand Workers
TECH
Galina Glimmer
Ardra’s Boulder
STARTING HAND
Bloodburn
Galina Glimmer
Mythmaking
Makeshift Rambaster
Nautical Dog
WORKERS
Careless Musketeer
Pillage
Bloodburn
NextHand
Mad Man
Scorch
Charge
Discard
Bombaster
Nautical Dog
Galina Glimmer
Ardra’s Boulder
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Mythmaking - ($5)
Galina Glimmer - ($4)
Makeshift Rambaster, hits Tech 1 down - ($2)
Zane, finishes Tech 1 - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Galina Glimmer 4/4+A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Mythmaking
- Makeshift Rambaster 1/2
- Zane 2/2
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P1T4
Tech StartingHand Workers
TECH
Metamorphosis
Hooded Executioner
STARTING HAND
Jandra, the Negator
Nimble Fencer
Deteriorate
Sacrifice the Weak
WORKERS
Summon Skeletons
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
NextHand
Dark Pact
Lich’s Bargain
Pestering Haunt
Graveyard
Discard
Sacrifice the Weak
Nimble Fencer
Skeleton Javelineer
Deteriorate
Nimble Fencer
Metamorphosis
Hooded Executioner
Tech 2 card(s)
Get Paid - ($7)
Rebuild tech 1.
Worker - ($6)
Vandy to maxband, dooms Fencer and Rambaster - ($4)
Fencer and Javelineer trade with Galina.
Vandy kills Zane, I profit - ($7)
Sacrifice the Weak, kills Rambaster - ($5)
Garth - ($3)
Make a skeleton - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Skeleton (1/1A)
-
Elite:
-
Scavenger: Garth lvl 1 (1/3)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Expected the tech 1 break, but not the Mythmaking. The new version could get scary quite fast. Lich’s Bargain could help, but I’ll tech a Hoodie as well. Still not sure what my best tech 2 option would be, so I’ll just tech a copy of Meta for now.