This is going to be a tough match-up. I wanted to come out guns blazing, and thankfully I had the aggro split of Haunt and Jav to open up with. Planning for likely dozers, or anarchy depending on how the game goes.
Unfortunately whiffed on deteriorate draw next turn.
[details=End of Turn Hand]
Deteriorate
Thieving Imp
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator [/details]
[details=End of Turn Discard]
Summon Skeletons
Skeletal Archery
Graveyard [/details]
[details=My Thoughts][spoiler]
Midband Vandy in Elite is a decent choice here, though it can give levels over to Garth if he wants it. I don’t have a lot of other options with this terrible of a starting hand though(no deteriorate to back off his pressure, no Imp or Jandra or even Jav to block with…). I don’t want his Vandy getting free levels, and that’d be about the only way to do that without just opening my base to free damage. I’m not really up for that against Anarchy.
Or am I…? I could just build a tower and let him kill that? Or wait to build the tower next turn? Ok fuck it I guess, why not, let’s just let him through and then pound the board next turn with Janrda + Imp? Idk, this is a super shit start, I’m probably pretty fucked regardless. Maybe Fencer can rescue me a bit
[/spoiler][/details]
Interesting open on his part. Teching DP and BC for card draw and more aggro. He has a buckload of gold. My guess is he’ll go tech 1 (1G), Heroes Hall (2G), Worker (1G), leaving him 7 more gold-- maybe a thieving imp + Jav? I doubt he’ll bring Garth out since his synergy is mostly with Vandy and River, but we’ll see. BC will also help against nimble fencers if defending. Graveyard to help with hand size, thinning deck, and free haunts or cheap jav’s.
[details=End of Turn Hand]
Graveyard
Dark Pact
Pestering Haunt
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Two base damage isn’t bad at all. And Jandra + Imp is safe to bring a hero out against all but a teched Shadow Blade, which I highly doubt. So I’ll do that + Vandy, and bring the pain next turn [/details]
Very well played considering your starting hand!
btw- my hand size was 4, so I just discarded 1/4.
"P1T3
Tech StartingHand Workers
TECH
Chaos Mirror
Bone Collector
STARTING HAND
Deteriorate
Jandra, the Negator
Bone Collector
Dark Pact
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
NextHand
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
Discard
Dark Pact
Deteriorate
Chaos Mirror
Bone Collector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
I discard card #1/4
Midband Vandy - ($3)
Vandy and Javelineer take out Jandra
Bone Collector - ($1)
Summon Javelineer from Graveyard - ($1)
Things already not looking good here. His econ advantage with monocolor + P2 is tough to play against. Jandra + imp play was a very strong move. Losing Dark Pact really hurt. Vandy at risk here. A deteriorate + StW + Nimble Fencer will be very hard to come back from.
[details=End of Turn Hand]
Summon Skeletons
Skeletal Archery [/details]
[details=End of Turn Discard]
Harmony
Nimble Fencer
Jandra, the Negator
Dark Pact
Sacrifice the Weak
Deteriorate [/details]
[details=My Thoughts]
Okay, if I get deteriorate or fencer I can get a kill on Vandy, if I get both I can get a really great kill, and if I get neither I can still kill BC at least. I want to do a HH and Graveyard though, that’s only going to happen if I lay off killing Vandy. I will more likely skip HH, but I’m grabbing Harmony and a Fencer to split the difference.
…
Got both, I think I have to take the board clear! He can retaliate with Zane but not in a really dangerous way. Next turn I can HH or Tech 2, based on how much I want to spend on offense [/details]
You brought on the pain there, wp! ~~ let’s see if I can bounce back
Edit: I realized I paid for my worker but didn’t drag it to the worker box. Turn is still the same except my hand is 3 instead of 4 after discard/draw phase. I had 3 cards in deck, so nothing was affected.
"P1T4
Tech StartingHand Workers
TECH
Blackhand Dozer
Blackhand Dozer
STARTING HAND
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
NextHand
Dark Pact
Chaos Mirror
Deteriorate
Discard
Graveyard 3HP
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
Bone Collector (3/3)
Sacrifice the Weak
Blackhand Dozer
Blackhand Dozer
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Bone Collector - ($4)
Thieving Imp, you discard card #1/2 - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Thieving Imp (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Bone Collector (3/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 7
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
He played exactly what I was worried about. Good draws/techs on his part. My only chance now is to capitalize on his low hand size, and go for tech 2 next turn. I’m hoping he uses Vandy’s midband to grab a Dark Pact, and whiffs on Deteriorate-- that way I can keep my Bone Collector another turn. Teching 2 Dozers for my mid game plan, if things go my way. Bit risky, but at this point I need a high risk-high reward plan
[details=End of Turn Hand]
Jandra, the Negator
Nimble Fencer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I think Vandy’s going to be a target for him with a Zane play, so I’m going to concede her likely loss, bleed his cards to make playing around heroes even more attractive, and get teched up so I can possibly raise a Grounded Guide to get my Fencers scary XD Throwing in Nether Drain to help with that resurrection plan, and potentially to do a trick-shot repeat doom fencers? Idk kinda crazy but might work. If nothing else, gives me a potential way to pop a barely-living Zane [/details]
Bone Collector (3/3)
Dark Pact
Chaos Mirror
Blackhand Dozer
Discard
Dark Pact
Skeleton Javelineer (1/1)
Deteriorate
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
I discard card #2/3 from your thieving imp
Bone Collector trades with thieving imp, summons skelly, Imp to your graveyard
Zane joins the party!, suiciding into Vandy - ($6)
Vandy - ($4)
Dark Pact, my base to 18, I draw 2
Tech 2 Demonology - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton Token (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Vandy (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II Demonology HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Taking out Vandy definitely was important, to prevent River and Vandy’s crazy synergy, and also to prevent Dark Pacts saving his hand size + Vandy maxing. Zane to the rescue =D Teching another low-cost unit and Dark Pact. Hooded Exec gives good flexibility and hoping to be able to cycle through my units quickly and easily, to prevent Dozers sacrificial effect from being too damaging, and also having enough cheap bodies to withstand his hastiness, as well as for hopefully a clutch chaos mirror at some point. Next turn may grab another chaos mirror and/or tech 3, thinking zarramonde or tech lab gunship.
[details=End of Turn Hand]
Harmony
Summon Skeletons [/details]
[details=End of Turn Discard]
Grounded Guide
Star-Crossed Starlet [/details]
[details=My Thoughts]
He gives up Zane plays for next turn, interesting. More interesting is tech 2 demonz, I think that will be reasonably manageable though. Dozers and Voidblockers definitely aren’t great to deal with, but I think I’ll manage.
…
Harmony clearly wasn’t what I needed here, will probably end up workering that. Might go to tech 3 before the recycle? Idk it’s going to be a tight game here. [/details]
Shadow Blade
Hooded Executioner
Sacrifice the Weak
Blackhand Dozer
Tech 2 card(s)
Get Paid - ($9)
I discard card #3/4
Dark Pact, base to 16, I draw 2
Blackhand Dozer - ($5)
Bone Collector - ($3)
Garth, summon skelly - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Blackhand Dozer (7/6+A)
[I]Elite[/I]: Bone Collector (1+3/3)
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Garth lvl 1 (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy lvl 1 (2/3)
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
This is a make or break move next turn. He has a lot of attacking power with likely max garth and summoning Grounded Guide to boost his units/virtuosos. If he has a star-crossed scarlet in hand also to play, then I’m screwed. I had to skip a worker to get Garth+skelly on the board in order to protect tech 2 and vandy (who I’m heavily invested in currently with 2 Dark Pacts and a Shadow blade being teched now). Teching shadow blade in order to try and get some momentum back with hasted attack, and also keep his cards down. I will really need to get rid of graveyard somehow to stand a chance here. Detonate seems to be my only realistic chance.
[details=End of Turn Hand]
Maestro
Nether Drain
Sacrifice the Weak
Deteriorate [/details]
[details=End of Turn Discard]
Star-Crossed Starlet
Summon Skeletons
Harmony [/details]
[details=My Thoughts]
We’ll see about that tech 3 later, but right now I just want to get the board cleared up. Zane might be coming but I’ll patrol to make it as difficult as possible for him to break through. He can instamax Zane + midband Vandy and get to my grounded Guide, but that leaves him with no defense and only a maxband vandy against my doomed Fencer. That’s not good for him. [/details]
Deteriorate
Graveyard 3HP
Dark Pact
Skeleton Javelineer (1/1)
Discard
Blackhand Dozer (7/6+A)
Bone Collector (1+3/3)
Pirate Gunship
Pirate Gunship
Shadow Blade
Sacrifice the Weak
Detonate
Blackhand Dozer
Tech 2 card(s)
Get Paid - ($9)
Scav and tech bonuses - ($10)
Shadow blade to kill your skeleton (most expens. SB ever), you discard card #2/4, you get 1G - ($7)
Sacrifice the weak to kill nimble fencer, who goes to your graveyard - ($5)
Hooded Executioner, boost to kill Grounded Guide, who crowds your graveyard and causes it to fall apart - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hooded Exec (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Vandy lvl 1 (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Needed a better hand, I had to make a lot of poor value trades here with Shadow Blade on skelly. Although there was good value in getting rid of his 2 units in play causing graveyard to crumble. Vandy and River combo coming up next I expect (harmony+Dark Pact). Unfortunately not able to summon my other Dozer here, wasting him. No other tech 2 in the deck right now to use. I was considering a Banefire Golem to counter his dancers/skellies, although I doubt it (and a cheap unit of mine) would survive a turn. I won’t be able to win if we stay at tech 2, although if I make a dash for tech 3, I don’t see how I’ll keep up with him. Not sure about execution of my end game plan here, but neverthless need to go for it. Going with gunships instead of zarramondes mostly b/c of econ and haste.
[details=End of Turn Hand]
Dark Pact
Dark Pact
Maestro
Deteriorate [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
That was an interesting play from him, but now I’ve got his Vandy, no more dark pact or Shadow Blade. Going to tech 3 as that’s the only real good use of gold this turn, next turn can either Dark Pact for the blademaster if I can dig him up, otherwise meta. [/details]
Had a choice of tech 3 or max Garth. Decided to go with max Garth to grab a Dozer so that I could hold off his attack another turn, hopefully being able to take adv. of Dozer’s overpower ability, and use a chaos mirror. Plus my next 4 cards are not tech 3 anyway, so no need to rush just yet. Next turn I very likely will go tech 3 + tech lab. Teching a Zarra in the mix also just in case. My deck unfortunately is so bloated at this point since I was at 9 workers that it’s really bad. Need luck on my size. Thankfully will be able to use Dark Pacts to help with randomness, but runs the risk of tech 3s
Damn, I drew a zarramonde. Oh well, that’s how it goes. At least not a gunship, yet.