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[LDT] rathyAro ([feral]/truth/blood) vs. FrozenStorm (PtW.dec)

@FrozenStorm I was hoping for a rematch :). Have fun!

"P1T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Young Treant
Verdant Tree
Rampant Growth
Rich Earth


WORKERS
Ironbark Treant


NextHand

Tiger Cub
Playful Panda
Spore Shambler
Forest’s Favor
Merfolk Prospector


Discard

Verdant Tree
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
worker

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
    "
1 Like

@rathyAro GL HF mate!

Player 2, Turn 1

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Thieving Imp
Deteriorate
Summon Skeletons
Poisonblade Rogue
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Vandy (3)
  • Poisonblade Rogue (1)
  • Worker (0)

[details=Workers]
Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Poisonblade Rogue (2/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Skeleton Javelineer
Skeletal Archery
[/details]

[details=End of Turn Discard]
Graveyard
Deteriorate
Thieving Imp
[/details]

[details=My Thoughts][spoiler]
Seems a bold start for him to greed econ as P1, but I suppose against Black it’s tough to bring out creatures. I think Rogue sets up nicely as a means of deterring him from a hero (better than Graveyard), so this will be a rare instance I don’t immediately worker it. Leaves me with bad other worker options though, but Summon Skeles isn’t an awful one.

Next turn probably T1 + HH, and split between running River + Vandy or Fencer + Graveyard that’s been kicking so much butt
[/spoiler][/details]

1 Like

"P1T2


Tech StartingHand Workers

TECH
Centaur
Centaur


STARTING HAND
Forest’s Favor
Tiger Cub
Merfolk Prospector
Spore Shambler
Playful Panda


WORKERS
Ironbark Treant
Merfolk Prospector


NextHand

Spore Shambler
Rampant Growth
Forest’s Favor
Young Treant


Tech 2 card(s)
Get Paid + float - ($6)
Tiger Cub - ($4)
Playful Panda, make a Wisp - ($2)
Worker
Tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+1Armor)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

Hmm

Player 2, Turn 2

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Skeleton Javelineer
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Nimble Fencer, Bone Collector
[/details]


###Main:

  • Midband Vandy, Kill Cub (4)
  • Rogue kills Wisp, you get a card
  • Skeleton Javelineer (3)
  • Tech 1 (2)
  • Worker (1)

[details=Workers]
Jandra, the Negator, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

####In Play:

  • Poisonblade Rogue (2/1)
  • Vandy (3/2 lvl 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Bone Collector
Sacrifice the Weak
Nimble Fencer
Pestering Haunt
Skeletal Archery
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Cub + Panda is a nice split for him here when I don’t have graveyard. Bloodlust is what to be weary of, definitely a possibility. I don’t think I’ll risk a Dark Pact just yet then, instead I’ll go for Fencer and Bone Collector. Green starter will struggle to keep up with Skeletons, and always good to have some haste. If I give up Vandy to Drakk then I’ll just have to strike back with Fencer and Rogue and a Deteriorate or something.

Solid reshuffle draw, deteriorate or Graveyard would have been nice but both T1s is solid. We’ll see if he brings the thunder or tries to shell up.
[/details]

"P1T3


Tech StartingHand Workers

TECH
Huntress
Huntress


STARTING HAND
Young Treant
Forest’s Favor
Spore Shambler
Rampant Growth
Centaur
Centaur


WORKERS
Ironbark Treant
Merfolk Prospector
Spore Shambler


NextHand

Rampant Growth
Verdant Tree
Huntress
Forest’s Favor
Huntress


Tech 2 card(s)
Get Paid - ($6)
Young Treant, draw 1 card - ($4)
Centaur - ($1)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+1Armor)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

Player 2, Turn 3

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Bone Collector
Sacrifice the Weak
Nimble Fencer
Pestering Haunt
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Dark Pact, Skeletal Lord
Nimble Fencer, Bone Collector
[/details]


###Main:

  • Rogue cripples Centaur, Vandy finishes it
  • Bone Collector (6)
  • Worker (5)
  • Tech 2 Necromancy (1)

[details=Workers]
Pestering Haunt, Jandra, the Negator, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bone Collector (3/3)
  • :target: Lookout:

####In Play:

  • Vandy (3/1 lvl 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Deteriorate
Graveyard
Thieving Imp
Skeletal Lord
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
The more I think about it, his deck has really poor horde counter mechanisms. I should be able to bleed cards and flood skeletons for a win, especially if I can get the Skeletons Archery and a Lord as backup. Sucks to have workered Summon Skeletons for that plan, but it seems a pretty excellent strategy. I think I should still be able to stop a tech 2 blood truth bonanza but I suppose we’ll have to see. I don’t really have a stronger play to make, I can break his tech 1 by max vandy buffing Rogue, Fencer kills YT, Vandy + Jav break tech 1, but then Panda is left 4/4 and I’m sorta forced to either sacrifice BC to its attack or Sac the Weak it away and lose my jav. And no matter which way I go Drakk Bloodlust is a possible comeback (though with that Centaur tech, looks more likely he just wants to survive to tech 2).

W/e I like this Necro play, let’s go for it.

NICE reshuffle draw :slight_smile: If he does tech up I’m going to bring some skeletal pain to block back.
[/spoiler][/details]

"P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Verdant Tree
Huntress
Rampant Growth
Huntress
Forest’s Favor


WORKERS
Ironbark Treant
Merfolk Prospector
Spore Shambler
Verdant Tree


NextHand

Crashbarrow
Crashbarrow
Tiger Cub (2/2+1Armor)
Centaur


Tech 2 card(s)
Get Paid + float - ($8)
Playful Panda kills Skeleton Javelineer
Huntress - ($6)
Huntress - ($4)
Worker
Tech II Blood - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Huntress (3/3+1Armor)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]: Huntress (3/3)
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

Damn, I think I’m probably done for here but let’s see

Player 2, Turn 4

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Deteriorate
Graveyard
Thieving Imp
Skeletal Lord
Dark Pact
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Harmony, Necromancer
Dark Pact, Skeletal Lord
Nimble Fencer, Bone Collector
[/details]


###Main:

  • Thieving Imp, you discard #4 of 4 (6)
  • Deteriorate SQL, Bone Collector kills it and takes 2 damage, I get a skeleton
  • Dark Pact, base to 18 draw 2
  • Graveyard (4)
  • Maxband Vandy, dooming Thieving Imp and Young Treant (2)
  • Vandy kills Lookout, takes 3 damage
  • Worker (1)

[details=Workers]
Poisonblade Rogue, Pestering Haunt, Jandra, the Negator, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (4/4 doomed)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Vandy (4/2 lvl 5)
  • Bone Collector (3/1)
  • Graveyard (3hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Nimble Fencer
Sacrifice the Weak
Deteriorate
Harmony
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Pretty grim here, I’m reasonably certain he’ll either kill Vandy or Tower up, meaning I have very little hope of killing that tech 2. So I’m going to pray I can build up enough weanies and bleed his cards enough where I can eventually dig out a win. I don’t have a lot of hope or faith in that plan though :frowning:
[/details]

You could still discard me out of doing anything useful. I got lucky that my crashbarrow dodged thieving imp, but let’s see if that luck holds up.

"P1T5


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Centaur
Tiger Cub (2/2+1Armor)
Crashbarrow
Crashbarrow


WORKERS
Ironbark Treant
Merfolk Prospector
Spore Shambler
Verdant Tree


NextHand

Forest’s Favor
Rampant Growth
Crashbarrow
Centaur (3/4+1Armor)


Tech 2 card(s)
Get Paid - ($8)
Crashbarrow - ($5)
Crashbarrow trades withThieving Imp, overpower to Skeleton, you draw 1 card, you get 1 gold
Quince, make a Mirror Illusion - ($3)
Panda kills Vandy, Quince levels up 2 times to midband
Calamandra - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Quince (1/4, Level 3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Mirror Illusion (0/1)
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Calamandra (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "

Interesting, Quince is the one you don’t mind dying?

Player 2, Turn 5

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Deteriorate
Graveyard
Thieving Imp
Skeletal Lord
Dark Pact
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1float+1scav)
  • Draw 1 techn
  • You draw 1 technician for doom Treant dying
  • Tech 2 cards in (except turn 1)

[details=All Teched Cards]
Dark Pact, Skeletal Lord
Harmony, Necromancer
Dark Pact, Skeletal Lord
Nimble Fencer, Bone Collector
[/details]


###Main:

  • Thieving Imp from Graveyard, you discard #3 of 5 since you have 5 from YT doom (8)
  • Garth + level 2 (5)
  • Nimble Fencer and Bone Collector kill Quince, Bone Collector to the grave and I get a Skeleton, Grave to level 4 (3)
  • Make another Skeleton (2)
  • Skeleton Javelineer (1)
  • Worker (0)

[details=Workers]
Harmony, Poisonblade Rogue, Pestering Haunt, Jandra, the Negator, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

####In Play:

  • Garth (2/4 lvl 4)
  • Nimble Fencer (2/2)
  • Skeleton Javelineer (1/1)
  • Graveyard (3hp, holding Bone Collector)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Necromancer
Dark Pact
Skeletal Lord
Skeletal Archery
[/details]

[details=End of Turn Discard]
Skeletal Lord
Dark Pact
Deteriorate
Sacrifice the Weak
[/details]

[details=My Thoughts]
who knows ¯_(ツ)_/¯ definitely putting card pressure on him feels right, killing quince feels right, would love to get Harmony down as well but at this point I think my best bet is pumping skeletons. Going to leave the second necromancer for tech-in on Garth max, hope that he can’t bring too much thunder. If my graveyard survives (I imagine it’s #1 on the glider hit list) I can do some fun stuff with Fencer and getting lots of skeletons I spose XD
[/details]

That was probably wrong =/

"P1T6


StartingHand Workers

STARTING HAND
Centaur (3/4+1Armor)
Forest’s Favor
Rampant Growth
Crashbarrow
Centaur


WORKERS
Ironbark Treant
Merfolk Prospector
Spore Shambler
Verdant Tree
Forest’s Favor


NextHand

Crashbarrow
Huntress (3/3)
Shoddy Glider
Huntress (3/3+1Armor)


Discard

Young Treant (0/2)
Crashbarrow
Rampant Growth
Centaur


Tech 0 card(s)
Get Paid + float - ($9)
Centaur - ($6)
Worker
Surplus - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+1Armor)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calamandra (2/3)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Surplus HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
    "

Probably not what you wanted, no.

Player 2, Turn 6

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Necromancer
Dark Pact
Skeletal Lord
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Elect to Tech 2 cards in

[details=All Teched Cards]
Star-Crossed Starlet x2
Dark Pact, Skeletal Lord
Harmony, Necromancer
Dark Pact, Skeletal Lord
Nimble Fencer, Bone Collector
[/details]


###Main:

  • Skeletal Lord (7)
  • Maxband Garth, fetch the other Skeletal Lord (4)
  • Skeletal Archery (2)
  • Vandy (0)
  • Imp trades into Centaur, Skeleton finishes him from downtown
  • Second skeleton snipes Cala, you get a gold and Vandy to level 3
  • Fencer kills mirror, you get a card
  • Jav and Garth break your tech 2, your base to 18

[details=Workers]
Harmony, Poisonblade Rogue, Pestering Haunt, Jandra, the Negator, Summon Skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 NECROMANCY

####In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeletal Lord (3/3)
  • :target: Lookout:

####In Play:

  • Garth (3/4 lvl 7)
  • Nimble Fencer (2/2)
  • Skeleton (3/3)
  • Skeleton (3/3)
  • Skeleton Javelineer (3/3)
  • Skeletal Lord (3/3)
  • Skeletal Archery
  • Graveyard (3hp, holding Bone Collector and Thieving Imp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Necromancer
Star-Crossed Starlet
Star-Crossed Starlet
Dark Pact
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
WOOO! He goes for surplus, not enough defense. I’ll tech 2 Starlets just to pile on / help close, but this should be GG no way he’s mustering up enough defense (or offense) to combat the long-range horde I’ve amassed.
[/details]

"P1T7


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Huntress (3/3+1Armor)
Huntress (3/3)
Shoddy Glider
Crashbarrow
Playful Panda (2/1)
Shoddy Glider


WORKERS
Ironbark Treant
Merfolk Prospector
Spore Shambler
Verdant Tree
Forest’s Favor


NextHand

Young Treant (0/2)
Kidnapping
Centaur
Tiger Cub (2/2+1Armor)
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($11)
Huntress - ($9)
Huntress - ($7)
Playful Panda, Wisp - ($5)
Rebuild Tech II
Tower, my base takes 2 - ($3)
Drakk - ($1)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Huntress (3/3+1Armor)
  • :psfist: [I]Elite[/I]: Drakk (1+1Attack/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Huntress (3/3)
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
    "

Is Panda in back and wisp in technician, since Panda can’t be in patrol?

1 Like

Yeah, you’re right

1 Like

GG WP

Player 2, Turn 7

P1 [Feral]/Blood/Truth vs P2 PtW.dec

[details=Starting Hand]
Necromancer
Star-Crossed Starlet
Star-Crossed Starlet
Dark Pact
Deteriorate dark pact (dp)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Elect to Tech 2 cards in

[details=All Teched Cards]
Star-Crossed Starlet x2
Dark Pact, Skeletal Lord
Harmony, Necromancer
Dark Pact, Skeletal Lord
Nimble Fencer, Bone Collector
[/details]


###Main:

  • Dark pact, draw 2
  • Necromancer just cuz (6)
  • Star-Crossed Starlet, deteriorate huntress, they trade, I get a skeleton (4)
  • Rez starlet from grave to kill Drakk, Vandy Maxbands to doom panda and a skeleton, I get another skeleton (2)
  • Another starlet from hand (0)
  • Vandy kills hunters lookout and sparkshots wisp dead
  • Garth, fencer, 2 skeletons, Doom skeleton, starlet and both lords deal 25 to your base, GG WP!

I lucked out that you didn’t destroy graveyard and took the bait on Vandy with your barrow, and that you put quince in front. GL in the rest of the tourney!

Good game. I don’t immediately see how Quince would have helped, I felt like getting my Crashbarrow discarded was the biggest swing. Really I just didn’t respect how many skeletons you made and the possibility of Skeleton Lord. I def got outplayed though.

Lucky I hit the only tech 2 with that second imp, Quince helps for making mirrors of blockers in case that happens, more so than Cala at least.

I do think going rich earth in this matchup is a bit greedy, though I must admit it worked great for keeping your deck thin!

Oh yeah @Bob199, FrozenStorm got it.

Good point, I probably wouldn’t have made the mirror with Quince not expecting all that power though, but it would have been the right play. And rich earth first is something I told myself to keep testing until it’s bad for me lol. It is probably wrong in this matchup, but it’s hard to say when I never get punished for doing it.