[details=End of Turn Discard]
Pestering Haunt
Sacrifice the Weak
Deteriorate [/details]
[details=My Thoughts]
Man, rough p2 hand… I can go archery and just flood skeletons next turn, but then that will be telegraphed and he’ll grab a discord, though if I go empty here he may do that anyway. Jandra is really the only option I think, as much as I don’t want to spend the gold. Suppose Elite is best so we’ll go for that? SQL would be fine as well, so sure let’s do that, avoid the cheap chip. Kinda forced to worker Archery or Haunt, unless I want to go StW, but in the case of IPN or GN I think I want to keep StW, and Haunt will be nice to form a counter-attack next cycle. [/details]
[details=End of Turn Hand]
Sacrifice the Weak
Soul Stone
Pestering Haunt
Nimble Fencer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Grabbing a Soul Stone for the counter-pressure, and a Fencer. Fencer + Graveyard with a Soul Stone sprinkled in feels really great, I can transition into Two-Step + Starlet rushdown. Vandy and River, best buds
…
Okay solid draw, I like where this is going [/details]
[details=End of Turn Hand]
Summon Skeletons
Skeleton Javelineer
Soul Stone
Deteriorate
Two-Step [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Flagbearer being Soul Stone-able makes this quite a sticky situation… I can’t safely get a hero out, nor can I effectively put on an offensive, and weak Jandra is a liability for Fencers now. Imp + Fencer with Jandra behind isn’t a bad move, I could tech in Lich’s Bargain. I could also tech up to Demonz and play the Soul Stone on a Dozer, that’d be unexpected, but teching up here is very risky. I think my best bet is Imp + Fencer, and tech some combo of Starlet, Two-Step, Lich’s Bargain, Shadow Blade.
Two-Step is great for Jandra (would have been great here, could have killed Vandy!), and he’s unlikely to mess with her… So I like that plan a lot. Starlet or another Fencer would be a good pair, so I think we’ll go that direction. My Graveyard is likely to take a beating but I can recover from that. It will be easier to recover from it with another Fencer, Starlet would get aced without haste so not worth the 1 extra damage. I’d love to be able to afford a Hero’s Hall here but that’s not going to work out… ah well. At least he’s bleeding cards, even Dark Pact will make recovery only moderate.
[/spoiler][/details]
Dark Pact
Tenderfoot
Granfalloon Flagbearer
Fruit Ninja
Tech 2 card(s)
Get Paid - ($7)
Shadow Blade Imp, you discard 1 of 5 - ($4)
Dark Pact
Worker - ($3)
Timely Messenger - ($2)
Vandy and Tenderfoot kill Fencer
my Flagbearer trades with Jandra
Max Vandy, doom Messenger - ($0)
messenger breaks graveyard
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy 4/5, lvl 5
Timely Messenger 3/3, doomed
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 4
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
gah, I don’t like any of my options here, sucks that I whiffedlast turn. At least he didnt hit my dark pact. I am half tempted to fetch the other dark pact to recover, but that denies me at least 3 damage and a gold. He could have a nimble and maybe a buff, but I don’t see him killing vandy even with that.
Alright, so i kill something with shadowblade, then roll the dice on dark pact. I really wanted to worker that spark
Hah, got back my spark, and a puny messenger, ah well. Messenger can get vandy doom, so thats probably good. I could leave Jandra alone and break his tech 1, but that just means I get hit with the damn Imp again. Let’s end that line sooner.
[details=End of Turn Hand]
Nimble Fencer
Sacrifice the Weak
Summon Skeletons
Maestro
Nimble Fencer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Well he went all-out for a board clear, I don’t think the Graveyard kill was at all necessary but to each their own. Grabbing a Nether Drain to make sure I can keep him off Meta, and Maestro to go for a Finesse machine (since I already have 2 fencers. River is the least critical (Vandy’s doom and Soul Stone outweigh Two-Step’s priority here IMO) so we’ll sacrifice her in front, Shadow Blade and Fencer are possibilities but should still keep buildings safe.
…
Reshuffle draw is solid, should be able to StW into double fencer for some bigtime damage [/details]
Dark Pact
Tenderfoot
Granfalloon Flagbearer
Fruit Ninja
Timely Messenger
Shadow Blade
Glorious NInja
Speed of the Fox
Tech 2 card(s)
Get Paid - ($8)
Nimble Fencer - ($6)
Soul Stone - ($4)
Vandy kills River
Tech 2 Ninjutsu - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nimble Fencer 3/4+A, Soul Stone
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy 4/3, lvl 5
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Yea, all the money, nothing for him to worry about, I always seem to end up in this position, I probably overextended last turn. I am probably overextending again. A variety of option will quite possibly sink me, in Finesse Tech 2, not least of which is the fact that Garth summons whatever, 12g, if he is lucky, grounded guide, maestro, 2 nimble fencers, 8g. Even if he is missing a tech 2 unit, garth can grab it with all that gold. Still, net result would be 2 fencers slamming into my soulstoned fencer and not even quite killing him. Still, after that, pretty terrible position. Oh, and sac the weak >.<
[details=End of Turn Hand]
Thieving Imp
Two-Step
Graveyard [/details]
[details=End of Turn Discard]
Grounded Guide
Dark Pact
Sacrifice the Weak
Summon Skeletons [/details]
[details=My Thoughts]
Sinking down to his card level, kinda hurts not having a Dark Pact in the deck (putting one in now) but I have such good position on him idk how I don’t next turn use a spell (nether drain, two-step or soul stone) + a Guide fetch to shut him down. If he gets a Ninja out, that obviously hurts, and a Soul Stone Ninja would be very bad indeed, but I have a soul stone of my own so I think i can manage it. Skipping worker just to stay healthy on cards. I want to worker Jandra ultimately, I think, though I suppose if I two-step + soul stone her, I’m in okay shape. Blademaster is also an option I can look for if needed. My tech 3 > his, and he’s kinda stalling [/details]
Tech 2 card(s)
Get Paid - ($8)
Twilight Baron, at least I know where sac the weak is… - ($4)
Vandy midband fetches the other Soul stone for Baron - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Twilight Baron 5/5+A, Soul Stone
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy 4/3, lvl 5
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 12
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Yup, terrible position, didn’t realize he’d build the tower there, but makes sense.
[details=All Teched Cards]
Dark Pact, Soul Stone
Grounded Guide, Dark Pact
Nether Drain, Maestro
Two Step, Nimble Fencer
Nimble Fencer, Soul Stone [/details]
###Main:
River (8)
Two Step Maestro and Fencer (6)
Max out Garth, fetch Grounded Guide (0)
Grounded Maestro takes out Baron’s armor and first life, takes 5 damage back
Non-dancing but Grounded Nimble Fencer trades with Baron’s second life
Dancing Fencer breaks your tech 2, your base to 16
Skeleton hits your base to 14, then Garth sacrifices him to draw a card
Garth trades with Vandy, River to level 3
Offer handshake for GG because I don’t see a way out for you
[details=End of Turn Hand]
Nether Drain
Deteriorate
Soul Stone
Dark Pact
Thieving Imp [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
his card deficit catches up to him and this ought to be gg. he must have had a bad draw not to get dark pact in that cycle [/details]
You seemed confused about the graveyard smash, but I am confident you would have been able to keep it alive and smash my face, if I had left it up. If nothing else, you would have hit me with imp again.
It would have been tough to use it to great effect, I think, and I feel like you would have been better off just patrolling Tenderfoot in front of Flagbearer again. You spent a lot of cards and gold without much to follow up with, I had an easy path to stalling for an econ advantage with Vandy maxed out all by her lonesome. But idk, maybe you’re right and Imp would have bled you out, just expensive for me to keep doing that and you had access to Dark Pact, so doesn’t seem like it was worth it.
GG all the same, this deck is nightmarish no matter which way you slice it