Haven’t played this deck before. Plan is to make the most of strong Tech1 units (Bone Collectors, Tiny Basilisks, Hooded Executioners), follow up with a Balance plan, rush for Gunships, or stay at Tech1 with pressure from Zane or Lich’s Bargains.
STARTING HAND
Timely Messenger
Spark
Wither
Tenderfoot
Older Brother
WORKERS
Older Brother
NextHand
Helpful Turtle
Granfalloon Flagbearer
Brick Thief
Fruit Ninja
Bloom
Discard
Wither
Spark
Tenderfoot
Timely Messenger
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Rook - ($2)
Play Wither (no multi-color spell penalty as Wither is a Neutral spell), add -1/-1 rune to Garth (now 0/2+A) - ($0)
OH MY GOODNESS. I’m so sorry. i copied it over and meant to change to Strength. I would Like to play Finesse, Strength, Discipline. Please let me know if that affects your turn at all. I’m so sorry.
Finesse-White deck means I’m down the multi-colour penalty to add to the P1 vs P2 econ disadvantage, don’t enjoy those situations.
Interesting play to drop a -1/-1 rune on Garth. Assuming he’ll follow up with Birds, I’ll have the awkward choice of leaving Garth vulnerable or levelling up a weakened hero. So teching a Taxman for anti-air, as well as a Tiny Basilisk to threaten his hero.
In multi-color matches, the first building you build for the game costs one additional gold (i.e. tech 1 costs 2 gold). Page 12 of rulebook "The catch is that if your heroes are more than one color, the first tech building or add-on you build costs 1 extra gold. (Neutral heroes from the starter set don’t count as being a color, so you won’t pay the extra gold with a team of red / red / neutral but you would with red / red / green.) "
Let me know if this affects your turn or team construction.
Yes, my deck is multicolour (1 gold penalty for first building) and your deck counts as mono-colour (no penalty). Leaves you with a decent economy advantage as P2.
Good T3 draw with both Tech1s. Continue to tech good Tech1 units (Bone Collector, second Basilisk). See whether he takes Rook directly to max here, or plays Twins or Bird’s. Building quite a Skeleton presence here, can look to buff later with Midori midband, but also have to watch out for Discord taking them all out at once.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Garth makes a Skeleton - ($7)
Garth suicides into SQL, Rook to lvl 3
Midori, to mid (Skeletons now 2/2) - ($1)
Skeleton and Haunt trade with SQL
2 Skeletons trade with Rook, Midori to lvl 7
Taxman kills Flagbearer
Worker - ($0)
Haven’t been able to make value trades so far, and am slipping behind on econ. So rather than build Tech2 this turn, am bringing in midband Midori to get value trades from 3 buffed Skeletons, and threaten flying hero next turn. Also gets rid of Rook, so he won’t get immediate use from his heroes hall spend.
Teching another Tech1 unit (Executioner) plus Moment’s Peace. Will aim to build Anarchy Tech2+3 next 2 turns, and go for Gunships under shelter of Moment’s Peace.
STARTING HAND
Spark
Discord
Tenderfoot
Brick Thief
WORKERS
Older Brother
Fruit Ninja
Helpful Turtle
NextHand
Jefferson Degrey
Wither
Timely Messenger
Spark
Jefferson Degrey
Tech 2 card(s)
Get Paid - ($8)
Rambasa Twin killed on your turn returns to my Codex
tech 2, Strength - ($4)
Summon River - ($2)
Play Discord, your units get -2/-1 (kills Tiny Basilisk, Gunpoint Taxman) - ($0)
Rambasa Twin kills 0/1 Skeleton, you get +1 gold
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: River, lvl 1, (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rambasa Twin #1 (3/2)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Strength)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Max Midori will be a pain, but no flying on my turn will make him difficult to keep out. I knew he was going to midband Midori to boost Skeletons. Bummer I didn’t draw Discord sooner. Oh well, that’s how it goes.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Hooded Executioner - ($6)
Midori kills River, to max
Tech2 Anarchy - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Hooded Executioner (3/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Midori lvl 8 (4/5, flying on my turn)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 7
[B]Gold:[/B]
Gold: 2
Workers: 9
[details=Thoughts][spoiler]
Glad to have used the old Skeletons before Discord hit. Building Anarchy Tech2 and teching Gunships. Moment’s Peace in next hand, will give a good chance to build Tech3.
STARTING HAND
Jefferson Degrey
Wither
Spark
Jefferson Degrey
Timely Messenger
WORKERS
Older Brother
Fruit Ninja
Helpful Turtle
Jefferson Degrey
NextHand
Doubleing Barbarian
Bloom
Brick Thief
Two Step
Discord
Discard
Wither
Jefferson Degrey
Spark
Timely Messenger
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
scavenget bonus +1 gold - ($8)
Summon Rook - ($6)
Wither, Midori, now 3/4 - ($4)
Summon Grave, midband (3/4) - ($0)
Rambasa trades with HE, you get one gold, Rambasa returns to my codex.
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook, lvl 1, (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Grave, lvl 3, (3/4)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Strength)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Can’t get to Midori this turn. Without a buff, he can’t get at either Rook or Grave. I’ll have to hope he doesnt have 2 Stealth Monkey’s and a Chameleon Lizzo. Taking out his Tech 2 next turn is major priority, but so is Midori. These next two turns will probably decide the game.