Do note, the wording of the map is “damage”. Doesn’t prevent sacrificing, returning to hand, or other ill status effects like -1/1. Doesn’t even prevent attacking, just the damage dealt during attacking… I had a feeling that black starter and Past would be pretty good on this map just looking at that aspect, let’s see if that theory bears out…
Player 2, Turn 1 (Random Bonanza! Game 11)
P1 [Feral]/Blood/Truth vs P2 [Necromancy]/Past/Fire
Map: [No Rush 15: Prevent all damage until after each player has taken 4 turns.]
[details=Starting Hand]
Graveyard
Jandra, the Negator
Deteriorate
Summon Skeletons
Poisonblade Rogue
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (5)
- No techs first turn
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
- Garth (3)
- Make a Skeleton (2)
- Deteriorate Merfolk, you get a card
- Worker Up (1)
[details=Workers]
Jandra, the Negator
[/details]
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards after your turn
###Board Info:
####Buildings:
-
Base HP: 20
####In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
####In Play:
- Skeleton (1/1)
- Garth Torken (1/3 lvl 1)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Skeleton Javelineer
Skeletal Archery
Pestering Haunt
Thieving Imp
Sacrifice the Weak
[/details]
[details=End of Turn Discard]
Deteriorate
Poisonblade Rogue
Summon Skeletons
Graveyard
[/details]
[details=My Thoughts][spoiler]
This is going to be interesting… I think I’ll go a skeleton-centric plan. He’ll probably try to get like Tigers in response, truth isn’t a great option for him and neither is Blood. Probably first tech 2x BC, maybe BC + Stewardess if he goes for Ironbark (I doubt he will). Perhaps he’d go Murkwood? Anyway, I should be able to generate a LOT of board by turn 5, even going second I think this is favorable matchup-wise for me.
Next turn I’ll want:
7 gold : tech 1 (2) + a skeleton (3) + a worker (4) + a unit from hand (imp? jav?)
Turns 3 & 4 I’ll want
7 gold + 8 gold + any turn 2 float : 2 skeletons (2) + tech 2 necro (6) + 2x BC (10) + summon skeletons (13) + 2 workers (15)? I’d be going down 1 card, but the skeletons I generate will more than compensate. Alternatively, if I save a little for maxband Garth, I can fetch a Lord on turn 4, and that would help block up immensely.
So with that in mind, I actually think I want to tech a Nether Drain and a BC first cycle, then a lord and maybe Lich’s Bargain? Depends on whether or not he goes blood I think. If he goes Truth, definitely will go for ember sparks. If he goes Feral… Yeah maybe also there I go Lich’s Bargain?
[/spoiler][/details]