So, this is basically one of my favorite decks ([Disc]/Law/Past) without the devastating game-winning combo. I guess Necromancy was thrown in for Doom Grasp, maybe? But that’s easily shut down by Mind-Parry Monk, so probably I should just treat this as [Discipline]/Law. I guess Hooded Executioner could take out a Tech III following Judgment Day, but better to not let the Tech III be played in the first place, if possible. I guess Judgment Day could also clear away Mind-Parry Monk, then allow Garth to Nether Drain Rook down from maxband, and follow up with Doom Grasp, but that’s super awkward; I would much prefer to just be able to unsummon him… and actually, I can, with Snapback, so Garth seems mostly useless. And, I’m against one of the best-performing tournament decks; this is gonna be rough. For now, I’ll just go aggressive with Grave and dump the upgrade to shrink my cycle. Patrolling Lookout in case of Snapback, because why not?
Squad Leader: Smoker (1/1A) Stealth, escape artist
Elite:
Scavenger: Aged Sensei (1/1)
Technician:
Lookout:
In Play:
Safe Attacking
L1 Grave Stormborne (2/2) Sparkshot [1 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Sensei is too valuable to leave on the board, so he dies. Birds will be a pain to deal with, but I don’t need to worry about them just yet, so for the moment I’ll try to apply more pressure.
Right… Rook midband. Now would be a good time to have another white hero, but at least Bigby can allow me to float Snapback… though it’ll probably be too late to stop Birds from arriving. I think Garth was thrown into the mix to use Nether Drain to bounce maxbands between Grave and Garth, for accumulating sword runes and units, but it’ll be a while before I can pull that off… might be worth considering Discipline tech II just for the Training Grounds to kick-start that cycle.
This looks good for me. If he attacks, the attacking units will die and I get more resources, potentially drawing Earthquake. If he doesn’t attack, I can just put a bunch of stuff on the board and do my own strike at the same time.
If he’s paying to maxband Rook, he might be setting up for Earthquake… but he won’t be able to cast 2, meaning I can risk postponing Snapback for a turn as long as I can guard against direct building damage… but, that’s a big “if”. Better to just pay up and ditch him.
Get paid + float ($9)
Snapback Grave ($5) bring in Garth
River kills Bigby and midbands
Rambasa Twin safely kills Garth. River maxbands
Hire Smoker ($5)
Hire Sparring Partner ($4)
Build Tech 2: Strength ($0)
Technician: Smoker (1/1)
In play: River (3/4) Sparring Partner (2/2) Rambasa Twin (3/2) Safe Attacking