Sad I didn’t have a tech 2 in hand, but then I remembered I can just have Garth get one for me. Hopefully, this will sustain my tech 2 so I can lay down some Hyperion hot fire (or Tricycloid hot fire, whichever is required).
Skeletal Lord
Voidblocker
Necromancer
Blackhand Dozer
Discard
Bone Collector 3/3A
Skeleton Javelineer 1/1 [Javelin rune]
Sacrifice the Weak
Bone Collector
Deteriorate
Dark Pact
Blackhand Dozer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth summons a skeleton - ($6)
Sacrifice the Weak, sacrifice the fresh skeleton and kill tricycloid - ($4)
Level Garth to midband - ($1)
Three skeletons and Garth kill your garth; all skeletons die
Maxband Garth - ($0)
Maxband Garth calls up a Blackhand Dozer
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Blackhand Dozer (7/6A)
Elite:
Scavenger:
Technician:
Lookout: Garth L7 3/4
In Play:
Skeletal Archery
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
So long, skeleton army; I must cast you off as but a relic of the past. My heart belongs to the demons now.
Necromancer
Skeletal Lord
Summon Skeletons
Voidblocker
Discard
Bone Collector 3/3A
Skeleton Javelineer 1/1 [Javelin rune]
Deteriorate
Bone Collector
Sacrifice the Weak
Dark Pact
Skeletal Lord
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Max Garth to raise a Skeletal Lord - ($1)
Deteriorate Tricycloid
Two 2/2 skeletons take out Tricycloid at range, one tower damage to each
Garth raises a skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton #4 2/2A
Elite:
Scavenger: Garth L7 3/4
Technician: Skeleton #3 2/1
Lookout:
In Play:
Skeletal Archery
Skeletal Lord 3/3
Skeleton #1 2/1
Skeleton #2 2/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
Come back, skeletons! I didn’t mean it! I need to defend likely a double hyperion next turn. This patrol should mop up the attacks and let me keep my lord to buff the two skeles next turn and kill something, though it will level his Max. If he doesn’t have hyperion TD or tricyloid TD then I am doing well. If he Tricycloid TDs to shoot all of my skeletons and my lord. then I guess I go big demons next turn, or maybe voidblocker tech up.
Skeletal Lord
Skeleton Javelineer 1/1 [Javelin rune]
Dark Pact
Discard
Voidblocker 2/6A Exhaust an extra to attack
Deteriorate
Zarramonde, the Obliterator
Zarramonde, the Obliterator
Tech 2 card(s)
Get Paid + float - ($12)
Tech III - ($7)
Blackhand Dozer - ($3)
Skeletal Lord - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Blackhand Dozer 7/6A
Elite:
Scavenger: Skeleton #1 2/2
Technician: Skeleton #2 2/2
Lookout: Skeletal Lord 3/3
In Play:
Skeletal Archery
Necromancer 3/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Hmmmmmmmmm. I think my victory condition becomes Tech III now that immortals are out. I really want a DP in my next hand. -------------------------------------------- Hooray!
Order question here, which doesn’t affect my turn now but might affect yours at some point - if BH Dozer dies, a lowest tech unit can be killed. In addition, its death triggers Necromancer, who makes a skeleton. What order do those happen in? Obviously there are situations in which I would prefer skeleton --> unit death so that the fresh skeleton can be the sacrifice if necessary, and you the inverse.
I’m gambling that he doesn’t have ya boy ZARRAMONDE right now, but even if he does a quick TD into Crashbarrow should make short work of him, and then I dance on his corpse or something.
Bone Collector
Skeleton Javelineer 1/1 [Javelin rune]
Skeletal Lord 3/3
Bone Collector 3/3A
Tech 2 card(s)
Get Paid + Scav - ($11)
Vandy - ($9)
Dark Pact, 2 to my base, I draw 2
Sacrifice The Weak, your fresh Tricycloid dies and you can have some gold - ($7)
Blackhand Dozer - ($3)
Soul Stone the Dozer - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Blackhand Dozer 8/7A [Ensouled for +1/+1 and second life]
Elite:
Scavenger:
Technician:
Lookout: Vandy L1 2/3
In Play:
Skeletal Archery
Soul Stone - attached to Dozer
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 12
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
My EnSouled Dozer has a total of 13 health, or 14 in SQL. He has 10 attack on the board, 15 with a hyperion, 20 with two hyperions, so it shouldn’t matter if I SQL it or not - except I want to keep Vandy alive I think, I might redraw the Pact, and if the two hyperion situation avoid the T3 kill. He could bounce the tricyc, so I could go in lookout; or hope for no TD play and get an extra card. The latter I think, my deck should be strong enough. Kidnapping would be AWFUL.
I realised just after submitting the turn that the TD was not just for style points (although that was totally why I did it) but also necessary to remove Dozer’s restriction on base health.
Present as the third spec wasn’t entirely thought out on my part beyond “I really want a more proactive tech 2 plan for this codex”, but Kidnapping into TD was INSPIRED.