Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Imp, discard card rn 1 of 5 - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Thieving Imp 3/2
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
With units relativemy more important, effects such as the executioner, abomination, plague lab and having fewer cards may all be more impactful since heroes are an unreliable gold sink. What does he go for here? all three tech choices might be viable; however, he is less likely to go for birds as long as I am in a position to answer Rook. This turn - Imp SQL? He could kill it with a hero + sensei’s advice next turn without it his primus dieing. But would he? Normally, yes, probably. And with hero-death? Also still probably, and I could get more efficiency with deteriorate but would lose my card advantage. Imp elite? Trades with Primus perfectly on cards and gold and prevents him getting primus to survive with advice, but I am a card up because of the discard effect. Other lines - hero and rogue. He doesn’t trade but re-patrols, plays another minion next turn; I can attack and deteriorate to clear one minion, and sac the weak for another, and I could be left with a hero where he has an empty board, though a card down. Is this worth it? No, and it’s higher risk. Let’s go for the safest play - I think my late game might be better.
Sorry for the delay by me this time, it’s been busy!
P2T2
Tech StartingHand Workers
TECH
Hooded Executioner
Hooded Executioner
STARTING HAND
Graveyard
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
WORKERS
Summon Skeletons
Skeleton Javelineer
NextHand
Graveyard
Deteriorate
Pestering Haunt
Sacrifice the Weak
Skeletal Archery
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($5)
Garth - I broke that seal - ($3)
Deteriorate smoker, who goes back to your hand - no draw for you
Skeleton - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Thieving Imp 3/2
Scavenger: Skeleton 1/1
Technician:
Lookout:
In Play:
Garth L1 1/3
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 2
Workers: 7
Thoughts
OK, he has went for the slow play too. What would he have teched? Probably Rambasa Twin I reckon - good value and tempo in this board building without hero dependency. Or maybe Arda’s Boulder? How do I deal with those things? Over the top with a Gargoyle, or tech II race? This turn, I can gain a gold on him tempo wise by dealing with his Smoker with a Detriorate. If I use Garth to do this, I can play a skeleton, and float 2 gold. Next turn I then start with 9, and can play something for 5 and tech up. Executioner might get me a little further tempo - it would kill primus, and then I should have it and another unit left to defend against the Twins. Following that, I still think disease counters most of what he might have - deathtouvh, anti-air, anti-unit stuff. ----- realised I did my math wrong after re-drawing as could execute and tech, but this is fine as I whiffed anyway!
Hooded Executioner
Jandra, the Negator
Hooded Executioner
Poisonblade Rogue
Discard
Deteriorate
Sacrifice the Weak
Pestering Haunt
Graveyard
Gorgon
Tech 1 card(s)
Get Paid + float + Scav - ($10)
Worker - ($9)
Deteriorate Fox, dies
Skeleboy - ($8)
Sac the Weak, skele and Spartner die, you get gold - ($6)
max Garth, call up a Twilgiht baron - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp 2/2A
Elite:
Scavenger: Twilight Baron 4/4 Overpower, contract against T2 plays
Technician:
Lookout:
In Play:
Garth L7 3/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Whiff hand is hard hand. I knew the twins were coming, and yet I seem to not be prepared? If I had drawn one I could have deteriorated the primus and executed the spartner and teched up, and then had two units defending agains two plus rook. Gragh. So, instead… Graveyard, haunt and Archery are all game losing plays here, so they’re out. Deterirate I can use to take out the Primus or two soften a Twin to kill. Sac the Weak can be used for 3 with a skele to kil… spartner. Garth - I can afford to max level and bring out one of my teched cards. Still no point in teching his ult as he just gets snapbacked. what would I bring out? Baron is the beefiest boy and answers the twins… I dpn’t see a point to the disease units right now, they won’t block enough. Gargoyle would be interesting - an Ult Vandy next turn would make it a tech building destroyer, but at the cost of my own and having no impact this turn. OK then, I can cut him down to just the twins and rook whislt I have a Baron and Imp and max Garth. This is not a good turn - I lose my tempo by failing to build my tech II now. Anything I can do with only 5 gold? No, not really, but if any spectators want to tell me a btter line I could have played here after the game would appreciate. Second tech - a tech II not draw it I think. I get another tech to respond to what he does next turn, so lets go for generally good + cycling Gorgon.
I didn’t think about sensei’s advice, which was foolish. Patrolling the other way around would have meant it still twook two twins to a baron, which was what I wanted. So there is one error which might lose the game. ANYWAY. Now I need to tech up or I lose. So it’s tech for 4, and either Jandra or rogue hero (can’t do that I think, hero will die), or skip worker execute twin, or double executioner and only draw 3 next turn. Getting the T2 drop is really my have-a-chance-condtion, so I think I skip the worker for max draws. He can charge past with Rook, and if he teched an Earthquake just kill my tech building that way though… but would he do that? Probably, and then I would REALLY lose. Fine, let’s just hope for a good draw on my three-card-draw. What would be most impactful? Big things. Abomination in case he feels safe enough for a Birds. -------- No draw, guess I won’t win - he kills both my things and techs up himself or does something else which actually has an impact on the board whilst I do nothing. Save me, tech draw?
Abomination
Graveyard
Twilight Baron 4/4 Overpower, contract against T2 plays
Abomination
Discard
Hooded Executioner #2 3/3
Sacrifice the Weak
Jandra, the Negator
Gorgon
Plague Lab
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play and max Orpal Gloor - ($1)
Sac one executioner, rune your twin which succumbs and goes to the codex; runes spread to spartner and cuddles (lack of social distancing)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Hooded Executioner 3/3A
Elite:
Scavenger: Orpal Gloor 2/5 disease fingers
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 5
Gold:
Gold: 1
Workers: 10
Thoughts
No save from the tech draw. Fuzz cuddles means that taking out Rook without a Gorgon is just a silly idea. My priority this turn - save my tech II for next turn at all costs. Current board state, buffed twin takes out one executioner, buffed rook takes building past seconrd executioner. Or, he just plays thunderclap and both my executioners vanish and he has 12 damage to spend. So, I need to kill some stuff and/or get more patrol. Jandra is usefull, and sac the weak is useless as i don’t want to trade at the moment. That leaves heroes - I can use Vandy to buff an executioner, but no way to kill his empowered unit. So Orpal - max orpal, sac an executioner to kill Twin, rune the other two things. Leaves me with Orpal at 2/5 and an executioner, and him with a 1/1 spartner, 1/2 cuddles and big rook. I patrol Orpal in… sql? then he has to use rook + something else to kill rather than just a buffed rook. However, he also has to use rook to kill executioner if no advice, so maybe I can even have Orpal survive. I still lose to a thunderclap moving my other patroller out, or to an entangling vines on my executioner, and a buffed rook straight through though. I can use my last two gold to put out Vandy as well to prevent this and end up with no heroes left soon. He is probably running at least one of these spells now that he has a safe Rook, but then again he has only two cards. I’m going to risk it.
WORKERS
Snapback
Aged Sensei
Grappling Hook
Fox Viper
Sensei’s Advice
NextHand
Smoker
Thunderclap
Glorious Ninja
Discard
Masked Raccoon
Masked Raccoon
Fox Primus
Earthquake
Fox’s Den School
Tech 2 card(s)
Get Paid - ($9)
Spartner Taps, one Rune to clear from Fuzz
Untap, then tap to clear Rune deom Spartner - ($7)
Untap and Tap to Rune Rook - ($5)
Morningstar Flagbearer - ($2)
Rook kills SQL
Grave - ($0)
Technician: Twilight Baron 3/3 Overpower, contract against T2 plays
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Not enough money for double abomination, curses. 6 for abomination. I can pay 4 for baron and sac with to kill flagbearer and partner, and de-rune cuddles. I have one left, and he would be able to sword abom and just charge past orpal for the tech kill. I have to leave baron up to tank I think. I’m actually going to tech a T1 spitter for more runes on heroes and also in case I made a mistake and my T2 goes down. What’s my win con here? I think T3. Another option is spec into demonology and get out Terras. With abominations, it’s not impossible! I could also use demonology voidblockers to tank ninjas whilst I work to set up. Let’s focus on survival and tech one of those for now.
Fox’s Den School
Earthquake
Savior Monk
Sparring Partner
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Max Grave, use sword to kill Abom - ($2)
Tap Spar to Rune Morningstar Flagbearer
Fuzz and Morningstar kill Orpal and survive with safe attacking
Rook goes past Baron to break Tech 1, base to 18
Untap to Spar with Flagbearer - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Safe Attacking
Sparring Partner 2/2
Rook 5/6, lvl 8, +1 Rune
Grave 4/5, lvl 7, no sword
Morningstar Flagbearer 2/2
Fuzz Cuddles 1/2, -1 Rune
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
If he wants Tech 2 units, he has to suicide into a hero, he can hit either hero for that, but if he wants to kill anything else, he has to use Vandy or play the other Abom, which is going to be an easy kill afterward I think. Come at me, bruh!
I’m just going to fold here I think - I am about to enter an downward spiral of being unable to keep my tech buildings alive to play things I need, and I’m about to have a very busy weekend where I won’t be able to reply much if this goes on for more than a turn or two anyway. GG! I made a couple of mistakes, and also whiffed my T1 draw and what I teched was no good drawn a turn later, so that didn’t help. Advice from spectators on where my biggest mistakes were welcome! No need to tag you on this one
The main thing I can see is putting Twilight Baron in Squad Leader, so zhavier would still need to trade 2-for-1 with Sensei’s Advice. He could have turned out to have Grappling Hook too, but he’d at least had to go down on cards to get the Garth kill.
That turn was always going to be rough with that draw, though. I thought you made a good attempt to recover.
Even without spells considered, he left that turn open so i could trade imp and max rook to kill Garth. He would have Baron to retaliate, but it would still be a dead garth facing a rook that was hard to remove. Moved around for baron in front, i’d kiill baron and could still do the max rook kill, but end up only facing an imp, not nearly as scary. That turn was definitely pivotal, but the moment Garth came out, the lowest health black hero, he was a target.
This map is very much about changing the dynamics of protecting heroes, who are normally much more disposable. Garth is a good example of a hero that wants to die and come back, to get more value from maxband. Vandy is similar. Orpal is the one that wants to stick around and cause havoc, but he also is more difficult to use and protect.
Also, looking at your thoughts, i see you considered sac’ing baron to Orpal for rune shenanigans, but alas, he is a demon, and orpal is too nice to sacrifice demons.