P1T3
Tech StartingHand Workers
TECH
Metamorphosis
Metamorphosis
STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Thieving Imp
Dark Pact
Pestering Haunt
Deteriorate
Graveyard
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Dark Pact
Nether Drain
Skele jav 1/1 has javelin
Poisonblade Rogue
Metamorphosis
Tech 2 card(s)
Get Paid + float - ($7)
Skip Worker!
Dark Pact
Deteriorate Panda
Garth - ($5)
Skeleton - ($4)
Max Vandy, my skeleton is empowered, no unit on your side to reap benefit - ($0)
Vandy kills River, takes 2, Garth levels to 3
Float ($0)
Discard 5, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Skeleton of Power 3/3A [dies horribly at my next upkeep]
-
Elite:
-
Scavenger: Garth L1 1/3
-
Technician:
-
Lookout:
In Play:
- Vandy L5 4/3 (2 damage) sparkshot
Buildings:
-
Base HP: 19
Economy Info:
Cards:
Gold:
Thoughts
OK, before I doubletech meta, what could wreck me here? the plan as it stands: DP. If I draw deteriorate, deteriorate panda (6), Garth and max vandy. If I don;t draw deteriorate, but do draw ND, garth (5), StW (3), ND Vandy to 3 (2), max Vandy (0), kill River with Vandy, patrol Garth. This could be wrecked by RG + FF Arg, or by Fencer + RG, or fencer + FF + Arg, or by fencer fencer, or by Fencer + Starlet + Arg all scoreing a hero kill on Garth. I can defend against some of that by skipping my worker to get myself a 3/3 Vandy-ised skepeton to patrol, which blocks most of above. If I get ND AND deteriorate, I’m laughing as I can get a skeleton AND build a tech 1. Chance is 1/3 od that happening. If I get the 1/3, then double meta is great as gives 70ish% of drawing next turn and then I can Garth out a tech 1 too. If I don’t get the 1/3, is it too risky? All of above are 2 card combos for him, and he drew 5 from 9 which includes 1 RG, one FF and lets say 2 fencers. So it looks pretty likley that he would get one of these combos. So maybe I should tech more conservatively on the assumption I don’t hit my 1/3 and have to make a different play, or decide I am comfortable with the worker skip. Is it worth it for a ~70% chance of a T4 meta? He would build a tower for 2 and have 4 to spend; he might just max Arg, or might play a T1. Worst case there… centaur? Garth kills and Vandy gets the tech kill. I’m still left in quite a strong position. And if I don’t get the meta? Same as any tech draw whiff I guess. However, I would be better positioned if I did something else this turn maybe. Oh whatever, I’m going to try the cheese (this may be why I don’t win too much).
Draw 1 - deteriorate, excellent. 50/50 for glory. Draw 2… Graveyard. Drat. Any point in not patrolling Garth? River is dead, no grappling hook, no green spells that target patrollers, no midori or arg abilities that target them… If I have missed a way he can get through the skele then I want the gold. Skele - any way he can do 3 and then 3 damage? yes - fencer + starlet + arg, so I do want it in SQL to protect the heroes.