Skeleton Javelineer
Jandra, the Negator
Skeletal Archery
Graveyard
Deteriorate
Thoughts
Garth + Bashing is fun, but difficult. Not sure whether I want to go for virtuosos or Skeleton Lords. The former might be better against Prynn: it makes use of more units than just Lords, so less critical targets to Undo.
I don’t want to open with a hero in case of Calamandra coming out, but Jandra is not an ideal opener, even against P2 White. I’ll bring out Garth anyway, see if I can get a Skeleton swarm going.
No Calamandra, that’s good. 3 gold after worker + Tech I, so I could play either Thieving Imp or Summon Skeletons. Oh, or Skeleton + Poisonblade Rogue, but I don’t think I need it here: I’m not expecting Stewardesses until turn 3.
Teching double Bone Collector, let’s go for skellies.
Teched cards: 2
T2: 2 x Bone Collector
Get paid - (5)
Worker - (4)
Tech I - (3)
Summon Skeletons, two Skeletons arrive - (0)
Skeleton Javelineer throws javelin at Smoker for 1A damage
Garth kills Smoker, takes 1 damage
Discard 3, reshuffle 9, draw 5
Skeleton #1 1/1
Garth L1 1/2 (1g: summon a Skeleton, once per turn; 1 damage)
Skeleton Javelineer 1/1
Skeleton #2 1/1
Base HP: 20
Tech I HP: 5
Hand: 5
Graveyard
Bone Collector
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Deck: 4
Skeletal Archery
Deteriorate
Bone Collector
Summon Skeletons
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
0 in hand
9 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 6
4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
STARTING HAND
Snapback
Savior Monk
Safe Attacking
Aged Sensei
WORKERS
Fox Viper
Safe Attacking
Next Hand
Fox Primus
Grappling Hook
Stewardess of the Undone
Sensei’s Advice
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire a Savior Monk. - ($3)
Build Tech I. - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Savior Monk 2/2A
Elite:
Scavenger:
Technician: Morningstar Flagbearer 2/2
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
We weren’t wrong but we had different vulnerabilities. I feel like we should do someting about Skeleton spam. I guess Stewardess is helpful to that end along with a Centaur for Overpower. Rewind is probably one of the best solutions, particularily with Lich’s Bargain hanging around being threatening. So let’s see if we can’t keep that in the back pocket. I suppose Murkwood Allies is also a fine enough answer to Skeletons.
Graveyard
Bone Collector
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Thoughts
OK, hopefully I can hang on for Archery here. My best Tech III to sneak onto the board with Lords is Blademaster, which doesn’t go particularly well with Skeleton Archery, but it would give my other units something to do.
Teched cards: 2
T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
Get paid - (6)
Worker - (5)
Bone Collector - (3)
Midband Garth - (0)
Garth hits Saviour Monk for 1+1A damage, takes 2 damage
Skeleton #2trades with Saviour Monk
Discard 3, draw 4, reshuffle 5, draw 1
Bone Collector 3/3+1A (attacks: summon a Skeleton)
Skeleton 1/1
Garth L4 2/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)
Skeleton Javelineer 1/1
Base HP: 20
Tech I HP: 5
Hand: 5
Skeletal Archery
Deteriorate
Bone Collector
Summon Skeletons
Graveyard
Deck: 4
Skeleton Lord
Skeleton Lord
Thieving Imp
Sacrifice the Weak
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
5 in hand
4 in deck
0 in discard
3 in workers
Total: 14
Gold: 0
Workers: 7
4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hire a Stewardess of the Undone who sends the Scavenger Skeleton to the void. - ($4)
Build Tech II - Past. - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Stewardess of the Undone 2/3A
Elite:
Scavenger:
Technician: Morningstar Flagbearer 2/2
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Well, I think Past Tech II and maybe III is the goal here.
Skeletal Archery
Deteriorate
Bone Collector
Summon Skeletons
Graveyard
Thoughts
Hmm, Past II could be nasty. Now’s a good time to tech in spells, then next turn I tech in things to fetch. Doom Grasp could be nice here, Two Step is also good for my Archers. Or maybe I want Lich’s Bargain? Bit risky with Stewardesses around.
Holding off on killing the Flagbearer here, so flagrantangles shouldn’t have any Tech II units in hand.
I’m not sure Garth is staying alive here, either removal or Origin Story will do the track. Well, never mind.
Teched cards: 2
T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step
Get paid - (7)
Worker - (6)
Skeletal Archery - (4)
Tech II Necromancy - (0)
Skeleton shoots Stewardess for 1A damage
Bone Collector kills Stewardess, takes 2 damage, Skeleton #2 arrives
Discard 3, draw 4, reshuffle 5, draw 1
Skeleton 1/1 (Skeletal Archery: long range, anti-air)
Garth L4 2/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)
Bone Collector 3/1 (attacks: summon a Skeleton)
Skeleton Javelineer 1/1 (Skeletal Archery: long range, anti-air)
Skeletal Archery (My Skeletons have long range and anti-air)
Base HP: 20
Tech I HP: 5
Hand: 5
Skeleton Lord
Skeleton Lord
Thieving Imp
Sacrifice the Weak
Doom Grasp
Deck: 4
Two Step
Bone Collector
Summon Skeletons
Graveyard
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
3 on board
5 in hand
4 in deck
0 in discard
4 in workers
Total: 16
Gold: 0
Workers: 8
4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate
Garth L4 2/1 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 3 damage)
Skeleton Lord #1 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Lord #2 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Javelineer 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #1 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeletal Archery (My Skeletons have long range and anti-air)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 4
Two Step
Bone Collector
Summon Skeletons
Graveyard
Deck: 0
Discard: 5
Blademaster
Necromancer
Bone Collector
Sacrifice the Weak
Doom Grasp
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
4 on board
4 in hand
0 in deck
5 in discard
5 in workers
Total: 18
Gold: 0
Workers: 9
4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate
T5: Thieving Imp
Two Step
Bone Collector
Summon Skeletons
Graveyard
Thoughts
Oh, I completely forgot flagrantangles had Snapback available. Well, hopefully too late for him now. Taking Appel Stomp to go for a base kill.
Teched cards: 2
T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step
T5: Blademaster, Necromancer
T6: 2 x Appel Stomp
Get paid - (9)
Worker - (8)
River Montoya - (6)
Two Step, Skeleton Javlineer and Skeleton #1 are patrners - (4)
Skeleton Javelineer kills Yesterday’s Golgort, takes 1 damage
Skeletons #2 and #3kill Aged Sensei and Grave, you get a gold and draw, River hits level 3, take 1 damage each
Skeleton #1destroys your Tower, your base to 18
Skeleton Lord #1destroys Tech II, your base to 16
Skeleton Lord #2 and Troq destroy Tech I, your base to 14
Maxband River - (2)
Heroes’ Hall - (0)
Discard 2, reshuffle 9, draw 4
River L5 3/4 (exhaust: sideline Tech 0/I unit; Tech 0 units are cheaper)
Troq L1 2/3
Skeleton Lord #1 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Lord #2 3/3 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand)
Skeleton Javelineer 5/3 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 2 damage)
Skeleton #1 5/3 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 2 damage)
Skeleton #2 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #3 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Two Step (partners get +2/+2 until one dies or River dies)
Skeletal Archery (My Skeletons have long range and anti-air)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes’ Hall HP: 4
T2: 2 x Bone Collector
T3: 2 x Skeleton Lord
T4: Doom Grasp, Two Step
T5: Blademaster, Necromancer
T6: 2 x Appel Stomp
Get paid - (10)
Appel Stomp, Calamandra is feinted out of patrol - (9)
I draw
Bone Collector
Appel Stomp, I draw - (8)
Doom Grasp
Garth Torken - (6)
Summon Skeletons, Skeleltons #4 and #5 arrive - (3)
Garth summons Skeleton #6 - (2)
Bone Collector - (0)
Skeletons 2-6 exhaust, Necromancer arrives from hand
River (3), Troq (2), Skeleton Lords (6), Skeleton Javlineer (5), and Skeleton #1 (5) hit your base to -7, GG!
Garth 1/3 (1g: summon a Skeleton)
Bone Collector 3/3 (attacks: summon a Skeleton)
Necromancer 3/3 (long range; allied non-token unit dies: summon a Skeleton)
River L5 3/3 (exhaust: sideline Tech 0/I unit; Tech 0 units are cheaper; 1 damage)
Troq L1 2/2 (1 damage)
Skeleton Lord #1 3/2 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand; 1 damage)
Skeleton Lord #2 3/2 (Skeletons have +1/+1; exhaust 5 Skeletons: play a card from hand; 1 damage)
Skeleton Javelineer 5/2 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 3 damage)
Skeleton #1 5/2 (Two Step: +2/+2; Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 3 damage)
Skeleton #2 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #3 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #4 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #5 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Skeleton #6 3/2 (Skeleton Lords: +1/+1 x2; Skeletal Archery: long range, anti-air; 1 damage)
Two Step (partners get +2/+2 until one dies or River dies)
Skeletal Archery (My Skeletons have long range and anti-air)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes’ Hall HP: 4
Remaining hand: 1
Doom Grasp
Deck: 3
Blademaster
Bone Collector
Sacrifice the Weak
Discard: 3
Appel Stomp
Appel Stomp
Summon Skeletons
Card-count check (opponent-viewable)
Expected: 10 + 10 teched = 20
7 on board
1 in hand
3 in deck
3 in discard
6 in workers
Total: 20
Gold: 0
Workers: 10
4 x start
T1: Jandra, the Negator
T2: Pestering Haunt
T3: Poisonblade Rogue
T4: Deteriorate
T5: Thieving Imp
T6: Graveyard