2HD: Team 2 Red/Black

Yeah, that’s fair, but I’d mostly just be looking at them as 3 hasty damage for 2 gold while we go to tech 3 and get gunships. Maybe that’s not a great choice?

So we can get 3 attack power out of Garth.

Is Skeleton Archery worth it to provide anti-air against Nullcraft? Probably not.

So max Garth (6), get Crow. Create and sac skeleton to draw (5). Worker is (4). Playing a Ghoul is (0).
Or max Garth (6), get Crow. Create and sac to draw. (5). Worker is (4). Nether Drain is (3), and we do that probably after Garth attacks, if we are reasonably sure that they won’t be able to get Crow out of the patrol and then kill Garth. Alternatively, Quince is Midband, so Nether draining him is an option.

For Red, if we summon and midband Drakk (3), make a worker (2), and play Lobber (1), that gets us 3 attack power from Red. If we get the free levels on Drakk, we can play Bloodrage instead, and have no gold. Either way, we get no Hero’s Hall.

Lobber + Deteriorate will kill one Squad Leader. Or Lobber + Garth will kill one squad leader (the Stewardess, presumably), and then the Baron + Deteriorate on the Knight will kill the Knight and Mirror.

Or we can max Garth or swing midband Drakk Lobber into the Knight, then deteriorate it to kill it, causing it to go to discard instead of hand. Lobber/Garth can then ding the Stewardess, and TB can finish it off and overpower to kill Cadet or Mirror. Note that if we use Garth on the Knight, we don’t need to midband Drakk to use Lobber + Baron to kill Stewardess and Cadet. Which means we could theoretically also play Rambaster again if we want to in order to kill the Mirror.

Which we really, really might want to do, given that we’ll potentially have stuff like Ghoul or Cursed Crow on the table for it to copy.

Note that drawing Ghoul and playing it to give the Stewardess a -1 would mean our Baron would survive and we’d get to overpower kill the Mirror, and then Lobber trade with OEC. But Garth would only have 1 hp left.

Black also has the option of playing a second hero this turn. If we draw Sac the Weak or Nether Drain, that might be a good thing to do.

Don’t forget about the tower when plotting out attacks.

I’m ok with just using the plague lab on purple, but we could grab a Gorgon or Soul Stone instead.

On the red side, I think Lobber is almost as good as Monkey here. We could also pick up Calypso.

One option, if we draw a ghoul, is to use rambaster to kill the mirror, and then use lobber to ping the tower, which lets us break the tower first thing next turn.

Have the tech choices sorted?

Black techs a Cursed Crow, and[poll]

  • Plague Lab
  • Gorgon
    [/poll]

Red techs a Lobber, and[poll name=poll2]

  • Desperation
  • Chaos Mirror
  • Disguised Monkey
  • Calypso Vystari
    [/poll]

I’m okay with Plague Lab. It’s basically a spell that doesn’t need a hero. And we might get value out of its exhaust ability.

Calypso Vystari seems pointless - Red isn’t casting enough spells to justify that.

I thought about using the Lobber to ping the Tower, but I was concerned about doing that with Quince. That was probably unnecessary concern. 4 gold for 2 damage is not really good value.

Bump for input.

Tech choices are finalized as Cursed Crow, Plague Lab and Lobber, Chaos Mirror

Your initial move is black spends 1g to sac/draw…

Nether Drain!

Again, really?

The nether drain line involves ending up with a mid-band Drakk, I think. I’ll let Caph spell out the details.

@EricF this is the line I’m seeing:
Black workers Skeletal Archery (7)
Red workers Pillage? (7)
Red summons Drakk (5)
Black Nether Drain’s Quince and feeds levels to Drakk to 3 (6)
Red levels Drakk to 6 (4)
Red plays Bloodrage Ogre (2) - it gets Haste!
Red players Lobber (1)
Lobber hits Brave Knight and dies.
Black Deteriorates Brave Knight - it dies.
Bloodrage Ogre trades with Stewardess.
Twilight Baron hits the mirror token and overpowers to kill the Overeager Cadet, takes one damage from tower, is now 4/1.

At this point, their patrol zone is Hardened Mox. We can attack with Garth, or patrol Garth, and can patrol Crow and Drakk.

Black has 6 gold left and can… play and sacrifice Skeleton Javelineer to draw a card and then probably get and play a Ghoul? Or summon and max Vandy? (Max Vandy at the right time would potentially let us improve our trades?) Summon Orpal? Float a pile of gold to start Tech 3 next turn? Play Pestering Haunt, probably? Maybe play Rogue or Imp?

Am I missing anything here?

You’re off on the red gold count - you gave Drakk 3 levels, but only paid 1 gold.

It might be better to max Garth, and then Nether Drain him (again), rather than just costing them 2 gold by draining Quince.

I am hopeful we can post the turn today or tomorrow.

Okay so:

Black workers Skeletal Archery (7)
Red workers Pillage? (7)
Red summons Drakk (5)
Garth attacks Stewardess, does 3 damage, takes 3 damage.
Black maxes Garth, healing him and gets Crow (5)
Black Nether Drains Garth and feeds levels to Drakk to 3 (4)
Red levels Drakk to 4 (4)
Red plays Lobber (3).
Lobber hits Brave Knight and dies.
Black Deteriorates Brave Knight, killing it.
Red plays Makeshift Rambaster (1).
Makeshift Rambaster kills Stewardess and dies.
Twilight Baron hits the mirror token and overpowers to kill the Overeager Cadet, takes one damage from tower, is now 4/1.
Black plays Pestering Haunt

Black has 4/1 Baron, 2/4 L5 Garth, 3/3 Cursed Crow, and 5 gold. Hand is Javelineer, Rogue, Imp.

Red has L4 2/3 Drakk and 1 gold. Hand is Bloodrage Ogre.

Remaining enemy patrol zone is Hardened Mox in lookout. Remaining enemy board is a 2hp Tower and a L3 1/4 Quince, and a 1/1 Nullcraft.

Choices are:
Black floats 5 gold.
Black plays and sacs Javelineer to draw. 2/3 chance of draw and play Ghoul, 1/3 chance of Sac the Weak. Note that we’re going to do that before we play out our turn if we do it.
Black summons another hero (Orpal for playing with -1s next turn? Vandy for Dark Pact and her maxband next turn?)
Black builds an add-on.
Black plays more units - Imp to take someone’s hand down to 3 and have a 2/2 body, Rogue to permanently disable the Mox/be effective at killing stuff next turn
Some combination of the above.

My inclination is to play Poisonblade Rogue and summon Orpal, and float 1 gold. Patrol Crow as Squad Leader and Garth as scavenger, or something. Next turn max Orpal, play Ghouls, kill things, spread -1 runes.

That line would kill Garth, because he is at 2/3 from 1 damage last turn.

That’s relatively easily fixed by leveling him before attacking.

As long as you are ok with a 3/1 Garth who then dies from Nether Drain…

I would rather not cycle the Javelineer. We can just summon L1 Vandy and float the rest of the gold.

[quote=“zhavier, post:115, topic:885, full:true”]
As long as you are ok with a 3/1 Garth who then dies from Nether Drain…
[/quote]Your math is wrong. He has 4hp at midband AND maxband, so he’ll go from 3/1, to 2/1.

[quote=“EricF, post:116, topic:885, full:true”]
I would rather not cycle the Javelineer. We can just summon L1 Vandy and float the rest of the gold.
[/quote]I am okay with this.

Patrol Crow and Drakk as Squad Leaders, probably. If Crow gets Arressted we’re going to be sad. Oh wait, we also have a disabled Gunpoint Taxman who will be able to do stuff next turn, too. That’s cool. And Arrest is in discard. So maybe Undo happens, but that’s still not a huge disaster.

Sounds like crow should go in Lookout, since we aren’t patrolling any 1 hp stuff. Drakk is more important, so I think Vandy as SQL (she will probably soak up all the attacks - maybe we should use Orpal for that task instead?) and Drakk as Tech (since Red needs to get cards back).

Injunction would be a super pain, but at least we would still have Drakk Attack in that scenario.

Why are we patrolling crow
do they even have flying
if we kill quince’s mirror I think they have no flying haste??

Sorry, yes.

Sounds like we have relative consensus, turn incoming soon with Garth at 2/1 lvl 5.