2HD: Team 2 Red/Black

Thanks. Bomber, why don’t you take a crack at optimising our attacks/plays to end up with:
All opposing units and heroes dead
Carrion crow hits their base
Peace tech 2 is destroyed
Garth hits maxband and summons a second crow
Get/keep as much of our stuff in play as possible
If practical, deal more damage to their base and/or destroy the tower (or the Blue Tech 1?)
No need to make workers on either side, as the game should be over in the next couple of turns, and the cards will be more important.

I’ll build a game state when I get home and see what I can come up with.

Hoo boy what a state.

Ok so the first thing I’ve identified is that if we sac a skeleton to get the 1/4 of drawing Plague Lab, we easily wipe their board and their Tower and Tech 2 and can maybe destroy a Tech 1 while we’re at it, so I think that should be our first action. (Don’t lock it in yet or anything, I want to hear opinions)
If we hit Nether Drain, we recoup that gold in maxing Garth (and making Quince slightly easier to kill).
If we draw one of the other two, we get a worse line. I’m going on to working that line out now.

Ok I think this line is similar to EricF’s first one.

  1. Make Skele, draw, miss Plague Lab and Nether drain (say, we get Rogue) 10/8 (red and black)
  2. Kidnapp Glaxx (6/8)
  3. Deteriorate Mirror (6/8)
  4. Glaxx kills Tax Collector
  5. Skeleton Javelineer (6/7)
  6. Sacrifice the Weak, murders Nullcraft, Javelineer, Glaxx, Overeager Cadet (6/5)
  7. Cursed Ghoul, kills Seer (6/1)
  8. Max Drakk (4/1)
  9. Nautical Dog with Haste (3/1)
  10. Makeshift Rambaster (1/1)
  11. Twilight Baron kills Stewardess, overpowers 1 damage to Tech 2
  12. Dog kills Tower
  13. Rambaster kills Tech 2
  14. Taxman kills Quince, Garth maxbands
  15. Crow attacks Base
  16. Garth and Drakk can destroy a Tech 1 building of their choice.

I think that line is pretty good actually. Black can still worker, red cannot as they are out of cards. Technically you could not play the Dog and worker him, then you would use Drakk to kill tower then max him, but you couldn’t destroy a Tech 1.
If we draw Nether Drain instead of one of the two useless cards, the turn remains pretty much the same except you can shuffle things round to save one side two gold and (I think) save the dog’s life with a damage on someone else instead (for killing tower). Probably save Black gold to be honest, cause then they could also summon Vandy. Though I guess if Red saves gold and doesn’t Dog they could build Tech 2.

If you want me to map out a Plague Lab line I can, but it’s pretty obvious that all their stuff just kinda dies and we blow 'em up.

Note Plague Lab hits only 1 opponent, not both. I wasn’t clear which color would be picked in that line.

Ahh you’re right, I missed that.
However… it changes nothing, as hitting Purple is the main use. Hitting Purple kills Nullcraft and Seer and allows for StW to hit Stewardess.
Making the Overeager Cadet a 1/1 isn’t really that important, and Deteriorate can easily be used to dispatch the Mirror (or even a different attacker idk that line is so damn strong).

Note that Sacrifice can’t hit Glaxx if played while Red has any gold.

Ooo you got me there. I can probably fix it though by having it suicide, though it does mean I have to sacrifice something else of red’s.
Or I could just kill the Taxman then suicide Glaxx.
Yeah I guess that does make my board position worse…

Ah I think the best answer is probably just have sac the weak hit dog instead. Sad.

I think this one has the best synergy:

Tech in Desperation and Ember Sparks (not that it matters)
Tech in Cursed Crow and Death Rites

Red/Black get gold (10/9)
Taxman trades with Taxman, stealing the gold back (11/9)
Baron hits Glaxx for 4
Cursed Ghoul, killing Nullcraft (11/5)
Deteriorate Wisp
Make a skeleton (11/4)
Sacrifice the Weak (11/2) killing Cadet, Stewardess, Skeleton, and red has no units
Kidnap Seer (7/2), trade it with Glaxx
** patrol zone clear **
Drakk breaks Tower
Max Drakk (5/2)
Nautical Dog, gains Haste (4/2)
Makeshift Rambaster (2/2)
Red builds a Hero’s Hall (0/2)
Garth to L7, summoning second Crow (0/0)
Garth and Nautical Dog break Tech II Peace
Crow hits the Base, reducing each opponent to 1 card
Rambaster hits the base for 4 extra damage, putting it at 17.
Red discards 0, draws 2
Black discards 3 (Ghoul, Haunt, Javelineer), draws 4, rs, draw 1

In play (23 total attack):
L6 Drakk (3/4)
L7 Garth (3/4)
Rambaster (1/2)
Nautical Dog (1/1)
2x Crow (3/3)
Cursed Ghoul (4/5) - patrolling

That plan is strong. Note that black still has two gold though (and lots of cards) so I still think it’s worth drawing a card first to see what turns up, and they can still worker.

Well, that plan doesn’t include killing Quince, so no free levels. It’s the path to take if we think Quince is going to be less valuable than letting Purple draw a card.

And also we’re using the Skeleton token to buffer Sacrifice The Weak, so we can’t also use it to draw a card.

That plan does seem pretty strong to me. I’m not super worried about maxband Quince hanging around when they have very little in the way of cards in hand. Quince’s spells here are not at all threatening. Some Mirror shenanigans could occur, but I don’t think they can do enough damage to make a difference. Blue can spend 4 gold to copy Rambasters to attack with, which is pointless unless they do something like Arrest or Undo our Squad Leader Ghoul and then decide to try to destroy some buildings. Purple… I dunno.

Purple could theoretically summon Geiger and Now! a thing, which would be slightly annoying. The best they could do there is an Argonaut, probably? They can’t afford to summon Prynn and Rewind unless they kill both of our heroes to level her.

[quote=“EricF, post:152, topic:885”]
And also we’re using the Skeleton token to buffer Sacrifice The Weak, so we can’t also use it to draw a card.
[/quote]We have Skeleton Javelineer we could use to cycle a card. I don’t think this is a good idea, because we probably don’t want to miss Plague Lab or Nether Drain. Or possibly Thieving Imp, which may help us establish a 0-hand-size lockdown if one of them has 3 cards in hand.

I guess the tl;dr here is I think we’re in good shape, but I want to be sure we’re not missing anything.

That play seems complete and I see consensus so I will post sometime later today, probably 4+ hours from now.

To be complete, the Ghoul patrolls in Lookout, and nothing else patrolls.

My point was to use the javelineer as draw (or stw target) because drawing plague lab is really good.
Also my play had quince dying, why is yours better?

It’s not 100% better. Yours kills Quince, and gives purple another card in hand. Mine builds a Hero’s Hall instead, and sacrifices 1 point of future attack power.

Ok.
But what do you think about drawing a card for plague lab

What is the ending board state if we draw a Plague Lab off a skeleton sacrifice?
I think it involved not playing a Ghoul, so what do we get instead?

Here’s my opinion:
We can already kill everything-but-Quince with Eric’s plan. Drawing Plague Lab isn’t going to help much with this turn - we’re accomplishing a whole lot already, arguably everything we need to.

Knowing we are going to draw Plague Lab next turn, and getting the Hero’s Hall for Red, gets us a lot for next turn. It means we can get more favorable attacks next turn, and bring out another hero for Red - probably Zane, adding a bunch more damage.

It’s one extra gold Black has, which can be spent on something like Nether Drain to make Quince easier to kill and give Zane free levels.

So basically, I don’t think there’s any point in doing a 1 in 4 fish when we’re not desperate and can guarantee a good turn next turn instead.