2HD: Team 2 Red/Black

Hmm, would it be better if we instead attacked the glaxx with seer first so we could use the overpower of twilight baron to kill the tower? I don’t think that affects anything else, and maybe we’ll have some extra damage to kill a tech one.

For the sake of expediency, I am going to go with the turn as outlined earlier. It seemed to have sufficient support. I don’t mean to ignore you Bomber, but I didn’t work out how to make your suggestion work without interfering with Sacrifice the Weak. I’m sure you will tell me how it could have been done.

P2T5 RED


TECH
Desperation
Ember Sparks


RED STARTING HAND
Nautical Dog
Makeshift Rambaster
Kidnapping


RED WORKERS
Bloodburn
Mad Man
Careless Musketeer
Pillage


RED NEXT HAND
Scorch
Lobber


RED DECK
Bloodrage Ogre
Chaos Mirror
Lobber
Bombaster
Kidnapping
Charge


RED DISCARD
Gunpoint Taxman
Kidnapping
Desperation
Ember Sparks


Tech 2 card(s)
Red Get Paid + float - ($10)
Red 1 Gunpoint Taxman trades with Tax Collector, steals 1g - ($11)
Red 7 Kidnapping on Seer trades with Glaxx - ($7)
Red 8 Drakk breaks Tower, base to 26
Red 9 Max Drakk, heals - ($5)
Red 10 Nautical Dog, gains Haste, hits Tech 2 Peace for 3 - ($4)
Red 11 Makeshift Rambaster - ($2)
Red 12 Heroes’ Hall - ($0)
Red 16 Makeshift Rambaster hits Base to 17

Red Float ($0)
Red Discard 0, draw 2


[B]Board Info:[/B]
[B]In RED Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster 1/2
  • Nautical Dog 1/1
  • Drakk 3/4, lvl 6
    [B]RED Buildings:[/B]
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]RED Cards:[/B]

  • Hand: 2
  • Deck: 6
  • Disc: 4
    [B]RED Gold:[/B]
  • Gold: 0
  • Workers: 9

P2T5 BLACK


TECH
Cursed Crow
Death Rites


BLACK STARTING HAND
Cursed Ghoul
Cursed Ghoul
Sacrifice the Weak
Skeleton Javelineer
Deteriorate


BLACK WORKERS
Graveyard
Jandra, the Negator
Summon Skeletons
Skeletal Archery


BLACK NEXT HAND
Deteriorate
Plague Lab
Thieving Imp
Poisonblade Rogue
Nether Drain


BLACK DECK
Pestering Haunt
Cursed Ghoul
Twilight Baron
Skeleton Javelineer
Death Rites
Sacrifice the Weak


Tech 2 card(s)
Black Get Paid - ($9)
Black 2 Twilight Baron dies on Glaxx for 4
Black 3 Cursed Ghoul, puts -1 on Nullcraft - ($5)
Black 4 Deteriorate Mirror
Black 5 Garth makes a skeleton - ($4)
Black 6 Sacrifice the Weak, killing Cadet, Stewardess, and Skeleton, Red has no units, Blue Draws 1, Purple gets 1g - ($2)
Black 13 Garth to Max, fetches another Cursed Crow - ($0)
Black 14 Garth Breaks Tech 2 Peace, Base to 24
Black 15 Cursed Crow hits Base to 21, Blue and Purple Discard 1 at Random

Black Float ($0)
Black Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In BLACK Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Cursed Ghoul 4/5
    [B]In Play:[/B]
  • Garth 3/4, Lvl 7
  • Cursed Crow 3/3
  • Cursed Crow 3/3
    [B]BLACK Buildings:[/B]
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

[B]Economy Info:[/B]
[B]BLACK Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]BLACK Gold:[/B]
  • Gold: 0
  • Workers: 9

[B]TEAM 2 Building[B]

  • :heart: Team 2 Base HP: 30

Seer and stewardess have the same attack, so we can choose to sac stewardess., then kidnap seer.
Black specifically had a skeleton to protect cursed ghoul which also protects baron.
Red had nothing on board.
It’s not that complex, c’mon…

No, in order to get the ghoul out baron had to be dead, in order to sac stewardess or seer, Ghoul had to be out and kill Nullcraft.

The Flagstone Dominion and Vortoss Conclave have conceded defeat in this contest. You all had a very commanding control of the board from turn 2. I would be curious about your thoughts on what answers Blue and Purple could have brought to bear against your plans?

Free Speech.

I had that thought, as well as Community Service for a Ghoul or Crow, but then again I could see both plans :stuck_out_tongue:

Also, not playing a Hero on turn 2 would have prevented the early Garth Maxband, and given them more time to develop their superior tech 2 options.

It is worth noting that Free Speech is somewhat mitigated by the fact it only hits one of the players in two-headed dragon.

Not opening with an entirely passive play on turn 1, imo. That let us put down a whole bunch of stuff on our turn one without them being able to trade off any of it. I understand the concern over Sac the Weak and playing Newsman to avert it, but they just immediately surrendered tempo. Likewise the tower play from purple.

The second turn Quince play was similarly bad, I think. Quince is not a good early-game hero. Onimaru would’ve been better, maybe. Or even Bigby.

By the end of turn 2, the Purple/Blue team had completely surrendered any hope of proactive play and was playing purely reactively. This is a bad situation to be in as player 1, and even worse in 2HD.

Purple needed to play units like Fading Argonaut and/or Neo Plexus - units with good value for their cost that could be effective blockers or trade favorably. Blue probably would’ve been the player to build the Tower, in that regard, if they were going to build one. But building an early tower as the first player side seems very passive to me.

Then they should’ve been looking for some sort of advantage to leverage on turn 3. Now! on Brave Knight or Argonaut, maybe.

One play I was expecting to see but ruled out quickly because of what they did was Blue casting Judgement Day while Purple had a bunch of forecasted units on the table. Even Plasmodium, a single Knight, and maybe Vir’s maxband mech would’ve been really scary to deal with after a board wipe.

They never did anything to answer the Garth unit factory, and that provided us with considerable card and gold value over the course of the game. Origin Story would’ve been an answer. Free Speech would’ve been another. But now we’re getting into “they shouldn’t have let the game go in that direction” territory.

I think they misplayed the first couple of turns, gave us both tempo and an economic advantage (from being the second team), and were never able to muster any counterplay after that because they had no advantages to leverage.