Tech 2 card(s)
Get Paid - ($6)
Technician draw
Jandra, the Negator - ($3)
Worker - ($2)
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Jandra, the Negator (3/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
My opp’s deck seems really fast with the fencers and now. Grave also does a good job of scaring me out of playing my own hero. Grave is injured so I’m hoping that I can take advantage of that with my own fencers before he can maxband. Not 100% about how to approach this matchup.
Having the Sparring Partner in hand makes maxing Grave to kill Jandra safe enough against Fencers and Shadow Blade, I think. Even if he has exactly Fencer + Deteriorate + Shadow Blade, then he still just has Vandy and a 3 card hand while put Geiger in SQL and build Tech 2 next turn. I guess if he has Dark Pact into Deteriorate + StW + Fencer that’s kind of annoying because it only puts him down to 4 cards. I still think that this line is worth it for the ability to chuck a sword at something next turn, but I definitely considered instead just trading off Grave and Tenderfoot and playing out Sparring Partner and the Twins. That has a couple advantages, like delaying my cycle for a turn to get a couple of extra tech 2 cards in the deck, not risking him getting a hero kill, and getting to play Geiger next turn, who I am definitely going to want in play. We’ll see how this goes.
Tech 2 card(s)
Get Paid + float - ($8)
Pestering Haunt
Skeleton Javelineer - ($7)
Worker - ($6)
Tech II Finesse - ($2)
River - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: River (2/3, lvl 1)
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1)
Lookout:
In Play:
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
I wanted to play towards Graveyard, but if my opp has a fencer they’ll just break it. Same is true for my Tech II, but at least I can rebuild that for free. Next turn I think I can stabilize with dark pact and hopefully I can pull ahead with my tech 2s and the extra hero.
I’m betting that my opp won’t have their tech IIs yet. There’s still a good chance this defense doesn’t hold. Hopefully I get to have a big turn next turn with nether drain and garth maxband.
Tech 2 card(s)
Get Paid + float - ($10)
Play Tricycloid - ($5)
Bloom River - ($3)
River kills Fencer
Tricycloid removes 3 runes to deal 3 to your base
Hyperion and Sparring Partner hit your base for 6
Grave finishes off your base