LLL 2: Shadow-Night-Black ([Necro]/Blood/Growth) vs. robinz ([Feral]/Strength/Truth)

@robinz GLHF!

P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Skeleton Javelineer
Summon Skeletons
Jandra, the Negator
Deteriorate


WORKERS
Skeletal Archery


NextHand

Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Graveyard
Thieving Imp


Discard

Deteriorate
Skeleton Javelineer
Summon Skeletons


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jandra, The Negator - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator (3/3+A, Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

P2T1


StartingHand Workers

STARTING HAND
Young Treant
Forest’s Favor
Spore Shambler
Playful Panda
Rich Earth


WORKERS
Rich Earth


NextHand

Merfolk Prospector
Verdant Tree
Rampant Growth
Ironbark Treant
Tiger Cub


Discard

Forest’s Favor
Young Treant
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Rook - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

I’d decided to play Rook as my first hero even before reading @Barrelfish’s excellent summary of the Necro/Blood/Growth’s strengths and weaknesses. And I think it’s important to get as many HP as possible when you’re facing Jandra. I don’t think he’ll attack Rook with Jandra, but if he does then I’m not sure who is advantaged - yes Jandra is then close to death, but is still likely to be able to attack again next turn, plus Rook will be a 2/2 and a long way from getting to midband in order to heal.

I’ve gone with the Panda plus Wisp as protection from Sac the Weak. He could deteriorate the Wisp of course, but at least then I get a gold, and I didn’t even really pay for the wisp anyway :slight_smile: (I usually hurt more for gold than cards in the early game, but I do wonder if Technician would have been better given that he has access to the Imp.)

It would have been nice to play Rich Earth, but as usual there’s just too much pressure to be able to get away with that. Really I think that card is only ever viable as P1 on T1 against a relatively passive opposing deck (like something with the blue starter).


P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Sacrifice the Weak
Graveyard
Pestering Haunt
Thieving Imp
Poisonblade Rogue


WORKERS
Skeletal Archery
Pestering Haunt


NextHand

Bone Collector
Skeleton Javelineer
Summon Skeletons
Thieving Imp
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Arg - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Jandra, the Negator (3/3+A, Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp, (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Centaur


STARTING HAND
Ironbark Treant
Merfolk Prospector
Verdant Tree
Rampant Growth
Tiger Cub


WORKERS
Rich Earth
Tiger Cub


NextHand

Rampant Growth
Ironbark Treant
Bird’s Nest
Young Treant


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rook casts expensive Rampant Growth on Playful Panda - ($2)
Rampant Panda kills Jandra, taking 1 damage through the armor. Wisp also dies, you get $1.
Verdant Tree - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: lvl 1 Rook (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/1)
  • Verdant Tree (3, Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I seem to be taking a leaf out of @ARMed_Pirate’s book here and playing just to kill stuff. But I actually think I got good value out of this, despite spending 3 gold and a card. After all, he spent the same amount on Jandra, who hasn’t done anything for him yet, AND it makes his Wisp disappear, albeit at the cost of giving him another gold. As P2 I don’t think that’s a bad trade at all. I end my turn with 2 units and a hero, plus a Verdant Tree, on the board - he only has Arg. Pretty good board presence for P2, I think.

Of course, he could reverse this situation easily enough. If he has the right hand, he could Deteriorate the Wisp, Sac the Weak to kill my Panda for free, then either max Arg to get the Water Elemental, or play a unit from his hand. But even then I wouldn’t say I’m massively behind - and it seems preferable to letting Jandra live.

I think Bird’s Nest is an auto-tech here - I don’t see that he has anything other than Skeletal Archery (or of course a Tower) that can easily deal with them. (Yes, and Deterioriate, but that only works on one thing at a time.) And I have the potential of FF and/or RG to make them bigger if need be. (Yes, I’d forgotten how much I loved the Green Starter. I enjoy playing the Green and White starters, the rest I feel pretty “meh” about.) I’ve gone with Centaur as my second tech because he’s just generally solid, good for both offense and defence. Since I’m teching a Tech 1 unit, it would seem sensible to spend my last 2 gold on building Tech 1. But VT seems preferable to me, despite the card cost - since it will let me build Tech 1 next turn and still play the Centaur if I draw him, and otherwise spend my gold on something else. Plus the Healing is attractive, and can already be put to good use next turn if the Panda survives (which I’m pretty sure it will unless he has Deteriorate in hand).

While I know that this deck is designed to go Truth at Tech 2, I’m actually pretty tempted by Strength for this game. The big guys (Barbarbarian, Colossus, Grappler) can stand up to Crashbarrows as well as almost anything (Ardra’s Boulder too, although I don’t want to commit to such a defensive option until I know his intentions), Morningstar Pass could be a great option to stall with and protect my Tech buildings/base. And deGrey will shut down any skeleton-based strategy if he goes for that. And although I’m not playing Growth, there is enough in the starting deck to power up Barbarbarians nicely if I decide to play with them. My biggest worry is if he goes for Growth at Tech 2, particularly with MoLaC, because if he does I’m going to have to do damage fast, and I’m not confident I’ve got anything that really fits that description.

I expect that whatever I do I will get suddenly crushed at around T5 or T6, as seems to happen in all my games :wink:


1 Like

P1T3


Tech StartingHand Workers

TECH
Spirit of the Panda
Nether Drain


STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Bone Collector
Thieving Imp
Summon Skeletons


WORKERS
Skeletal Archery
Pestering Haunt
Thieving Imp


NextHand

Bone Collector
Sacrifice the Weak
Deteriorate
Graveyard
Summon Skeletons


Tech 2 card(s)
Get Paid - ($6)
scav Gold - ($7)
Worker - ($6)
Bone Collector - ($4)
Max Band Arg - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bone Collector (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/5, lvl 5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Cards, who needs cards? :slight_smile:

P2T3


Tech StartingHand Workers

TECH
Whitestar Grappler
Free Speech


STARTING HAND
Bird’s Nest
Ironbark Treant
Young Treant
Rampant Growth


WORKERS
Rich Earth
Tiger Cub
Ironbark Treant


NextHand

Spore Shambler
Forest’s Favor
Centaur


Discard

Rampant Growth
Young Treant
Whitestar Grappler
Free Speech


Tech 2 card(s)
Get Paid - ($7)
Verdant Tree heals Playful Panda’s 1 damage
worker - ($6)
Rook casts Bird’s Nest - ($4)
Rook again casts an expensive Rampant Growth, this time on himself - ($1)
Rook Rampantly kill the Water Elemental, taking 1 damage

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Playful Panda (2+1/2)
  • :ps_: [I]Scavenger[/I]: Bird A (1/1, flying)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Bird B (1/1, flying)
    [B]In Play:[/B]
  • Verdant Tree (3, Healing 1)
  • lvl 1 Rook (2/3)
  • Bird’s Nest (channeled by Rook)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 3
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Trying to keep the pressure up here and maintain board advantage. (STILL without building Tech 1 - but my Verdant Tree, which is unkillable at least for now, will take care of that.) Killing Water Elemental because it would disrupt my Birds next turn - and it may not be so easy to take out next turn. I’ve patrolled both birds because he can kill one of them anyway with Deteriorate - might as well make sure that either I get a gold or he has to pay one more. Panda in Elite seems nice because his Bone Collector can’t then survive killing it, unless first buffed with Arg’s midband (or if the Panda is deteriorated, but that stops him killing a bird or wisp). I expect he will buff BC to kill Panda and keep it alive, but that’s not something I should be scared of. (Of course, he could use Spirit of the Panda instead.)

At worst (from a “killing my stuff” point of view), he can Deteriorate and Sac the Weak to kill the Wisp and Lookout bird, then buff BC to kill Panda - but I still have Rook and one active bird with the second to come back. Next turn I get to put Centaur out and should have a variety of buff effects to choose from.

Teching in a Grappler as probably the most flexible and all-round good option from Strength Tech 2, as well as Free Speech - primarily to stop any Garth shenanigans, but it’ll also help to shut down Drakk and lessen Arg’s effectiveness. Since I want Quince anyway for mirrors, this seems as good a plan as any.

Although, how am I playing a Feral deck and not planning on using Calamandra? It’s very unlike me…


1 Like
Response to robinz's earlier thoughts

3 Likes

P1T4
EDIT: added my Tower to my buildings

Tech StartingHand Workers

TECH
MoLaC
Bloodlust


STARTING HAND
Graveyard
Sacrifice the Weak
Bone Collector
Deteriorate
Summon Skeletons


WORKERS
Skeletal Archery
Pestering Haunt
Thieving Imp
Summon Skeletons


NextHand

Skeleton Javelineer
Spirit of the Panda
Nether Drain
Poisonblade Rogue
Jandra, the Negator (3/3+A, Overpower)


Discard

Graveyard
Deteriorate
Sacrifice the Weak
MoLaC
Bloodlust


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Tower - ($1)
Arg buffs Bone Collector
Bone collector kills Playful panda

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/5, lvl 5)
  • Bone Collector (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

P2T4


Tech StartingHand Workers

TECH
Jefferson DeGrey, Ghostly Diplomat
Free Speech


STARTING HAND
Centaur
Forest’s Favor
Spore Shambler


WORKERS
Rich Earth
Tiger Cub
Ironbark Treant
Spore Shambler


NextHand

Merfolk Prospector
Young Treant
Jefferson DeGrey, Ghostly Diplomat


Tech 2 card(s)
Get Paid + float - ($9)
Verdant Tree heals Rook’s 1 damage
Verdant Tree taps
Tech 1 - ($7)
Centaur - ($4)
worker - ($3)
one bird kills your backline Bone Collector, and dies to the tower

Float ($3)
Discard 1, draw 1, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A, overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Bird (1/1, flying)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3, Healing 1)
  • Bird’s Nest (channeled by Rook)
  • lvl 1 Rook (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
Thoughts

Right - playing the Centaur is obvious, but what else? I do like Spore Shambler, but I don’t want to stop playing workers, and FF is likely to have much better long-term prospects, so the Shambler had to go to the worker pile. And, having considered building a Tower or Heroes’ Hall, I’ve decided there is no urgent need to do either, so I’ve just floated a bunch of gold in order to threaten to do a load of stuff later. Most notably level up Rook, being one gold away from midbanding him this turn.

His tower is annoying, although hardly unexpected. I couldn’t resist killing his Bone Collector at the (temporary) cost of a bird, because letting him either attack OR patrol with that next turn is just too good. It’s certainly a bad idea trading the other bird for a mere skeleton, especially when it nets him a gold - but I think using Rook to smash it is prudent, since Arg’s spells (and indeed Growth Tech 2) can turn harmless-looking units into monsters, I don’t need Rook to patrol this turn, and he doesn’t seem in any danger yet. (Plus the damage will be healed by VT next turn, even if I choose not to midband him next turn.) [Well, the above was nonsense as Kaeli pointed out. So I have to let the skeleton live, and keep Rook out of the patrol zone just in case he’s got a Stampede, I’d rather take the extra base damage than have Rook die at this stage.]

I’m suspicious that I haven’t seen either of his T3 techs yet - he surely has them coming up, yet hasn’t built Tech 2. Based on this, and the fact that he has teched and played both Bone Collectors, I don’t think he is going Blood Tech 2 and probably wants to go for a skeleton strategy. Or perhaps he is, but wants to stall with skeletons as defence before unleasing the Crashbarrows. Either way, I think DeGrey now looks like a good tech choice. Unfortunately he will kill my own birds as well (plus the wisp if that is still alive) - but the birds will come back unless he can kill Rook, and I can attack with them before playing him, in which case they’ll already be dead anyway!

I was tempted by Earthquake for my second tech, since I expect to be maxing Rook in the next turn or two, and it will be a while before I reshuffle again. But I can’t guarantee getting him to max on time, even if I don’t draw it next turn. I very nearly went with Entangling Vines - but that’s clearly no use against Crashbarrows, and it also doesn’t do much against Growth Tech 2, because only the rarely-teched Oversized Rhinoceros really cares about attacking or patrolling. And I considered Mythmaking, because I know I’m going with DeGrey. But it’s not that great when it only combos with one unit - and while I could well later go with Ardra’s Boulder and/or Morningstar Pass, I don’t want to commit to those yet. (It also only nerfs Jandra and Galina among his units, and I’m almost sure I won’t see Jandra again and don’t really expect Galina either.) So I’ve just gone with a second Free Speech to try to seriously hamper any hero or spell-based plan he might try. [I already fear Kidnapping, although Drakk can’t appear for a couple of turns.]

The biggest mystery (and relief) to me about his play so far is the lack of Thieving Imps. That could really hurt my already low hand - but now we’re at T5 does he really want to spend 3 gold on a 2/2?


Objection: There is a Healthy 3/3 Bone Collector in squad leader. How is Rook able to attack the skeleton?

2 Likes

Oops, not sure what I was thinking there. Thanks for catching - will redo in a few minutes…

(Now done. I simply removed the Rook attack. It was actually a last-minute addition anyway, I now see that the reason I didn’t think of it earlier was because it wasn’t possible! ;))

EDIT: I’m also going to redo my draw, because I believe that is the correct procedure? (@EricF please confirm before I do.)

correct. always redraw

3 Likes

P1T5


Tech StartingHand Workers

TECH
Kidnapping
Blooming Ancient


STARTING HAND
Jandra, the Negator (3/3+A, Overpower)
Nether Drain
Spirit of the Panda
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Skeletal Archery
Pestering Haunt
Thieving Imp
Summon Skeletons
Jandra, the Negator (3/3+A, Overpower)


NextHand

Bone Collector (3/1)
Bloodlust
Blooming Ancient
Sacrifice the Weak
Skeleton Javelineer


Tech 2 card(s)
Get Paid + float - ($9)
Tech 2 (Growth) - ($5)
Spirit of the Panda on Bone Collector - ($1)
Bone Collector Kills Centaur - ($2)
Skeleton 1 kills your wisp
Worker - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/5 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton #2 (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bone Collector Panda (5/2, Healing 1 )
  • Spirit of the Panda (attached to Bone Collector)
  • Skeleton #1 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

P2T5


Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Merfolk Prospector
Jefferson DeGrey, Ghostly Diplomat
Young Treant
Rampant Growth


WORKERS
Rich Earth
Tiger Cub
Ironbark Treant
Spore Shambler


NextHand

Free Speech
Playful Panda
Forest’s Favor


Discard

Centaur
Earthquake
Earthquake
Rampant Growth
Merfolk Prospector


Tech 2 card(s)
Get Paid + float + scavenger - ($13)
a new baby bird hatches, although it is destined to not live long…
Young Treant, I draw - ($11)
Rook, for the third time in 5 turns, overpays for Rampant Growth - this time on the adult bird. - ($8)
Bird kills Panda Collector (I don’t think raising the dead is in the Spirit of the Panda, really?)
Verdant Tree taps
Tech 2 Strength - ($4)
Jefferson DeGrey appears, killing both my birds, but also both your skeletons. You get $1. - ($1)
skip worker

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Jefferson DeGrey, Ghostly Diplomat (4/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2, can’t attack)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3, Healing 1)
  • Bird’s Nest (channeled by Rook)
  • lvl 1 Rook (2/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Tech 2 Growth eh? I’m not sure I saw that coming, but it definitely looks quite scary, what with him having all those units on the board now, plus a max Arg.

I’m glad now I did float that 3 gold from last turn, as it gives me options. Since I had enough money to play Tech 2 plus Degrey (and even midband Rook as well), as well as Young Treant, I played YT first to see what I drew. I was hoping for either Free Speech or Whitestar Grappler - perhaps even Forest’s Favour. But Rampant Growth was quite good too, despite the armour given to the bird being wasted due to DeGrey. (FF on the bird would have been no better, of course.)

I considered for quite a while not playing Tech 2 and DeGrey, and breaking his Tech 2 via a sequence like: bird kills scav skeleton, Rook to midband, RG on Rook. But that only saves me from MoLaC/Blooming Ancient for a single turn - and if he has Stampede in hand, which is highly possible by now, it would have allowed him to do over 10 damage to my base. The more I looked at it, the more I realised that line was simply no good.

I’m convinced what I’ve done is MUCH better - getting rid of the big threat of his 5-attack money-and-skeleton-generator, as well as cleaning up the current skeletons. Now he only has Arg, albeit a maxed Arg, while I have Rook, DeGrey, and a mediocre blocker - as well as my Birds to come back to attack with in a couple of turns. It’s by no means a winning position, given that he has access to Growth Tech 2 - with the right hand he could easily get a silly board with Blooming Ancient and a couple of other cheap units, perhaps with MoLaC as well. But I’m in the game for now. He does of course now have access to Drakk - but I’ve got Free Speech coming out next turn (unless I get the worst draw ever) and a good chance of it the turn after too. My board is not vulnerable to Kidnapping, since YT can’t attack and has 0 ATK anyway - he won’t pay 4 to kidnap DeGrey just to kill YT and give me a card. Bloodlust could cause problems, but we’ll see.

It’s pretty clear I’m going to need to get to Tech 3 if I’m to win this game, so I’m going to tech both Oathkeepers next turn. The great thing about Verdant Tree is that I’m under no obligation to waste money on building a Tech 3 which I then have to protect for a turn, I can just wait till I draw the unit. (Of course, this fails if he can kill the Tree, but it’s a much healthier position.) For this turn though, it’s the Earthquakes. [But I’ll reshuffle before I can draw any of them so who knows what will come out first.]

I’m skipping a worker for one turn in order to try to actually get through my deck. So far he’s refused to kill whatever I’ve put in Technician, and I doubt that will change this turn - barring haste from Drakk he has no way to kill it this turn other than StW anyway. (Now I think about it, I’ve seen neither of the scary black starter spells all game. In fact, he hasn’t played a single starting deck card since Jandra on T1!) I do need one more for Tech 3, but I’ll give myself more options for next turn, and I don’t mind the extra techs because I still need to tech the Oathkeepers next turn anyway.


P1T6


Tech StartingHand Workers

TECH
Artisian Mantis
Lich’s Bargin


STARTING HAND
Blooming Ancient
Bone Collector (3/1)
Sacrifice the Weak
Skeleton Javelineer
Bloodlust


WORKERS
Skeletal Archery
Pestering Haunt
Thieving Imp
Summon Skeletons
Jandra, the Negator (3/3+A, Overpower)
Skeleton Javelineer


NextHand

Nether Drain
Poisonblade Rogue
Graveyard


Discard

Spirit of the Panda (attached to Bone Collector)
Bone Collector Panda (5/2, Healing 1 )
Bloodlust
Sacrifice the Weak
Artisian Mantis
Lich’s Bargin


Tech 2 card(s)
Get Paid + float - ($10)
Scav - ($11)
Blooming Ancient - ($7)
Drak (BA 1 rune) - ($5)
Bone Collector (BA 2 runes) - ($3)
Bloodlust on Bone Collector and Blooming Ancient - ($1)
Arg buffs BA
Blooming Ancient kills Degrey
Bone Collector kills Young Treant, summons a skeleton, (BA 3 runes)
Worker - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Drak (1/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/5, lvl 5)
  • Blooming Ancient (5/3, 3 runes)
  • Bone Collector (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Of course it is, right after the “Sell your opponents corpses for gold”. How else do they make that gold from attacking things?

3 Likes

Apologies for keeping you waiting - my boss has made it very clear that I can no longer get away with reading this forum while in work, which limits me to just a few hours each evening to play. And (quite apart from not being able to think about Codex for the whole evening either) I’ve had to give a fair bit of thought to how best to patrol here.

Of course, you’ll probably just drop a MoLaC next turn, in which case it’s almost certainly GG from me :wink:

P2T6


Tech StartingHand Workers

TECH
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


STARTING HAND
Playful Panda
Free Speech
Forest’s Favor
Whitestar Grappler


WORKERS
Rich Earth
Tiger Cub
Ironbark Treant
Spore Shambler
Playful Panda


NextHand

Free Speech
Jefferson DeGrey, Ghostly Diplomat
Free Speech


Tech 2 card(s)
Get Paid + float - ($10)
the 2 birds are reborn
draw from Technician
Quince arrives with his mirror illusion - ($8)
Quince casts Free Speech - your heroes lose abilities and can’t play spells for your upcoming turn - ($6)
Whitestar Grappler - ($3)
worker - ($2)

Float ($2)
Discard 1, draw 1, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Whitestar Grappler (3/5+A)
  • :psfist: [I]Elite[/I]: lvl 1 Quince (1+1/3)
  • :ps_: [I]Scavenger[/I]: lvl 1 Rook (2/4)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Verdant Tree (3, Healing 1)
  • Bird’s Nest (channeled by Rook)
  • bird A (1/1, flying)
  • bird B (1/1, flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

Welp, he had both Blooming Ancient (together with a bunch of stuff to come into play) AND Bloodlust. I’m probably well and truly hosed here.

BUT, thanks to the 50/50 of my drawing Whitestar Grappler from my Technician, I’m still in with some kind of fighting chance. Much comes down to his draw. The obvious threat is of course MoLaC. He has 5 things to attack with already, and there was really nothing I could do to prevent that (other than max Rook and kill Drakk with him, but that costs a ton of gold while doing virtually nothing for my defence). He will get another rune on BA for certain by attacking with Bone Collector, if he wants to, and will doubtless be able to drop at least one unit from his hand.

The key here is really Free Speech, which I teched two of but managed to send both to the near-bottom of the deck. I could really have done with it last turn to stop the Bloodlust, but even now it’s amazingly useful. It stops him getting haste or frenzy from Drakk, and most importantly it stops him playing any of the spells he might have teched. (If I’m incredibly lucky, his current hand is something like Stampede/Dinosize/Kidnapping…) And I have another one coming next turn, if Quince survives. Sadly I need just about everything I have to block with, to protect my Tech buildings and Verdant Tree. The only reason I haven’t spent my last 2 on a second mirror illusion is that I need 12 gold on hand in case I draw Oathkeeper. That’s almost the only way I can win now, if I get lucky and draw it - a 7/8 swiftstrike in Squad Leader is almost guaranteed to survive unless he gets MoLaC going (or gets a load of runes on BA and keeps them there), and then can do great work for me. I’m sad that I teched 2 Earthquakes and still haven’t found a good time to level Rook past L1 - and now I’m hanging him out to dry if my opponent choose to kill him. But I don’t see that I have a better alternative - I certainly don’t have nearly enough gold to level him up to max while staying (relatively) safe.

The nice thing about having a 5HP unit in SQL - even though he’s almost sure to die without getting to use his great ability - is that it forces him to waste a bunch of resources, in some way or another, to get past him. Just one more rune on BA allows BA to kill him, but then it’s reduced to 1HP and he can only transfer a single rune. He could move runes to (eg.) Bone Collector first, but again that should kill off BA. And he needs some runes from BA in order for anything else to make a non-suicidal attack against WG. In short, I prevent him from getting a profitable attack with a runed-up BA and then transfer those runes elsewhere for something else to use. In combination with shutting off his hero and spell-based plans for a turn, it’s the best I’ve got.

But I’m not kidding myself. If he plays MoLaC before I draw Oathkeeper - or if he does more or less anything while I fail to draw my Oathkeepers for a couple of turns - then I’m going to have to concede defeat. Oh, and there are other ways too - like Blooming Elm. (Although again, the high HP of WG should lessen the pain that would otherwise cause. And at least I have enough weak units that a boosted HE isn’t a great threat.)

Very final thought: what’s he been teching? He’s teched 10 cards by now, and I’ve only seen 5 (both BCs, SotP, Bloodlust and Blooming Ancient). If I’m very lucky, most of the rest were spells, but I can’t be too hopeful.

[After that truly sucky draw, I’m not very hopeful whatever he does. I might have an Oathkeeper on top of my deck though, please kill that Mirror just in case!]


Don’t worry about it. Unfortunately Molac was not in my hand this turn.
P1T7


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Graveyard
Nether Drain


WORKERS
Skeletal Archery
Pestering Haunt
Thieving Imp
Summon Skeletons
Jandra, the Negator (3/3+A, Overpower)
Skeleton Javelineer
Nether Drain


NextHand

MoLaC
Deteriorate


Discard

Spirit of the Panda (attached to Bone Collector)
Bone Collector Panda (5/2, Healing 1 )
Bloodlust
Sacrifice the Weak
Artisian Mantis
Lich’s Bargin


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Graveyard - ($7)
Two runes to Bone Collector
Bone Collector and Arg kill Grappler, summons a skeleton, rune on BA
Max Band Drak - ($2)
Drak kills Quince
Poison Blade Rouge, rune to BA - ($0)
BA kills Mirror Illusion

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Poisonblade Rogue (2/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton # 1 (1/1)
  • :pschip: [I]Technician[/I]: Skeleton # 2 (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/2, lvl 5)
  • Blooming Ancient (5/3, 3 runes)
  • Bone Collector (5/1)
  • Graveyard (-/3)
  • Drak (3/2, lvl 6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Drakk of course doesn’t have any armour - I guess this was either a relic of a previous version of this turn, or you forgetting to remove the armour from last turn, even as you updated his stats?

the latter, Im quite bad at removing armor, will update.