Merfolk Prospector
Ironbark Treant
Rampant Growth
Playful Panda
End of Turn Discard
My Thoughts
Yea, shadow blade was kind of expected, and he hits up Tiny B… but at least I got Murkwood on the technician. This is also beatable, but hopefully not in such an awful way so as to prevent my striking back in a meaningful way…
STARTING HAND
Sacrifice the Weak
Graveyard
Shadow Blade
Summon Skeletons
Shadow Blade
Sickness
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
NextHand
Dark Pact
Skeleton Javelineer
Deteriorate
Pestering Haunt
Shadow Blade
Tech 2 card(s)
Get Paid - ($7)
Vandy tap discard for Dark Pact - ($6)
Orpal - ($4)
Sickness on SQL and Calamandra - ($2)
Max Vandy, Doom Imp and Young Treant - ($0)
Barkcoat Bear
Ferocity
Ironbark Treant
Rampant Growth
Young Treant
My Thoughts
Meta threat imminent, hopefully I can avoid too much damage though. I don’t think it’s a good call to sell out my cards to take the kill on Vandy w/ max cala + Growth, so I think I’ll Mid Cala for the resist, and tech up. Panda will make a decent addition to the field as well, so he comes too. Next turn Basilisks + tech 3? We’ll see I guess!
Yep there’s the meta. I need lots of units to protect against StW, Shadow Blade and Orpal’s spreading disease. Luckily he’s one gold short of DnD for now, so I think if I shambler + super buff centaur, and lay Tiny B in resist, that makes Centaur in SQL safe to take out one of the bash bros. Teching Dinosize and Spirit of the Panda, to help me hit back (if Centaur lives, SotP on him is a nice bonus)
…
Ferocity will be awesome if tiny b lives too
STARTING HAND
Sickness
Summon Skeletons
Shadow Blade
Sacrifice the Weak
Dark Pact
WORKERS
Poisonblade Rogue
Jandra, the Negator
Skeletal Archery
Summon Skeletons
NextHand
Pestering Haunt
Graveyard
Sickness
Shadow Blade
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt kills panda, triggers orpal which hits shambler and basilisk paying resist - ($5)
Sickness is on frog and basilisk, which die, paying resist - ($2)
Sac the weak on centaur - ($0)
Orpal breaks tower
Vandy breaks tech 2, base to 16
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy 6/5, lvl 5, +2 runes, Demon
Orpal 4/4, lvl 6, +2 runes, Demon
Buildings:
Base HP: 16
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 13
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I wanted tech 2 here but clearing his board is a lot safer, at least I get to worker this time
I tried a lot to figure out what the ideal rune placement was in that scenario, and perhaps in the end it was to put it all in on Tiny B and SQL him, then Centaur in Resist. I wasn’t even thinking that haunt running into panda was a free trigger, perhaps it would have been best to ram him into Orpal as well!
What shall we play next? a few more with Green to get a better feel, or would you prefer to switch it up?
You are correct, dreamfire, the discard would have been good.
With basilisk in SQL and runed, I’d have a hard time dealing with it, and I actually did expect you to drop the panda and trigger on frog to orpal, but that would have led to a play where I still clear your patrol I think, but tower still up.
To finish reflection on Green, though, it felt like Deteriorate barely got played as a result of the 1g up, but its threat was still ever-present and the matchup still felt about the same as the little I’ve played of it. Probably was too greedy of me to play Rich Earth that last game. What did you think?
I dunno, you had 11 gold when you conceded, and I was worried you might actually be able to come back with that, because i was down a card and only at 8g. I would say rich earth may have influenced me skipping workers for some risky plays. I find it much harder to justify playing deteriorate at 1g, but the threat of it is still useful.
P2T1
StartingHand Workers
STARTING HAND
Thieving Imp
Summon Skeletons
Skeletal Archery
Deteriorate
Graveyard
WORKERS
Graveyard
NextHand
Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue
Pestering Haunt
Discard
Summon Skeletons
Skeletal Archery
Deteriorate
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, disc ard 1 of 5 - ($1)
My hand was virtually dependent on a unit surviving. Perhaps with Max Arg + Rebuild tower I could have staved off a bit longer, but I don’t know that I would have been able to keep up.
I honestly wouldn’t mind playing more Green, it’s definitely not my best color but it is interesting to try and work out how to play it properly!