Game 4 Player 2, Turn 3
Current balance patch changes in effect
Starting Hand
Thieving Imp
Jandra, the Negator
Skeleton Javelineer
Dark Pact
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards (except turn 1)
All Teched Cards
Sickness, Gorgon
Crypt Crawler, Dark Pact
Main:
- Skeleton (6)
- Skeleton Javelineer (5)
- Skele snipes TD’s armor, Garth kills and takes 1
- Worker (4)
- Tech 2 Disease (0)
Workers
Jandra, The Negator, Summon Skeletons, Poisonblade Rogue
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DISEASE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (1/1 anti-air)
-
Technician: Skeleton Javelineer (1/1 anti-air)
-
Lookout:
In Play:
- Garth (1/1 lvl 1)
- Skeleton (1/1)
- Skeletal Archery
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Pestering Haunt
Deteriorate
Crypt Crawler
Sacrifice the Weak
End of Turn Discard
My Thoughts
Nicely done getting Garth basically dead. I can’t really keep him safe, Tech 2 and skeletons will require coming after, and tech 2 should be relatively safe. Crypt Crawler will take care of Aven next turn, too bad I can’t do that right now but not worth the risk to midband and sac my only skele to try and draw for it. Graveyard, StW, Haunt and Det would all basically be dead draws. Imp would then be my only defense. So tech up and accept the CC next turn. Disease still the best counter to Truth and Peace. Sickness should help too