Just realised you forgot to add Haunt to your board, does that change your turn?
I added him on turn 1 and did mean to attack your tech 1 to 4hp, thanks for the catch!
P1T3
Tech StartingHand Workers
TECH
Flagstone Garrison (Get an early Tech II in, can always stash it)
Injunction (Gives me an aggression limiter)
STARTING HAND
Reputable Newsman
Spectral Hound ā Stash (Want plenty units next turn since he has Imp)
Lawful Search
Manufactured Truth ā Worker (Units need to stay alive to use this)
Arrest
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
NextHand
Bluecoat Musketeer
Scribe
Spectral Hound
Lawful Search
Tech 2 card(s)
Technician Draw
Get Paid - ($6)
Lawful Search, draw a card and look at your hand - ($5)
Worker - ($4)
Arrest Rogue - ($2)
Midband Bigby - ($0)
Aven and Bigby kill Vandy, Bigby maxbands
Float ($0)
Stash 1, Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L5 Bigby Hayes 3/4 [Stash]
- Spectral Aven 2/2 [Flying]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Or I Arrest his patroller and murder Vandy, works for me. I think I donāt much care if he kills the Aven now, itās helped me with early aggro. Definitely plan to go Tech II, and I have Bigby to help regulate my drawing and hand construction so I can be riskier with my Tech options
Game 4 Player 2, Turn 3
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Thieving Imp
Sacrifice the Weak
Hooded Executioner
Graveyard
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Gorgon, Sickness
Crypt Crawler, Hooded Executioner
Main:
- Orpal (6)
- Hooded Executioner + boost, take down Aven (1)
- Haunt and Jav hit your tech1 to 2hp
- Worker (0)
Workers
Graveyard, Skeletal Archery, Summon Skeletons
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Orpal (1/3a lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Skeleton Javelineer (1/1 no rune)
- Pestering Haunt (1/1)
- Hooded Executioner (3/3)
- Poisonblade Rogue (2/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Crypt Crawler
Jandra, the Negator
Deteriorate
Gorgon
End of Turn Discard
My Thoughts
Okay, unlucky but had considered and planned for it well. Hoodie isnāt Cryptie to finish Aven, which would have been great to use and tech up, but Orpal can stand sentry and hoodie can do the job and we can wait a turn tech up, no biggie.
P1T4
Tech StartingHand Workers
TECH
Flagstone Garrison (Need my engine to win)
Overeager Cadet (At this stage pure card draw)
STARTING HAND
Spectral Hound
Bluecoat Musketeer ā Worker (Terrible value)
Scribe
Lawful Search
Traffic Director
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
NextHand
Arrest
Building Inspector
Reputable Newsman
Injunction
Discard
Spectral Aven
Flagstone Garrison
Overeager Cadet
Lawful Search
Scribe
Spectral Hound
Tech 2 card(s)
Get Paid - ($7)
Lawful Search, I draw and look at your hand - ($6)
Traffic Director - ($5)
Worker - ($4)
Tech II Peace - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Traffic Director 1/1A [Untargetable]
-
Elite:
-
Scavenger:
-
Technician: L5 Bigby Hayes 3/4 [Stash]
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
Thoughts
So heās set up to break my Tech I. Best I Lawful Search and see what I can do to stop him.
Oh! I can sacrifice Bigby to block a Tech II break and guarantee a Garrison next turn. Would seem crazy not to do that here.
I donāt even think it matters if he breaks Tech I here, I have a couple of Tech 0 units in hand so card draw isnāt an issue.
Game 4 Player 2, Turn 4
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Crypt Crawler
Jandra, the Negator
Deteriorate
Gorgon
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards (except turn 1)
All Teched Cards
Gorgon, Sickness
Crypt Crawler, Hooded Executioner
Main:
- Orpal to level 4, kill SQL (5)
- Poisonblade Rogue runs into Bigby, dies, Bigby takes -2/-2
- Hoodie kills Bigby, you draw 1, Orpal maxbands and heals
- Haunt and Jav hit your tech2 to 3hp
- Heroās Hall (3)
- Crypt Crawler (1)
- Worker (0)
Workers
Jandra, the Negator, Graveyard, Skeletal Archery, Summon Skeletons
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Heroās Hall HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Skeleton Javelineer (1/1 no rune)
- Pestering Haunt (1/1)
- Crypt Crawler (3/3)
- Hooded Executioner (3/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Thieving Imp
Sickness
Sacrifice the Weak
Death and Decay
End of Turn Discard
My Thoughts
This seems like a DnD angle, I have commanding board position and a 40% to draw anything I double tech, 50% if I donāt lose a unit. Kill Bigby and lose the PBR, worst case I re-draw it, play Sickness + a hero + tech up, and still be strongly threatening DnD on turn 6. Sounds good to me.
@thehug0naut friendly poke, Iām feeling pretty good right now but Iām interested in seeing what you got cooked up!
Apologies, my trip to Italy is slowing things a little. To be fair 2 days late is about how Italian scheduling runs
P1T5
Tech StartingHand Workers
TECH
Overeager Cadet (cheap card draw)
Free Speech (stops Orpal and/or Vandy)
STARTING HAND
Building Inspector
Injunction
Reputable Newsman
Arrest
Technician Draw ā Flagstone Garrison
Garrison 1 ā Overeager Cadet
Garrison 2 ā Flagstone Garrison
Garrison 3 ā Overeager Cadet
Garrison 4 ā Free Speech
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
NextHand
Traffic Director
Spectral Aven
Spectral Hound
Lawful Search
Scribe
Discard
Injunction
Arrest
Flagstone Garrison
Free Speech
Tech 2 card(s)
Technician Draw
Get Paid - ($8)
Flagstone Garrison - ($5)
Building Inspector, draw - ($4)
Overeager Cadet, draw
Reputable Newsman, choose 8, draw - ($2)
Overeager Cadet, draw
Oni - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 General Onimaru 2/3A [Frenzy 1]
-
Elite: Overeager Cadet 3/2
-
Scavenger: Overeager Cadet 2/2
-
Technician:
-
Lookout: Building Inspector 1/1
In Play:
- Reputable Newsman 0/3 [8]
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 3 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
A fairly decent garrison turn! Sadly one gold short of workering and a bit annoying to draw into the other Garrison as soon as I didnāt have the gold to play it. I think Oni is essential here, even though it gives (presumably) Vandy free levels it makes it much harder for him to break through. Most likely he has nasty Orpal spells in hand and absolutely the worst is Death and Decay so letās block that, even if he has that and StW he doesnāt have enough gold for both!
Trip to Italy? Fun! Enjoy, no worries if you need more time between turns just lmk
Game 4 Player 2, Turn 5
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Thieving Imp
Sickness
Sacrifice the Weak
Death and Decay
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards (except turn 1)
All Teched Cards
Hooded Executioner, Carrion Curse
Death and Decay x2
Gorgon, Sickness
Crypt Crawler, Hooded Executioner
Main:
- Garth (7)
- Sickness, get Oni and BI, paying resist (4)
- BI dies to -1/-1, spreading -1/-1 each to OCs
- Crypt Crawler kills Oni, sparkshot kills elite OC as well, takes 1 damage, Garth to level 3
- Make a skeleton and sacrifice to -1/-1 scav OC, you get 1g (3)
- Orpal and jav break your tech 2, your base to 18
- Hoodie and haunt destroy your Garrison
- Sacrifice the weak, Jav and Newsman die (1)
- Worker (0)
Workers
Thieving Imp, Jandra, the Negator, Graveyard, Skeletal Archery, Summon Skeletons
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Heroās Hall HP: 4
In Patrol:
-
Squad Leader: Garth (1/3 lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Crypt Crawler (3/2)
- Hooded Executioner (3/2)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Poisonblade Rogue
Deteriorate
Death and Decay
End of Turn Discard
My Thoughts
Newsie is a nuisance but just delaying the inevitable I think, I still have board command, can cut off reinforcements here with a tech 2 and garrison kill, draw into another DnD and really only free speech can stop it
Nice D&D set up, the order of my draws were especially unkind to me here
P1T6
Tech StartingHand Workers
TECH
Injunction (try to stall out his aggro)
Free Speech (needed to stop hero pressure)
STARTING HAND
Spectral Hound
Scribe
Traffic Director
Spectral Aven
Lawful Search
Scribe ā Injunction
Lawful Search ā Free Speech (really!? Thanks deck )
WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Bluecoat Musketeer
NextHand
Flagstone Garrison
Arrest
Free Speech
Overeager Cadet
Building Inspector
Discard
Lawful Search
Injunction
Spectral Hound
Spectral Aven
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Rebuild Tech II
Scribe, reshuffle and draw - ($7)
Bigby - ($5)
Lawful Search, draw, look at your hand, ooft thatās not good - ($4)
Injunction on Tech I, disable crawler and hoodie - ($1)
Traffic Director - ($0)
Float ($0)
Stash 1, Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Traffic Director 1/1A [Untargetable]
-
Elite:
-
Scavenger: Scribe 1/3
-
Technician: L1 Bigby Hayes 2/3 [Stash]
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
Well thatās me fucked then. Wasnāt wrong to block 8, just a turn early
Unfortunate, feel like itās about over then
Game 4 Player 2, Turn 6
P2 Black Prime Take 3 (see link below) vs P1 Blue
Take 2 Nerfs to Black: Det and DP to 1, No Illusions, No Meta Fetch
Starting Hand
Poisonblade Rogue
Deteriorate
Death and Decay
Events of Turn:
Upkeep:
- Get Gold (10)
- No Techs
All Teched Cards
Hooded Executioner, Carrion Curse
Death and Decay x2
Gorgon, Sickness
Crypt Crawler, Hooded Executioner
Main:
- Death and Decay, SQL Scav and Bigby die, you get 1g and draw 1, Garth to level 5, your tech1 breaks, your base to 13, your tech 2 to 2hp (2)
- Orpal destroys your tech 2, your base to 11
- Make a skeleton (1)
- Pestering Haunt and Garth hit your base to 8
- Worker (0)
Workers
Poisonblade Rogue, Thieving Imp, Jandra, the Negator, Graveyard, Skeletal Archery, Summon Skeletons
-
Patrol as below
- Discard 1 Draw 1 rs Draw 2
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Heroās Hall HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Garth (2/3 lvl 5)
- Crypt Crawler (3/2)
- Hooded Executioner (3/2)
- Pestering Haunt (1/1)
- Skeleton (1/1)
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
End of Turn Hand
Gorgon
Sacrifice the Weak
Carrion Curse
End of Turn Discard
My Thoughts
Whelp, canāt end it with that, canāt fetch something nasty w/ Garth, but I can prep a tech up and lay a skeleton for some draw. Should basically be over anyway though
Yes indeed thatās it over, GG and well played.
I thought I had a good chance with that one but I had a dilemma the turn before as I couldnāt stop both sickness/StW and D&D!
@FrozenStorm I know you still have tournament games on but Iāve been itching to get back to continue working on this changeset.
Do you think youād be able to do both or do you want to focus on the tournament?
For reference this is where we had got to:
Test 3 Nerfs | |
---|---|
Deteriorate | Cost ā 1g, Cannot target illusions |
Dark Pact | Cost ā 1g |
Vandy Midband | Remove Resist 1, Cannot fetch Metamorphosis |
Vandy Maxband | Remove Targeting |
I assume that with the poor response to the StW unit choice for Vandy weāre content to limit her maxband nerfs to just losing targeting and nothing else.
I still think Blue probably needs a buff to be able to compete but we have to be mindful of the Purple matchup and target it very carefully.
Possible candidates are:
-
Mirror Illusions to 1/1 (allows Mirrors to trade with Haunt and otherwise deal damage as patrollers in Scavenger / Technician)
-
Jail gains: āArrives: Summon a 1/1 Soldier with Sparkshotā (Jail is considered worth around 2.5g but costs 3g, Blue needs bodies to help defend/trade)
-
Building Inspector gains: āReduce the cost of Add-Ons by 1gā (Inspector is easy to play around and this gives it an immediate positive use for the blue player)
-
Bluecoat Musketeer loses existing text but gains: āPay 1g ā deal 1 damage to a unit or hero without flying
Once-per-turnā (designed to let it take out Haunt on arrival but not Nullcraft)
Iām fine to slow play another balance game along with the tourney, probably would be couple turns a week though.
I still think StW rules for Vandy maxband is better but Iām fine testing just losing targeting
As for the blue buffs, I really like the ideas. Musketeer seems the least impactful, jail with a soldier and BI buffs might be really strong (too much for vs purple?). Letās do musketeer
Totally agree re:Vandy Maxband as itās so much more on brand for her but I can understand the reaction it got. Perhaps with that nerf we might be able to reinstate fetching Meta, but Iām getting ahead of myself a bit there, still donāt know how our current changeset really shifts the tournament meta. New Troq already looks to be working well from what I can see!
Alright then letās do this! Iāll take P1 again, good way to check if weāve shifted the match baseline and then we can try Blue P2 if we see a difference.
Test 4 Changes | |
---|---|
Deteriorate | Cost ā 1g, Cannot target illusions |
Dark Pact | Cost ā 1g |
Vandy Midband | Remove Resist 1, Cannot fetch Metamorphosis |
Vandy Maxband | Remove Targeting |
Bluecoat Musketeer | Replace ability with ā1g ā Deal 1 damage to a unit or hero without flying ![]() |
P1T1
StartingHand Workers
STARTING HAND
Building Inspector
Bluecoat Musketeer
Traffic Director
Reputable Newsman
Porkhand Magistrate ā Worker (Too costly vs StW)
WORKERS
Porkhand Magistrate
NextHand
Spectral Aven
Manufactured Truth
Arrest
Jail
Lawful Search
Discard
Building Inspector
Bluecoat Musketeer
Reputable Newsman
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Traffic Director - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Traffic Director 1/1 [Untargetable]
-
Technician:
-
Lookout:
In Play:
- L1 General Onimaru 2/3 [Frenzy 1]
Buildings:
-
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Oni + TD for maximum P1 aggression. Musketeer and Aven are both decent enough threats for MT now so I have more options than normal to deplete his board. Hopeful this change shifts things a bit.
Game 4 Player 2, Turn 1
Current balance patch changes in effect
Starting Hand
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Skeleton Javelineer
Graveyard
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards (except turn 1)
All Teched Cards
Main:
- Jandra, the Negator (2)
- Pestering Haunt
- Worker (1)
Workers
Poisonblade Rogue
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Jandra, the Negator (3/3a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Skeletal Archery
Deteriorate
Sacrifice the Weak
Summon Skeletons
End of Turn Discard
My Thoughts
Musketeer might be annoying but weāll see!
P1T2
Tech StartingHand Workers
TECH
Free Speech (to stop Vandy/Orpal wrecking me)
Spectral Hound (big body for cheap)
STARTING HAND
Spectral Aven
Manufactured Truth
Arrest
Jail ā Worker (Bad interaction with Graveyard, too passive vs Vandy)
Lawful Search
WORKERS
Porkhand Magistrate
Jail
NextHand
Lawful Search
Arrest
Spectral Hound
Building Inspector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Spectral Aven - ($1)
Manufactured Truth, Director into Aven, deals 1 to Jandra after armour - ($0)
Oni trades with Jandra, levels whiff, Haunt dies
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Spectral Aven 2/2 [Flying]
- Traffic Director 1/1 [Untargetable]
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
Options I have this turn:
-
Trade in Oni+TD to kill Jandra, cascading to Haunt. This resets both boards and leaves me with 3 gold (after Tech I and Worker) to spend on building more aggro. Iāll want to play Aven to re-establish an attacking threat but its very weak to StW. If I pre-play Aven and copy with MT I can keep TD in play as a layer of StW cover so that seems pretty strong. Means Vandy can come out with tempo vs any other heroes though so I need to be careful. Jail is also possible but it seems far too low tempo, and interacts poorly with Graveyard anyway so probably gets workered here.
-
Arrest Jandra, use Oni to kill Haunt. This is a high risk/high reward play, it lets me keep Jandra in play as a potential MT target (though I have to worry about wiping my own board) and it lets me threaten to kill her later when its more painful for Frozen. Then I would need to choose between building Tech I or Aven which I donāt like.
I think on balance Iām best to go for option 1. I can tech in Free Speech and Spectral Hound and try to Quince/Illusion my way into a stronger board position. With new musketeer I can use gold and MT to hit his board hard and still build some defence so being behind hero tempo probably isnāt terrible overall.
Game 4 Player 2, Turn 2
Current balance patch changes in effect
Starting Hand
Skeletal Archery
Deteriorate
Sacrifice the Weak
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Crypt Crawler, Dark Pact
Main:
- Garth (5)
- Skeleton (4)
- Tech 1 (3)
- Worker (2)
- Skeletal Archery (0)
Workers
Summon Skeletons, Poisonblade Rogue
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Garth (1/3a lvl 1)
-
Elite: Skeleton (2/1 anti-air)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Skeletal Archery
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Thieving Imp
Jandra, the Negator
Skeleton Javelineer
Dark Pact
End of Turn Discard
My Thoughts
Aven still gonna Aven. MTruth again will kill Garth but thatās okay, hopefully Crypt Crawler will finish the job
P1T3
Tech StartingHand Workers
TECH
Flagstone Garrison (Peace engine)
Flagstone Garrison (Ditto)
STARTING HAND
Spectral Hound
Building Inspector ā Worker (Superweak vs Deteriorate)
Arrest
Lawful Search
Bluecoat Musketeer
WORKERS
Porkhand Magistrate
Jail
Building Inspector
NextHand
Free Speech
Manufactured Truth
Reputable Newsman
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($6)
Quince + Mirror - ($4)
Lawful Search, draw a card, look at your hand - ($3)
Worker - ($2)
Aven deals 1 to Garth after armour
Spectral Hound - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Traffic Director 1/1A [Untargetable]
-
Elite:
-
Scavenger:
-
Technician: Mirror Illusion 0/1
-
Lookout:
In Play:
- L1 Sirius Quince 1/3
- Spectral Aven 2/2 [Flying]
- Spectral Hound 3/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
At the point of seeing his hand, heās not got a Tech I and heād obviously like to have Vandy for DP. I canāt stop him getting at least one card draw from sac-ing Jav and I donāt think itās worth trading Aven into that skele just to prevent him drawing twice. What I can do is trap him on Garth and weaken him for an easier kill next turn.
Iām assuming heāll try and draw into Crypt Crawler and pop the Aven but even if he does I can be safe from Vandy/Orpal targeting and give myself the space to Tech up on time.
I need to decide on a clear tech plan. I still think Peace is what you need to counteract Black unit removal so letās seed in a couple of Garrisons and play with ambition
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 TDās 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 canāt 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 canāt 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