@Mooseknuckles
GL;HF!
P1T1
StartingHand Workers
STARTING HAND
Thieving Imp
Jandra, the Negator
Deteriorate
Graveyard
Poisonblade Rogue
WORKERS
Poisonblade Rogue
NextHand
Sacrifice the Weak
Skeleton Javelineer
Pestering Haunt
Skeletal Archery
Summon Skeletons
Discard
Thieving Imp
Graveyard
Deteriorate
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Jandra - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Jandra, the Negator
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
What I’m most worried about in this matchup is Rook. Judgement Day should be really good for stopping a growth-based board flooding strategy, but I don’t really have a way to efficiently deal with maxband Rook. I think I should start by threatening an early Metamorphosis with Vandy. This way, if he leads with Rook, then he won’t have access to Garth’s spells to deal with Vandy until after he builds his Tech 2, which should hopefully be too late. If he leads with Garth for Nether Drain/Doom Grasp access, then I at least won’t have to worry about the threat of Rook for a few turns and can pivot into a different strategy.
I’m not really happy with this hand. I would have really liked to play Vandy + Haunt and/or Javelineer. I imagine Jandra + threat of Zane will push him into playing Rook next turn, so I’ll probably play Vandy and build Tech 1 next turn, tech Taxman (for birds) + DP/Blade, and go from there.