[details=New Hand]Jandra, the Negator
Skeleton Javelineer
Sacrifice the Weak
Pestering Haunt
Deteriorate[/details]
Thoughts
Second game against mono-red. The turn 1 Bloodburn is different, though. That will definitely make me think long and hard about going for a Skeleton-heavy strategy, considering it would be pretty easy for him to remove 1/1 chump blockers. I’m leaning towards disease for this matchup as it’ll allow me to be a little more controlling and get some mass removal via -1/-1 runes.
[details=Starting Hand]Jandra, the Negator (worker)
Skeleton Javelineer
Sacrifice the Weak
Pestering Haunt
Deteriorate[/details]
[details=Tech]Sickness
Bone Collector[/details]
Collect 6 gold (6)
Worker (5)
Start construction on my Tech I (4)
Build a Tower (1)
Play Skeleton Javelineer (0)
Pass the turn, discard 3, reshuffle, draw 5
I was pretty much expecting the BRO this turn, so I’ve set myself up in such a way that my graveyard and Orpal both should be safe at the moment. An early Tower was a target I wanted to hit in this matchup, as over time it should be able to do a lot of work for me. I’ll probably worker the Pestering Haunt this coming turn and play the Imp. If I can get a recurring Imp via the Graveyard, that’d be nice.
[details=New Hand]Poisonblade Rogue
Deteriorate
Bone Collector
Sickness
Summon Skeletons[/details]
Thoughts
Okay, so Orpal wasn’t safe after all. And now I’m really starting to worry about a maxband Jaina. I don’t have a lot of easy ways to deal with her. I went for the double Gorgon tech this turn hoping to draw one or two of them and get that first Tech II boost, but no such luck. Maybe I’ll draw one off the Imp if he kills it? And if he kills the imp and doesn’t finish off my Graveyard, that means the Imp will be coming back to play next turn. My current plan is to weather him out by getting a card advantage and capitalize on that late.
I’m going to be away this whole weekend. I’ll try get another turn in before I go, but I won’t be able to update again after that until probably Sunday night. Sorry about the delay!
No worries, I work in the hospitality industry so I’m hitting the busy part of my week right now anyways. I’d likely only be able to take 1 or two turns until Monday morning anyways, so it works out perfectly.
[details=Starting Hand]Poisonblade Rogue (worker)
Deteriorate
Bone Collector
Sickness
Summon Skeletons[/details]
[details=Tech]Abomination
Carrion Curse[/details]
Collect 8 gold (8)
Worker (7)
Summon Garth (5)
Play Deteriorate on your Firebat
Thieving Imp attacks and kills Firebat, dying in the process.
Exhaust Graveyard to bring back Thieving Imp from the great beyond. You discard a card at random (2)
Garth summons a skeleton Token (1)
Pass the turn, discard 3, draw 5.
[details=New Hand]Gorgon
Gorgon
Sacrifice the Weak
Deteriorate
Bone Collector[/details]
Thoughts
I don’t expect Garth to survive this turn. It’s two free levels for whichever hero he wants, which I’m not terribly happy about, but I wanted to get the extra chump blocker for a potential Crashbarrow, and at 3 gold and 0 cards, Garth is the cheapest around. Plus, I wanted to be able to trade into the Firebat and reanimate the Imp. Next turn the Gorgons come out to play. If I’m really lucky, I’ll draw into my Abomination, which is my only current answer to Shoddy Glider.
It’s gonna be tough for him to get through that wall of Gorgons. At this point I’m gonna try to go Tech III ASAP. It’s not the strongest Tech III unit out there, but it’s affordable at 6 and has some bulk if I need him on defense. Plus he’s immune to Kidnapping.
Tech 2 card(s)
Technician draw
Get Paid - ($9)
Skip worker - ($9)
Drakk - ($7)
Mid-band Drakk, my units get Frenzy 1 - ($4)
Crashbarrow - ($1)
Shoddy Glider - ($0)
Crashbarrow kills Vandy and deals 3 to Gorgon 1 (Jaina max-bands) and dies - ($0)
Bloodburn finishes Gorgon 1 (Bloodburn @2, Gorgon dies, @3), you get 1G - ($0)
Shoddy Glider kills Gorgon 2 and dies to Tower, you draw a card, Bloodburn @4 - ($0)
Jaina uses her ability to kill Tower, your base @17 - ($0)
[details=New Hand]Carrion Curse
Cursed Crow
Plague Lord
Deteriorate
Spreading Plague[/details]
Thoughts
A single Abomination will shut down his Shoddy Gliders until he gets it off the board. Unfortunately, if he’s packing another Crashbarrow, he can do that easily. If he kills Orpal this turn, I’m in a really bad position. My current hand is not very good for stalling without him. That said, if Orpal survives, I can make a big swing in my favor. That’s a big if, though. I think I’m kind of on the ropes here.
STARTING HAND
Firebat
Ember Sparks
Makeshift Rambaster
Scorch
WORKERS
Pillage
Careless Musketeer
Mad Man
Nautical Dog
Bombaster
Makeshift Rambaster
NextHand
Shoddy Glider
Charge
Crashbarrow
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Ember Sparks to kill Orpal, Drakk max-bands - ($5)
Firebat (gets haste from Drakk) - ($3)
Firebat uses his ability on your T2, dealing 2 damage - ($2)
Jaina pings T2 for 3, killing it, base @15 - ($2)
Bloodburn pings your base for 1 (@14), @2 runes - ($2)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Drakk (2/3 from 1 -1/-1 rune, level 6)
[details=New Hand]Thieving Imp
Gorgon
Summon Skeletons
Gorgon
Sacrifice the Weak[/details]
Thoughts
I don’t think my Tech II will survive his turn, which makes my Gorgons dead cards. As long as I have Abomination in play, skeleton tokens are useless. That said, A-Bomb is still shutting down his Shoddy Gliders. And there is something to be said for that. Still playing off my heels here. He’s got pressure on me, and now that he’s reshuffled, he likely has 2 Crashbarrows that I’ll see in the near future. I wouldn’t be surprised to see a Bugblatter either.