It feels like the first match I get to play on even ground and it’s against someone who I know can pilot this deck well. I’m hyped Have fun @FrozenStorm
"P1T1
P1 Necromancy,Demonology,Finesse vs P2 Necromancy,Demonology,Finesse
Starting Hand
STARTING HAND
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Skeletal Archery
Jandra, the Negator
Workers]
WORKERS
Jandra, the Negator
Next Hand
Thieving Imp
Summon Skeletons
Graveyard
Skeleton Javelineer
Deteriorate
Discard
Skeletal Archery
Poisonblade Rogue
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Vandy - ($2)
Pestering Haunt
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy (2/3, lvl 1)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I’ve never played the mirror before so I’m doing a bunch of theorycrafting in my head on how it plays out. I imagine it’s similar to midrange mirrors in mtg where card quality and card advantage matter a lot and tempo matters less. I can tell that graveyard is going to be huge in this matchup and dark pact is probably required. I get the feeling sticking an early gargoyle will be good since it dodges removal well and can kill a graveyard easily, but it’s a pretty big tempo loss since it can’t patrol the turn you play it. Maybe going first will allow me to do it anyway. We’ll see.
"
GL HF! Should be a good one
Round 4 Player 2, Turn 1
P1 Nightmare vs P2 Nightmare
Starting Hand
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Vandy + Midband (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 4 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Vandy (3/4+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Skeletal Archery
Graveyard
Thieving Imp
Deteriorate
End of Turn Discard
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
My Thoughts
Not a great opening play here, at least he didn’t have Jav as well though. Jandra isn’t a bad choice, but I think I’d rather have Vandy out and midbanded, it’s a safe way to generate counter-pressure. Probably Finesse engine is going to be best here, as hordes of tokens are no good against Discord. We’ll see though!
"P1T2
P1 Necromancy,Demonology,Finesse vs P2 Necromancy,Demonology,Finesse
Tech
TECH
Dark Pact
Bone Collector
Starting Hand]
STARTING HAND
Skeleton Javelineer
Deteriorate
Thieving Imp
Summon Skeletons
Graveyard
Workers]
WORKERS
Jandra, the Negator
Summon Skeletons
Next Hand
Skeletal Archery
Bone Collector
Sacrifice the Weak
Dark Pact
Skeleton Javelineer
Tech 2 card(s)
Get Paid + float - ($6)
Vandy to lvl 3 midband - ($4)
Worker - ($3)
Tech I - ($2)
Pestering Haunt hits your base to 19
Graveyard - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Vandy (3/4+A, lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Pestering Haunt (1/1)
- Graveyard (3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Decided to pass on killing Vandy. I want my Vandy to stick around as long as possible since I’m relying on her for dark pact, but more importantly I want to land graveyard as soon as possible. I think having a graveyard advantage wins this matchup. I feel very advantaged going first, but I have to keep in mind that means he can get to Tech II first so I need to put on enough pressure that he doesn’t feel free to do so.
"
Hmmmm
Round 4 Player 2, Turn 2
P1 Nightmare vs P2 Nightmare
Starting Hand
Pestering Haunt
Skeletal Archery
Graveyard
Thieving Imp
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #2 of 5 (3)
- Deteriorate Haunt to the grave
- Tech 1 (2)
- Worker (1)
Workers
Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Vandy (3/4+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Gargoyle
Deteriorate
Graveyard
End of Turn Discard
My Thoughts
This is a crappy spot to be in… I don’t have a blocker aside from Thieving Imp. I think the right play here is to go for Gargoyles, and then Soul Stones after. He’s certainly going Fencer spam.
I’m going to lose Vandy almost certainly, so I’ll just have to suck it up on that one. Since his Vandy can get a kill and survive either way, I think best course of action is to protect Imp and keep it available for a (probably doom-pumped) counter-swing. I’m drawing into a deep deck, hopefully I can get at least one (if not both!) Gargs, Imp in Techn just in case, and I’m workering Haunt as perhaps I’ll want Archery yet.
…
Well I got one, that’s nice at least. Let’s hope he missed a Fencer!
"P1T3
P1 Necromancy,Demonology,Finesse vs P2 Necromancy,Demonology,Finesse
Tech
TECH
Bone Collector
Dark Pact
Starting Hand
STARTING HAND
Bone Collector
Skeleton Javelineer
Sacrifice the Weak
Dark Pact
Skeletal Archery
Deteriorate
Thieving Imp
Workers
WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Next Hand
Sacrifice the Weak
Bone Collector
Dark Pact
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($6)
Dark Pact, my base to 18, draw 2
Pestering Haunt from Graveyard
Sacrifice the Weak, your Thieving Imp dies, draw 1 - ($4)
Skeleton Javelineer - ($3)
Vandy to lvl 5 maxband, doom Skeleton Javelineer - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Skeleton Javelineer (3/3, doomed)
-
Elite: Vandy (5/5, lvl 5)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Graveyard (3)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
My bone collector got discarded :(. If Vandy and Graveyard survive it should still look pretty good for me. I do wonder if I should have gone for fencers since drawing one now would have given me a huge advantage, with the reason being I’m going first and less likely to to get brick-walled by a 3/3 for 2.
"
That was unexpected… you must have bottom decked Fencer?
Round 4 Player 2, Turn 3
P1 Nightmare vs P2 Nightmare
Starting Hand
Skeletal Archery
Gargoyle
Deteriorate
Graveyard
Summon Skeletons (techn)
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Voidblocker, Soul Stone
Gargoyle x2
Main:
- Deteriorate Haunt, back to the grave with it
- Gargoyle (5)
- Worker (4)
- Tech 2 Demonology (0)
Workers
Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Demonology
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Vandy (3/4 lvl 3)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Jandra, the Negator
Skeleton Javelineer
Gargoyle
Sacrifice the Weak
End of Turn Discard
My Thoughts
Looks like he bottom decked the Fencer… bad luck for him! Doesn’t feel great to have an advantage off something like that, but it does leave me a nice opportunity to tech up and lay my counter attacker. Vandy will certainly perish as a lone blocker, but that’s okay; I’m probably not drawing into her spells, and he can’t get levels off her now.
What do I tech though? Soul stone still feels like a good choice… But then do I also grab a Voidblocker? A Dozer? Lichs Bargain or Doom Grasp? Dark pact maybe? I’m not likely to be drawing either. I could do something like Discord + TerrasQ… That’d be cheeky AF. But I’m not sure I could actually pull that off.
I think the safe play is actually to delay the cycle, and Deteriorate Haunt again. That lets me patrol Vandy in Scav with no chance of Starlet + Haunt lighting her up. The safe techs for next cycle, then, are Dark Pact + Soul Stone, and I can decide on what tech 2 thing next turn (or maybe I splash a Zarra for next cycle?)
Gold typo there, you say you made the worker, and spend the gold, but its not shown in the gold worker summary, and the worker choice isnt shown.
1 Like
Fixed w/ edit on all counts, ty
Sorry for the wait. Hopefully I can get in a few more replies before work tomorrow
"P1T4
P1 Necromancy,Demonology,Finesse vs P2 Necromancy,Demonology,Finesse
Tech
TECH
Gargoyle
Hooded Executioner
Starting Hand
STARTING HAND
Poisonblade Rogue
Bone Collector
Dark Pact
Sacrifice the Weak
Bone Collector
Dark Pact
Thieving Imp
Deteriorate
Workers
WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Next Hand
Hooded Executioner
Deteriorate
Thieving Imp
Dark Pact
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($7)
Dark Pact, my base down to 16, draw 2
Dark Pact, my base down to 14, draw 2
Bone Collector - ($5)
Bone Collector - ($3)
Worker - ($2)
Pestering Haunt from Graveyard
Heroes’ Hall - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bone Collector (3/3+A)
-
Elite:
-
Scavenger: Bone Collector (3/3)
-
Technician:
-
Lookout:
In Play:
- Graveyard (3, Skeleton Javelineer)
- Pestering Haunt (1/1)
- Vandy (4/5, lvl 5)
Buildings:
-
Base HP: 14
-
Tech I HP: 5
-
Heroes’ Hall HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Didn’t expect this match to be this slow, but demonology tech II seems very beatable with just sacrifice the weak and hooded executioner. I may need to go into discord in case he tries to protect his demons from my sac effects with chumps. I picked up gargoyle to block his. Something I realized is that harmony is probably incredibly powerful if I’m using this much dark pact. Speaking of which I have a bad habit of ignoring my life total when I’m abusing it so I gotta try to keep track of that and slow down my pacting as some point.
"
That was really unexpected.
Round 4 Player 2, Turn 4
P1 Nightmare vs P2 Nightmare
Starting Hand
Jandra, the Negator
Skeleton Javelineer
Gargoyle
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Voidblocker, Metamorphosis
Dark Pact, Soul Stone
Gargoyle x2
Main:
-
Vandy Maxbands, dooming the (still indestructible) Gargoyle and Scav BC (6)
- Garth (4)
- Vandy kills SQL, takes 3, BC to grave
-
Sacrifice the Weak, Scav BC goes to grave, Gargoyle is immune (2)
-
Activate Gargoyle, kills your Vandy, Garth to lvl 3 (1)
- Worker (0)
Workers
Gargoyle, Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 Demonology
In Patrol:
-
Squad Leader: Garth (1/3+1armor lvl 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Vandy (4/2 lvl 5)
- Gargoyle (5/4)
Economy Info:
Cards:
Gold:
End of Turn Hand
Jandra, the Negator
Summon Skeletons
Voidblocker
Metamorphosis
End of Turn Discard
My Thoughts
I have no idea what kind of angle he’s trying to work here… but it looks like he’s trying to set up Meta. Easy enough to shut that down. And I can near-overflow his Graveyard in the process. I’m going to tech a Meta for myself, maybe to end up workering but we’ll see how draws work out. It’s a decent win condition if I don’t just win at tech 3, which looks like the easiest thing to do at this point.
"P1T5
P1 Necromancy,Demonology,Finesse vs P2 Necromancy,Demonology,Finesse
Tech
TECH
Nimble Fencer
Harmony
Starting Hand
STARTING HAND
Deteriorate
Sacrifice the Weak
Thieving Imp
Dark Pact
Hooded Executioner
Workers
WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Next Hand
Dark Pact
Harmony
Gargoyle
Nimble Fencer
Hooded Executioner
Tech 2 card(s)
Get Paid - ($8)
Scavenger - ($9)
Tower, my base to 12 - ($6)
Garth - ($4)
Worker - ($3)
Pestering Haunt hits your base to 18
Sacrifice the Weak, your Gargoyle dies - ($1)
Skeleton Javelineer from Graveyard - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Skeleton Javelineer (1/1+A, javelin rune)
-
Elite:
-
Scavenger: Garth (1/3, lvl 1)
-
Technician:
-
Lookout:
In Play:
- Graveyard (3, Bone Collector, Bone Collector)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
With Vandy sitting at max band and another hero in play I’m forced to build tower to play around Vandy ult. Harmony still looks like it could be very good for me. If nothing else it protects my guys from sacrifice the weak.
"
This looks pretty bad for ya…
Round 4 Player 2, Turn 5
P1 Nightmare vs P2 Nightmare
Starting Hand
Jandra, the Negator
Summon Skeletons
Voidblocker
Metamorphosis
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Doom Grasp, Shadow Blade
Voidblocker, Metamorphosis
Dark Pact, Soul Stone
Gargoyle x2
Main:
-
Metamorphosis, Vandy and Garth demonize, Garth fetches that freshly killed Gargoyle (3)
- Garth kills Skele, takes 2, uses up Tower
- Vandy stealthily breaks the tower, your base to 10
- Voidblocker (0)
Workers
Gargoyle, Skeletal Archery, Pestering Haunt, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 Demonology
In Patrol:
-
Squad Leader: Voidblocker (2/6+1armor)
-
Elite:
-
Scavenger: Garth (5/4 lvl 7)
-
Technician:
-
Lookout:
In Play:
- Vandy (6/4 lvl 5)
- Gargoyle (0/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Soul Stone
End of Turn Discard
Metamorphosis
Shadow Blade
Doom Grasp
Summon Skeletons
Jandra, the Negator
My Thoughts
He was defo going meta and didn’t see the easy Gargoyle counter strike… Doesn’t feel like there’s another explanation here. This should be GG with the Gargoyle back, if I draw Soul Stone he’s dead even if he re-drew StW, kills Voidblocker and thus barely makes the kill on Garth.
It was clear who knew what they were doing in this matchup lol. GG, was really fun to think about how to approach the mirror even if I didn’t get it right exactly.
@zhavier
1 Like
GG WP @rathyAro!
I’m curious to check out how you were planning. I can wait until after the tourney if you’d like to keep the secrets, but I generally consider secret spectating okay after games are over, certainly others are welcome to read my turn secrets mid-tourney if they like!
You had such a great Fencer spam setup on T2 with that graveyard protected I thought for sure I was going to get run over! I still feel good about my Gargoyle tech to counter, but even so, I didn’t expect things to go as well as they did
GL next round, hope to see you again for another mirror!
You can check secrets if you would like to. I didn’t go for Fencer, but perhaps I should have. Either way your thieving imp sniped my tech I and that made it really hard to go forward from there.
1 Like
I was really shocked you went for BC instead of fencer, and I thought for sure gargoyle would be fighting gargoyle, but twas not to be.
Fun match to spectate though.
I consider spectating on everyone’s thoughts mid tourney to be part of the fun… also I read everything so I can help catch errors (outside my own matches of course).
1 Like