Going with Imp over Jandra here, to keep zhavier low on cards even if he just plays a hero. If Brogre trades, I can Deteriorate the Dog next turn and stabilize.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bro Trades with Imp
Rook - ($2)
Tech 1 - ($0)
Dog hits your base for 2
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Rook 2/4+A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nautical Dog 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Hitting my cards, but letting me keep my board presence. Do I risk him deteriorate’ing for free and get 2 damage on his base, or leave dog in lookout as bait. I think I’ll try to burn him down, given dark pact…
Graveyard
Skeleton Javelineer
Thieving Imp
Dark Pact
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Vandy, to midband - ($0)
Deteriorate Dog
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Vandy lvl 3 (3/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I think that worked out pretty well, I traded $3 and 2 cards for $3 and 3 cards of zhavier’s. Birds are likely incoming, so I’ll need a Taxman, along with DP to stay ahead on cards, naturally. I’ll put my remaining gold into Vandy to make sure she survives (barring an expensive Charge), since I’m not sure a HH will be of any use to me.
bah, what a terrible draw. But thats the problem with Imp. Plus side, he is in the same situation with 5 cards in his deck, down side, he will almost certainly have dark pact in there. That means he only has 1 tech 1 to play with, probably the highly efficient gunpoint taxman. Chances are very good I will just max rook next turn and tech up, unfortunately.
Tech 2 card(s)
Get Paid - ($7)
Dark Pact, my base to 16, I draw 2
Worker - ($6)
Tech 2 (Balance) - ($2)
Skeleton Javelineer - ($1)
Haunt pings your tech 1
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Vandy lvl 3 (3/4A)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Looks like a safe enough board for me to tech up. I’ll just try to dig for Taxman first.
…
No Taxman for me. I can’t protect a Graveyard, and can’t afford Imp or Jandra. So I guess I’ll drop Jav and float $1, and hope zhavier doesn’t screw me over with a Charged Taxman or something.
I could kill vandy with mad man and Rambaster and tech up, but Rook would certainly die, or he could do horrible things with zane and mimic. I could max rook letting him max vandy with little downside. I could get birds out and mad man to provide some fighting back ability. that’s probably my best bet here
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Haunt trades with Mad Man
Deteriorate scavenger Bird, you get 1 gold
Potent Basilisk, destroys your Bird’s Nest - ($4)
Gunpoint Taxman - ($2)
Graveyard - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Potent Basilisk (3/5A)
Elite:
Scavenger:
Technician: Gunpoint Taxman (3/3)
Lookout:
In Play:
Vandy lvl 3 (3/4)
Skeleton Javelineer (1/1)
Graveyard (3)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 2
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
I’d like to threaten Meta next turn, but I don’t want to give zhavier a doomed bird… So I’ll let Rook live for now and just flood the board. Let’s see if I can set off a double flying hasted Mimic next turn.
Tech 2 card(s)
Get Paid + Scav - ($9)
Blooming Ancient - ($5)
Argagarg, BA+2 - ($3)
Max Rook - ($0)
Bird gets +2 runes, trades with Gunpoint Taxman
Rook walks past Basilisk, kills Vandy, Arg to lvl 3
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Wisp 0/1+A
Elite:
Scavenger:
Technician: Argagarg 1/4, lvl 3
Lookout:
In Play:
Rook 4/3, lvl 8
Blooming Ancient 2/4
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
Basilisk wasnt quite what I thought would be first on the list, losing nest is mildly annoying, but at least I can deny flying mimics by trading my bird. Meta has to go, im just glad he didnt max yet, and dark pact now that he is low on cards Zane tricks could cause me problems here, but no matter what Rook lives. My own zane tricks should be pretty effective.
I would re-draw, as the information of what was drawn may (subconsciously or not) affect the tech decision (if you drew well, you may tech more optimistically, or tech safer if you drew poorly).
Dinosize
Bombaster
Mad Man
Gunpoint Taxman
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($8)
Worker - ($7)
Zane - ($5)
Surprise Attack - ($0)
Rook kills gunpoint, crumbles
Shark 1 kills skellie
Shark 2 kills mimic, gy almost there…
Zane trades with zane, no haste left on the board
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook 4/6, lvl 8, crumbling
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Surprise attack or board flood blooming. I don’t like either option really. if I can’t kill Zane and my own Zane, then he’ll just hit me with another hasted mimic, either gy or in hand. with surprise attack I get everything but the basilisk, with basilisk trading with rook probably.
STARTING HAND
Moment’s Peace
Dark Pact
Dark Pact
Pestering Haunt
Deteriorate
Surprise Attack
Fairie Dragon
Thieving Imp
Metamorphosis
WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Sacrifice the Weak
NextHand
Dark Pact
Moment’s Peace
Metamorphosis
Fairie Dragon
Skeleton Javelineer
Tech 0 card(s)
Get Paid - ($10)
Taxman dies, Graveyard explodes
Dark Pact, my base to 14, I draw 2
Dark Pact, my base to 12, I draw 2
Zane - ($8)
Metamorphosis, Midori and Zane maxband, shove Mad Man to die in lookout - ($2)
Midori readily breaks tech 2, uses up Tower detection, your base to 18
Zane and Vandy readily and invisibly hit your base to 6
Deteriorate Wisp
Pestering Haunt
Moment’s Peace - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Zane lvl 6 (6/6A)
Elite:
Scavenger:
Technician:
Lookout: Vandy lvl 5 (6/7)
In Play:
Midori lvl 8 (6/6)
Pestering Haunt (1/1)
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
3-hero Meta, coming up! If I can dig it up with the first Dark Pact, I can make lethal with the second copy.
…
Didn’t get it with the first DP, so no lethal just yet. But I can afford Moment’s Peace, so I have little to fear from zhavier’s next turn.