GLHF @FrozenStorm! Let’s see if I can make more headway against Cremation this time.
P1T1
Starting Hand: 5
Deteriorate
Thieving Imp
Pestering Haunt
Summon Skeletons
Graveyard
Thoughts
Thieving Imp is tempting, but it’s too vulnerable to Sacrifice the Weak.
Get paid - ($4)
Worker - ($3)
Garth Torken - ($1)
Garth raises a Skeleton - ($0)
Pestering Haunt
Discard 3, draw 5
Skeleton 1/1
Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrifice, attack capped at 1)
Base HP: 20
Hand: 5
Jandra, the Negator
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Skeletal Archery
Deck: 0
Discard: 3
Deteriorate
Thieving Imp
Graveyard
Card-count check (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10
Gold: 0
Workers: 5
4 x start
T1: Summon Skeletons
1 Like
GL HF @charnel_mouse! I’m really curious to see which of these decks proves the higher tempo!
CAMS20 Round 3 Player 2, Turn 1
P2 Cremation vs P1 Necro/Anarchy/Blood
Starting Hand
Deteriorate
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
Pestering Haunt
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Garth (3)
- Make a skeleton (2)
- Skeleton Javelineer (1)
- Deteriorate your haunt
- Worker (0)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Garth (1/3+1armor lvl 1)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Graveyard
Poisonblade Rogue
Thieving Imp
Summon Skeletons
End of Turn Discard
My Thoughts
I’m tempted to go full aggro here w/ garth + skeles + haunts + det, but I think I don’t want to go so far down on cards that fast. Possible Charnel goes Imp next turn and going down to 2 cards that early would risk LB tempo. No mass removal though, so hording early definitely a strong option. We’ll see next turn if we full-commit with Archery + HH or something, force a tower. Zane is definitely good skeleton-patrol manipulation
1 Like
P1T2
Starting Hand: 5
Jandra, the Negator
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Skeletal Archery
Thoughts
Standard openings here. I don’t have a good idea for what I’d tech outside of Bone Collectors here, Deteriorate handles Skeletons but only up to a point. Early Skeletal Archery will be important. Not making much headway this turn, but I’m going into midgame with a cleaner reshuffle. I’ll go with Bone Collectors and see what happens.
Teched cards: 2
Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Garth raises Skeleton #2 - ($1)
Skeleton Javelineer - ($0)
Discard 3, reshuffle, draw 5
Skeleton #1 1/1+1A
Skeleton #2 1/1
Skeleton Javelineer 1/1 (javelin, lose javelin to gain long range that turn)
Garth L1 1/3
Base HP: 20
Tech I HP: 5
Hand: 5
Deteriorate
Thieving Imp
Poisonblade Rogue
Pestering Haunt
Bone Collector
Deck: 4
Graveyard
Bone Collector
Sacrifice the Weak
Skeletal Archery
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 6
4 x start
T1: Summon Skeletons
T2: Jandra, the Negator
CAMS20 Round 3 Player 2, Turn 2
P2 Cremation vs P1 Necro/Anarchy/Blood
Starting Hand
Graveyard
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Garth dinks SQL, jav hucks spear to finish
-
Thieving Imp, discard #2 of 5 (3)
- Tech 1 (1)
- Worker (0)
Workers
Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Skeleton Javelineer (1/1, no spear)
- Garth (1/2 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Lobber
Pestering Haunt
Lich’s Bargain
End of Turn Discard
My Thoughts
Imp + T1, tech LB + Lobber / Hoodie feels safest, I will go Lobber just b/c I don’t think I’m going to utilize Hoodie in a long, econ-heavy game. This is going to get nasty fast afaict
P1T3
Starting Hand: 5
Deteriorate
Thieving Imp
Poisonblade Rogue
Pestering Haunt
Bone Collector
Thieving Imp discard: 1
Thoughts
Decisions here are whether to trade my Skeleton in the Technician Skeleton, in case FrozenStorm plays Skeletal Archery, and whether I save the gold or build a Heroes’ Hall.
Bone Collector in front lets it die, but Garth has to midband, leaving 3 gold after worker. No Tech II for FrozenStorm. He could play Skeletal Archery if he wants to keep the Skeletons alive, though. More dangerously, he could cast Lich’s Bargain, and I’ll struggle to deal with that without teching something in. Maybe I can just block and tech up in that case, though. I’ll save the gold, and start stuffing the deck with Blood II.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
Get paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Deteriorate, Thieving Imp is 1/1+1A
Skeleton Javelineer throws javelin at Thieving Imp for 1A damage
Garth kills Thieving Imp, takes 1 damage
Garth summons Skeleton #2 - ($2)
Discard 1, draw 3
Bone Collector 3/3+1A (attacks: I get a Skeleton)
Skeleton #1 1/1
Skeleton #2 1/1
Garth L1 1/2 (1 damage)
Skeleton Javelineer 1/1
Base HP: 20
Tech I HP: 5
Hand: 3
Bone Collector
Graveyard
Sacrifice the Weak
Deck: 1
Discard: 5
Thieving Imp
Crashbarrow
Shoddy Glider
Deteriorate
Pestering Haunt
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
3 in hand
1 in deck
5 in discard
3 in workers
Total: 14
Gold: 2
Workers: 7
4 x start
T1: Summon Skeletons
T2: Jandra, the Negator
T3: Poisonblade Rogue
Go hard feels like the theme of this deck, so that’s what imma do
CAMS20 Round 3 Player 2, Turn 3
P2 Cremation vs P1 Necro/Anarchy/Blood
Starting Hand
Skeletal Archery
Lobber
Pestering Haunt
Lich’s Bargain
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Desperation
Lich’s Bargain, Lobber
Main:
- Skeletal Archery (5)
-
Lobber, smacks BC, skeletons ping him down to finish (4)
- Garth kills scav, takes 1, you get 1g
-
Lich’s Bargain, horde arrives (2)
- Make a skeleton (1)
- Worker (0)
Workers
Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Horror (3/3+1armor)
-
Elite: Skeleton (1+1/1)
-
Scavenger: Zombie (2/2)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth (1/1 lvl 1)
- Skeleton Javelineer (1/1)
- Skeleton (1/1)
- Skeletal Archery
Economy Info:
Cards:
Gold:
End of Turn Hand
Sacrifice the Weak
Graveyard
End of Turn Discard
My Thoughts
One thing last game taught me with this deck is go big or go home XD This should force a tower in response, and I have options next turn to either go hard on offense or tech up, and either way I should be in okay shape.
Well, that is pretty hard, I suppose I should do something about it. (Note: your base is on 16.)
P1T4
Starting Hand: 3
Bone Collector
Graveyard
Sacrifice the Weak
Thoughts
Ah, Lobber, right. This isn’t ideal. I have enough for worker + Tech II + Bone Collector + Tower, or Skeleton + Graveyard instead of Tower. Former plan, I have 7 health on defence against 7 + 3 deathtouch. That’s enough to destroy my Tech II if FrozenStorm’s holding another Lobber. Oh, but he can’t be, right? So he’d have to maxband Garth, midband Garth + Deteriorate. Latter plan it’s a bit easier, and his Skeletons don’t die in the process, I don’t think having a Graveyard for Bone Collector is enough of a deterrent in that case.
Do I have other alternatives? I could suicide Garth into Horror, maxband Drakk, bring in second Bone Collector, it trades with Horror, Skeletons trade with Skeleton + Zombie. That leaves 1 gold for worker or a second Skeleton to help Drakk block. If I put the Skeleton in front, that’s 6 attack required to kill Drakk, FrozenStorm has 4 on the board, 5 for cheap Garth level, then 3 gold to fetch Lobber or Deteriorate is required.
That stops FrozenStorm from teching up too, and I’m at a larger hand size. Worth a punt, I think. Sticking to the usual tech plan, but putting in Bloodrage Ogre instead of second Shoddy Glider, let’s see if I can steal some of those Skeletons. Workering Sacrifice the Weak over Graveyard: the latter will help while we go down on cards, and the former’s not so helpful with so many enemy Skeletons out.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Ogre Recruiter
Get paid + float + Scavenger - ($10)
Worker - ($9)
Garth suicides into Horror, your Garth to level 3
Drakk Ramhorn - ($7)
Maxband Drakk - ($2)
Bone Collector, Drakk gives it haste - ($0)
Bone Collector trades with Horror, Skeleton #2 arrives
Skeleton Javelineer trades with Zombie
Skeleton #1 trades with Elite Skeleton
Discard 1, draw 1, reshuffle, draw 2
Skeleton 1/1+1A
Drakk L6 3/4 (dies: 1 to your base; units have Frenzy +1, first unit played from hand gets haste)
Base HP: 20
Tech I HP: 5
Hand: 3
Skeletal Archery
Bone Collector
Graveyard
Deck: 9
Thieving Imp
Crashbarrow
Shoddy Glider
Deteriorate
Pestering Haunt
Crashbarrow
Ogre Recruiter
Skeleton Javelineer
Bone Collector
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
0 on board
3 in hand
9 in deck
0 in discard
4 in workers
Total: 16
Gold: 0
Workers: 8
4 x start
T1: Summon Skeletons
T2: Jandra, the Negator
T3: Poisonblade Rogue
T4: Sacrifice the Weak
CAMS20 Round 3 Player 2, Turn 4
P2 Cremation vs P1 Necro/Anarchy/Blood
Starting Hand
Sacrifice the Weak
Graveyard
Events of Turn:
Upkeep:
- Get Gold (7+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Skeletal Lord, Lich’s Bargain
Nether Drain, Desperation
Lich’s Bargain, Lobber
Main:
-
Mid Garth, kill SQL (7)
- Jav dinks Drakk
- Make a Skeleton (6)
- Worker (5)
- Tech 2 Necro (1)
Workers
Graveyard, Pestering Haunt, Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 1 Draw 2 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
In Patrol:
-
Squad Leader:
-
Elite: Skeleton (1+1/1)
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton (1/1)
-
Lookout:
In Play:
- Garth (2/3 lvl 4)
- Skeleton Javelineer (1/1)
- Skeletal Archery
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Summon Skeletons
Skeletal Lord
End of Turn Discard
My Thoughts
Drakk is less of a threat (even maxband) than Zane given the board state, so no reason to go hard at him w/ StW or try a 50/50 for Deteriorate. I’d rather max Garth after Tech2 anyway. So that’s what we’ll do, next turn a lot of options between maxing Garth, Drakk mid, Summon Skeles, etc. Surprised Charnel didn’t take the L on LB and get a tower. Since I’m not going Blood, worker Graveyard, I’m all in to horde and smash face. Another LB is what I want to continue snowball, so that’s what I tech along with a Lord. Big nasty sniper skeles inbound!
P1T5
Starting Hand: 3
Skeletal Archery
Bone Collector
Graveyard
Thoughts
Obvious play is worker, Tech II, Bone Collector, clear out some Skeletons. I think I only attack with Bone Collector, Drakk is more useful on patrol with 3 HP than he is killing a Skeleton for 2 less attack, assuming a Skeleton Lord appears. Plus, I don’t give FrozenStorm any patrol bonuses, and unless he’s still got Summon Skeletons he can’t use the Lord’s ability.
One gold left over: I can float, or I can build a Tech Lab to keep FrozenStorm guessing, since we’re both about to reshuffle. I think I’ve got some things to urgently tech in without having the extra options.
In that case, is it worth me skipping a worker to play Graveyard or Skeletal Archery? Graveyard could worth it, it might distract FrozenStorm from my Tech II, and it helps to recover my hand size.
Normally I’d tech two copies of Bloodlust here, but I’m second-guessing myself: It’s not as good against Skeletons when FrozenStorm has easy access to Lords, by play or fetch. I think my only real option is to shoot for Lich’s Bargain, and bring in Bugblatters to back it up later.
Nasty patrol decisions here. Those Skeletons can easily have 2 attack, so Drakk doesn’t gain much from going in Squad Leader, but I haven’t seen Deteriorate in a while, so the Skeleton might not be good there either. Maxband Garth + Skeleton Lord gives FrozenStorm enough attack to kill Drakk and destroy Tech II if he’s also got Deteriorate for the Skeleton. I think this is the best I can do, though.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Ogre Recruiter
T5: 2 x Lich’s Bargain
Get paid - ($8)
Tech II Blood - ($4)
Bone Collector, Drakk gives it haste - ($2)
Bone Collector kills Elite Skeleton, Skeleton arrives
Graveyard - ($0)
Skip worker!
Discard 1, draw 3
Drakk L6 3/3+1A (dies: 1 to your base; units have Frenzy +1, first unit played from hand gets haste, 1 damage)
Skeleton 1/1+1A
Bone Collector 3/1 (haste, attacks: I get a Skeleton, 2 damage)
Graveyard HP: 3
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Hand: 3
Pestering Haunt
Shoddy Glider
Crashbarrow
Deck: 6
Thieving Imp
Crashbarrow
Deteriorate
Ogre Recruiter
Skeleton Javelineer
Bone Collector
Discard: 3
Lich’s Bargain
Lich’s Bargain
Skeletal Archery
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
3 in hand
6 in deck
3 in discard
4 in workers
Total: 18
Gold: 0
Workers: 8
4 x start
T1: Summon Skeletons
T2: Jandra, the Negator
T3: Poisonblade Rogue
T4: Sacrifice the Weak
HORDE!
CAMS20 Round 3 Player 2, Turn 5
P2 Cremation vs P1 Necro/Anarchy/Blood
Starting Hand
Deteriorate
Summon Skeletons
Skeletal Lord
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Skeletal Lord, Bloodlust
Skeletal Lord, Lich’s Bargain
Nether Drain, Desperation
Lich’s Bargain, Lobber
Main:
- Skeletal Lord (6)
- Two skeletons kill Drakk, my base to 15, Garth to level 6
- Garth kills techn, you draw 1
- Deteriorate BC
- Max Garth, fetch another Lord (5)
- Skeleton Jav snipes graveyard, baiii
- Make a skeleton (4)
- Summon Skeletons (1)
- skip worker
Workers
Graveyard, Pestering Haunt, Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (3/3)
-
Technician: Skeleton (3/3)
-
Lookout: Skeleton (3/3)
In Play:
- Garth (3/4 lvl 7)
- Skeleton Javelineer (3/3)
- Skeleton (3/3)
- Skeleton (3/3)
- Skeletal Lord (3/3)
- Skeletal Lord (3/3)
- Skeletal Archery
Economy Info:
Cards:
Gold:
End of Turn Hand
Lich’s Bargain
Thieving Imp
End of Turn Discard
My Thoughts
Such a lucky pull to get the lord on the RS… This is an easy decision. Should be pretty hard to break this patrol, next turn Drakk things and more horde. I don’t think he preteched too many tech 2 so I’m not too worried it’ll be more than a single crashbarrow
I’ll think I’ll fold there, GG! Should have brought out Lich’s Bargain / Bloodlust earlier to deal with those Skeletons, I had nothing else good for dealing with them early on once you’d gotten Archery down first.
1 Like
GG WP! Lucky draw on Skele lord on the RS there, but Drakk mid as an alternative was also on the table so I felt good with or without it.
Checking your techs, I’m surprised at how much pre-teching blood you did! I guessed wrong on that, hindsight maybe it would’ve been better to leave graveyard/BC up and break the tech 2, I just didn’t consider it likely you’d be holding Glider / Barrow.
Lich’s Bargain is definitely the play w/ this deck in any instance where the opponent doesn’t have good mass unit removal, if you’d have gone for that first also we’d have had quite the battle I think.
Best of luck going forward! @zhavier
1 Like
Yeah, unfortunately Crashbarrows don’t look so good against Skeleton spam, so I didn’t think it was even worth playing out. Good luck to you too!