Pestering Haunt
Skeleton Javelineer
Deteriorate
Graveyard
Sacrifice the Weak
End of Turn Discard
My Thoughts
So I’m against discord now, that makes LB and skele spam less great… Also Grave, so Hotter Fire isn’t great either. This might be a toughie. Probably Blood + Graveyard is the win con to lean. so maybe next turn we do graveyard + Haunt, or maybe Garth + Det if that makes sense
Hmm annoying start from him, but having monk here and then hook allows me to have a very strong counterattack. I should be able to clear his board next turn and get a strong advantage.
Pestering Haunt
Skeleton Javelineer
Deteriorate
Graveyard
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector, Hooded Executioner
Main:
Graveyard (3)
Pestering Haunt
Worker (2)
Tech1 (0)
Workers
Skeleton Javelineer, 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: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Hooded Executioner
End of Turn Discard
My Thoughts
Probably I’m losing the graveyard (I’m kinda feeling like I’m losing this matchup just in general already, yikes) but I don’t have a great option against that; was hoping for the 60% no Monk. I’ll get Haunt down for counter-pressure and hope no Hook/SA, but yeah probably I lose the Imp and Graveyard. I’ll get one BC and one Hoodie and continue playing for card advantage early
Fox Primus, Nimble Fencer, Aged Sensei, Saviour Monk
Discard
Thinking
Big decisions to make this turn. Killing the graveyard is correct, even though I have to sac monk and don’t regain hand size. If I’d had safe attacking I definitely would’ve gone further down on cards to keep monk alive.
Now, I highly suspect of all the things he teched, he teched lich’s bargain. So I agonised over building heroes’ hall or not and which spell to tech, but ultimately I need to be able to keep pace with bargain, and discord is my best spell for that. So hall it is. I didn’t pull it on the redraw, but I’ve got a good hand regardless. Might even be able to tech up anyway, we’ll see. Maybe he got super unlucky! (Doubt it. I’m expecting a horde.)
Deteriorate
Jandra, the Negator
Bone Collector
Skeletal Archery
End of Turn Discard
My Thoughts
Yep, okay that was about as expected. At least Monk died. HH means maybe Discord, maybe birds. I’ll save Archery JIC, teching for blood t2, also grabbing LB just b/c it’s too good not to tech even with discord. Next turn probably BC + tech 2, maybe deteriorate. This is a rough position though.
This was another tough decision. Whether to play a hero, which hero to play, build tech 2 or not, I had a lot of tough choices. I’m not even convinced this is my best possible line, but it’s hard to know, since I was really expecting lobbers or bargain, not a 3/3. A discord would’ve been very welcome indeed! And I’ve bottom decked it here, so that’s unfortunate.
Tech choices were easy; cards I want to see in the future and will never be unhappy to see.
Deteriorate
Jandra, the Negator
Bone Collector
Skeletal Archery
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Kidnapping
Lich’s Bargain, Crashbarrow
Bone Collector, Hooded Executioner
Main:
Haunt pings your tech1 to 3hp
Bone Collector (5)
Worker (4)
Tech 2 Blood (0)
Workers
Jandra, the Negator, Summon Skeletons, Skeleton Javelineer, 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 BLOOD
In Patrol:
Squad Leader:
Elite: Skeleton (1+1/1)
Scavenger:
Technician: Bone Collector (3/3)
Lookout:
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Sacrifice the Weak
Thieving Imp
Crashbarrow
Lich’s Bargain
End of Turn Discard
My Thoughts
Decent shot Discord comes through, or fencers, so I can’t count on the Crashbarrow next turn, but better to build the t2 now as bait than try to like block up or something. Worst case either way is LB next turn + Graveyard or Imp or StW
Blood, as I predicted. Gotta get the pass to avoid bugblatters ruining my day. Iffy on the second tech, but I think more barbarbarians is never a bad thing.
Disappointing to worker safe attacking here, but I didn’t want to commit rook to defence since I want him to be alive when birds are in hand. He very likely has a crashbarrow in hand now, and who knows what else. Glider? Bloodlust? Who can say. I’m in for pain, for sure.
Sweet, no discord, Barrow down, LB down, and Strength not as scary as finesse or discipline here IMO. Just gotta watch for Two Step + Barbs, so keep River dead. Momentum shifting to me here
Snapback, Grappling Hook, Morningstar Flagbearer, Two Step, Jefferson Degrey, Ghostly Diplomat
Thenk
Damn, he really did go Lich’s bargain! My prediction on his tech choices was half right.
(I thought it was 2x lich’s bargain, but I was proven wrong that it was executioner+collector, so I assumed 2nd tech was crashbarrow+glider/bloodlust, but it was crashbarrow+bargain!
Crashbarrow, kill DB hit Pass for 2, you draw 1 (2)
Zombie breaks pass, pays tax (1)
Garth, skeleton and Horror break tech2, your base to 18
Make a skeleton (0)
Workers
Jandra, the Negator, Summon Skeletons, Skeleton Javelineer, Poisonblade Rogue
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 BLOOD
In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (1/3 lvl 3)
Horror (3/3)
Zombie (2/2)
Skeleton (1/1)
Graveyard (3hp, holding Crashbarrow)
Economy Info:
Cards:
Hand: 3
Deck: 7
Disc: 4
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Skeletal Archery
Pestering Haunt
Sacrifice the Weak
End of Turn Discard
My Thoughts
Breaking the tech2 is good, discord could be bad as could Fencer + Starlet, but this feels like a good move. Now I’ve got the graveyard set up, hohoho, and should draw into a nether drain.
don’t you need to pay for that? EDIT: I checked, so yeah. Horror has to stay put. Plus, can you overpower to pass without paying? this one i honestly don’t know.