Deteriorate
Poisonblade Rogue
Pestering Haunt
Dark Pact
Sacrifice the Weak + Nimble Fencer (DP)
Events of Turn:
Upkeep:
Get Gold (6+1scav)
Tech 2 cards in except turn 1
All Teched Cards
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
Vandy (5)
Dark Pact, base to 18 draw 2 (4)
Nimble Fencer (2)
Worker (1)
Skeleton Javelineer from grave (0)
Pestering Haunt
Workers
Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
Patrol as below
Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Vandy (2/3 lvl 1)
Pestering Haunt (1/1)
Graveyard (2hp)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Summon Skeletons
Nimble Fencer
Sacrifice the Weak
Deteriorate
End of Turn Discard
My Thoughts
Definitely coming ahead on cards here, we’ll see if it’s an early tech plan or a maxbandori + bloom. Going to tech for aggro in case I want to punish either, my next cycle will be short anyway
I’ve gotten some value from Nature Reclaims and forcing a defensive Fencer, but I couldn’t afford to worker Fruit Ninja. Metamorphosis is probably his play now that I’ve neutralized graveyard and Garth isn’t around for an early Doom Grasp. I’d like to keep putting on the pressure with Tenderfoot, but none of those picks look more important than putting her in technician.
Summon Skeletons, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
Patrol as below
Discard 2 Draw 2 rs Draw 2
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 4
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Vandy (2/3 lvl 1)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Dark Pact
Star-Crossed Starlet
Maestro
Sacrifice the Weak
End of Turn Discard
My Thoughts
Pushing for maxbandori indeed, I’ll grab a doom grasp for safety and my trusty Maestro, see what if anything he comes after. Losing Graveyard permanently sucks but we can work with it fine
Fencer and Starlet tap to bring the tech1 down, your base to 18
Haunt hits your base to 17
Workers
Summon Skeletons, Poisonblade Rogue, Skeletal Archery, Jandra, The Negator
Patrol as below
Discard 2 Draw 1 rs Draw 3
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 4
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Thieving Imp (4/4a)
Elite:
Scavenger: Nimble Fencer (2/3)
Technician: Maestro (3/5)
Lookout:
In Play:
Vandy (4/5 lvl 5)
Pestering Haunt (1/1)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Deteriorate
Skeleton Javelineer
Discord
Sacrifice the Weak
End of Turn Discard
My Thoughts
Well let’s hope to get Fencer + Deteriorate with this DP. Deteriorate and I can trade haunt with that dastardly Flagbearer. I’d rather not have to StW or Vandy doom it away. Grabbing a discord as well JIC we want to do some mass deletion. Hopefully that proves useful. Likely going to lose Maestro as a blocker as well so going to go ahead and tech the other. Leaping Lizard and Nether Drain aren’t bad options either, idk
…
Well yay Fencer, boo no Deteriorate. Oh well I spose, I think dooming actually makes the most sense. Whats the worst case two card hand there? Bloom/Wither + TM would mean Iron Man or Midori can be 5atk, so that clears SQL, and TM + the other 4 clears the other, which leaves 3, 4 and 2 attackers to clear a Fencer patroller + … a tech building kill + losing fencer/starlet? Base damage I guess? Survivable I think, since I’m up on econ and tech, and still have Garth in the back pocket.
Interesting match. Imp discarded Older Brother turn 1, so I was basically doomed from the beginning for this strategy. Hard to think of alternatives though… player two getting hit with the imp in turn 1 doesn’t have enough “gas” to transition to tech 2 smoothly, and there’s nothing card efficient about the neutral starter!
Maybe an early hero’s hall? Do I tech a tech 2 unit right away? Hard to pull those off either, with metamorphosis and nimble fencers being threatened, respectively.
Idk about doomed, you had Tenderfoot same hand! would have been better to have ODB then tenderfoot and not have either discarded though, for sure. Tenderfoot’s card efficient as far as tech0s go, but Spark sure isn’t. I kinda feel like that’s where the misplay was. Sparking Jav on turn 2, I think you’re better off getting another card to draw. Jav isn’t that big a threat and doesn’t benefit as much from Graveyard. I think you’re better off increasing the odds of getting Iron Man and trying to tech up. Flagbearer also instead of Brick Thief (especially if you’re planning to Nature Reclaims anyway), Flagbearer is a PITA especially paired with Tenderfoot. I can’t StW it away and I lose Deteriorate and Doom Grasp for Midori. I got legit scared when that came out.
Balance Tech2 for Mimics, combined with Bloom and against my Fencers or with a surprise haste from Timely Messenger, I think is the win con I’d play for. If you don’t split perfectly for Midbandori strats, don’t do it! You have Vandy too, and I gave you the opening to get on the board first with her when I played Imp. Tiny Bs + DP + Balance Tech 2 with Meta threat for Midori is pretty solid threat, I think that was the line to play. I’m always going to do okay with the Midbandori with Deteriorate and Sacrifice the Weak.
GG WP! It’s an uphill battle I think regardless, despite the nerfs this is still a super strong deck!
Yeah, I also didn’t factor in Pestering Haunt when I played Brick Thief. I could have at least put him in technician so I would have gotten a card out of the deal too.
For sparking the javelineer I wasn’t sure about it, but I figured that with the javelin you’re going to have lots of efficiency if I don’t spark. I was trying to see if I could get some early board dominance, but I guess I couldn’t really with this strategy!