Think I’ll go double fencers and try to press, I should have a tech1 advantage though we’ll see what 6 cards does here. Probably another skele, Tendy and ODB + tech 1?
hmm maybe the tech was a mistake, but I feel like I’m building a board with a chance of breaking through to the graveyard, and I have 6/8 cards that impact the board in some way in my deck… though the two useless ones are guaranteed to be in my hand.
Jandra, the Negator
Nimble Fencer
Sacrifice the Weak
End of Turn Discard
My Thoughts
Hm, brick thief, that guy’s a jerk… Vandy to midband here would be cool, but she’d just die to feed Orpal levels most likely. Not ideal. I’m gonna lose the graveyard unless I want to put a hero in harm’s way though. I spose that’s not so bad. Maybe I lose River instead then? Nah rather have the hitback threat, demand to be killed, I wouldn’t do anything w/ Vandy next turn most likely anyway. We’ll hang her out to dry, leaves the graveyard on 1hp but alive to replay an imp next turn if I wanna, or Fencers if I wanna. We’ll see what the response is. Maestro + Starlet for the RS
Jandra, the Negator
Nimble Fencer
Sacrifice the Weak
Deteriorate (rs Techn, nice)
Events of Turn:
Upkeep:
Get Gold (7+1float)
Tech 2 cards in except turn 1
All Teched Cards
Dark Pact, Leaping Lizard
Maestro, Star-Crossed Starlet
Nimble Fencer x2
Main:
Garth (6)
Deteriorate Fencer, it dies (5)
Worker (4)
Tech 2 Finesse (0)
Workers
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons, Skeletal Archery
Patrol as below
Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5
In Patrol:
Squad Leader: Thieving Imp (2/1a)
Elite:
Scavenger:
Technician: Nimble Fencer (2/2)
Lookout:
In Play:
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Maestro
Star-Crossed Starlet
Skeleton Javelineer
Sacrifice the Weak
End of Turn Discard
My Thoughts
Bad luck to lose the GY there… and haunt so I can’t hit River back. Deteriorate was a very fortunate techn though. Gonna go DP + Lizard, reset the graveyard up hopefully in the next cycle. I’ll probably get Garth killed for it but we’ll see eh?
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Fencer - ($4)
T2 - ($0)
Brother kills imp
River kills fencer, you draw
Fencer + Skeleton kill garth, river maxbands
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
River L5 (3/4)
Nimble Fencer (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
thanks Zango for pointing how how I’m a dummy and used spark instead of tenderfoot. I’ve made a couple mistakes and I’m pretty sure I’m going to end up behind now.
considered pushing fencer to remove the draw, but letting him keep a virtuoso that gives haste seems like a bad idea.
Gonna take a Two Step here for some surprise smashing, next turn probably max out Garth + Graveyard or DP, we’ll see how we do. Nice to get Lizard, Fencer DP Graveyard were also gonna be good though.
thanks Zango for pointing how how I’m a dummy and used spark instead of tenderfoot. I’ve made a couple mistakes and I’m pretty sure I’m going to end up way behind now.
yep pretty much. This game was fun. In retrospect I don’t really think the tech patrol was that big of a mistake, but I made two others that definitely put me behind: one was patrolling as if nimble fencer wasn’t a thing with Garth on T2, that was just dumb distracted play, and the second was using spark instead of tenderfoot on T3, which would have left me with some more value on the board and less cards in the deck. GGs. The first game was also interesting, I played it very differently and actually had a chance with that play pattern as well, just didn’t draw the right cards at the right time to make it work.
The black starter has so many good cards I am not even sure if nerfing deteriorate was the right choice. Graveyard and imp are also reeeaallly good. Imp being 3g while things like porkhand or fruit ninja exist feels kind of silly. There are just so few bad cards in that starter.
It’s definitely very good but yeah I just don’t know what a good nerf to it would be. 1/2 or 2/1 makes it feel like a pretty bad card, 4 cost seems way too high…
I think I’ve brought this up before but what about opponent gets to choose the card to discard, rather than at random? That at least takes away the late-game roulette of hitting a key card aspect. The card econ hit is plenty of the benefit, that jackpot discard possibility feels like the cream to skim off the top
The last time that idea came up, someone brought up that it could mess with the asynchronous nature of the game, similarly to technician draw → hand viewing. Personally I don’t think that’s a common enough occurrence to dismiss the idea.
Yeah I don’t really feel like that’s an issue, the number of ways you’re viewing your opponent’s hand after an Imp play is abysmally small. Splashing Truth or Discipline with black starter? Anything else? Otherwise they just resolve at start of turn. Anyway, it’s no worse than technician draw + peek at hand, which is way more common and currently in the game
I disagree there, keeping Shadow Blade as a bonus chance feels fine to me. It’s a teched card and doesn’t leave a body around, it should have a little extra juice aside from the econ angle. Almost feels like Shadow Blade should be more like Carrion Curse where you get to peek and select the discard, though I think Vandy’s powerful enough
I don’t think Imp would need a nerf, but this one is OK. I think he is only good in the first 2 turns, and you can work around it. The card loss is the issue, not so much which card. So it is a very weak nerf but avoids that a critical card is hit and you are directly behind, like e.g. Fargo, Boger or Tenderfoot. Fine for me.