Summon Skeletons, Skeleton Javelineer, Sacrifice the Weak, Poisonblade Rogue
Discard
Graveyard, Jandra, the Negator
Think
Man, so much present in this tournament. Really hurts. Matches up very well against my game plan. Neutral starter… is probably really good against nerfed black starter too. 1 cost deteriorate hurts a lot when I’m not playing aggro vandy gameplan.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Troq - ($2)
Play Older Brother - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L1 Troq (2/3+A)
Elite:
Scavenger:
Technician: Older Brother (2/2)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Likely going Tech 2 Finesse>Present here, since Present doesn’t line up so well against Blood. Tricycloid still seems good though, and building Tech 2 on turn 3 seems like a good way to spend gold while making up for the -1 card from Imp, so maybe I still go Present anyway. I’m likely starting on Argonaut/Fencer here. Discord seems good against opposing Skeletons and Mirrors, as well as Tech 1 patrollers (unlikely to see Tech 2 patrollers vs Blood), but I’ll need to figure out when to tech it and when I can have River in play. I want Troq now for combat, and likely want Geiger later for Finesse stuff + potential R&D, so it’s hard to find room for River.
Deteriorate, Crash Bomber, Bone Collector, Graveyard
Discard
Think
Solid defence, so I’ll just wait around. Should be able to shore up my hand size with graveyard’s help once they clear my board. Then I can hopefully mount pressure to tech up behind.
Plan for next turn is to play Argonaut and tech up. Teching double Argonaut to maximize chances. Still unsure what spec I want - I still have the same reservations about Present, but Finesse is less attractive without Fencers already in the deck.
I considered building Heroes’ Hall over playing Tenderfoot, and teching Fencer + Discord, but unfortunately that leaves Troq vulnerable if he has Sacrifice the Weak to clear Older Brother.
Sacrifice the Weak, Poisonblade Rogue, Jandra, the Negator
Discard
Crashbarrow, Hooded Executioner, Thieving Imp, Bone Collector
Think
Tempting to play my entire hand, but if they break my graveyard I’m fully sunk. So we’ll avoid shafting myself completely and hold back, with a big board for teching up next turn. I am concerned about Troq overpower though.
STARTING HAND
Argonaut
Bloom
Granfalloon Flagbearer
Timely Messenger
WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Granfalloon Flagbearer
NextHand
Discord
Bloom
Timely Messenger
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Argonaut kills Crash Bomber, my base to 18
Play Timely Messenger - ($6)
Messenger, Tenderfoot, and Older Brother kill your patrollers, you draw and get a gold
Troq breaks Graveyard, pings Tech 2
Play Argonaut - ($3)
Play Geiger - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Argonaut (3/4+A)
Elite:
Scavenger: Argonaut (3/2)
Technician: L1 Geiger (2/3)
Lookout:
In Play:
L3 Troq (3/2)
Tenderfoot (1/1)
Older Brother (2/1)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 4 (Finesse)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
I get to clear the patrol and break the Graveyard this turn, which will hopefully diminish his available offense enough that I can stay alive. I’m going down on cards here, but I can start dumping money into my heroes. I’m playing Geiger over River here since I’m kind of expecting him to die, but if he lives then Sparkshot helps clear chump blockers just fine.
I think this is the best outcome. At least, the best I could find. Copying the crashbarrow didn’t seem as high value as this play. I may get ruined by fencers, but that’s the risk I have to take. I think this is still a fairly strong position regardless.
Tech 2 card(s)
Get Paid + float + Scav - ($11)
Play River - ($9)
Play Nimble Fencer - ($7)
Bloom Tenderfoot - ($5)
Play Timely Messenger - ($4)
Fencer kills Drakk, River midbands, my base takes 1
Messenger + Tenderfoot kill Garth, River maxbands
Build Heroes’ Hall - ($2)
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L5 River (3/4)
Lookout:
In Play:
Tenderfoot + (2/1)
Nimble Fencer (2/1)
Buildings:
Base HP: 15
Tech I HP: 4
Tech II HP: 5 (Finesse)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 8
Gold:
Gold: 2
Workers: 9
Thoughts
Yikes, I really screwed up last turn. I forgot about Troq’s overpower at maxband, which would have let Troq kill the bomber + a patroller, then tenderfoot + messenger clear the other two and argonaut + brother break tech 2. From game winning to game losing off of that.
Weird turn for me here. I don’t think copying the glider is worth my time, even though I could destroy tech 2 with that. I think it’s better to just continue to pressure hand size and weaken river. I will give away free levels but that’s probably ok. They have a lot of gold they can sink into heroes however, but I won’t have to worry about that until my next turn. Although I might not be able to deal with it then either.
STARTING HAND
Spark (discarded)
Leaping Lizard
Wither
WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Granfalloon Flagbearer
NextHand
Argonaut (3/2)
Leaping Lizard
Tech 2 card(s)
Get Paid + float - ($11)
Exhaust River sideline Imp
Wither Quince - ($9)
Play Geiger - ($7)
Fencer kills Quince, Geiger midbands
Maxband Geiger, trashing and returning Fencer - ($5)
Fencer kills Mirror
Tenderfoot trades with Imp
Play Troq - ($3)
Play Leaping Lizard - ($2)
Float ($2)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Leaping Lizard (3/5+A)
Elite:
Scavenger: L1 Troq (2/3)
Technician: L5 Geiger (3/4)
Lookout:
In Play:
Nimble Fencer (2/2)
L5 River (3/1)
Buildings:
Base HP: 15
Tech I HP: 4
Tech II HP: 5 (Finesse)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 12
Disc: 0
Gold:
Gold: 2
Workers: 9
Thoughts
Okay, I live for now. I’m really low on cards thanks to Imp, but hopefully I can put up enough of a wall to get to Tech 3 and play a Blademaster, which should wall out everything but Gliders. That might not even be enough for mirrored Gliders, but with so few cards per hand, I don’t have many other options.
I am in a very bad spot. My draws did not leave me a lot of outs here. Base damage will not win the day, and my opponent will probably double tech break me. I think I have lost.
Hm ok, I didn’t immediately lose and I get a chance to defuse threats. I could kill his lizard, but again, denying cards is very strong here. I bet my threats are better on low hand than theirs, because mine combo with heroes. We’ll put that to the test, I suppose. If they do get out a tech 3, I do lose the game, unless I can miracle shoddy gliders into it.
Tech 0 card(s)
Get Paid + float - ($14)
Maxband Troq - ($10)
Troq kills Bone Collector, pings Tech 2
Geiger attacks Quince, sparkshots Mirror
Play Spark, kill Quince - ($9)
Play Tenderfoot - ($8)
Replace Heroes’ Hall with Surplus, my base takes 2 - ($3)
Float ($3)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Leaping Lizard (3/4)
Elite:
Scavenger:
Technician: Tenderfoot + (1/2)
Lookout:
In Play:
L5 Geiger (3/1)
L7 Troq (4/2)
Buildings:
Base HP: 11
Tech I HP: 4
Tech II HP: 5 (Finesse)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 2
Deck: 8
Disc: 5
Gold:
Gold: 3
Workers: 10
Thoughts
The biggest decision here is whether I want to attack with Geiger or try and draw a better card. Quince needs to die this turn for sure, so if I don’t attack, then I need to keep Spark and use Maxband Troq + Lizard + Spark to kill Bone Collector + Quince. If I draw Blademaster then I probably win, but any other unit is not that much better than just putting Tenderfoot in Technician. If I attack, then I can clear everything with maxband Troq into SQL, Geiger into Drakk sparkshot Quince, and Lizard kills Quince. I can kill the mirror with spark, but I probably just hold it. Then I play Tenderfoot into Technician, and hope to draw better next turn. The issue is that with such little patrol and my current base health, I’m vulnerable to double Crashbarrow (e.g. one in hand, Maxband Garth returns other from discard). So maybe I leave Drakk alive and hold back Lizard to soak up some damage? This also has the advantage of denying him a technician card. Unfortunately, I then need to play Spark to secure the Quince kill, which keeps me down a card. I can build a surplus?
Well. I uhhh I don’t think I can reasonably kill them here, so we wait. Hopefully I draw well and can do something silly next turn. I have a deck full of threats… I just have to draw them.
Tech 2 card(s)
Get Paid + float - ($13)
Draw from Surplus
Play River - ($11)
Play Discord - ($9)
Geiger safely kills Crash Bomber, my base to 10
Play Grounded Guide - ($4)
Tenderfoot kills Drakk, River to L3, my base to 9
Troq breaks Tech 2 and pings tech 3
Play Maestro - ($1)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Maestro (4/5+A)
Elite:
Scavenger:
Technician: Grounded Guide (4/4)
Lookout:
In Play:
L5 Geiger (3/1)
L7 Troq (4/2)
Tenderfoot (3/1)
L3 River (2/4)
Buildings:
Base HP: 9
Tech I HP: 4
Tech II HP: 5 (Finesse)
Tech III HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 2
Deck: 5
Disc: 9
Gold:
Gold: 1
Workers: 10
Thoughts
I’m dead to Maxband Quince + Pirate. I’m also dead to Maxband Quince + Shoddy Glider + make second Mirror to copy Glider. I can only break one Tech building. Or, I can chose not to break a building and leave Drakk alive to deny Technician draw and let me fish for a new card off of Geiger. With 4/16 outs and 2 cards, I’m 45% to die, while with 2/16 outs in 3 cards, I’m only 35% to die, so I think I should go for the break here. I’ll go after Tech 2 instead of Tech 3, since it also stops Crashbarrow, maxband Garth for Recruiter, etc. I’ll play Discord here to keep Geiger alive since I want as much power in play as possible to double tech break (or just destroy base).