Time to learn “bansa style”. One day he might be back. The Game with Frozen will be fun…
Imp start with mulicolor is very slow. Let’s see if that can work out against an aggressive deck. I have lost the dog for the early game but this is not a big issue.
Options and objectives. I would like to tech up. As a multicolour, that constrains my choices a lot - essentially hero and haunt, or skeleton and haunt. His ability to swing next turn: brogre if I don’t kill it, Vandy at 2, 3 or 4 depending on gold spent, mad man, rambaster; scorch, but that is too little value. Charge. My design on this codex is mythmaking → big stuff. So I would like to get there asap. An option: Kill brogre, he gets a card back trading his 2 drop for my 3, but no swing from brogre for him, hero in SQL e.g. Rook. He could kill Rook with a vandy level, or a hasted unit and mid vandy; then I play a tech I I guess. Another: don’t trade the imp, make him swing into me so no card for him; this is better as long as he can’t then use vandy and a haste unit to kill my rook… which of course he could. It would cost 3 gold to do so, and then maxband his vandy. If he techs up, that would be his turn. Am I ok with that? I think so. Let’s try that; who needs to take the initiative? I’m not sure this is the right way to tech, but this is experimental.
Sacrifice the Weak
Thieving Imp 2/2A
Jandra, the Negator
Poisonblade Rogue
Graveyard
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mythmaking - ($3)
Ardra’s Boulder - ($1)
Haunt does 1 damage to your tech 1
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Ardra’s Boulder - (2+1)/8
Scavenger:
Technician:
Lookout:
In Play:
Mythmaking - my Legends get +2/+2, yours -1/-1
Pestering Haunt (ABOUT to die horribly)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
I do hope he hasn’t immediately tech’d meta! But I might be able to overcome even if that is the case. Operation wall to tech 3 is go. There are no spells I am afraid enough to patrol in lookout I think. He can fill his board, but I think I don’t care that much…?
Post draw - tech miss, but Graveyard time I suppose.
Post re-draw - I have Galina now! and the Haunt is in the re-draw, so it did affect things. No imp though, which I was looking forward to spamming.
Post draw reversion - back to the first plan!
Boulder… I thought more about Galina + hero. Boulder would have given me other opportunities. But I don’t get him so easy out of the way, so I need to prepare something bigger.
If James wants to play safe, he must bring a tower. Meta with Jaina would end the game in turn 5.
Only one reshuffle in. So I can expect a tech I this coming turn. but probably not any rambasters or gliders yet. I realise I have an anti-air problem. I suppose I just need to race to a state where I’m just too strong to care.
Post draw - Colossus. Barring him teching tech IIs on his first go, I win the race to tech IIs by disrupting his draws so much.
Tech 2 card(s)
Get Paid - ($8)
Discard
Worker - ($7)
Discard, fetch and play DP - ($5)
HH - ($3)
Jaina - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Crash Bomber (2/2)
Elite:
Scavenger:
Technician: Jaina L1 (2/3)
Lookout:
In Play:
Vandy L5 (4/5)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Strength tech 2 is indeed a what you could call a “hard” counter to bugblatter (with the pass and grappler), but usually too slow to set up. But a boulder definitely helps. So I build up a second strategy.
With a lucky draw colossus + double dinosize are as well a watch out. Need to remove the boulder or make him attack.
Tech 0 card(s)
Get Paid + float - ($10)
Crash bomber attacks SL, deals 1 damage to colossus - ($9)
Drakk - ($7)
Metamorphosis - ($1)
Crash bomber - ($0)
Vandy kills colossus, sparkshot Imp
Jaina attacks base for 6
Jaina shoots down SL
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Crash Bomber (2/2)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy L5 (6/1)
Jaina L7 (6/5)
Drakk L6 (5/6)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Nice it is the colossus. But even if James draws work out perfectly, 1g is missing for double dinosize. But there are combininations where he could break through and have lethal. Anyway no need to take a risk. I don’t have lethal now, and will have it next turn. Should be checkmate, I think. There might be combinations where I draw bad and he did not tech dinosize but the Pass where I am not 100% sure and don’t want to analyse it yet. But then it will be in 2 turns.
It was not fine. More thought was needed, and more proactive play. Tower and pass absorbs the first two demon hero attacks and the third one takes out a tech building, plus now there are rambasters and gliders coming. Do I have a win condition from here?
GG well played! It can work, but you need to finish the game in turn 6 or 7 against not so aggressive deck, if the start is so passive. Dinosize on Colossos can do that job.
CAMS24 P2T6
P1 [Demonology]/Strength/Growth vs. P2 [Fire]/Blood/Demonology
Mad Man (1/1)
Pillage
Metamorphosis
Makeshift Rambaster (1/2)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Captured Bugblatter with haste - ($5)
Captured Bugblatter - ($2)
Drakk attacks SL for 5, triggers tower
Jaina attacks and destroys the pass - ($1)
Crash Bomber attacks SL and kills it with extra damage, your base to 10
Bugblatter trades with imp, your base to 6
Jaina shoots your base to 3
Vandy finishes it GG
@James: By the way for your future strategies. Rook is the second best meta target after Jaina. During meta turn he blocks on SL anything. Passing 1 patroller can be very strong, too.