Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Skeleton Javelineer - ($1)
One level on Rook (can’t pillage this) - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Rook L2 (2/4A)
Elite: Skele Jav (1+1)/1
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Ouch, my base. However, a unit-based non flying aggression is exactly what my codex should counter. And he has used all his haste for now, apart from Zane. A play and midband Zane skipping worker would let him keep pushing damage, but then he has skipped worker.
Sacrifice the Weak
Poisonblade Rogue
Mythmaking
Graveyard
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Thieving Imp, discard random no #1 - ($0)
Rook kills Madman, takes 1
Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Imp (2/2A)
Elite: Skele Jav (1+1)/1
Scavenger:
Technician:
Lookout:
In Play:
Rook L2 (2/3)
Pestering Haunt 1/1, unstoppable, max 1 atk
Buildings:
Base HP: 16
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Hmm. I can kill Drakk, but I think it is bait… I can deteriorate his sql, and then double attack for the kill, then use the last gold to heal Rook. If I do so, though, he swings back with rambaster + zane + lobbers for up to 9 building damage. I lose my tech 1, but have a big rook on my next turn. // What are my alternatives? Imp and chill. He could then… what? Play taxman and build-a-board? There’s no much good for drak spells yet. rogue - no, haunt - an adjunct, tower - not worth it… OK. Chill it is. And an anti-Lobber patrol.
Deteriorate
Jandra, the Negator
Mythmaking
Galina Glimmer
Pestering Haunt 1/1, unstoppable, max 1 atk
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Skeleton flings its javelin at sql, armour off
Rook and Haunt trade with SQL, levels to Drakk
Argagarg, wisp appears - ($4)
Tech II (Demons) - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Imp (2/2A)
Elite: Argagarg L1 (1+1)/3
Scavenger:
Technician: Wisp 0/1
Lookout:
In Play:
Skele Jav 1/1 jav spent
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Firebats - don’t see them much! His hand now is just T0, with no madman certainly. He is looking to be aiming to kill me through pings. It’s pretty good and gives him stuff to do with his gold despite lack of cards. Even getting through one of them is kind of hard - I can trade in haunt and imp and throw jav to kill one. Then what, though? I want to tech up ahead of him. With two gold left, I can’t quite midband rook for the second kill. If I leave my 1 damage rook in SQL, a simle couple of levels on Drakk gives Firebat frenzy for the kill, and then I’m a tech building down. So that’s a no. Mythmaking seems just too slow here unfortunately! So I have to trade and Arg.Patrol - the from-hand scary stuff is scorch and max Drakk for 5 (he will have 8 gold after worker!) into just Brogre. So I think I need to patrol Arg as well.
Tech 2 card(s)
Get Paid + float - ($9)
Worker
3 Levels to Drakk, max. - ($6)
Bombaster (with Haste and frenzy 1 from Drakk) arrives - ($4)
Bombaster trades with your SQL
Drakk kills Argagarg, takes 2 damage, Levels fizzle
Nautical Dog - ($3)
Cast charge on Nautical Dog, he kills your Wisp, you draw - ($1)
Frenzy Makshift Rambaster and Frenzy Firebat deals 8 damage to your base
Skip worker
Banefire Golem
Sacrifice the Weak
Ardra’s Boulder
Deteriorate
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Skeljav trades with dog
Mythmaking - ($5)
Galina Glimmer - ($4)
Jandra - ($1)
Spec lab (Growth) - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Galina Glimmer (4/4A)
Elite:
Scavenger:
Technician: Jandra, the Negator (5/5), overpower, explodes killing my non-demons on death.
Lookout:
In Play:
Mythmaking
Buildings:
Base HP: 8
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Well I can’t take another turn like that, and drew no tech 2 units. Eek. And the firebats and lobbers mean I am 2-3 turns or so from death anyway. I was too slow with Mythmaking as my T1 draw last turn and now pay the price. The Morningstar Pass would actually be helpful this time. But for what I do have: galina (with mm) and Jandra will defend 10 attack. He currently has 9 on the board not including the dead dog. He will play a bit more. So he can get through, but the maths is such that he probably can’t get through AND kill me…? depends on the draw. Any big attack unit is bad.
Firebat (3/3+1A), pay 1, → deal 2 damage to a patroller or building
Drakk (3/2) L6 Dies, my Units get Frenzy 1, First unit that arrives from my hand each turn gets Haste
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 6
Disc: 5
Gold:
Gold: 0
Workers: 7
@James GGWP!! I was very lucky because I drew Kidnapping twice this turn. I have never seen Mythmaking with Galina and Jandra. This is a very good idea and strong in the early game. It was too late in our game I think…I wish you all the best for the rest of the tournament and I’m looking forward to our next game!
A long time ago people used to play demonology strength anarchy, and mythmaking was a popular strat in beta when jandra was a 3/4!
She got nerfed to 3/3 specifically because of mythmaking.