GL HF @charnel_mouse ! Man, haven’t seen the @Bob199 special of Necro red in awhile (though I think he ran Fire over Anarchy), this should be interesting.
Okay last game I managed with more straight T1 / War Drums, maybe we veer that way again. Discord will be a must this game as well. Excited to see Necro Blood back though! Even if I get rolled by it, it’ll be fun to watch
Hey @FrozenStorm friendly poke. As charnel will be afk quite a bit next week, it would be great if you could squeeze in a turn before the start of next week
I think making Garth ineffective is worth more than River healthy… idk if that’s wise but this feels right. Maybe it’s dumb though and just midband River or Bloom river is the better play. That I discord next cycle is really the most important thing
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Deteriorate
Summon Skeletons
Thoughts
No teched card in hand, so I’m thinking I try and kill River. If I don’t, a Discord could be really bad for me.
Baseline: Sacrifice the Weak on Tenderfoot and a new Skeleton; Skeleton Javlineer, two Skeletons, and Pestering Haunt kill everything else, Javelineer survives. 2g+1c advantage if I can hang on to Garth afterwards. 2 gold remaining after worker, but I don’t have a unit I can play at that price. That leaves only Garth on patrol, and a Javelineer sat behind, which is not a good board.
As above but Deteriorate the Turtle. Lets me keep a unit alive, at the cost of Deteriorate, so advantage change is -1c for a Skeleton or -1c for Haunt. Meh.
Skeletal Archery. This lets me keep everything but the Haunt alive, which breaks even on resource advantage change. This uses all my remaining gold, but I think my deck, and keep a larger board, with three Skeletons sat behind Garth. It’s not worth leaning into much more with the threat of a future Discord, but it helps me stabilise before then. If Garth dies, I have the option of bolstering them with Drakk.
There’s clearly a best option here. Garth will probably die, but he still goes in Squad Leader to reduce the number of Skeletons that get killed.
What am I likely to see, if I block Discord? Probably Fencers or Lobbers, Garth has a decent chance of dying here. No Zane to worry about, at least. Maybe I tech in some Drakk spells? I’m going to be busy teching up next turn, but this cycle’s going to be pretty light on Tech II units either way.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
Get paid - (6)
Worker - (5)
Garth summons Skeleton #3 - (4)
Sacrifice the Weak, Tenderfoot dies, Skeleton #3 dies - (2)
Skeletal Archery - (0)
Skeleton Javlineer and Pestering Haunt kill Helpful Turtle, Haunt dies
Skeletons #1 and #2kill River, Garth to level 3
Discard 2, draw 3, reshuffle 6, draw 1
Garth L3 0/2+1A (-; 1g: summon a Skeleton)
Skeleton Javelineer 1/1 (Skeletal Archery: anti air, long range; javelin rune; spend javelin: gain long range that turn)
Skeleton #1 1/1 (Skeletal Archery: anti air, long range)
Skeleton #2 1/1 (Skeletal Archery: anti air, long range)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 20
Tech I HP: 5
Hand: 4
Graveyard
Bone Collector
Bone Collector
Crashbarrow
Deck: 5
Kidnapping
Sacrifice the Weak
Pestering Haunt
Thieving Imp
Deteriorate
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers
Gold: 0
Workers: 7
4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons
Should have just midbanded River lmao… looks a little bleak. Honestly killing Garth is just asking for Zane so I think better to grab a tower and tech up, then re-assess next turn.
Graveyard
Bone Collector
Bone Collector
Crashbarrow
Thoughts
Hopefully still no Discord… I’m not sure whether to tech up here. Teching up lets me bring out another hero, and Garth can fetch that Crashbarrow if needs be. Not teching up means I can get the Collectors and a Hero’s Hall down, keep up a strong board presence for another turn, and have more chance of getting away with attacking with the Skeletons instead of patrolling. The Tower rather stymies that, but if I can get another turn without Discord then Drakk can let them go out in a blaze of glory.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
Get paid - (7)
Worker - (6)
2 x Bone Collector - (2)
Heroes’ Hall - (0)
Discard 1, draw 3
Bone Collector #1 3/3+1A (attacks: gain a Skeleton)
Bone Collector #2 3/3 (attacks: gain a Skeleton)
Garth L3 0/2 (-; 1g: summon a Skeleton)
Skeleton Javelineer 1/1 (Skeletal Archery: anti air, long range; javelin rune; spend javelin: gain long range that turn)
Skeleton #1 1/1 (Skeletal Archery: anti air, long range)
Skeleton #2 1/1 (Skeletal Archery: anti air, long range)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Hand: 3
Kidnapping
Thieving Imp
Deteriorate
Deck: 2
Sacrifice the Weak
Pestering Haunt
Discard: 3
Crashbarrow
Shoddy Glider
Crashbarrow
Card-count details (opponent-viewable)
Expected: 10 + 6 teched = 16
4 on board
3 in hand
2 in deck
3 in discard
4 in workers
Gold: 0
Workers: 8
4 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Graveyard
I have just enough to gold to Kidnap the Nimble Fencer, and midband Drakk after Jaina dies. There’s a real danger that Frozen has Discord in hand, so I’d like to do this in a way that minimises the damage to the Bone Collectors. That means using the Fencer to help a Skeleton kill Jaina, so I don’t need to sacrifice a Collector to do it. Another Skeleton kills Older Brother, and the other one survives helping a Collector take down Tech II, after the other Collector kills the Tower. That’s a single point of damage on the Collectors. Drakk is going to have to take Squad Leader, so fingers crossed for no big Fencer/Lobber draw.
Putting in another decent Tech I unit, because I’m not sure I can reliably get a Tech II up while keeping board control.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
T5: Gunpoint Taxman, Desperation
Get paid - (8)
Worker - (7)
Drakk Ramhorn - (5)
Kidnapping, I take Nimble Fencer
Skeleton #1 and Nimble Fencer trade with Jaina, you draw, Drakk to level 3
Midband Drakk - (0)
Skeleton #2trades with Older Brother, you get a gold
Bone Collector #1destroys Tower, your base to 18, takes 1 damage, Skeleton arrives
Bone Collector #2 and Skeleton Javelineer destroy Tech II, your base to 16, Skeleton #2 arrives
Discard 1, draw 2, rs 7, draw 1
Drakk L4 2/3+1A (dies: 1 to your base; units have frenzy 1)
Skeleton #1 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)
Skeleton #2 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)
Garth L3 0/2 (-; 1g: summon a Skeleton)
Bone Collector #1 3/2 (Drakk: frenzy 1; attacks: gain a Skeleton; 1 damage)
Bone Collector #2 3/3 (Drakk: frenzy 1; attacks: gain a Skeleton)
Skeleton Javelineer 1/1 (Drakk: frenzy 1; Skeletal Archery: anti air, long range; javelin rune; spend javelin: gain long range that turn)
Skeletal Archery (Skeletons have anti-air and long range)
Bloom Tenderfoot, it and Fencer kill Drakk, my base to 15, each take 2, River midbands (2)
Hero’s Hall (0)
Workers
Spark, Timely Messenger, Brick Thief, Fruit Ninja
Patrol as below
Discard 1 Draw 1 rs Draw 2
Maybe Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 15
Tech1 HP: 5
Tech2 HP: 5 Finesse
Hero’s Hall HP: 4
In Patrol:
Squad Leader: River (2/4a lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nimble Fencer (2/1)
Tenderfoot (2/1+)
Economy Info:
Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Helpful Turtle
Kidnapping
Granfalloon Flagbearer
End of Turn Discard
My Thoughts
This is very scary… Likely response here is Zane maxband and break the tech 2 again, so I think I need Kidnapping to help stop that, and I spose a Lobber would help hit back as well…
Not looking great. I can just about bring out maxband Zane and tech up if I shove River to scavenger, then we’ll have to see how things play out.
Teching up now hurts: I’d rather maxband Garth to get another attacker out, and/or Sacrifice the Weak to whittle Frozen’s board down. If I do that, however, I have a near-dead hand next turn. Maybe that’s fine? I can put resources into Drakk, and Gunpoint Taxman if I draw that. You know what, let’s try that.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
T5: Gunpoint Taxman, Desperation
T6: Bloodlust, Gunpoint Taxman
Get paid + scavenger - (10)
Captain Zeno Zane - (8)
Zane to maxband, shoves River to scavenger, hits her to 3 - (3)
Zane kills River, we get a gold, takes 2 damage, Garth hits level 5 (midband) - (4)
Bone Collectors destroy Tech II, your base to 13, two Skeletons arrive
Pestering Haunt
Maxband Garth, Gunpoint Taxman arrives - (2)
Sacrifice the Weak, Skeleton dies, Tenderfoot dies - (0)
Garth kills Nimble Fencer, takes 2 damage skip worker!
Discard 2, draw 4
Gunpoint Taxman 3/3+1A (anti-air; kills a patroller: steal 1 gold)
Skeleton 1/1 (Skeletal Archery: anti-air, long range)
Garth L7 2/1 (-; 1g, once per turn: summon a Skeleton; sacrifice a Skeleton: draw 1; 2 damage)
Zane L6 4/2 (haste; kills patroller: shares resource bonus)
Bone Collector #1 3/2 (Drakk: frenzy 1; attacks: gain a Skeleton; 1 damage)
Bone Collector #2 3/3 (Drakk: frenzy 1; attacks: gain a Skeleton)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t be sacrificed or patrol)
Skeletal Archery (Skeletons have anti-air and long range)
T2: 2 x Bone Collector
T3: Crashbarrow, Kidnapping
T4: Crashbarrow, Shoddy Glider
T5: Gunpoint Taxman, Desperation
T6: Bloodlust, Gunpoint Taxman
T7: Bloodlust, War Drums
Get paid - (9)
Zane trades with Drakk, my base to 19, levels fizzle
Drakk Ramhorn, back to my side again - (7)
Maxband Drakk - (2)
Gunpoint Taxman, Drakk gives it haste - (0)
Pestering Haunt trades with Skeleton, you draw
Garth (2), Bone Collector (4), Skeleton (2), and Gunpoint Taxman (4) hit your base to 1, Skeleton #2 arrives Skip worker!
Discard 3, draw 1, reshuffle 13, draw 4
Drakk L6 (dies: 1 to your base; units get frenzy 1; first unit played from hand: give it haste)
Skeleton #2 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)
Garth L7 2/1 (-; 1g, once per turn: summon a Skeleton; sacrifice a Skeleton: draw 1; 2 damage)
Gunpoint Taxman 3/3 (haste; Drakk: frenzy 1; kills a patroller: steal 1 gold)
Bone Collector 3/2 (Drakk: frenzy 1; attacks: gain a Skeleton; 1 damage)
Skeleton #1 1/1 (Drakk: frenzy 1; Skeletal Archery: anti-air, long range)
Skeletal Archery (Skeletons have anti-air and long range)