STARTING HAND
Skeleton Javelineer
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Jandra, the Negator
WORKERS
Sacrifice the Weak
Jandra, the Negator
NextHand
Thieving Imp
Skeletal Archery
Deteriorate
Graveyard
Bone Collector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Skeleton - ($1)
Skeleton Javelineer - ($0)
Haunt reduces your base to 19 HP
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L1 Garth Torken (1/3) Animator
Skeleton Javelineer (1/1) [javelin]
Pestering Haunt (1/1) Incorporeal
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
This patrol is a bit dangerous because River could use Spark, Wither, and/or Messenger to clear my patrollers then beat Garth to death… but if he’s willing to take a $3-4 gold and 3 card swing in my favor for a hero kill, he deserves to have it. I should really be wary of Discord right now, though.
STARTING HAND
Skeletal Archery
Thieving Imp
Bone Collector
Deteriorate
Graveyard
WORKERS
Sacrifice the Weak
Jandra, the Negator
Thieving Imp
NextHand
Bone Collector
Poisonblade Rogue
Summon Skeletons
Spectral Flagbearer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Skeletal Archery - ($3)
Pestering Haunt and Garth attack SQL
Skeleton snipers kill your units.
Bone Collector - ($1)
Skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1) Long-range, anti-air
Technician: Bone Collector (3/3) Animator
Lookout:
In Play:
Skeletal Archery
L1 Garth Torken (1/2) Animator
Skeleton Javelineer (1/1) Long-range, anti-air
Skeleton (1/1) Long-range, anti-air
Skeleton (1/1) Long-range, anti-air
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’m 70% confident that Discord will land next turn, but it’s still better to play Archery now and make him spend the $2+card to wipe my army than it would be to trade into his patrollers. Question is, do I attack into something with the Haunt? Not worth attacking River, she’ll just level to heal at her convinence… but I can save myself a card by using the Haunt instead of Deteriorate, so let’s do that. I think I’m going to need Flagbearers sooner or later, so I may as well take them now.
STARTING HAND
Bloom
Bamstamper Lizzo
Hotter Fire
Discord
WORKERS
Spark
Fruit Ninja
Discord
Older Brother
NextHand
Brick Thief
Ember Sparks
Ember Sparks
Helpful Turtle
Tech 2 card(s)
Get Paid - ($9)
Hotter Fire - ($6)
Firehouse kills Whisperer, ready
New Bamstamper Lizzo pops Reteller - ($2)
Old Lizzo kills Quince, Jaina to L3
River deals 3 to Tech III
Jaina deals 2 to Tech II
Firehouse breaks Tech II, III and deals 3 to Tech I
That Hotter / Firehouse combo is devastating. My only way to defend against it is to proactively break his Tech II, but can I even imagine a way to do that? Yes, mirrored Crashbarrows have enough power and are available early enough to make it work, but that’ll require a lot of gold. Not sure if I can pull it off, but it’s worth a try.
STARTING HAND
Brick Thief
Bloom
Fruit Ninja
Spark
Tenderfoot
WORKERS
Older Brother
Fruit Ninja
NextHand
Tenderfoot
Wither
Discord
Helpful Turtle
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloom River - ($2)
Spark Skeleton - ($1)
Messenger trades with Skeleton
River kills Garth, River to L3
Tech I - ($0)
STARTING HAND
Deteriorate
Thieving Imp
Skeletal Archery
Jandra, the Negator
Graveyard
WORKERS
Poisonblade Rogue
Jandra, the Negator
NextHand
Summon Skeletons
Sacrifice the Weak
Shoddy Glider
Graveyard
Shoddy Glider
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #3 of 4 - ($2)
Tech I - ($0)
Haunt reduces Tech I to 4 HP
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton Javelineer (1/1) [javelin]
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Pestering Haunt (1/1) Incorporeal
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Tempting to build a Graveyard here to replay the Imp, but I gotta keep my eyes on the prize. As P2, that I means I need to tech up now so I can tech up again next turn. Question is, which cards should I tech besides Crashbarrows? Um… I guess Gryphons eventually, but what else? Commanders, eventually… Kidnapping, maybe? … Maybe, but I can’t afford that yet. Is it worth taking Bone Collectors as hasty attackers? … Probably not? What about other tech II units? Octopus? Recruiter? Hmm… if I’m gonna do that, I’ll need backline Flagbearers to screen against his Kidnapping, but they’re pretty easily countered with Bloodlust. No, I have Free Speech, that’s stronger protection than Flagbearers and guards against his hero abilities as well. I guess Gliders are also an option, and Kidnapping-proof… but they don’t hit hard enough to break a Firehouse… unless supported by Drakk… so maybe worth considering as an emergency measure. Well, that’s plenty of options, and the more appealing ones are not tech I units, so I’ll just go straight for what I know I want for now… except maybe I should consider Mines first? I’ve avoided it because they offer no defense and their explosive effects are extremely dangerous against such a base-damage-oriented opponent… but Quince’s abilities are expensive, so I should consider if I need the extra gold to make them work. Hmm… even if I do, I won’t be able to afford to play one next turn, tech up, and defend my tech building… moreover, I absolutely have to take down his Firehouse the turn it lands, and if I don’t have enough gold to do that with Crashbarrows and copies, I’ll need an alternative. Frenzied Gliders offer that alternative and are inexpensive enough that they may help me save gold for a Crashbarrows follow-up. So I’ll go Gliders for now.