Play a third unit, skip tech 1 - with det + SCW you could kill all units but Vandy is not protected if you don’t skip tech 1. So you would kill 2 if you have det and play a unit.
I think that opening is only efficient if you have det and scw in your second hand. Level up without a kill is not optimal. Or you are bluffing. Or there is no other option…
So I see only 1 or 2 as a option. I am too tired, need to think tomorrow again.
I was expecting #2 as your response. That’s what I would do. I didn’t even think about other scenarios. Now that I think again maybe patrolling mid Vandy is a better option. Hmm.
Ok, if you have no other ideas I don’t need to think further. But I will decide for 2. Vandy maxband is not optimal so early. Messanger would have been better. I risk the imp an hopfully can cover that with DP.
P1T2
Tech StartingHand Workers
TECH
Soul Stone
Dark Pact
STARTING HAND
Bloom
Older Brother
Helpful Turtle
Spark
Brick Thief
WORKERS
Fruit Ninja
Brick Thief
NextHand
Spark
Tenderfoot 1/2 A
Granfalloon Flagbearer
Bloom
Ok, do I get your point right? Since Vandy will anyway die against strong hero with the right starter (red, neutral maybe green with rg) it is better to sacrifice her in turn 2 than in turn 3, that your opponment cannot build tech1.
I mean your position is not optimal, if I would have wither, shadow blade or spark+messanger + dp on hand, which I don’t have. The disadvantage of your current status is that the black strongest cards stw and det cost an extra cold, but you are in a good position for the race to tech 2.
Let’s see what strategy you will follow. Either two fencer to kill Vandy or you choose the same strategy I did against you and go for the peace engine, which works quite good with the black starter. Maybe something else? I have 5 quite strong strategies in the deck if the draws line up.
With STW he can kill Vandy, but expensive so it is fine for me. 11 defense will even hold against two fencers. Boot camp with something else can kill my tech 2…
If tech 2 survives I should win it, or he comes again with a surprise. His tower might win me the game. I have no clue why he went in the defense.
The two DP gave me two excellent cycles and I was lucky with the terrasq but not the cadet… Another DP in two turns would have been good as well to ensure discord, if Vandy survives.
STARTING HAND
Terras Q, the Shackled
Spark
Dark Pact
Dark Pact
Overeager Cadet
Overeager Cadet
Older Brother
WORKERS
Fruit Ninja
Brick Thief
Granfalloon Flagbearer
Bloom
NextHand
Soul Stone
Timely Messenger
Tenderfoot
Discord
Discard
Dark Pact
Terras Q, the Shackled
Spark
Older Brother
Tech 2 card(s)
Get Paid - ($8)
haunt dies
skip worker
Dark pact 2 base damage draw 2
HH - ($6)
Oni - ($4)
Cadet
Cadet
Discard, Fetch shadow blade, play it on imp discard #2 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Overeager Cadet
Elite:
Scavenger: Overeager Cadet
Technician: Oni 2/3 l1
Lookout:
In Play:
Vandy 5/6 l5
Buildings:
Base HP: 11
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
Imp got DP… 2 discord would be perfect right now.
OK no art of war. Then it must be hammer…
I think I cannot play terrasq. If he has bootcamp I am done. First clear a bit the board. I had to do a stupid tech choice… but at least it was worh the risk.