Ironbark Treant is a PITA. Poisonblade will trade with it or anything else Green can drop turn 1 fairly nicely. Imp seems to be the thing to worker since Graveyard is key, StW is strong so long as I can clear Wisps and Archery lets skeletons go to work later if I need to switch up strategies.
[details=Thoughts]I usually like to hide behind an Ironbark Treant early game, and he knows that, so here we are.
Garth + Skeleton + Sacrifice the Weak gets through 1 wisp and lets him wreak havoc on my back line, so 2 wisps it is. Not a big fan of my next hand.
I suspect that he’s not going skeletons because I made him sad last game in this matchup with Tiny Basilisk + Dinosize, so I’m not expecting a skeleton-heavy strategy this time. I’ll figure out my tech after I see what he does though.[/details]
If Jandra isn’t played early, she becomes a liability and I have no other use for her.
Bone Collector is just solid and keeps me in Skeletons while trading relatively favorably with Green’s T1. Centaur and Tiny Basilisk are hard to deal with no matter what.
Nether Drain for Arg to keep him off of his midband and make the 3/3 maxband token that much more expensive to obtain. Also gets Garth closer to max so I can cheat T2 units into play later.
Trying to keep the Wisps down so that they don’t get buffed by Arg and Green’s starter spells and trade up.
Prediction - If I show skeletons early, Strix will tech Centaur as a way to clear them efficiently with overpower and maybe sneak in some base damage. Basilisk will almost certainly see play as well since he can just ignore Skeleton tokens and come for by backline. I’m going to need to tech answers to these next time I tech I believe. Kidnapping is the forerunner here but it would mean I need to get rid of Garth or get a hero’s hall. Let’s see what his next turn brings.
Apologies, I did a dumb thing and messed up the sheet. I hope I fixed everything. Apparently using ctrl+z to undo clicking discard/draw doesn’t actually work.
Kidnapping for Centaur/Tiny Basilisk
Crash Bomber because he is cheap and he has the potential to 2-for-1 if I attack into something and get to shoot a Wisp as he dies.
Deteriorate on Prospector because I don’t want him to extend his economy advantage that he starts with as player 2. Simultaneously, I’m trying to use Garth’s Skeletons to close the gap.
I’m affraid of an early Dinosize hitting T1 or Garth here and giving him a huge board lead. I may be over defending but I know I’m drawing into StW and Nether Drain so I don’t want to give up Garth.
I wish I could safely float some gold
it is possible to undo, but you have to undo a bunch to get it fully undone. Undo until you see something undone that was before the discard/draw click.
[I]Technician[/I]: Spore Shambler (1/2 from 1 +1/+1 rune)
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (3/1 from 1 +1/+1 rune and 2 damage)
Argagarg (1/2 from 1 damage, level 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts]So he went skeletons. I kind of wish I had teched Huntress instead of Centaur because Sparkshot is just as effective against 1/1s as overpower, and 1 less gold cost would have let me play Gemscout Owl as well.
The tower is to make sure any Skeleton can only ever attack a single time while I ramp up.
I couldn’t afford T2 and a defending unit from hand this turn. In retrospect, given that I was pretty sure I’d draw something I teched (which I did), I probably should have gone up to T2 this turn, because even with my current board I don’t think he was getting through enough to actually kill it all at once. Now I have another two full turns without T2 unless he manages to kill Spore Shambler to let me draw a card, which seems unlikely.[/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector attacks Centaur (2 damage to Centaur, 1 to armor, Bone Collector dies) - ($6)
Skeleton 4 from Bone Collector - ($6)
Skeleton 5 from Garth - ($5)
Skeletons 1 and 2 suicide on kill Centaur - ($5)
Tech 2 (Blood) - ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Skeleton 3
[I]Scavenger[/I]: Skeleton 4
[I]Technician[/I]: Skeleton 5
[I]Lookout[/I]:
[B]In Play:[/B]
Garth (Level 1, 1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
I workered Graveyard last turn and Pestering Haunt this turn because I have enough Skeletons in play that I may not want to rely too heavily on GraveBarrow. Garth can still cheat them into play and if I draw the one I teched this turn, I may be able to get both into play which would be nuts.
Kidnapping #2 - I really want to have an answer to TinyB who, given how many skeletons I have, I am sure Strix has teched. That and Dinosize make for a pretty solid way to kill Tech buildings if you dont have enough T1 patrollers which I likely will not considering I have only teched 2 of them.
Crashbarrow - its a Crashbarrow. Bread and butter for this deck.
I think this turn went pretty well. Centaur is dead which means he can’t kill more than 1 skeleton per attack this turn and he only have 3 attackers since he doesn’t have access to haste or another way to give his units overpower. This means my Tech 2 is solid unless I’m not accounting for something. I considered sacrificing Garth this turn since I had Nether Drain to prevent Arg from gaining levels off of his death to threaten Drakk’s midband without having to spend the gold on building Tech 2. This alternate version of the turn would have involved BC and Garth taking out Centaur, Skeletons 1 and 2 taking out Spore and Skeleton 3 taking out Panda leaving him with only Arg and me with 1-2 skeletons depending on how I played it out. This would have delayed T2 another turn and I think Crashbarrow is much scarier. I get Tech 2 before he gets Tech 2 and my Tech 2 is crashbarrow who doesnt care about his tower anyway. Maybe Crash can clear the way for a Skeleton overrun with help from Drakk.
Playful Panda (3/1 from 1 +1/+1 rune and 2 damage)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts]That tower was a misplay. I definitely should have teched up last turn.
Feral has the most options that deal with skeletons (overpower, attacking twice, unstoppable by tech 0), plus some big bodies to absorb Crashbarrows, plus I don’t really care about deathtouch from Potent Basilisk (a favorite card of mine) if he’s using weenies and Crashbarrows to attack.
Overall, though, I’ve not made any plays this game and am just holding on, which is not the place you want to be against Blood tech 2. I don’t expect to win from here, but I’m generally pessimistic about my chances so let’s see how it actually goes.[/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk - ($6)
Midband Drakk (1>4) - ($3)
Crashbarrow - ($0)
Crashbarrow (7 atk with frenzy from Drakk) kills spore (3 damage) - ($0)
Overpower to Treant (4 damage) which kills Treant (thanks to tower Crashbarrow does not survive this combat) - ($0)
Skeleton 3 trades with Arg (Garth gains 2 levels, you Draw a card) - ($0)
Deteriorate Playful Panda (it dies) - ($0)
Skeleton 4 and 5 suicide on your Tech 2 (4 damage) - ($0)
Garth Finishes off Tech 2 and takes 1 from Tower - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garth (Level 3, 1/2)
Drakk (Level 4, 2/3, Dies: 1 to your base | Units get Frenzy 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
I suspect this is effectively GG. I don’t have much of a board but I can maxband Garth next turn and bring in a Teched unit (Crashbarrow unless he plays Midori and Moment’s Peace). Or I can max Drakk and bring BC in for 4 damage which leaves me with a patroller if I think I need one. Maxing Both will cost me 6 which leaves me 3 to bring in BC and still have 1 for worker. I think the only choice i will have next turn is what to bring in with Garth. Ogre might be the best option if he tries to stall with Moment’s Peace. Depending on what he brings out, I should consider attacking with Garth and Drakk before maxing them out. Might need to midband Garth before the attack to clear the damage he already has on him though.
I made quite a few questionable choices throughout this game. I don’t think it’s worth continuing. I will take my lessons and we can move onto the next one. I’ll post my first turn soon™.