Graveyard
Sacrifice the Weak
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Discard
Thieving Imp
Pestering Haunt
Deteriorate
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Skeleton Javelineer - ($2)
Summon River - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton Javelineer 1/1 (has rune)
Technician:
Lookout:
In Play:
River lvl 1 2/3
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Ok so my goal with this deck is to leverage black and neutral tokens into fast omegacrons or quick-firing corpse catapults. Graveyard is also real useful if I end up going Finesse to make sure I have the virtuosos I need but atm that’s more of a backup than a plan. Would’ve been nice to have Jandra as an opening option but it didn’t happen that way. I thought about just going with Thieving Imp and hoping I happened to hit something he was relying on but if I whiffed that could have put me behind right from the jump. So I’m taking a conservative path and getting River out. I’m a little torn between pestering haunt and javelineer: going for jav on the chance he doesn’t have deteriorate this turn.
STARTING HAND
Jandra, the Negator
Summon Skeletons
Graveyard
Sacrifice the Weak
Poisonblade Rogue
WORKERS
Skeletal Archery
Jandra, the Negator
NextHand
Nimble Fencer
Deteriorate
Graveyard
Sacrifice the Weak
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech 1 - ($2)
Javelineer uses rune to safely kill Haunt
River kills Rogue, taking 2 damage
River to lvl 3, healing - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Skeleton Javelineer 1/1
River lvl 3 2/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Ok so kiiiiiinda wishing I had just played the haunt last turn but I still have some decent options. I thought about playing my own rogue instead of leveling River but I figured that loses HARD to deteriorate and is not great against sac the weak either. With this line of play the only way I lose River is if he max bands Vandy, which means no free levels. Plus he misses out on either worker or tech 1 so that’s a fine trade for me. More likely he decides it’s not worth and just places and patrols with either thieving imp or jandra. Manageable. Teched fencers but I’m beginning to think subbing one for a discord might’ve been the better play.
The Poisonblade Rogue does damage in -1/-1 Runes. The Runes can only be discarded if +1/+1 Runes are applied. You could still Midband River but she would be L3 0/2.
Thieving Imp
Jandra, the Negator
Nimble Fencer
Metamorphosis
Dark Pact
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy casts Deteriorate on Skelly Javelineer
Midband Vandy - ($3)
Tap Vandy to use Midband ability - ($2)
Discard a card and reveal Dark Pact
Cast Dark Pact Draw 2 and 2 DMG to base- Base to 18
Summon Skeleton Javelineer - ($1)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Nimble Fencer - ($3)
River casts Deteriorate on Javelineer, killing it - ($2)
Nimble Fencer hastily attacks Vandy, doing 2 damage and dying
River finishes off Vandy, hits maxband
Build Heroes’ Hall - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
River lvl 5 3/4
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 7
Thoughts
If I have the ability to kill Vandy, I’m taking it. That determined quite a bit of this turn. All I was left with was deciding what to do with the 2g I didn’t use in taking her out. At first I was leaning toward my Poisonblade as insurance against double Fencer, but on reflection it’s pretty unlikely that was his tech choice, let alone that he drew it. Second thought was just float it and lean heavily on getting to Tech 2 next turn. But with River already maxed the only way I spend that extra money is to go down to a 3 card hand and I don’t see that as much of an upside. So I’d probably end up floating the gold for a 2nd turn and that’s just grossly inefficient. Which left HH as my choice. If his board is scary enough to warrant delaying tech 2 by a turn, then I have the option to bring out Garth and chill for a bit: otherwise it’s full steam ahead on the bullet train to omegatron city. One tech choice for each option sounds about right. I can put in BC and/or Void Star next turn it there’s a max Garth play to be made.
STARTING HAND
Nimble Fencer
Thieving Imp
Pestering Haunt
Summon Skeletons
WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
NextHand
Skeleton Javelineer
Deteriorate
Omegacron
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Thieving Imp, discarding card 2 - ($4)
Summon Nimble Fencer - ($2)
Summon Garth Torken - ($0)
Fencer and River trade with Grave, 2 lvls to Garth
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Thieving Imp 2/2
Lookout:
In Play:
Garth lvl 3 1/3
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Grave isn’t so bad at Midland but if he max bands next turn I lose River and anything I might want to play anyway so I’ll take my shot here. I’m going down on cards but I’m taking him with me and I have Garth and maybe Vir to build my hand back up next turn regardless.
Yeah I figured I had gotten out of her pretty much all I was going to and if it came down to trade her for Grave vs. lose her to Grave’s sword rune I’d rather get something for my trouble.
"P1T5
Tech StartingHand Workers
TECH
Void Star
Doom Grasp
STARTING HAND
Deteriorate
Skeleton Javelineer
Omegacron
Summon Skeletons
Deteriorate
Thieving Imp
Summon Skeletons
Omegacron
Void Star
Doom Grasp
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Tech 2 Future - ($3)
Deteriorate your Nimble Fencer, killing her
Cast Summon Skeletons - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton 1/1
Technician: Skeleton 1/1
Lookout:
In Play:
Garth lvl 3 1/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
Things might be starting to turn in his favor. There are several things in his deck that can clear out my new skeleton babies and I’m PRETTY reliant on Garth surviving until next turn so I can snag my Void Star and/or cast Lich’s Bargain. Could be a rough couple of turns otherwise.
Sacrifice the Weak
Young Lightning Dragon
Metamorphosis
Mind-Parry Monk
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Vandy hits the Scavenger Skelly Killing it and taking 1 DMG
Vandy has Sparkshot which kills Technician Skelly
You get $1 and a Card for your losses.
Midband Vandy healing her - ($6)
Thieving Imp says discard Card #3 - ($3)
Gargoyle - ($0)
Deteriorate
Thieving Imp
Summon Skeletons
Omegacron
Void Star
Doom Grasp
Nimble Fencer
Sacrifice the Weak
Unphase
Lich’s Bargain
Hive
Tech 2 card(s)
Get Paid - ($9)
Tech draw and scavenger money - ($10)
Sacrifice the Weak kills Imp - ($8)
Summon Vir - ($6)
Peek at top of deck
Maxband Garth, playing Void Star from discard - ($2)
Summon Omegacron - ($0)
Skip Worker
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Void Star 5/4+A
Elite:
Scavenger:
Technician: Vir Garbarean lvl 1 2/3
Lookout:
In Play:
Garth lvl 7 3/4
Omegacron (forecast 6)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 11
Gold:
Gold: 0
Workers: 9
Thoughts
Ooof I should really pay more attention than to lose a skelly to sparkshot. Garth lives so not all is lost though, and unless he answers the Void Star I think things get pretty rough for him. He could answer by tutoring for Shadow Blade but that’s real expensive AND means he can’t attack with Vandy so I’d be cool with that. Which leaves both Garth and Vir around so that’s nice. Just gotta delay until the omegas arrive. Teching a 2nd Lich’s Bargain on the off chance he does Shadow Blade and I lose the one I’m about to draw. I need my undead army as sacrifices.