You and me both, man… she’s a beast! Well, I do feel like I’ve gotten a little better at fending her off, but she still seems like the most oppressive hero, by far.
P1T4
Tech StartingHand Workers
TECH
Gargoyle
Gilded Glaxx
STARTING HAND
Dark Pact
Deteriorate
Gargoyle
Summon Skeletons
Jandra, the Negator
Dark Pact
Gilded Glaxx
Sacrifice the Weak
Jandra, the Negator
Dark Pact
Gilded Glaxx
Gargoyle
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Deteriorate Rogue
Vandy kills Jandra
Maxband Vandy, doom Imp - ($5)
Imp and Haunt break your Tech I
Dark Pact my base
Gargoyle - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3)
L5 Vandy Anadrose (4/5) Sparkshot, resist 1
Gargoyle (0/2) Indestructible
Thieving Imp (4/3) Doomed
Pestering Haunt (1/1) Unstoppable
Buildings:
Base HP: 16
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Lucky to have Deteriorate in hand! … not that I really need luck between Vandy’s card draw and Graveyard shortening my cycle. I could trade units with Jandra and replay one, but the chance to suppress his Tech I before he can get his Tech II up is too tempting to pass up. I can’t afford both a Heroes’ Hall and a Tech II this turn, and I don’t want to invest in more Vandy spells when I half expect a Doom Grasp to take her out, so I’ll ramp up the pressure with more tech I units.
Oh good, we get to worker Sacrifice the Weak again. I don’t see any good option other than blocking with Rook here. Putting him in Squad Leader leaves him at 1 health if no damage comes from Nekoatl’s hand.
Dark Pact
Gilded Glaxx
Sacrifice the Weak
Gilded Glaxx
Deteriorate
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vandy fetches Soul Stone - ($6)
Soul Stone Gargoyle - ($4)
Activate Gargoyle - ($3)
Gargoyle and Haunt break your Tech I
Thieving Imp from Graveyard, discard #1 of 4 - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Thieving Imp (2/2)
Technician:
Lookout:
In Play:
Graveyard (3)
L5 Vandy Anadrose (4/5) Sparkshot, resist 1
Gargoyle (4/3) Flying {Soul Stone}
Pestering Haunt (1/1) Unstoppable
Buildings:
Base HP: 16
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
If he plays Bird’s Nest, my dastardly plan will be thwarted… though Deteriorate and StW could maybe help with that. Not going to have gold to tech up with, so investing in spells to help me clear his board, esp. Free Speech to turn off Rook’s maxband at some opportune moment.
Do I destroy the Graveyard, or keep Rook in patrol? No point destroying the Heroes’ Hall, even if a Vandy-only Metamorphosis comes out I think I’m screwed. If I don’t destroy the Graveyard, I’m facing a tech break every turn thanks to the Haunt, I need that Graveyard down so Nekoatl can’t just sit back and build up a tech advantage.
Rook right out the gate, eh? I wonder if he’s planning to rush Nest… He could also midband and hero kill if I’m not careful… best way to counter that is SQL Vandy, I think. Both my anti-unit spells will be in hand next turn, so I’m fairly comfortable putting her out there with just the Haunt, and he’ll have to burn gold if he wants to clear it. I’m guessing he had a bad starting hand, and that’s why he didn’t drop a unit alongside Rook… I’d be in a much more difficult situation if Rook had backup. Even with luck in my favor, however, I’m still completely on the defensive right now.
Deteriorate
Poisonblade Rogue
Thieving Imp
Jandra, the Negator
Pestering Haunt
Thoughts
This seems like a reasonable tech choice. Still worried about T3 Shadow Blade. Putting Rook behind the Imp, I wouldn’t put it past Nekoatl to just maxband Vandy and kill him immediately.
Teched cards: 2
T2: Bird’s Nest, Nimble Fencer
Get paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Thieving Imp, you discard card #4 of 5 - ($0)
Pestering Haunt
Discard 2, reshuffle, draw 4
STARTING HAND
Thieving Imp
Graveyard
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
WORKERS
Poisonblade Rogue
NextHand
Skeleton Javelineer
Graveyard
Gilded Glaxx
Jandra, the Negator
Tech 2 card(s)
Get Paid + float - ($8)
Sacrifice the Weak - ($6)
Deteriorate your Haunt
Tech I - ($4)
Heroes’ Hall - ($2)
Midband Vandy - ($0)
Vandy and Haunt kill Rook, maxband fizzles
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Vandy Anadrose (4/5) Sparkshot, resist 1
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Sucks to lose the Javelineer to the Imp discard, as that’s the card I wanted to worker. Prioritizing the Heroes’ Hall over the Graveyard so I can take advantage of free levels and ensure that I have an option to defend Vandy if needed.
I reckon I tech in ways to deal with Vandy or Gilded Glaxx here. Lich’s Bargain and Nether Drain seems decent for that. Starting to hit the Hall down, so I’m less likely to be hit with an early Metamorphosis.
Holding back on deployment to protect Glaxx and save for Tech II. Patrolling as Elite to discourage Garth and allow Fencer kills even with Deteriorate. Taking the Skeleton kill despite the damage to prevent it from teaming up with a Starlet to take down Glaxx.
Squad Leader: Gilded Glaxx {Copy of A} (3/4A) Gilded
Elite:
Scavenger:
Technician: Gilded Glaxx {A} (3/4) Gilded
Lookout:
In Play:
L5 Vandy Anadrose (4/3) Sparkshot, resist 1
L5 Sirus Quince (1/5)
Gilded Glaxx (3/3) Gilded
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 2
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 8
Gold:
Gold: 1
Workers: 8
Thoughts
Hmm, patrolling with the Fencer, and without a SQL? Interesting… tempting to clear that out, but he probably has another one in hand, considering he just drew his entire deck. Eh… it’s worth it for the Garth kill, I think. Delaying my Tech II to get a valuable Glaxx mirror.
Oh, good Lord. GG, nowt I can do about that (technician draw was Deteriorate).
Right, one more go, and if it doesn’t pan out then I’ll try a different deck.
Don’t really like leading with the Skeleton, but dropping solo Vandy feels like a weaker opening, and Haunt isn’t in hand this turn. I’ll have 2 options to worker next turn, but if Jav stays on the field long enough for me to want to drop the Graveyard (quite possibly next turn), it could be awkward. Hopefully a Deteriorate will take him down, otherwise I’ll either have to delay the Graveyard or just try to get extra value out of the javelin rune(s). I don’t want to drop the Imp this turn because I can’t trust it to protect the Graveyard next turn, if it even were to survive that long.
Going to try going for the Doom Grasp + Lich’s Bargain nuclear option for surviving early game. Horrors seem like my best option against Gilded Glaxx. Putting the Imp in Elite: I think I’m OK for gold next turn, and this way Vandy would have to midband and finish on 1 HP for the kill, then have to maxband just to kill a poxy Skeleton on the next turn.
Get paid - ($5)
Worker - ($4)
Thieving Imp, you discard card #4 of 5 - ($1)
Discard 3, draw 5
Elite: Thieving Imp 1+2/2
Base HP: 20
Hand: 5
Jandra, the Negator
Graveyard
Deteriorate
Pestering Haunt
Summon Skeletons
Deck: 0
Discard: 3
Skeleton Javelineer
Skeletal Archery
Sacrifice the Weak
Card count check (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10