P2T3
Starting hand: 4
Sacrifice the Weak
Thieving Imp
Ardra’s Boulder
Skeletal Archery
Technician draw: 1
Thoughts
This is potentially a pretty nice turn. Deteriorate SQL, Jandra overpowers to kill Garth, Garth hits Graveyard, 4 gold to bring in a Fencer to destroy Graveyard, and I’ve still got 3 gold to worker and bring in Ardra’s Boulder. Let’s do it. Putting the Boulder in SQL, so the remaining Skeleton archer can’t damage it by itself.
Teched cards: 2
T2: Ardra’s Boulder, Mythmaking
T3: Nimble Fencer, Two Step
Get paid - ($7)
Worker - ($6)
Deteriorate, Squad Leader Skeleton dies
Jandra kills Skeleton Javelineer, you draw, overpowers to kill your Garth, takes 1 damage, my Garth hits level 3
Garth hits your Graveyard down to 2 HP
Maxband Garth, Nimble Fencer arrives from discard - ($2)
Nimble Fencer destroys your Graveyard, Skeleton Javelineer goes to discard
Ardra’s Boulder - ($0)
Discard 2, draw 3, reshuffle, draw 1
Ardra’s Boulder 0/6+1A
Garth L7 3/4
Nimble Fencer 2/3 (virtuoso, virtuosos have haste)
Jandra, the Negator 3/2 (legendary, overpower, dies: non-demon allied units die, 1 damage)
Base HP: 20
Tech I HP: 5
Hand: 4
Graveyard
Skeleton Javelineer
Mythmaking
Pestering Haunt
Deck: 4
Two Step
Deteriorate
Sacrifice the Weak
Skeletal Archery
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
3 on board
4 in hand
4 in deck
0 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Thieving Imp
Ahg, was hoping you didn’t hit the Deteriorate, didn’t think I’d lose Garth AND the graveyard… And that Boulder, woof
I’m going to give two free damage on my tech1 there, as there wasn’t really a good reason to attack with topband garth THEN the fencer on my graveyard; Garth could kill the graveyard solo, and fencer could hit whatever.
Game 2 Player 1, Turn 4
P1 Necro/Blood/Fire vs P2 Necro/Strength/Finesse
Starting Hand
Lich’s Bargain
Sacrifice the Weak
Lobber
Thieving Imp (techn)
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector, Skeletal Lord
Crashbarrow, Kidnapping
Lobber, Lich’s Bargain
Main:
- Lobber (7)
- Jaina (5)
- Worker (4)
- Tech 2 Necro (0)
Workers
Thieving Imp, Pestering Haunt, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 3
- Tech2 HP: 5 NECRO
In Patrol:
-
Squad Leader: Jaina (2/3+1armor lvl 1)
-
Elite: Skeleton (1+1/1)
-
Scavenger:
-
Technician: Lobber (2/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bone Collector
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer
End of Turn Discard
My Thoughts
Ouchie mama. Well I don’t think I wanna go blood at this point w/ the graveyard down. I’ll probably end up workering the barrow. I think I win on skeleton army, so hoping to get that rolling.
1 Like
Thanks, not sure how I missed that!
P2T4
Starting hand: 4
Graveyard
Skeleton Javelineer
Mythmaking
Pestering Haunt
Thoughts
Phew, I was worried Sacrifice the Weak would come out and kill everything. Definitely teching in DeGrey and Morningstar Pass for the Mythmaking bonus and to deal with Skeleton spam, then after that I’ll see whether I want to go for Oathkeeper, standard Tech II units, or damage-free Lich’s Bargains.
Where do I want this Skeleton? A second Lobber kills it regardless, so either Technician or Lookout. Deteriorate and Sacrifice the Weak together would be awful, I think I’d want the extra draw in that case since I have no units in the next hand. Fingers crossed it doesn’t happen, so I can keep Jandra going with a Two Step. Second worst thing that could happen is Doom Grasp.
Teched cards: 2
T2: Ardra’s Boulder, Mythmaking
T3: Nimble Fencer, Two Step
T4: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass
Get paid - ($8)
Worker- ($7)
Tech II Strength - ($3)
Mythmaking - ($1)
Garth raises a Skeleton - ($0)
Jandra kills Jaina, overpowers to kill Skeleton, takes 2 damage, levels fizzle
Ardra’s Boulder kills Lobber, you draw, takes 2 damage
Garth and Nimble Fencer destroy your Tech II, your base to 18
Discard 2, draw 4
Technician: Skeleton 1/1
Garth L7 3/4
Ardra’s Boulder 2/6 (Mythmaking, legendary, 2 damage)
Nimble Fencer 2/3 (virtuoso, virtuosos have haste)
Jandra, the Negator 5/2 (Mythmaking, legendary, overpower, dies: non-demon allied units die, 3 damage)
Mythmaking (my legendary units get +2/+2, yours get -1/-1)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Hand: 4
Sacrifice the Weak
Deteriorate
Two Step
Skeletal Archery
Deck: 0
Discard: 4
Jefferson DeGrey, Ghostly Diplomat
Morningstar Pass
Graveyard
Skeleton Javelineer
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
4 on board
4 in hand
0 in deck
4 in discard
4 in workers
Total: 14
Gold: 0
Workers: 9
5 x start
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Thieving Imp
T4: Pestering Haunt
Oh god oh no… don’t make a of me!
Game 2 Player 1, Turn 5
P1 Necro/Blood/Fire vs P2 Necro/Strength/Finesse
Starting Hand
Bone Collector
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer
Lich’s Bargain (techn)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector, Bloodlust
Bone Collector, Skeletal Lord
Crashbarrow, Kidnapping
Lobber, Lich’s Bargain
Main:
- Garth (6)
- Lich’s Bargain (4)
- Bone Collector (2)
- Tech Lab Blood (1)
- Worker (0)
Workers
Summon Skeletons, Thieving Imp, Pestering Haunt, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 3
- Tech2 HP: 5 NECRO
- Tech Lab HP: 4 BLOOD
In Patrol:
-
Squad Leader: Horror (3/3+1armor)
-
Elite: Garth (1+1/3 lvl 1)
-
Scavenger: Zombie (2/2)
-
Technician: Bone Collector (3/3)
-
Lookout:
In Play:
- Skeleton (1/1)
- Skeleton Archery
Economy Info:
Cards:
Gold:
End of Turn Hand
Kidnapping
Skeletal Lord
Deteriorate
Crashbarrow
End of Turn Discard
Lobber
Bone Collector
Bloodlust
Lich’s Bargain
Skeleton Javelineer
Sacrifice the Weak
My Thoughts
Have to gamble no Degrey, otherwise this is GG! Tech labbing for the crashbarrow possible swingback
Don’t need him
P2T5
Starting hand: 4
Sacrifice the Weak
Deteriorate
Two Step
Skeletal Archery
Thoughts
Deteriorate + Two Step gets me just enough damage to kill everything, but can I get split it up well enough? Even better, Skeleton Archery lets me kills the Horror with no losses if I deteriorate it and put Two Step on the Skeleton. The Bone Collector will be painful though, if I Two Step Jandra I have to kill it with Garth and leave him barely alive. Better to Two Step the Fencer to kill it, Jandra can destroy the Tech II by herself anyway.
Not sure what to Tech here, at some point Jandra will die and I need to deal with it. What’s good against Blood II? Barbarbarians and Grapplers both do OK patrolling against Crashbarrows due to their high health, although if I get Morningstar Pass down that’ll help a lot. Oh, Barbarbarians are great with Two Step too, I guess I just go for a Barbarbarian and the other Two Step.
Teched cards: 2
T2: Ardra’s Boulder, Mythmaking
T3: Nimble Fencer, Two Step
T4: Jefferson DeGrey, Ghostly Diplomat, Morningstar Pass
T5: Doubling Barbarbarian, Two Step
Get paid - ($9)
River Montoya - ($7)
Two Step on Skeleton and Nimble Fencer - ($5)
Skeletal Archery - ($3)
Deteriorate, Horror is 2/2+1A
Skeleton snipes Horror
Nimble Fencer kills Bone Collector, you draw, takes 3 damage
Garth kills Garth, takes 2 damage, River hits level 3 (midband)
Ardra’s Boulder kills Zombie, you get a gold, takes 2 damage
Jandra destroys your Tech II, your base to 16
Garth raises Skeleton #2 - ($1)
Worker - ($0)
Discard 0, reshuffle, draw 2
Squad Leader: River L3 2/4+1A
Technician: Skeleton #2 1/1
Garth L7 3/2 (2 damage)
Ardra’s Boulder 2/4 (Mythmaking, legendary, 4 damage)
Nimble Fencer 4/2 (Two Step, virtuoso, virtuosos have haste, 3 damage)
Jandra, the Negator 5/2 (Mythmaking, legendary, overpower, dies: non-demon allied units die, 3 damage)
Skeleton #1 3/3 (Skeletal Archery, Two Step)
Two Step (channelled by River, affecting Skeleton #1 and Nimble Fencer)
Mythmaking (my legendary units get +2/+2, yours get -1/-1)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Hand: 2
Deteriorate
Morningstar Pass
Deck: 5
Jefferson DeGrey, Ghostly Diplomat
Graveyard
Skeleton Javelineer
Doubling Barbarbarian
Two Step
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
6 on board
2 in hand
5 in deck
0 in discard
5 in workers
Total: 18
Gold: 0
Workers: 10
5 x start
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Thieving Imp
T4: Pestering Haunt
T5: Sacrifice the Weak
GG WP! I can’t mess with that!
Whiffing turn 3 sucked but I also just straight didn’t consider Mythmaking as an angle. Should have StW’d Jandra on turn 4 instead of teching up.
1 Like
GG WP! I looked at my patrol a few hours after posting Turn 3 and panicked when I saw Sacrifice the Weak would kill everything. Not as potentially powerful as [Demonology]/Growth/Strength’s legendary rush, but it seems like it might do reasonably well if you can work around Jandra being more vulnerable. I’ll start a new game tomorrow, if you’re up for it?
My initial thought was “just StW Jandra and it all dies”, but in fact she only kabooms your squad if she dies from combat damage. Knowing that and not thinking at all about Mythmaking, I figured it was safer to force her to die by attacking and tech up.
I’m up for another game, yeah, whenever’s good!
I’m honestly surprised you didn’t spend the 1 gold at the start of your turn to draw and see if you just drew DeGrey and won
I didn’t think the chances were high enough if the Technician didn’t get killed first, but I’d have definitely tried if I couldn’t clear the patrol without him.
Ooh, I’d forgotten about the combat damage part. Not quite as fragile as I thought, then. Deteriorate + Lobber on Turn 5 would have still been bad news, though!
1 Like
P1T1
Starting hand: 5
Pestering Haunt
Poisonblade Rogue
Thieving Imp
Jandra, the Negator
Sacrifice the Weak
Thoughts
I could open with Thieving Imp or Jandra here, but I don’t think it leaves me with great options for Turn 2. FrozenStorm can just block with a hero with no risk of death. I think I’m better off opening with Garth + Skeleton + Haunt, and getting the Graveyard down next turn. Holding onto Jandra, going into Mythmaking in late game may not be unreasonable.
Get paid - ($4)
Worker - ($3)
Garth Torken - ($1)
Garth raises a Skeleton - ($0)
Pestering Haunt
Discard 3, draw 5
Scavenger: Skeleton 1/1
Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)
Base HP: 20
Hand: 5
Graveyard
Skeleton Javelineer
Skeletal Archery
Deteriorate
Summon Skeletons
Deck: 0
Discard: 3
Thieving Imp
Jandra, the Negator
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
Gold: 0
Workers: 5
4 x start
T1: Poisonblade Rogue
GL HF!
Game 3 Player 2, Turn 1
P2 Necro/Blood/Fire vs P1 Necro/Strength/Finesse
Starting Hand
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Garth (3)
- Make a skeleton (2)
- Pestering Haunt
- Deteriorate Your Haunt
- Worker (1)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Garth (1/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Skeleton (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
End of Turn Discard
My Thoughts
The Garth start is interesting to me… Skeletons don’t seem like that deck’s forte.
Next turn probably Imp + Skele + tech1?
GL HF!
P1T2
Starting hand: 5
Graveyard
Skeleton Javelineer
Skeletal Archery
Deteriorate
Summon Skeletons
Thoughts
Yeah, just go for Graveyard into Fencers, I think. Too early to go for Skeletal Archery.
Teched cards: 2
Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Graveyard - ($0)
Deteriorate, Pestering Haunt dies
Discard 2, reshuffle, draw 4
Squad Leader: Garth L1 1/3+1A
Technician: Skeleton 1/1
Graveyard HP: 3
Base HP: 20
Tech I HP: 5
Hand: 4
Thieving Imp
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
Deck: 5
Jandra, the Negator
Nimble Fencer
Nimble Fencer
Deteriorate
Skeletal Archery
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
4 in hand
5 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 6
4 x start
T1: Poisonblade Rogue
T2: Skeleton Javelineer
Game 3 Player 2, Turn 2
P2 Necro/Blood/Fire vs P1 Necro/Strength/Finesse
Starting Hand
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #2 of 4 (4)
- Make a skeleton (3)
- Tech 1 (1)
- Worker (0)
Workers
Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician:
-
Lookout: Skeleton (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Graveyard
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
End of Turn Discard
My Thoughts
Yeah plan seems to be the way to go.
…
ooof whiff AGAIN!
Very similar setup so far…
P1T3
Starting hand: 4
Thieving Imp
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
Thieving Imp discard: 1
Thoughts
OK, I’m thinking that I definitely want Two Step. I’m not reshuffling next turn anyway, so having a different hero out shouldn’t be a problem. Then I can tech in Discord too to deal with Skeletons / Lich’s Bargain more easily. Maybe go for Harmony too later, we’ll see what happens.
Teched cards: 2
T2: 2 x Nimble Fencer
T3: Discord, Two Step
Get paid - ($6)
Worker - ($5)
Thieving Imp, **you discard card #1 of 4 - ($2)
Garth raises Skeleton #2 - ($1)
Discard 1, draw 3
Squad Leader: Thieving Imp 2/2+1A
Scavenger: Skeleton #1 1/1
Technician: Skeleton #2 1/1
Garth L1 1/3
Graveyard HP: 3
Base HP: 20
Tech I HP: 5
Hand: 3
Skeletal Archery
Nimble Fencer
Jandra, the Negator
Deck: 2
Nimble Fencer
Deteriorate
Discard: 4
Summon Skeletons
Discord
Two Step
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
3 in hand
2 in deck
4 in discard
3 in workers
Total: 14
Gold: 0
Workers: 7
4 x start
T1: Poisonblade Rogue
T2: Skeleton Javelineer
T3: Pestering Haunt
Game 3 Player 2, Turn 3
P2 Necro/Blood/Fire vs P1 Necro/Strength/Finesse
Starting Hand
Graveyard
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nether Drain, Skeletal Lord
Lich’s Bargain, Lobber
Main:
-
Skeleton Javelineer (6)
- Make a skeleton (5)
- Worker (4)
- Tech 2 Necromancy (0)
Workers
Sacrifice the Weak, Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite: Skeleton (1/1)
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton Javelineer (1/1)
-
Lookout: Skeleton (1/1)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Pestering Haunt
Lich’s Bargain
Deteriorate
End of Turn Discard
My Thoughts
Let’s hope for archery draw, so I can Lord + Archery next turn!
P1T4
Starting hand: 3
Skeletal Archery
Nimble Fencer
Jandra, the Negator
Thoughts
Looks like FrozenStorm’s going for Skeleton spam again. Can’t have that.
Teched cards: 2
T2: 2 x Nimble Fencer
T3: Discord, Two Step
T4: Bone Collector, Harmony
Get paid - ($7)
Worker - ($6)
Skeletal Archery - ($4)
Nimble Fencer - ($2)
Nimble Fencer hits Thieving Imp for 2, takes 2
Skeleton #1 snipes Thieving Imp
Skeleton #2 snipes Elite Skeleton
Thieving Imp kills Lookout Skeleton, takes 1 damage
Garth kills Skeleton Javelineer, you draw, takes 1 damage
Garth raises Skeleton #3 - ($1)
Discard 0, draw 2
Technician: Skeleton #3 1/1 (Skeletal Archery)
Garth L1 1/2 (1 damage)
Nimble Fencer 2/1 (virtuoso, virtuosos have haste, 2 damage)
Thieving Imp 2/1 (1 damage)
Skeleton #1 1/1 (Skeletal Archery)
Skeleton #2 1/1 (Skeletal Archery)
Skeletal Archery (Skeletons get anti-air and long range)
Graveyard HP: 3
Base HP: 20
Tech I HP: 5
Hand: 2
Nimble Fencer
Deteriorate
Deck: 0
Discard: 6
Summon Skeletons
Discord
Two Step
Sacrifice the Weak
Bone Collector
Harmony
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
4 on board
2 in hand
0 in deck
6 in discard
4 in workers
Total: 16
Gold: 1
Workers: 8
4 x start
T1: Poisonblade Rogue
T2: Skeleton Javelineer
T3: Pestering Haunt
T4: Jandra, the Negator
Game 3 Player 2, Turn 4
P2 Necro/Blood/Fire vs P1 Necro/Strength/Finesse
Starting Hand
Pestering Haunt
Lich’s Bargain
Deteriorate
Skeletal Archery (techn)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
War Drums, Skeletal Lord
Nether Drain, Skeletal Lord
Lich’s Bargain, Lobber
Main:
- Deteriorate techn , you draw 1
-
Midband Garth, kill your Garth, mine to level 6 (5)
-
Maxband Garth, fetch Skeletal Lord (4)
-
Skeletal Archery, my skeleton snipes Fencer (2)
- Lich’s Bargain, base to 16, horde arrives (0)
Workers
Sacrifice the Weak, Poisonblade Rogue, Jandra, the Negator
-
-
Patrol as below
- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 NECRO
In Patrol:
-
Squad Leader: Zombie (2/2+1armor)
-
Elite:
-
Scavenger: Skeleton (2/2)
-
Technician: Horror (3/3)
-
Lookout:
In Play:
- Garth (3/4 lvl 7)
- Skeletal Lord (3/3)
- Skeleton (2/2)
- Skeletal Archery
Economy Info:
Cards:
Gold:
End of Turn Hand
Lobber
Skeleton Javelineer
Thieving Imp
End of Turn Discard
My Thoughts
Hopefully this’ll be enough to turn the tide!
P1T5
Starting hand: 2
Nimble Fencer
Deteriorate
Technician draw after reshuffle: 1
Thoughts
OK, I have 4 damage from Fencers, 4 damage from current board. That’s theoretically enough to clear the patrol, but I probably want Deteriorate as well to preserve more of my board. Thieving Imp and a Skeleton can trade decently well with Horror, so I can Deteriorate the Zombie and have a Fencer kill it, or I can worker in addition to midband River to sit in Squad Leader. I’d be workering Sacrifice the Weak, which sucks, but I don’t see a better option here. Going for Lich’s Bargain + Grounded Guide, let’s see if we can grind out a win by spamming defenders until I can get the virtuoso engine going.
Heroes’ Hall would be nice here, but taking the opportunity to get further ahead in workers seems good to take. I expect Rook to die, so River can come out anyway. If he doesn’t, I can midband him to smack something through the patrol.
Teched cards: 2
T2: 2 x Nimble Fencer
T3: Discord, Two Step
T4: Bone Collector, Harmony
T5: Grounded Guide, Lich’s Bargain
Get paid + float - ($9)
Nimble Fencer returns from Graveyard - ($7)
Nimble Fencer #2 - ($5)
Garus Rook - ($3)
Expensive Deteriorate, Zombie is 1/1+A - ($2)
Nimble Fencer #1 kills Zombie, takes 1 damage
Skeleton #1 safely hits Horror to 2 HP
Thieving Imp trades with Horror, you draw
Nimble Fencer #2 kills Scavenger Skeleton, you get a gold, takes 2 damage
Skeleton #2 safely hits Skeleton Lord to 2 HP
Worker - ($1)
Discard 0, draw 2
Technician: Rook L1 2/4
Nimble Fencer #1 2/2 (virtuoso, virtuosos have haste, 1 damage)
Nimble Fencer #2 2/1 (virtuoso, virtuosos have haste, 2 damage)
Skeleton #1 1/1 (Skeletal Archery)
Skeleton #2 1/1 (Skeletal Archery)
Skeletal Archery (Skeletons get anti-air and long range)
Graveyard HP: 3 (Thieving Imp)
Base HP: 20
Tech I HP: 5
Hand: 2
Deck: 3
Summon Skeletons
Bone Collector
Harmony
Discard: 3
Grounded Guide
Lich’s Bargain
Deteriorate
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
4 on board
1 in Graveyard
2 in hand
3 in deck
3 in discard
5 in workers
Total: 18
Gold: 1
Workers: 9
4 x start
T1: Poisonblade Rogue
T2: Skeleton Javelineer
T3: Pestering Haunt
T4: Jandra, the Negator
T5: Sacrifice the Weak