I guess I just throw up a wall of crap. If things die I can recover my hand, if they don’t I can put down Drakk to try and get some decent trades with them.
Teched cards: 2
T2: 2 x Overeager Cadet
T3: Flagstone Garrison, Kidnapping
Get paid - ($7)
Worker - ($6)
Tech II Peace - ($2)
Garth raises a Skeleton - ($1)
Skeleton Javelineer - ($0)
Overeager Cadet
Deteriorate, your Pestering Haunt dies, goes to Graveyard
Pestering Haunt returns from Graveyard
Discard 0, draw 2
Squad Leader: Overeager Cadet 2/2+1A
Scavenger: Skeleton 1/1
Technician: Skeleton Javelineer 1/1 (javelin rune, lose javelin to gain long range for a turn)
Garth L1 1/3
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)
Graveyard HP: 3
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Hand: 2
Sacrifice the Weak
Overeager Cadet
Deck: 2
Poisonblade Rogue
Thieving Imp
Discard: 3
Flagstone Garrison
Kidnapping
Deteriorate
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
4 on board
0 in Graveyard
2 in hand
2 in deck
3 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons
Skeletal Lord, Bone Collector
Bone Collector, Nether Drain
Lobber, Lich’s Bargain
Main:
Lobber, it and Garth kill SQL (8)
Mid Garth (7)
Resurrect Haunt
Worker (6)
Tech 2 Necromancy (2)
Lich’s Bargain (0)
Workers
Summon Skeletons, Thieving Imp, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 1 rs Draw 3
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 (1/1)
Technician: Horror (3/3)
Lookout:
In Play:
Garth (2/4 lvl 4)
Skeleton (1/1)
Pestering Haunt (1/1)
Graveyard (3hp, holding Lobber)
Economy Info:
Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Sacrifice the Weak
Bone Collector
Skeletal Archery
End of Turn Discard
My Thoughts
I think mid Garth is a better choice here and getting the Haunt out than doubling up the lobber. Should be pretty safe next turn to grab a lord and start spamming
Midband Drakk for 5 gold gives me some better options here, maybe I can take out the Horror? I’d have 6 total damage, maybe Sacrifice the Weak if I’m willing to skip a worker. The Haunt has to kill the backline Skeleton if I want to use StW, if not then it can help the Skeleton Javlineer kill the Horror. I could really do with clearing the Skeletons too if FrozenStorm’s going with Necromancy II, though.
If I can get Garrisons down, I should be OK-ish against a Skeleton engine, although Elite Training for the sparkshot could help cull them a bit. Things I’m worried about are Necromancers’ long range before my engine gets going, and Wraiths. I suppose Blackhand Resurrectors could also be a pain with Garth and Drakk’s maxbands. I could do with something that can reliably hit the backline: an Air Hammer could be good for that. I’d rather tech in more engine cards first, though, I’m really hurting for card draw here. Desperation could be good to cheaply cycle through to my engine cards, and Drill Sergeant is more immediately useful than a second Garrison if FrozenStorm goes on the offensive quickly with Necromancer / Wraith.
Desperation is interesting here, I could draw the Garrison earlier but I’m looking at having 5 gold at most if I do, which doesn’t leave much gold for playing patrollers too. I think I’m better off getting more blockers down for that second Lich’s Bargain horde. It’s going to hurt, but if I can hold it off then I’m in really good shape.
If I maxband Drakk, I can easily reach the Horror, but hitting the Bone Collector too might be difficult. I can play everything if I skip a worker again, given I can handle a big deck better than FrozenStorm can I think that’s fine.
Oh, I can hit the Bone Collector if I sacrifice both heroes. That makes FrozenStorm’s Garth whiff his maxband, which would be handy. Leaves his board smaller so his Drakk’s midband can’t help as much either. OK, let’s try that. I’ll probably lose Tech II for next turn, but in that case I could bring out Onimaru at maxband to patrol with Soldiers, maybe?
Adding a Crash Bomber as cheap Garrison fuel, and Doom Grasp to deal with Garth. Probably teching second Garrison and Elite Training next.
Get paid - ($8)
Maxband Drakk - ($6)
Poisonblade Rogue, Drakk gives it haste - ($4)
Garth raises Skeleton #2 - ($3)
Skeleton #1suicides into Zombie for 1+1A damage
Garth trades with Zombie, your Garth hits level 6
Poisonblade Rogue trades with Horror, you get a gold
Drakk trades with Bone Collector, you draw, your Base to 11, your Garth hits level 7 (maxband), maxband whiffs
Thieving Imp, you discard card #1 of 4 - ($0) Skip worker!
Discard 1, draw 3
Drakk has 4hp so this wouldn’t actually kill him; however, since the PBR and Drakk attacks can be swapped easily to achieve the same effect, no need to make a change
Hmm, I’ll resign here, I’ve run out of momentum enough that the worker lead won’t help. Well played! Anything obvious I’m missing here? I’ve not got much experience with Necromancy or Peace, maybe I just need to work out what the deck wants to do for early pressure.
I think going down on cards so hard sunk you; you needed to be able to get to Garrisons on turn 5 safely, but you spent so many cards turns 3 and 4 that you couldn’t really. Best way to fight Lich’s Bargain (besides mass removal) is an LB of your own, so I probably would have teched LB + OC, then OC + Garrison, and hoped to play LB turn 3 + tech up. If not, you tower or hero’s hall.
My deck is hella aggro early and good at amassing a horde that can be hasty and nasty in a hurry. I think you just needed to index better towards matching it while maintaining econ lead.
Thanks, makes sense! I was experimenting to see if starting with double Cadet could deal with the expected Bargain, the answer seems to be “not if there’s two of them in a row”. Taking Desperation instead of the second Garrison was also a bad idea, I think.
Happy to start another game on Monday, if you’d like?
Sacrifice the Weak
Graveyard
Jandra, the Negator
Thieving Imp
Pestering Haunt
Thoughts
Thieving Imp can be hit with Sacrifice the Weak, but I think the card hit is worth it. Planning for early Bloodlust + Crash Bomber, so the Graveyard could be useful here. I might need to follow up with Lich’s Bargain or Kidnapping pretty sharpish, though.
Get paid - ($4)
Worker - ($3)
Thieving Imp, you discard card #3 of 5 - ($0)
Pestering Haunt
Discard 2, draw 4
Technician: Thieving Imp 2/2
Pestering Haunt 1/1 (unstoppable, can’t be sacrificed or patrol, attack capped at 1)
Summon Skeletons
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector, Lich’s Bargain
Main:
Make a skeleton (5)
Sacrifice the Weak, fresh skele and Imp dies (3)
Deteriorate Haunt
Skeleton suicides into Drakk, Garth smacks him, Jav hucks his spear to kill, you draw 1
Tech 1 (1)
Worker (0)
Workers
Jandra, the Negator, Poisonblade Rogue
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 19
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (1/2 lvl 3)
Skeleton Javelineer (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Graveyard
Bone Collector
Lich’s Bargain
End of Turn Discard
My Thoughts
I can’t tell if he wants me to get aggro here and the drakk is a bait, or if I should just turtle a little… Wiping the board but going down to 3 cards would be an option, I can probably turtle enough to make it worth… Yeah let’s do it
…
Woah, that was quite the draw… I don’t have anything to worker, though… I guess I can worker the Graveyard
Sorry FrozenStorm, I think I might have to put this on hold: I’ve stretched myself a bit too thin so close to the start of CAMS. Happy to pick things up in the future, thanks for the games so far.
Private notes for next turn
Your base goes to 18.
P1T3
Starting hand: 5
Bloodlust
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Summon Skeletons
Technician draw: 1
Skeleton Javelineer
Thoughts
Bah, I didn’t think through that patrol enough.
Teched cards: 2
T2: Bloodlust, Crash Bomber
Get paid - ($6)
Pestering Haunt 1/1 (unstoppable, can’t be sacrificed or patrol, attack capped at 1)
Base HP: 20
Tech I HP: 5
Hand: 5
Deck: 3
Crash Bomber
Deteriorate
Discard: 0
Thieving Imp
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 6
4 x start
T1: Jandra, the Negator
T2: Skeletal Archery