Summon Skeletons
Lich’s Bargain
Sacrifice the Weak
Thoughts
Ouch, I had Sensei’s Advice in the back of my mind but forgot to patrol for it. I could use Sacrifice the Weak to kill Grave here, but at the expense of my entire board, leaving only a hero on patrol. Not ideal against Present II. I think I’m better off getting the Thieving Imp back down to reduce his hand size.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
Get paid - ($7)
Worker - ($6)
Thieving Imp returns from Graveyard, you discard card #1 of 3 - ($3)
Tower - ($0)
Pestering Haunt suicides into Grave for 1 damage
Discard 2, reshuffle, draw 4
WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook
NextHand
Chronofixer
Aged Sensei
Discard
Sparring Partner(2/2)
Martial Mastery
Sensei’s Advice
Snapback
Gargoyle
Research & Development
Mind-Parry Monk
Tech 2 card(s)
Get Paid + float, Grave is healed 1, discard number 1 - ($9)
Worker - ($8)
Hire Immortal - ($2)
Hire Max - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Immortal(5/5a) indestructible
Elite:
Scavenger:
Technician: Savior Monk(2/2)
Lookout:
In Play:
L7 Grave(4/3) sparkshot, readiness, sword
Max(2/3) sparlshot
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 2
Deck: 2
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
weak counter to a possible entangling vines is Max’s maxband, alsoI want him so I can RnD my hand back up and tap him next turn if I don’t draw the lovely card-neutral hyperion
Skeleton Lord
Necromancer
Sacrifice the Weak
Morningstar Pass
Thoughts
Whoof, I’ve got no way to deal with Immortal outside of going around it. I might need to shoot for Tech III here. I’ll try delaying with Necromancers and Catapults, but I’m completely out of my depth playing Necromancy II.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancy
Get paid - ($8)
Worker - ($7)
Tech II Necromancy - ($3)
Thieving Imp suicides into Immortal for 1+1A damage
Thieving Imp returns from Graveyard, you discard card #2 of 2 - ($0)
Discard 3, draw 4. reshuffle, draw 1
WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook
NextHand
Safe Attacking
Hyperion
Discard
Sparring Partner(2/2)
Martial Mastery
Sensei’s Advice
Snapback
Gargoyle
Research & Development
Mind-Parry Monk
Aged Sensei
Savior Monk(2/2)
Tricycloid
Research & Development
Tech 2 card(s)
Get Paid, monk heals grave and immortal - ($9)
hire Chronofixer - ($7)
Grave kills imp takes 3 (eugh this damn imp…)
Savior monk trades with Zombie
max kills skele, i midband to heal - ($5)
Immortal destroys your tech 2 building
build a surplus - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: L7 Grave(4/1a) sparkshot, readiness
Elite:
Scavenger:
Technician: Chronofixer(1/1) untargetable, your heroes cant level up
Lookout:
In Play:
L3 Max(2/4) sparlshot
Immortal(5/5) indestructible
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Present)
Surplus HP: 4
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 11
Gold:
Gold: 0
Workers: 9
Thoughts
weak counter to a possible entangling vines is Max’s maxband, otherwise I want him so I can RnD my hand back up
Oof, not looking good.
Your Immortal has tower damage, by the way.
P2T6
Starting hand: 5
Hooded Executioner
Summon Skeletons
Deteriorate
Lich’s Bargain
Corpse Catapult
Thoughts
Well, at least the Saviour Monk’s gone. Hopefully this is enough of a board to keep my Tech II up for next turn, when I draw most of my Tech II units. Necromancers might be decent for attacking into Immortal, since they have long range. Teching in second Skeleton Lord and a Bone Collector, since I might as well try to get more Skeletons out there at this point: even if Skeletal Archery gets destroyed, they can still feed a Catapult if I can get it down. Going for the Imp over Summon Skeletons, to deal with Geiger’s sparkshot better. Workering Deteriorate over Summon Skeletons, hopefully the threat of it is enough to discourage Warp Gate Disciple.
No point going for Tech III, I think: if I’ve got enough board presence for it to help, I’ve probably stabilised enough to win anyway, as long as I can keep this Immortal under control.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancy
T6: Bone Collector, Skeleton Lord
Get paid + Scavenger - ($10)
Rebuild Tech II
Worker - ($9)
Garth Torken - ($7)
Lich’s Bargain, my base to 10, horde arrives - ($5)
Hooded Executioner - ($3)
Thieving Imp returns from Graveyard, you discard card #1 of 2 - ($0)
Discard 2, draw 4
Tech 2 card(s)
Get Paid, discard number 1 (i gotta say you are getting awefully unlucky with your imp discards) surplus draw - ($9)
Hire Hyperion, it kills your imp, i draw - ($4)
Immortal kills Horror and refreshes
Grave trades with Zombie, Garth is stuck as an inexperienced youth
maxband Max to reload Hyperion - ($2)
Hyperion kills Executioner takes 4, i draw
Max destroys your Graveyard (no more imps!)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Vandy(2/3a) sparkshot
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Max(3/3) sparlshot
Immortal(5/5) indestructible
Chronofixer(1/1) untargetable, your heroes cant level up
Hyperion(4/1)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Present)
Surplus HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
surplus draw was RnD, the SMALL chance of this exact thing happening was why I didn’t bother maxbanding max last turn
Skeleton Lord
Necromancer
Necromancer
Sacrifice the Weak
Technician draw after reshuffle: 1
Lich’s Bargain
Thoughts
Deck’s getting rather bloated here. I think I add Fencers here for hasted damage and cheap Necromancer fuel.
I think I Sacrifice the Weak to hit Chronofixer here, then I can midband Garth to kill Vandy. 3 gold for Skeleton Lord, 2 for StW, and 3 gold to midband makes 8 gold, so I’ll have enough for two of worker, maxband, and Skeleton. Or Lich’s Bargain, it’s painful when my workers and Base are already low but I might need the bodies.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancer
T6: Bone Collector, Skeleton Lord
T7: 2 x Nimble Fencer
Get paid + Scavenger - ($10)
Skeleton Lord - ($7)
Skeleton hits Vandy down to 2 HP
Sacrifice the Weak, Skeleton dies, Chronofixer dies - ($5)
Midband Garth - ($2)
Garth kills Vandy, takes 2 damage, hits level 6
Lich’s Bargain, my base to 6, horde arrives - ($0)
Discard 2, draw 4
WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook
Safe Attacking
NextHand
Sparring Partner(2/2)
Mind-Parry Monk
Tricycloid
Research & Development
Hyperion(4/1)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hyperion trades with Zombie, i draw
Immortal kills Skeletal Lord takes 4
Temporal Distortion Immortal into hyperion - ($6)
Max trades with Horror, sparkshot kills skele
Hyperion deals 4 to your base, leaves it on 2, i draw
Rehire immortal - ($0)
Bone Collector
Skeleton Lord
Summon Skeletons
Corpse Catapult
Technician draw after reshuffle: 1
Necromancer
Thoughts
I hadn’t really accounted for how expensive most Necromancy II units are if I’m recovering from Lich’s Bargains draining my worker count, and Garth’s maxbanding misfiring on dwarddd’s turn makes this even worse. Not sure there’s much I can do here, a Tricycloid can end things on the spot. I think getting the Catapult swinging on the base is the only chance I’d have here.
Teched cards: 2
T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancer
T6: Bone Collector, Skeleton Lord
T7: 2 x Nimble Fencer
T8: Ardra’s Boulder, Corpse Catapult
Garth maxbands on Geiger death, fetch whiffs
Get paid + Scavenger - ($9)
Skeleton Lord - ($6)
Summon Skeletons, two Skeletons arrive - ($3)
Corpse Catapult - ($0) Skip worker!
Discard 2, draw 4
Squad Leader: Skeleton #1 2/2+1A (Skeletal Archery: anti-air, long range; Skeleton Lord aura)
Scavenger: Garth L7 3/4
Technician: Skeleton #2 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord aura)
Skeleton Lord 3/3 (Skeletons have +1/+1)
Corpse Catapult 1/4
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 2
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 4
Hand: 4
Thieving Imp
Necromancer
Sacrifice the Weak
Nimble Fencer
GG WP! Yeah, it seems so. Really, though, I think the problem is this deck has no obvious way to deal with / get around Immortal; even Entangling Vines gets countered by flicker / Temporal Distortion. In hindsight, I should’ve gone for the Catapults earlier instead of going for Necromancers, since their ability to attack buildings directly was probably the best option I had at that point.
yeah immortal is almost a MOLAC-level card in that if you don’t have a counter specifically for it once it’s on the field it’s all downhill xd
molac’s still better though once activated, but there are plenty of upgrade counters that can clear it
P1 against White starter seems the best time to try opening with Jandra.
Get paid - ($4)
Worker - ($3)
Jandra, the Negator - ($0)
Pestering Haunt
Discard 2, draw 4
Jandra, the Negator 3/3 (overpower, dies from combat damage: allied non-demon units die)
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)
STARTING HAND
Fox Viper
Savior Monk
Smoker
Grappling Hook
Fox Primus
WORKERS
Morningstar Flagbearer
Fox Primus
NextHand
Snapback
Metamorphosis
Aged Sensei
Fox Viper
Grappling Hook
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling hook Garus to lookout
Vandy kills Jandra, sparkshot pings Rook, Haunt is destroyed, you draw
Maxband Vandy - ($3)
Tech 1 - ($1)
Pay for grappling hook ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Vandy(4/5) sparlshot, resist 1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
this or a Vandy-grabbed shadow blade are the only ways I kill something here; this way Vandy ends up maxbanded meaning Rook can’t safely attack her without being midbanded and if he midbands Rook he can’t fencer and worker.
oh and its 1g cheaper