okay. my coidex is about being well balanced, and responding to strong hero’s, board fodder, or strong units. however, the upgrade… ill have to watch out for Growth MOLAC here.
looks like his is basically a weaker version of Growth Engine.
With No One Drops on turn one, this will be tough. then again, his deteriorate and sacrifice the weak totally remove my 3 cost units from play, plus one units have no guarenteed survival.
Bro is as good as I can hope. Plus hero patrol will allow Bro to survive everything outside of STW. Ill patrol BRO in Scav to net some gold there. Bringing in Orpal to diswade him from hitting my hero as SQL, as negative runes suck.
Great, my only unit in hand is a skeleton, which would work fine as an elite patroller to protect a hero if his next hand doesn’t contain a Madman, Bombaster, Rambaster, Scorch, or Charge… which is impossible. I guess I could stick him as SQL and build a Tower, but I’m not sure the Tower could even survive that turn. Guess I’ll summon Rook and SQL him, it should take some resources to break through that. I’m not really interested in skeletons of any sort without Necromancy, anyway. Guess I’ll build a graveyard and start filling it with demons. If it gets taken by Nature Reclaims, it’s an even trade and I won’t have to worry about being locked out of one of my Legendary cards later.
STARTING HAND
Mad Man
Scorch
Nautical Dog
Charge
Bombaster
WORKERS
W1 - Bloodburn
W2 - Scorch
NextHand
Makeshift Rambaster
BRO (3/2)
Charge
tiny basilisk
Mad Man
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Bro runs into Rook, knocks off armor and 2 damage
Orpal - ($3)
tech 1 - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Orpal, lvl 1, (1/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
rook and graveyard huh? well, ill use TB and SIckness for now. might need Nature reclaims later if GY gets out of hand.
ill need to save nature reclaims for MOLAC just in case, so holding off. In the meantime, red units cycling well at the moment, hero’s hall is an option if i redraw madman.
STARTING HAND
Jandra, the Negator
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
Pestering Haunt
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Summon Skeletons
Jandra, the Negator
Ardra’s Boulder
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #4 of 5 - ($2)
Pestering Haunt
Tech I - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician: L1 Garus Rook (2/2)
Lookout:
In Play:
Graveyard (3)
Pestering Haunt (1/1) Unstoppable
Future:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Thought about playing Jandra, but I’m not sure I could get good value out of her in this situation, whereas the Imp’s discard is unavoidable. I know I want Mythmaking, and between Galina and the Boulder, I’ll take the Boulder for its superior ability to absorb -1/-1 runes.
Tech 2 card(s)
Get Paid - ($6)
discard #4 of 5
Worker - ($5)
max Orpal - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Orpal, lvl 6, (2/5+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
rook and graveyard huh? well, ill use TB and SIckness for now. might need Nature reclaims later if GY gets out of hand.
ill need to save nature reclaims for MOLAC just in case, so holding off. In the meantime, red units cycling well at the moment, hero’s hall is an option if i redraw madman.
techin gin another TB and Gorgan to start loading the deck fora T 5 tech 2 play. 2/3 that i darw the gorgan between discard and technician. just play the odds.
Mythmaking
Galina Glimmer
Deteriorate
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt kills Dog, you draw 1
Imp reduces Orpal to 4 HP.
Rook reduces Orpal to 2 HP
Jandra, the Negator - ($3)
Vandy Anadrose - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Jandra, the Negator (3/3A) Overpower
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3) {Thieving Imp, Pestering Haunt}
L1 Vandy Anadrose (2/3) Sparkshot
Future:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Since damage will stick on a max level hero, I’ll go ahead and lay into Orpal while there’s no other hero to get free levels from Rook’s death. I want Jandra to survive until next turn if possible, so I’ll clear the Dog first. I considered resummoning the Imp or playing the Boulder, but I want a unit that can attack and kill Orpal even if it gets a -1/-1 rune. I’ll put Vandy in the back line as a secondary threat and as a potential level recipient should Orpal be feeling heroic; hopefully she’ll be safe there.
Mad Man
BRO (3/2)
Gorgon
Careless Musketeer
Charge
Tech 2 card(s)
Get Paid - ($7)
tech draw 1
Worker - ($6)
tech 2 disease - ($2)
sickness, -1 runes to jandra and Vandy - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: orpal (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
well, max Orpal is a good hold against his flood of smaller uniits. he ended up trading into me. playing sickenss instead of Tiny Basilisk because it forces him to make another 2 for 1 trade.
Gorgan for more deathtouch and good deck cycling.
teching gorgan #2 and bloodlust to use them once orpal dies. gorgans are good for free hero levels.
disease is typically a slow death as far as win conditions go. i think ill need to tech lab into crashbarrows, combo using them with the gorgan’s. either that, or tech lab balance and bring out t rex.
Blooming Ancient
Ardra’s Boulder
Dark Pact
Blooming Ancient
Deteriorate
Tech 2 card(s)
Get Paid + float - ($9)
Mythmaking - ($7)
Tech II - ($3)
Tech Lab - ($2)
Jandra kills Orpal, overpowers your Tech II to 4 HP
Pestering Haunt
Galina Glimmer - ($1)
Vandy bargains with a devil - ($0)
Dark Pact my base
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Galina Glimmer (4/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Mythmaking
Graveyard (3) {Thieving Imp}
L3 Vandy Anadrose (2/3) Sparkshot, Resist 1 [1-]
Jandra, the Negator (2/2) Overpower [3-]
Pestering Haunt (1/1) Untargetable
Future:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Eww, -1/-1 runes… I’ll enable Tech II Growth to start clearing them off, but my primary spec is Strength for Morningstar Pass so I can build Tech Labs to swap between Demonology and Growth without damaging my base.
Soul Stone
Summon Skeletons
Deteriorate
Dark Pact
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient - ($4)
Blooming Ancient - ($0)
Haunt suicides into Gorgon
Replay Haunt from Graveyard
Transfer 3 +1/+1 runes from Ancients to Jandra
Galina trades with Gorgon, you draw 1
Jandra breaks Tech II, your base to 18
Vandy weakens your Tech I to 3 HP
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Blooming Ancient (2/4)
Technician: Blooming Ancient (2/4)
Lookout:
In Play:
Mythmaking
Graveyard (3) {Thieving Imp, Galina Glimmer}
L3 Vandy Anadrose (2/3) Sparkshot, Resist 1 [1-]
Jandra, the Negator (5/5) Overpower
Pestering Haunt (1/1) Untargetable
Future:
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
He’s floating 4 gold??? What is he up to… maybe 2x Abomination? I guess I’ll deploy the Ancients and break his Tech II. I want to tech a Blooming Elm to (eventually) get rid of Vandy’s -1/-1 rune, but I’m trying to bait out Nature’s Balance first.
sickness
Nautical Dog (1/1)
bloodlust
Mad Man
potent basilisk
Tech 2 card(s)
Get Paid + float - ($13)
tech draw 1
rebuild tech 2
max orpal - ($6)
Tiny Basilisk - ($4)
Tiny Basilisk - ($2)
sickness, kills pestering haunt, rune to jandra (negative runes removes one of the + runes, she is now 4/4 [+1 rune]- ($0)
orpal’s max, haunts death spreads runes to both blooming ancients (now both 1/3 [-1rune])
Jandra didn’t have any runes at the end of my turn; she was 5/5 because of Mythmaking. But, I’ll still have to burn +1/+1 runes to destroy the 3 -1/-1 runes you put on my surviving units. I always put my runes in brackets: [1+] [3-] [2+, 4 time] etc.
"P2T6
Tech StartingHand Workers
TECH
Doubling Barbarbarian
Doubling Barbarbarian
STARTING HAND
Summon Skeletons
Soul Stone
Sacrifice the Weak
Deteriorate
Dark Pact
Morningstar Pass
Bird’s Nest
Doubling Barbarbarian
Deteriorate
Soul Stone
Ardra’s Boulder
Morningstar Pass
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Galina Glimmer - ($6)
Dark Pact my base
Garus Rook - ($4)
Bird’s Nest - ($2)
Move 3 +1/+1 runes from one of the Ancients to Jandra
Sacrifice the Weak: a Bird and your Scavanger die.
Jandra (7/7) kills Orpal and tickles your base to 17 HP, you get $1
Deteriorate Technician
Vandy kills Technician, you draw 1
Blooming Ancient (5/7) breaks your Tech II, your base to 15 HP
Move 1 +1/+1 rune from the exhausted Ancient to the ready Ancient
Move 1 +1/+1 rune from the exhausted Ancient to Jandra
Blooming Ancient (3/5) breaks your Tech I, your base to 13 HP
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Galina Glimmer (4/4A)
Elite:
Scavenger: Bird (1/1) Flying
Technician:
Lookout:
In Play:
Mythmaking
Graveyard (3) {Thieving Imp, Pestering Haunt}
L1 Garus Rook (2/4)
Bird’s Nest
L3 Vandy Anadrose (2/3) Sparkshot, Resist 1 [1-]
Jandra, the Negator (6/6) Overpower [1+]
Blooming Ancient (3/5) [1+]
Blooming Ancient (3/5) [1+]
Future:
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Ah… Basilisks. I think I can deal with them efficiently enough. I’ll tech Barbars to capitalize on the Ancients’ blessings.
GG. I figured a tech 0 and 2 tech I Legendaries would be a strong opener, with 2 tech II and 3 tech III to follow up potentially. I was worried about your Balance spec because it has a lot of removal, including the dreaded Nature Reclaims, but I guess the strong early pressure was just too much to deal with.