well, pro of disease is the board control, con is the VERY slow death it has to deal with. no really powerful turns outside of DoD, which is like, the most powerful maxband spell in the game practically. there’s a reason it costs 8.
STARTING HAND
Oathkeeper of Kor Mountain
Earthquake
True Power of Storms
Whitestar Grappler
Morningstar Flagbearer
WORKERS
Fox Primus
Fox Viper
Savior Monk
Sparring Partner
Smoker
Grappling Hook
Aged Sensei
NextHand
Oathkeeper of Kor Mountain
Birds’ Nest
Mind-Parry Monk
Mind-Parry Monk
Discard
Whitestar Grappler
Doubling Barbarbarian
Earthquake
True Power of Storms
Tech 0 card(s)
Get Paid + float - ($16)
Technician draw
Morningstar Flagbearer - ($13)
Whitestar Grappler - ($10)
Oathkeeper of Kor Mountain: I won’t play cards from hand - ($3)
Grave - ($1)
gorgon
Graveyard (2HP)
Death and Decay
Gorgan (2/4)
Spreading Plague
Discard
sickness
Deteriorate
Sacrifice the Weak
Sk Jav (1/1+A)
Death and Decay
sickness
abomination
Pestering Haunt
Tech 0 card(s)
Get Paid + float - ($13)
Garth - ($11)
Death and Decay, Grave dies (Garth to lvl 3), Grappler (0/1), Flagbearer dies, Kor (3/4A), Tech 1/2/3 all to 2 HP, Tech Lab to 1HP, Base to 13 - ($3)
Plague lab, kills WSG, Kor (2/3A [-1rune]), can’t afford to use Orpal’s maxband on Kor. - ($0)
Abomination kills Kor, takes 2 back
Orpal breaks your tech 3, your base to 11
Vandy breaks your tech 2, your base to 9
conventional wisdom tells me to drop vandy and haunt. HOWever, i know he can just wall up with rook and safe attacking. my offensive black spells only help against units, so i dont want him to wall up with rook.
i think honestly, my best move is poisonblade rogue and haunt. that way i can load up his hero with runes early, use STW or Det to clear any blocking patrollers anyways, and i have flexibility with garth or proal on turn 2… okay, sounds crazy, but im going for it.
haha, what a great counter. who would have thought the anser to a no hero T1 was ALSO a no hero T1.
teching in sickness and bone collector. i know he can JDG, but im just trying to use BC to generate rewards since the Sk’s can block well.
since he didnt like his starting hand, im going to risk it and NOT attack with Haunt so i can get the cycle going next turn (id rather not attack with him this turn than next, and also not give him extra gold).
smoker cant be sensei’d, and it’s 50/50 that he Grappling hooks PBR to trade with smoker.
STARTING HAND
Sickness
Skeletal Archery
Bone Collector
Deteriorate
Sacrifice the Weak
WORKERS
Summon Skeletons
Thieving Imp
Jandra, the Negator
Skeletal Archery
NextHand
Skeleton Javelineer
gorgan
gorgan
cursed crow
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 disease - ($2)
bone collector - ($0)
deteriorate monk
orpal runs into rook, rook to lvl 3, gains -2 runes
haunt trades with monk
tap GY, summon Haunt
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Bone Collector (3/3) resist 1
[B]In Play:[/B]
Graveyard (3HP) (PBR)
Pestering Haunt (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
hmm, pretty good trade on rook,
ive got a feeling he’s going to try and counter with mind parry monk. i think ill need plague labs this game since they dont target. also teching in cursed crow to deal with dragon
Tech 2 card(s)
Get Paid - ($8)
skip worker
Gorgan #1 - ($5)
Gorgan #2 - ($2)
Haunt pings sparring partner
tap GY, summon Bone Collector - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gorgon #1 (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Gorgon #2 (2/4)
[I]Technician[/I]: Bone Collector (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard (3HP) (PBR, PH)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
hmm, a little surprised by the grave play, but ill take it. hopefully, gorgon’s are enough to hold off his stuff. he could max grave to kill one of them i suppose, but he wont get at them without trading heavily…hopefully. engatling vines or another reversal would obviously suck. but nothing to do about that right now.
teching in spreading plague and plague lord to have options since i honestly still have now idea what actaul units he’s teched in. he’ll drop them this next turn though. probably some sort of YLD, Mind Parry Monk, training grounds.
skipping worker to bring out BC. if he walls up, i can use gorgan’s to clear his patrol, and max vandy to boost BC for a tech kill. i dont mind having to tech more items because i will probably need some of them. 0_0
last turn i skipped worker, but accidentally ut a worker in my worker column. let me roll back. there wont be any turn changes because it will essentially just add one card to my hand, leaving my draw pile empy, and the gorgon/technician draws will still kick in prior to the graveyard busting.
now i have 9 workers, and all is well with the world. gorgons are awesome. he had a pretty huge play, but i did too. lucked out on teh 50/50 draw for spreading plague, but such is life.