[details=My Thoughts]
I want to try this deck for the Mythmaking synergy that Jandra brings to the table, potentially soul stoned. Perhaps Vandy + Haunt + Float 1 would be a better opening, but I like the early card disparity Imp provides [/details]
[details=End of Turn Hand]
Pestering Haunt
Sacrifice the Weak
Summon Skeletons
Poisonblade Rogue
Deteriorate [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Continuing with the mythmaking plan, I don’t want to give him free Oni levels so I don’t really want to risk bringing out Vandy behind Imp, next turn we’ll play down some of this Legendary stuff XD
…
Unless of course I DONT DRAW ANY OF IT!!! Okay then, maybe it’ll be Arg maxband to stall…
[/spoiler][/details]
Keep on trucking, he seems to be playing it really slow. If I kill the skeleton, I have no blockers, or I bail on the plasmodium plan, and get fargo, or skip tech 1 and get fargo. Nah, I’ll just let him keep building a board, which I am certain to regret eventually.
thieving imp (4/2 from 2 damage and doom, basically ignorable)
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Mythmaking
Jandra, the Negator
Galina Glimmer
Summon Skeletons
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Okay keep up with legendary, doom tinkerer because why not, Seer is obviously going to get Vandy killed this way but that’s fine, I’m just buying time to get giant units on the board. Only thing I didn’t account for is Stewardess being a major pain for Jandra, but I guess we’ll just try to get the tech 1 killed or patrol her in lookout if that becomes a problem
…
Would have been nice to draw boulder, but oh well
[/spoiler][/details]
I’m keeping Forgotten Fighter to bounce a boulder, seeing as he is taking it so slow. I could keep time spiral for Prynn, but I will see if I can make this work. I already had to worker temporal research, so time spiral is probably less helpful. I think my goal is gunships now, decision bewteen peace and gunships, flipped a coin.
[details=Starting Hand]
Mythmaking
Jandra, the Negator
Galina Glimmer
Summon Skeletons
Sacrifice the Weak [/details]
##Events of Turn:
###Upkeep:
Get Gold (7)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Spirit of the Panda, Twilight Baron
Ardra’s Boulder, Soul Stone
Mythmaking, Galina Glimmer [/details]
###Main:
Mythmaking (5)
Galina Glimmer (4)
Jandra, the Negator (1)
Haunt pings your base to 18
Worker (0)
[details=Workers]
Sacrifice the Weak, Poisonblade Rogue, Graveyard, Skeletal Archery [/details]
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
####In Patrol:
Squad Leader: Galina Glimmer (4/4+1armor)
Elite:
Scavenger: Skeleton Javelineer (1/1 jav rune)
Technician:
Lookout: Jandra, the Negator (5/5)
####In Play:
Pestering Haunt (1/1)
Mythmaking
###Economy Info:
####Cards:
Hand: 3
Deck: 0
Disc: 4
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Soul Stone
Ardra’s Boulder
Deteriorate [/details]
[details=End of Turn Discard]
Spirit of the Panda
Twilight Baron
Thieving Imp
Summon Skeletons [/details]
[details=My Thoughts][spoiler]
Here comes the pain XD Hopefully, anyway. Stewardess is still a “threat”, so better hide Jandra in Lookout. Rather keep him off the reshuffle, so let’s do that Next turn, boulder + Vandy & soul stone + hero’s hall? I think that’s a solid option
[details=Starting Hand]
Soul Stone
Ardra’s Boulder
Deteriorate
Jandra (returned) [/details]
##Events of Turn:
###Upkeep:
Get Gold (8+1scav)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Dark Pact, Might of Leaf and Claw
Spirit of the Panda, Twilight Baron
Ardra’s Boulder, Soul Stone
Mythmaking, Galina Glimmer [/details]
I thought he would replay Jandra and then threaten a massive Jandra at my face next turn. I also thought he would ping out my cadet with Galina. I would have 2 + 1, maybe 1 for battle suits, and 2-5 for zane, but at best that only kills a boulder, not anything in the backline. I suppose chameleon plus nullcraft could have destroyed anything in the back, but that doesn’t seem like a reason to leave jandra in hand. And then there is the why get Vandy out early? Looks like he is suddenly pivoting to MOLAC and wanted the attacker on the board, but it doesn’t really look like it will work.
Perhaps, though it isn’t too hard for you to just trash it with Prynn. I teched Soul Stone and Spirit of the Panda thinking I’d have unstoppable units, but with Prynn in the mix those really don’t seem very good ideas. I think I need some other forms of spell support like Vines, Birds or Shadow Blades, or just not to play for Mythmaking shenanigans. My turn 1 hands are not being very cooperative, though
[details=My Thoughts]
I’m starting to suspect this deck isn’t actually that good lol… especially against unit hate like Past / Black Starter has access to. [/details]
STARTING HAND
Temporal Research
Neo Plexus
Time Spiral
Plasmodium
Battle Suits
WORKERS
Forgotten Fighter
Plasmodium
NextHand
Nullcraft
Time Spiral
Tinkerer
Temporal Research
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Battle Suits - ($2)
Neo Plexus - ($0)
Mox hits Vandy for 1 damage after armor
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Neo Plexus 3/2
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Hardened Mox 2/1
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Well, that certainly puts a bump in the road. How about Neo and Battle Suits, ping vandy down with mox and hope for the best? With that opening, I will need either origin story or lots of damage. I prefer the lots of damage approach so I will get boot camp now, and origin story later. Chances are good he will deteriorate neo and kill it safely then maxband, but that makes a very big mox. I guess we will see how this goes. Alternately, he sacs the weak and I get my card back either way.
STARTING HAND
Temporal Research
Nullcraft
Tinkerer
Time Spiral
WORKERS
Forgotten Fighter
Plasmodium
Tinkerer
NextHand
Fading Argonaut
Temporal Research
Boot Camp
Boot Camp
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nullcraft and mox kill Skeleton - ($3)
Tech 1 - ($1)
Neo trades with Vandy
Float ($1)
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]:
[B]In Play:[/B]
Battle Suits
Hardened Mox 2/1
Nullcraft 1/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
That was unexpected, I guess dead Vandy… Do I put out Oni with some free levels, or grab the tech 1 I really need to get going on. I see an early tech 2 in his future, which could get bad.
[details=Starting Hand]
Deteriorate
Sacrifice the Weak
Jandra, the Negator
Graveyard
Thieving Imp [/details]
##Events of Turn:
###Upkeep:
Get Gold (6)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Bird’s Nest, Blooming Ancient
Dark Pact, Galina Glimmer [/details]
###Main:
Rook (6)
Haunt pings your tech 1 to 4hp
Worker (5)
Tech 2 Growth (1)
[details=Workers]
Jandra, the Negator, Skeletal Archery, Graveyard [/details]
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 GROWTH
####In Patrol:
Squad Leader: Rook (2/4+1armor)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 5
Disc: 0
####Gold:
Gold: 1
Workers: 8
[details=End of Turn Hand]
Thieving Imp
Poisonblade Rogue
Dark Pact
Sacrifice the Weak
Blooming Ancient [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Okay I need to remember I can still do Strength / Growth things, this matchup is probably better suited to that so let’s do that. [/details]