Edit: fencer stat was one damage short
On man, I didn’t see the possibility of you flying over the anti-air patrollers. That part of the rules was lost from my memory… I probably should have teched a flyer as well, if I really wanted to go the defense route, which I don’t want to
Next time i’ll think of that and at least put guide on Scavenger. That one gold really can make all the difference.
Game 3 P2T7
Tech StartingHand Workers
TECH
Maestro
Star-Crossed Starlet
STARTING HAND
Graveyard (3hp)
Thieving Imp (2/2)
Sacrifice the Weak
Pestering Haunt (1/1)
Nimble Fencer (2/3)
Soul Stone (technician draw)
Dark Pact (skeleton draw)
Dark Pact (DP draw)
Two Step (DP draw)
WORKERS
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Deteriorate
NextHand
Two Step
Skeleton Javelineer (1/1, jav rune)
Dark Pact
Jandra, the Negator (3/3, when dies…)
Nimble Fencer
Tech 2 card(s)
draw 1 from Technician
Get Paid - ($9)
Skel - ($8)
draw card from skeleton
Vandy - ($6)
DP my base
Fencer - ($4)
River - ($2)
Two Step Fencer+Lizard - ($0)
Lizard kills SL, takes 5
Fencer kills Geiger, takes 3, you draw, Levels to River
Haunt
Garth suicides into Vir, Levels to Vandy
Float ($0)
Discard 5, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: River (2/4 lvl3)
-
Elite:
-
Scavenger:
-
Technician: Vandy (3/4 lvl3)
-
Lookout:
In Play:
- Leaping Lizard(5/2, antiair, dancing)
- Two Step (Fencer+Lizard)
- Pestering Haunt (1/1)
- Nimble Fencer (4/2, dancing)
Buildings:
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
So I really need to kill Max, as I must not let your flyers gain haste again.
Drawing form another Skeleton draws from 7 cards in deck, with 2x DP and 2x Two Step and 3 dead cards in this situation. With Two Step (directly or through DP), I can wipe his board (except for nullcraft, including a sacrifice of Garth). I then have dancing Fencer+Lizard (both of which die if the dance ends) a haunt, and a maxed River+Imp against Nullcraft+3Cards or midband Vandy+midband River againt Nullcraft+4Cards.
Probably my reflex to trade Garth against Vir is wrong, but keeping your hand size down without the option to peek/swap/play from deck is promising in my eyes and not having non-hero defense against a deck that probably has teched origin story is equal to sacrifing a hero so that he can make use of the gold level up.
If I whiff on the skeleton draw, I’ll probably go Vandy+Soul Stone on lizard+Imp+Worker.
So Skel-Draw+DP gave me the two step. The only question now is: do I trade Garth for Vir? With 4 cards in hand, Vir lets you play from deck+swap so that you have 6 cards to choose from and especially your possibility to put the next voidstar/now back on top of your deck is something I should rid you of, so I’m going for the trade.
About my tech choices: I didn’t think too much about it, I just went for the most aggro line I saw. I probably should have included a meta, but I didn’t think of that before my Skeleton draw, so it was too late. Now it is likely that the current cycle will be my last one, so I’m not putting too high hopes into my next tech choices mattering a lot.
In the end a Prynn maxband effect, an undo or an origin story is all it takes for my dance partners to die, which leaves me defenseless against the next void star, unless I’m super lucky with my DP draw, in case I’m willing to take more base damage…