Hand : imp, javelin, summon skele,PBR, deteriorate
Tech: nope
Thoughts : i expect to lose, i suck with this deck TT. not workering PBR in case of mox [/details]
Get 4 Gold (4), tech 0 cards
Worker (3)
Imp (0) disc card #1 (lefmost one in ur hand)
disc 3 draw 5
[details=Secrets]
Workers : 4+summon
Discard : javelin, PBR, deteriorate
New Hand : haunt, jandra,graveyard, archery, sac [/details]
Hand : sac,jandra, DPact, deteriorate, PBR+Nfencer+javelin
Tech: dark pact+discord
Thoughts : mox, dammit, gotta bring in the PBR and keep it alive. too bad he would kill it for free. gotta start hurting. [/details]
Get 6 Gold+f (7), tech 2 cards
Worker (6)
Dark pact, base takes 2, i draw 2
deteriorate mox
imp trades with neo, u draw
nimbel fencer (4) and vandy break ur HH. base takes 2.
Heroes Hall (2)
haunt ping ur base, now at 17
skele javelin (1)
disc 2 draw 1 rs draw 3
[details=Secrets]
Workers : 4+summon+achery+jandra
Discard :
New Hand : graveyard,discord,dark pact,deteriorate [/details]
well, imho i had some good draws, thanks to DP my cycle was very fast.
But imho building heroes hall when u knew i could take it down was bad. The oni kill honestly was unexpected. On my side, if u read my notes i misplayed teching grounded guide instead of maestro. I could still salvage stuff, but when i would have draw it was a dead draw for sure.
If u did not GG i would have either gone for a 3 hero meta or a rushdown.
Hand : archery,imp, StW, gravreyard,jandra
Tech: nope
Thoughts : i expected the plasmo, not this awful hand. jandra AND imp, so she is a liabilty to my board. sactW t1 is bad too. need to improvise [/details]
Get 5 Gold (5), tech 0 cards
Worker (4)
graveyard (2)
Vandy (0)
disc 3 draw 5
[details=Secrets]
Workers : 4+summon
Discard : sac, imp, archery
New Hand : PBR, javelin, deteriorate, summon s, haunt [/details]
Hand : PBR, javelin, deteriorate, summon s, haunt
Tech: dark P, executioner
Thoughts : so far everything as predicted, my hand sucks, and plasmo will be a prob, swarming for safety and executioner as extra stw [/details]
Get 6 Gold (6), tech 0 cards
Worker (5)
summon skeles (2)
tech I (1)
skele javelin (0)
disc 2 rs draw 4
[details=Secrets]
Workers : 4+summon+PBR
Discard :
New Hand : HE, archery, imp, haunt[/details]
edit no hero’s hall. that was a previous turn idea.
"P1T3
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
OEC
OEC
Nullcraft
Battle Suits
Neo Plexus
WORKERS
W1 -Temporal Research
W2 - Hardened Mox
W3 - Neo Plexus
NextHand
Tinkerer
Time Spiral
Forgotten Fighter
Discard
Nullcraft
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
remove final rune from Plas, arrives with haste.
Overeager Cadet
Overeager Cadet
Battle Suits - ($3)
Vir kills Skeleton Javlineer
Plasmodium kills SK #1, you get a gold
Float ($3)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet (3/2
[I]Technician[/I]: Overeager Cadet (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Plasmodium (4/3)
Vir (2/2)
Battle Suits
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 3
Workers: 7
Thoughts
pretty good move on his part. playing nullcraft instead of battle suits so i can clewar his patrol more easily, plus not use max vandy very well.
ill most likely lose plas to max vandy ability.
teching 2 FSG for now, and I can decide what spells (or KOTC) i need later.
Hand : HE, archery, imp, haunt
Tech: dark P, discord
Thoughts : no DP, sigh. getting rid of plasmo is the priority, delaying tech 2 for a turn, i hope [/details]
Get 7 Gold+scv (8), tech 2 cards
Worker (7)
boosted hooded executioner (2) kills plasmo, i knew u shortly but u where a pain in the neck
tap graveyard for javelin (1)
disc 2 rs draw 4
[details=Secrets]
Workers : 4+summon+PBR+imp
Discard : archery,haunt,dp,discord
New Hand : dp, summon skele,det,sac[/details]