Soul Stone
Skeleton Javelineer
Nimble Fencer
Sacrifice the Weak
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
All Teched Cards
Soul Stone, Nether Drain
Star-Crossed Starlet, Leaping Lizard
Dark Pact, Maestro
Soul Stone, Nimble Fencer
Star-Crossed Starlet, Nimble Fencer
Bone Collector, Dark Pact
Main:
Garth (6)
Sacrifice the Weak, Aven dies finally (4)
Maestro from the grave (1)
Fencer from hand, tap to tickle your tech 3 to 3hp
Worker (0)
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 1 Draw 3
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 4 FINESSE
In Patrol:
Squad Leader: Maestro (3/5a)
Elite:
Scavenger:
Technician: Garth (1/3 lvl 1)
Lookout:
In Play:
Nimble Fencer (2/3)
Graveyard (3hp, holding Nimble Fencer)
Economy Info:
Cards:
Hand: 3
Deck: 1
Disc: 9
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Dark Pact
Pestering Haunt
Thieving Imp
End of Turn Discard
My Thoughts
Still playing catchup Hopefully next turn, grab a Guide on Garth maxband or something, maybe tech Meta maybe Tech 3, we’ll see. It’s gonna curtains if there’s already a Griffon on deck.
Aven 2/2 flying
Guardian of the Gates
Manufactured Truth
Building Inspector 1/1A
Tech 0 card(s)
Get Paid - ($10)
Scribe, draw - ($8)
Justice Juggernaut - ($2)
Overeager Cadet
Quince makes a mirror - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Scribe 1/3A
Elite: Scribe 3/1
Scavenger: Mirror 0/1
Technician: Overeager Cadet 2/2
Lookout:
In Play:
Quince L5 1/3
Justice Juggernaut
Bigby L3 2/4A
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Tech III HP: 3
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
That patrol should hold his four attackers; and if he swings with them all rather than finesse pole my T3 with at least 2 I just get a gryphon next turn
Blademaster x2
Soul Stone, Nether Drain
Star-Crossed Starlet, Leaping Lizard
Dark Pact, Maestro
Soul Stone, Nimble Fencer
Star-Crossed Starlet, Nimble Fencer
Bone Collector, Dark Pact
Main:
Vandy (7)
Dark Pact, base to 14 draw 1 rs draw 1 (6)
Fencer from the grave for free
Star-Crossed Starlet for free
Fencers tap to break your tech3, your base to 16
Starlet taps to put your tech2 on 3hp
Worker (5)
Tech 3 (0)
Workers
Pestering HauntSummon Skeletons, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 2 Draw 4
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 14
Tech1 HP: 5
Tech2 HP: 4 FINESSE
In Patrol:
Squad Leader: Maestro (3/5a)
Elite:
Scavenger: Vandy (2/3 lvl 1)
Technician: Garth (1/3 lvl 1)
Lookout:
In Play:
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 6
Disc: 3
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Blademaster
End of Turn Discard
My Thoughts
I think this works. I go to tech 3 and threaten that next cycle, make James choose between that and my tech 2 graveyard machine as threats. I can fetch another Maestro with Garth as well, my spread is tough to stop in full, and I should probably draw a blademaster next turn if I tech 2 of them.
…
Hmmmmmmm. I got the other DP, not really what I wanted (I think ideally I draw Starlet obviously but BC or Jav as no-plays are probably good too). I still don’t think I can really DP again and skip the T3, I’m committed now, the only strong draws would be soul stone, lizard, and Starlet, and it’s low enough odds that it’s not worth it. Now the only question becomes do I stretch my patrollables to kill the mirror… and I think not worth? Standing tall w/ Maestro and Garth in front remains sound defense, JJs will have to choose targets and there’s no easy options, Quince can bring a lot of pain with mirrors but not enough that I feel overly worried
Tech 0 card(s)
Get Paid - ($10)
Rebuild T3
Justice Juggernaut #2, mirror becomes Justice Eidolon - ($4)
Justice Eidolon runs past and destroys your T2, base to 12
Justice Juggernaut #1 runs through and hits your base to 8
Make a Mirror - ($2)
Hire Musketeer - ($0)
Justice Eidolon 4/6 unstoppable 2 lives (mirror of JJ#2)
Mirror 0/1
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 3
Tech III HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I have 15 attack to swing (17 if you include the mirror fencer I could have, and 18 if you level Bigby); and he has 11 in patrol. So I can’t take out both tech buildings going through the patrol, as there is 9 health left and only 7 excess. His base is only on 14 though; I could just base race? Even with blademasters, I threaten two JJ run throughs next turn, so he would have to prioritise the kill on them rather than my Tech III… right? Say he plays a blademaster of 6, and another starlet. He has 8 swings. say the five smallest kill my patrol, leaving blademaster, big Vandy (his other four gold) and starlet. That would be 16 damage through = death. Could he really wipe my patrol like that? No; Fencers can’t kill my Scribe, and if I put some other 3+ health blockers in we might be ok. So; He makes big Vandy and plays Blademaster. A boosted fencer kills my SQL, another my elite, garth my mirror, starlet… can’t kill a patrolling Bigby, so Vandy does it, then Maestro deals 3 and BM 7 to my backline. gosh it’s scary, but I think after 6 for blademaster, and no T2 available, he can’t kill me, and I win on the backswing.
Away from my laptop, I think I have mathed out I can either draw 2 to go for the win, or I can kill a JJ break tech 3 and hope I can kill the other one next turn (but I don’t think I’ll be able to)
Drat, I must have thought about it wrong too, I thought you would be short! Sparkshot made a difference. So should have killed you T3 with JJs to play on.
But this was close, GG!
What do you think about the buffs? It makes an early tower good for blue; I wonder if the other buildings would come up in other match ups
The early tower is a big buff! Even bigger than I expected. I was thinking, if this was exclusive to blue and green, I think that might really bring more balance to mono color! Black and red would use heroes hall for cheap I think, or maybe surplus, and I don’t know that blue would be better off if they were extended the same advantage.
Breaking my tech 3 would have just brought other problems slower I think, I was busting in with the engine online either way. Definitely think this still favors nightmare but it’s closer than I would have guessed.
I’m down to play another both sides or swap to another deck