@AncientSlumber Nope, it’s a power fantasy. I like to make decks that seem really cool in theory but maybe aren’t great in practice, and then try to get them to work. I’m fine playing against anything and as either player; just let me know if you wanna switch it up. GL HF!
Glad to see I don’t need to worry about Archery being removed. As oppressive as the Imp can be, I’ll ditch him because I expect to need my gold for other things.
STARTING HAND
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator
WORKERS
Thieving Imp
Jandra, the Negator
NextHand
Huntress
Poisonblade Rogue
Bone Collector
Sacrifice the Weak
Deteriorate
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Skeleton - ($1)
Skeleton Javelineer - ($0)
Haunt trades with Prospector
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L1 Garth Torken (1/3)
Skeleton Javelineer (1/1) [javelin]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Right… Growth/Strength, I need to watch out for explosively large Barbarbarians. Well, I have some time before I need to deal with them, so for now I’ll just advance my own strategy. Gotta watch out for Rook midbanding and slipping past single patrollers, so I’ll drop a 2nd Skeleton, and may as well take the Javelineer so I don’t waste a card draw… I’m sure he’ll come in handy sooner or later.
Deteriorate
Sacrifice the Weak
Behind the Ferns
Doom Grasp
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Huntress - ($1)
Skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Huntress (3/3A) Sparkshot, anti-air
Elite: Skeleton (2/1)
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L1 Garth Torken (1/3)
Bone Collector (3/3)
Skeleton Javelineer (1/1) [javelin]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
Rook is about big enough now to be worth using Grasp to take down. I just hope Technician draw doesn’t pull Ferns of the reshuffle before I can raise my hero limit.
I didn’t expect so many Skeletons to survive for so long… think I’ll aim for Skeletal Lord’s ability. Between that and Behind he Ferns, I have a good chance of slipping lots of units past his defenses. Still, Growth being Growth, I don’t want to leave him with more units sitting around than I have to, so I’ll kill a few of them. Also… Rook is definitely worth using Doom Grasp to kill now. Putting Javelineer on point 'cuz his ability is redundant and awkward now, plus if I try using Graveyard later (and maybe I shouldn’t, 'cuz Fire has loads of building damage… but maybe better the Graveyard than my tech buildings?), I don’t want him clogging it up.
Deteriorate
Lord of Shadows
Behind the Ferns
Graveyard
Discard
Huntress
Nether Drain
Bone Collector
Doom Grasp
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Skeletal Lord - ($4)
5 Skeletons clear your patrollers from range
Midband Garth - ($3)
Garth hits your Tower for 2 damage
Maxband Garth, fetch Skeletal Lord - ($0)
Well, it’s not exactly what I was hoping for, but this is pretty convenient. I can drop the Lord and snipe down his entire patrol zone, but the problem is, if he has a Fire spell and kills the Lord, all those Skeletons will die. So, to prevent that, I’ll fetch a 2nd Lord… if at least one of them survives, so will the Skeletons.
Hmm… interesting… I could summon a Lord of Shadows, but that would leave limited options for removing his stuff… or I could go for Ferns and clear lots of his stuff. Let’s see here… there’s quite a lot of potential trouble I can prevent if I go with the Ferns plan, so I’ll do that. Gonna go ahead and pay to level Cal in case I topdeck a Feral Strike.
I pulled a Homer last game, but this time around I need to be mindful of DeGrey. That means not relying on Skeletons surviving. This looks like a job for Catapults. For right now, though, I’m just glad I have Deteriorate in hand to deal with that Prospector. Maybe I shouldn’t be dumping so many cards here, but I have the gold for it, and I can hold back next turn to recover hand size a bit. And I really don’t want to give Rook access to Garth.
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
WORKERS
Poisonblade Rogue
Sacrifice the Weak
NextHand
Thieving Imp
Jandra, the Negator
Bone Collector
Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Tech I - ($4)
Pestering Haunt deals 1 damage to Tech I
Skeleton - ($3)
Summon Skeletons - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Skeleton (2/1)
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L1 Garth Torken (1/3)
Skeleton Javelineer (1/1) [javelin]
Pestering Haunt (1/1) Unstoppable
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Rook and Ironbark, that’s some serious damage absorption. Well, I’ll provoke a Tower by slipping past them, that should lighten my burden of defense. I want to avoid playing a card, but since I can’t clear Ironbark away, I need a 3rd patroller, at least… and even that may not be enough if has Thunderclap.