Squad Leader: River (2/3+1armor Swift Strike lvl 1)
Elite: Grounded Guide (4+1/4 Swift Strike)
Scavenger:
Technician:
Lookout:
In Play:
Blademaster (9/6 Swift Strike to all)
Grave (3/4 Swift Strike lvl 3)
Nimble Fencer (4/2 Swift Strike)
Verdant Tree (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 3
Gold:
Gold: 1
Workers: 11
End of Turn Hand
Maestro
Star-Crossed Starlet
Martial Mastery
Spirit of the Panda
End of Turn Discard
Blademaster
Spore Shambler
Tiger Cub
My Thoughts
This Plague Lab massing up heroes is bad news. Iām going to kill his Grave to keep the sword away, but eventually Iām going to be unable to swift strike through Orpal and Calaā¦
Plague Labs are at their best when theyāre stacking -1/-1 runes on everything your opponent has and stacking +1/+1 & sword runes on everything you have. GG WP; you really delayed my stacking shenanigans.
Yeah, I was worried about Nimble Fencer clearing a path to Grave and decided to use Martial Mastery to check, but I guess while deciding which card to discard, I forgot about the ācheckā part. Sorry about that.
Sounds good; Iām still deliberating on what build to try next.
Edit: Well, I was kind of tempted to switch back to [Finesse]/Peace/Truth, as I arrived at that build again while pursuing a completely different strategy and thus suspect it of being a flexible enough toolkit to use for tournaments. But, I think I need to get this zany [Future]/Anarchy/Blood idea out of my system first.
I rolled a bunch of growth and I kinda wanna do something else, after 5 straight growth rolls finally landed on Demon/Anarchy/Ninjutsu. That sounds fun What you wanna play?
Easy bigtime pressure, probably next turn will be teching up and maybe even also a HH. Kidnapping would be the only big concern, but it would be recoverable (hopefully)
Steam Tank, Marauder
Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact
Main:
Deteriorate Glaxx
Graveyard (6)
Taxman trades with Glaxx, I steal your gold (7)
Worker (6)
Tech 2 Anarchy (2)
Skeleton Javelineer (1)
Workers
Pestering Haunt, Jandra, The Negator, Skeletal Archery, Poisonblade Rogue
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 Anarchy
In Patrol:
Squad Leader: Vandy (4/5+1armor lvl 5)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout:
In Play:
Graveyard (3hp, holding Gunpoint Taxman)
Economy Info:
Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Dark Pact
Dark Pact
Calypso Vystari
End of Turn Discard
Thieving Imp
Deteriorate
Metamorphosis
Steam Tank
Summon Skeletons
My Thoughts
I think itās likely heās saving up to beat down Vandy with Zane or Bloodlust. So without much in hand for defense (I could go Summon Skeletons and that would most likely keep Vandy safe, but Bloodlust would still cause problems), so I think itās better to build an advantage through teching up and Graveyard. If it so happens that he leaves Vandy alive for next turn, great, I can tech Meta and work from there
Graveyard (3hp, holding Gunpoint Taxman and Skeleton Javelineer)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Summon Skeletons
Metamorphosis
Deteriorate
Steam Tank
End of Turn Discard
Dark Pact
Metamorphosis
Dark Pact
Calypso Vystari
My Thoughts
Going to go a liiiittle risky and tech both Metas. If I do so Iām 71% to draw 1 with both DPs, and Iād really like to do it w/o fetching. If I whiff, I probably end up with Steam Tank or Marauder + Taxman + Vystari for blockers, which is still solid.
ā¦
FIRST TRY! This is awesome, too, as while it is likely Zane will die to his Zane (or Drakk), Vandy will live and I can Meta with Setsuki next turn (maybe)
ā¦
Solid draw, I have the option to either Meta with Sets or Steam Tank + Tech up
That doesnāt quite work, as Zaneās maxband ability is not optional, and targeting the Lookout will cost $1. Playing Calypso before playing Metamorphosis to empty your bank so you canāt afford to target the Mox doesnāt work either, because Meta would make you sacrifice her.