Gonna concede - got no way to deal w/ the two stepped dudes or your River, so itās definitely gonna be gg. Feel like I techāed messily throughout the game and got burned hard for it, tho your punishes were v well timed in that regard. GG, wp man, sorry I couldnāt post this earlier.
well, first off letās summon my mentor @FrozenStorm for a deeper analysis.
Here are my 2 cent on your game:
On t1, workering archery would have been a much better choice, imp is at least a body and has an annoying effect.
Orpal is the meh-est of the black heores, usually as P1 u want to bring out vandy cuz she can: a)eazly be lvld up to 4/5, has sparkshot and her midb lest her get spells straight outta the codex.
Also u could have played dark pact on your base to get 2 cards for 0 gold and get a faster cycle.
your error snowballed hard.
On t4 no meaning in teching 2 tech II units, unless ur planning on building it!
Black is weak against flyiers, that is why i summoned birds, to force u to play coubters and wasting resources.
Also, against white starter, never count your maxb heroes to live long, since snapback is always waiting behind a corner.
Here some advices: if u swap disease for finesse u get: a) an hero that require only 4 lvs to maxb.
b) discord gets good sinergy with other blacks removal spells. c) two step is awesome d) discord alllows u to ezly unshackle terras Q!
Also u will never suffer a hero with a powerful ult spell to live. this means rook (can wreck stuff rlly bad), VAndy, Drakk, onimaru, etc. Heroes like grave or river have a rlly meh ult so who cares.
you should have teched doom grasp as soon as u saw being unable to remove rook.
If u now go and read my tech choices and draws, uāll see they are not that lucky, is just that i knew where to hit hard
Also i see that u teched both dozer and cursed ghoul. that is cmopletely useless, unless u build a tech lab. tech I allows u to play all the tech I units. Building tech II implies the choice of the only spec u can develop further (unless tech lab).
I donāt have a lot to add, other than that you want Nether Drain in your deck early against Rook: way more effective than Doom Grasp (costs way less, still gets him off two lives and earthquake, usually pretty easy to put damage on him when you do it)
For exactly the reason that bore out, Summon Skeletons was a better t2 choice than Jandra, avoids getting Vandy smooshed. Also Midbanding Vandy + Building Heroās Hall instead of tech 1 is a pretty solid choice there.
Game just snowballed from Rook getting maxed out, such is the nature of this game: early hero kills can be fatal mistakes
Secrets
Hand: Nullcraft, Neo Plexus, Fading Argonaut, Forgotten Fighter, Battle Suits
Tech : 2x Origin Story
Thoughts : reckon he's on a 3 hero meta plan, want to stymie that if poss
Get 6 Gold (8)
Tick down plasmodium (2 counters)
Worker (7)
Tech 1 (6)
Fading Argonaut (4)
Geiger (2)
Nullcraft (0)
Nullcraft hits haunt, killing it
Pitch 2, reshuffle, Draw 4
Secrets
Workers : 5+temp research+Battle Suits
Tech : 2x Origin Story
Discard :
New Hand : Time Spiral, Story, Story, Neo Plexus
----------
**Board:**
_Patrol:_
* :psblueshield: Squad Leader: Fading Argo 2/3+A
* :psfist: Elite:
* :ps_: Scavenger:
* :exhaust: Technician: Geiger 2/3
* :target: Lookout:
In Play : Plasmodium (2 Counters), Nullcraft 1/1, Tech 1 5HP
* Base : 17
* Discard : 0
* Deck : 3
* Workers : 7
* Gold: 0
* Hand : 4
Secrets
Hand: Hyperion, Mox, Fighter, Tinkerer
Tech : Immortal, Temporal Distortion
Thoughts : Gamble here - if he's on the metamorphosis plan he prolly flips the game in his favour next turn, if he's on the tarrasque combo then i think I'm fine w/ my line here.
Get 9 gold (10), get plasmodium into play
Rebuild tech 2 (10)
Worker (9)
Nullcraft kills imp
Max Geiger, flickering the nullcraft (5)
Geiger kills bone collector, goes to 3 damage
Plasmodium and nullcraft hit your tech 2, killing it (base to 14)
Secrets
Hand: Trike, story x2, argo
Tech : Hyperion, Rewind
Thoughts : Honestly I've got no reads now, just wanna control the board and see what happens
Get 9 gold (11)
Tricycloid (6), Mox dies (rams into ur skele before it dying if necessary to have it die next upkeep, not sure if vandyās doom is persistent because Iām gonna get rid of her)
Prynn (4)
Origin story Vandy off the board (0)
Remove all three time counters from tricycloid to kill river, prynn goes to level 3
Lock in patrols, pitch 2, draw 1, reshuffle, draw 4