Okay, I’m always attacking Skele with Geiger and hitting Garth with sparkshot, killing Garth with Fencer to maxband Geiger to flicker Fencer, killing Jav somehow (either with Tenderfoot or Spark), and having Fencer break the Graveyard. I think I want to use Spark to kill the Javelineer, patrol the Tenderfoot, and build Heroes’ Hall. Patrolling helps protect me from potential Nimble Fencers on the attack back, and spending a card on Spark to kill the Javelineer isn’t bad because it delays my reshuffle for a turn to let me tech more cards. I want to build Heroes’ Hall so that I can punish Frozenstorm for trying to patrol heroes next turn. Next turn, I may either build tech 2 and tech Maestro + Grounded Guide, or play Grave and try and keep the pressure on with something like R&D + Sparring Partner. I’ll patrol Tenderfoot in Scavenger since I don’t want to trigger a reshuffle. SQL would let it survive a Fencer attack, but with the Haunt already on the board, that’s not super valuable.
Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact
End of Turn Discard
My Thoughts
Teching up here seems the best investment of gold, it’s so much threat to have up that forcing CStick to think about downing it every turn when I can use Dark Pact to dig up units for it buys me a lot of space to do other Vandy/Garth/River things that are good even if he does. This deck is so annoying lol
If I build Tech 2 this turn, I’m a damage short of getting the break, so I’ll stay at Tech 1 and put out Grave instead. I’ll tech 2x R&D to recover my hand and get through my deck faster. Frozenstorm could go for maxband Garth for Baron next turn, but I should be able to power through that.
… I got a pretty bad hand on the redraw, so I may need to slow down and tech up next turn.
Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
All Teched Cards
Star-Crossed Starlet, Nether Drain
Dark Pact, Maestro
Nimble Fencer x2
Main:
Thieving Imp, discard #3 of 3 (5)
Garth (3)
Make a skeleton (2)
Worker (1)
Pestering Haunt hits your base to 18
Workers
Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: Thieving Imp (2/2a)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout: Garth (1/3 lvl 1)
In Play:
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Maestro
Sacrifice the Weak
Summon Skeletons
Graveyard
Deteriorate
End of Turn Discard
My Thoughts
I’m tempted to maxband Vandy and kill Grave, who I think would be a problem, but I can’t pass up the opportunity to kill the card count. I expect actually that cstick probably went Geiger ulti, but if I hit it w/ Imp or make getting to it tougher… that’s gonna be tough for him. Plus I wanna keep ahead on gold econ. Garth skele and imp it is
STARTING HAND
Star-Crossed Starlet
Research & Development
Bloom
Temporal Distortion
Granfalloon Flagbearer
Research & Development
Older Brother
Argonaut
Timely Messenger
Tenderfoot (1/1)
Spark
Nimble Fencer B (2/3)
Martial Mastery
True Power of Storms
True Power of Storms
WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Wither
NextHand
Bloom
Timely Messenger
True Power of Storms
Research & Development
Martial Mastery
Tech 2 card(s)
Get Paid + float - ($11)
Play Research and Development, draw 3 shuffle draw 2 - ($9)
Play Research and Development, draw 5 - ($7)
Play Martial Mastery, discard 1 draw last two cards - ($6)
Grave kills Vandy
Grave throws sword at scav skeleton
Play Tenderfoot, it kills lookout skeleton with haste - ($5)
Play Star-Crossed Starlet - ($3)
Starlet, Fencer, and Gieger hit base to 7
Play True Power of Storms, revealing and discarding True Power of Storms and Granfalloon Flagbearer, dealing 10 to your base - ($0)
Float ($0)
Discard 6, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Geiger (4/3)
Nimble Fencer A (2/2)
Tenderfoot (1/1)
L7 Grave (4/3)
Star-Crossed Starlet
Buildings:
Base HP: 17
Tech I HP: 4
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Teching MM + Argonaut to avoid the situation where I bottom key cards.
I ended up bottoming both TPOS, so martial mastery was key.
STARTING HAND
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Wither
WORKERS
Fruit Ninja
NextHand
Bloom
Spark
Helpful Turtle
Brick Thief
Tenderfoot
Discard
Timely Messenger
Wither
Granfalloon Flagbearer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Grave - ($2)
Play Older Brother - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 Grave (2/3+A)
Elite:
Scavenger: Older Brother (2/2)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
I’ll try Grave this time. He’s free to mid vandy and use her + haunt to kill Grave for 2 free levels, but I think that’s fine. I guess he could actually build heroes’ hall > tech 1 then, which is… maybe not fine. My follow up would be Tenderfoot + Hero + Tech 1, with bro in sql and tenderfoot in tech. Probably I tech Nimble Fencer + Two-Step and hope that’s enough to break through before T4 Metamorphosis. I think that’s a good enough plan that I can justify putting Grave in SQL here. If he doesn’t kill Grave, I might have a decent attack next turn, or at least force him to think carefully about how he patrols.
I could kill Vandy here - Bloom bro to kill imp, spark the Jav, and mid Grave to kill Vandy. That doesn’t seem worth it, though: I’d go down to 3 cards, skip Tech 1, Bro surely dies to Haunt/Deteriorate, and Grave likely dies to Fencer. I think the best choice is to mid Grave and eat the Imp, play Tenderfoot, and build Tech 1. The main question left is how to patrol with Grave. Not patrolling means that Frozenstorm needs more resources to kill Grave, but it’s still not too hard, as a single fencer scores a kill. I could put Grave in Technician, but that allows for sparkshot value. Tenderfoot next to Grave in scav is quite bad actually, since it allows Vandy kill tenderfoot + spark grave, then haunt or jav kills grave. I could put the tenderfoot in elite, but at that point I’d rather just not patrol grave and leave tenderfoot in technician. Maybe I get lucky and he doesn’t draw his tech cards so Grave survives. I’ll tech Rambasa to clog the board and Fencer to potentially counterattack (plus it’s cheap enough that I can play both cards if I draw them).
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Nimble Fencer - ($4)
Fencer kills your Fencer
Play Rambasa Twin - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Rambasa Twin A (4/2)
Scavenger:
Technician: Rambasa Twin B (3/2)
Lookout:
In Play:
Nimble Fencer (2/1)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
That’s about what I expected. Luckily, I drew my own Fencer off of the technician draw, so I can at least kill his in retaliation. My next turn hand sucks unless I draw something good off of the reshuffle, so I’m likely going to spend next turn teching up. I should probably tech one tech 2 unit to play on turn 5, but going for 2 tech 2 cards leaves me high and dry if he can break my tech on turn 5, which is decently likely. Probably I need a way to help defend or break serve. I don’t see an easy way to do the latter, so I’ll just tech an Argonaut.
I’ll patrol in Elite + Technician here. Patrolling in scav->elite allows sparkshot+deteriorate to kill a twin, which lets an enemy fencer kill mine and live. Patrolling in SQL is worse than Elite vs Vandy, especially with Wither in my next draw. Patrolling with just one twin risks a tech break.
Thieving Imp
Nimble Fencer
Dark Pact
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Big yikes, that hurts, I did not draw well to tech up so think I want Graveyard and Jandra. I’m drawing into Dark Pact so I could get kinda crazy next turn if I don’t get mad attacks