Sacrifice the Weak
Graveyard
Blackhand Dozer
Deteriorate
Discard
Terras Q, the Shackled
Bone Collector
Skeleton Javelineer
Discord
Doom Grasp
Bone Collector
Nether Drain
Nether Drain
Tech 2 card(s)
Get Paid +1 Scavenger - ($10)
Draw 1 from Technician
Worker - ($9)
Play Terras Q, the Shackled (four more warlocks) - ($3)
River plays Discord (-2/-1, All warlocks and birds die, you get +1 gold +1 card. Terras Q is FREE!!) - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: River (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Terras Q, the Shackled (15/15)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 8
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
I can’t believe it!! My Teras Q bait worked, River lives one more turn, and I have the two cards I need to get out another one. The draw from Technician gets me Doom Grasp, which unfortunately I can’t use and would have loved next draw, but I can at least get Teras Q on the board to force him to trade his other Porcupine. If I can draw the other Doom Grasp next turn, I might have a chance to take out one of his heroes.
Draw from Technician dying
Tech 0 card(s)
Get Paid + float + scavenger - ($12)
Draw 2 from Setsuki’s maxband ability
Bird’s Nest revives Cucco and Pipi
Fuzz Cuddles heals 1 damage from itself and Rook
Setsuki casts Fox’s Den Students, summoning 4 ninjas and giving all ninjas I control haste and stealth until end of turn - ($8)
Recruit Glorious Ninja - ($3) Rook and River spar; Rook removes River’s armor and deals 1 damage to her, River deals 2 damage to him Setsuki swiftly defeats River, Rook gains 2 free levels
Level Rook to Lv. 5 - ($1) Porcupine the Second hugs Terras Q the Second. It goes the exact same way as last time. Glorious Ninja and a Ninja destroy your Tech II in a shower of shuriken, your Base takes 2 damage Fuzz Cuddles and the other three Ninjas storm your Tech I, destroying it and dealing 2 more damage to your Base
Recruit Sparring Partner - ($0)
Float ($0)
Discard 5, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Sparring Partner (2/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Bird’s Nest
Garus Rook Lv. 5 (3/5) (Unstoppable by lone patrollers)
Setsuki Hiruki Lv. 6 (3/4) (Costs 1 to attack, swift strike when attacking, Upkeep: draw 2)
Cucco (1/1) (Flying)
Pipi (1/1) (Flying)
Glorious Ninja (4/3) (Haste, swift strike)
Ninja x4 (1/1)
Fuzz Cuddles (2/3) (Healing 2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I’ll admit, that was pretty impressive! Too bad Terras Q isn’t prickle-proof. I’m certain he’ll be surrendering now, especially since I can cast at least one FDS per turn for the rest of the game.
I think you’ve got enough attack on the board to drop my base to zero regardless of what I play, so I think I’m going to have to concede. I think I made some critical tech errors, but it was a great game and I learned a lot. That was a ton of fun!
Yeah, if you can’t shut down Setsuki I’ll just cast Fox’s Den Students every turn for the rest of the game, and probably tech in Earthquake to go with it. Even without the units, this isn’t going to end well for you.
That was really fun! I was pretty surprised to see a second Terras Q. That said, it cost enough to play that you didn’t really have much defense, and unless you had a lot of cannon fodder to throw at my Porcupine it would always trade up in gold value. Honestly, as soon as I realized you were going for Terras Q I teched two Porcupines because I knew one wouldn’t be enough. Looks like I was right!
I was so focused on board control that I forgot to tech I on turn 2. I think that messed up my tempo, since turn 3 hand (double bone collector) ended up being useless as a result, haha. The delay also meant Terras Q came out way later than intended. Good stuff though, I think I understand the pace of the game a little better because of it.
I don’t really have much experience fighting against a Garth opening. Grave seems good for Sparkshot and Readiness, so we’ll go with him for now. Might have to switch to Rook later for Thunderclap, but relying on any hero against Nether Drain and Doom Grasp is probably a bad idea.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4) Grave casts Grappling Hook, pulling Javelineer to Elite
Level Grave to Lv. 3 - ($2) Grave uses sparkshot to kill both Skeletons in a single blow, Javelineer gets buried in your Graveyard Savior Monk uses his crystal to bash your Graveyard for 2 damage
Looks like using Grave was a good call! He’ll be forced to grab either Nether Drain or Doom Grasp, but Nether Drain would just let me heal Grave again if I need to, and if he doesn’t have Doom Grasp in this hand, I can use Flagbearer to make it much less threatening.
Plague Spitter might be better than Bone Collector overall in this matchup, due to the 1/1 runes that he won’t be able to heal. With Graveyard I can keep him on the field indefinitely unless he breaks my patrol zone, which should be difficult if Garth is constantly summoning skeletons. Doom Grasp is the anti-hero tool that I didn’t have last game, so I’m teching 2. White has a lot of big units that Doom Grasp can easily kill.
[details=Thoughts][spoiler]Not a fan of Plague Spitter here… I think this defense is pretty solid, considering that it has three units that would trade with it. I could have killed it with Grappling Hook + sparkshot from Javelineer + Savior Monk, but he could just replay it next turn. Not sure if leaving it alive was best, but it should be OK.
Went with Strength Tech II for Whitestar Grappler and (eventually) Oathkeeper; the former to deal with things like Plague Spitter a bit better (if I understand the interaction correctly, it’ll either kill Spitter outright and not take damage or they both deal damage but Spitter doesn’t deal the damage as -1/-1 runes like it normally does), and the latter to get past the Skeleton blockers.
Teched Grappler and Speed of the Fox, since both help get past Plague Spitter and Setsuki might help with Shuriken Hail later.[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II (Disease) - ($2)
Plague Spitter trades with Rambasa twin (goes to Graveyard)
Garth Deteriorate’s Savior Monk
Skeleton Javelineer throws his javelin, safely killing Savior Monk
Summon Bone Collector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bone Collector (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard (HP:1 [Plague Spitter])
Garth (1/3)
Skeleton Javelineer (1/1) (no rune)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
[spoiler]If he doesn’t have Reversal or Grappling Hook in his hand right now, I’d be very surprised. It’s very likely that both of my patrollers die to some tricks and he breaks through to Garth for the kill. This is the moment he could turn things around if he has the right cards.
There was another way I could have played my hand where I wipe his board except for his hero. It meant delaying my Tech II, however, which I don’t think is a good idea in this matchup.
I had originally planned to go for a Necromancy strategy with Corpse Catapults and Necromancer spam, but as soon as I saw Strength, I decided against it. Jefferson DeGrey would clear all my tokens, and I need deathtouch from the Gorgons to deal with Strength’s massive units.
Post card draw thoughts: My next turn hand is pretty useless if he kills Garth next round. Ugh.
[/spoiler]
Pretty passive turn, but next turn I can bring out Setsuki with Speed of the Fox and build Tech III. Not a small feat! Grabbing Colossus for defense and base damage, and DeGrey for token removal.
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Bone Collector trades with Rambasa Twin (goes to Graveyard, summon skeleton)
Garth casts Doom Grasp on Grave, sacrificing summoned skeleton token. Garth gains two levels (level 3). - ($4)
Garth casts a second Doom Grasp on Grappler, sacrificing my other skeleton token. - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton Javelineer (1/1+A) (no rune)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard (HP:1 [Plague Spitter, Bone Collector])
Garth Lv.3 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I am extremely confused here. I definitely want to check what cards he had after the game. He’s floating a massive amount of gold. Is he prepping for a huge play? If I kill Grave, he can presumeably do a huge Setsuki stealth+haste turn with a bunch of spells, right? I have two options: I can skip worker to double Doom Grasp and attack with Bone Collector to clear his board, but I am afraid that might put me at a significant economy disadvantage. The more conservative play is worker + doom grasp + bone collector attacks + bone collector revivies, 1 gold float (summon skeleton?). Next turn something dies to Grappler, if I do it that way though. Even though I’m skipping a worker, I feel like the opportunity to completely clear his board is just too good (especially since Setsuki might try to haste/stealth kill Garth next turn - if he has the right cards tech’d). This is a learning opportunity, if this is where things go bad.