Skeletal Lord
dark pact
Deteriorate
Bone Collector (3/3+A)
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
dark pact, my base to 18, draw 2
tech 2 necro - ($3)
sk jav - ($2)
vandy kills prynn, takes 1, lvls fizzle
Float ($2)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1)
Lookout:
In Play:
Vandy, lvl 5, (4/4)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 2
Workers: 8
Thoughts
darn it, well with BC gone, there goes my plan to rush gunships. meta it is. skeletons are too vulnerable to prynn maxband, but still may be good for gunships later. lets still do skeletons for now.
Skeletal Archery
Jandra, the Negator (3/1)
Summon Skeletons
Bone Collector
Discard
dark pact
Deteriorate
Bone Collector (3/3+A)
Skeletal Lord (3/3)
pirate gunship
pirate gunship
Tech 2 card(s)
Get Paid + float - ($10)
dark pact, my base to 16, draw 2 cards
double necromancer - ($2)
deteriorate sql skeleton
sk jav spear throw kills your technician skeleton
garth - ($0)
vandy kills your vandy, my garth to lvl 3
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Garth, lvl 3, (1/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy, lvl 5, (4/2)
Necromancer #1 (3/3)
Necromancer #2 (3/3)
Skeleton Javelineer (1/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
okay, so my plan to deal with his strong tech 2’s is STW. i should get it between drawing 4 and maybe a tech draw. no need to trade jav at this point.
dark pact
pirate gunship
Sacrifice the Weak
pirate gunship
Tech 2 card(s)
Get Paid - ($8)
Necromancers make 2 skeletons from Javliner death (on your turn)
Max Garth, summon Skeletal Lord from discard - ($4)
Skeletal Archery - ($2)
Vandy runs into Xenostalker for armor and 3 damage, dies, lvls fizzle
Necromancer #1 long range kills Xenostalker
2 skeletons (2/2) long range anti air safely kill void star
Garth and Necromancer #2 break your tech 2, your base to 16
Bone Collector - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Bone Collector (3/3)
Lookout:
In Play:
Skeletal Archery
Garth, lvl 7, (3/4)
Necromancer #1 (3/3)
Necromancer #2 (3/3)
Skeletal Lord (3/3)
SK (2/2)
SK (2/2)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
okay, just short of prynn, which he cant afford i think, this should be good to go.
hmmm, okay, going to go the deteriorate route since that gives me more board presence and control. building the hero's hall rather than saving gold. i dont think rushing tech 2 will work much. maybe meta later…teching double taxman since this guy likes floating gold so much
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Deteriorate Scav
Max lvl Vandy. Pestering Haunt gets +2HP but dies on my next upkeep - ($1)
My Vandy kills your Vandy
Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
Worker - ($7)
Garth - ($5)
Zane - ($3)
Zane trade with vandy, Garth to lvl 3
make a skeleton - ($2)
haunt pings your base to 19
Float ($2)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Garth lvl 3 (1/3+a)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 2
Workers: 8
Thoughts
Okay, not actually that bad. I think that I can pivot into Skelton’s here. /‘: taxman still help a lot. Also getting back to a good cycle
edit, accidentally left necromancer #2 in discard (should have been cut and paste to field from garth maxband). just deleted him from my deck now.
P2T5
Tech StartingHand Workers
TECH
Skeletal Lord
Death Rites
STARTING HAND
Summon skeletons
Pestering Haunt (1/1)
Deteriorate
Sacrifice the Weak
Necromancer
Skeleton Javelineer (1/1)*
GPT (3/3+A)
WORKERS
Jandra, the Negator
Poisonblade Rogue
Graveyard
Thieving Imp
NextHand
gunpoint taxman
Skeletal Lord
Metamorphosis
Skeletal Archery
Death Rites
Discard
GPT (3/3+A)
Summon skeletons
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($9)
tech draw
necromancer - ($5)
skeleton javlineer - ($4)
zane - ($2)
pestering haunt
deteriorate spectral hound, dies from being targeting
skeleton and vandy kill your vandy, garth to lvl 5
max garth, summon necromancer #2 from discard - ($0)
sacrifice sk javlineer, reshuffle draw 1, Necromancers make 2 skeletons
zane and garth break tech 2, your base to 17
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Necromancer #2 (3/3+A)
Elite:
Scavenger:
Technician: Necromancer #1 (3/3)
Lookout:
In Play:
Garth lvl 7 (3/4)
Vandy lvl 1, (2/1)
Zane lvl 1 (2/2)
SK (1/1)
SK (1/1)
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
teching death rites, going full ham with the hero's. good value from that hero's hall. putting neccro's out in front to get max skeletons. skipping worker to dig up those skeletal lords.