Poisonblade Rogue
Skeletal Archery
Deteriorate
Pestering Haunt
Jandra, the Negator
WORKERS
Thieving Imp
Jandra, the Negator
NextHand
Deteriorate
Summon Skeletons
Graveyard
Sacrifice the Weak
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy attacks and kills Bombaster, she takes 2 damage.
Level up Vandy Twice, she midbands and heals. - ($2)
Build a Heroes’ hall - ($0)
Summon Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton Javelineer (1/1 + A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy Anadrose lvl 3 (3/4), resist 1, sparkshot
Pestering Haunt (1/1)
[B]Buildings:[/B]
Base HP: 20
Heroes’ Hall: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
"
My Thoughts
With a slow start (which I guess came from a slow hand), I’m gonna try to capitalize and go for the Metamorphosis gamble. If Vandy dies before next turn, I can always fall back, build Tech 1 and go with a slower strategy base on Disease or Demonology. Also, I got luck and didn’t draw Metamorphosis, so I’m set up for Turn 4.
Yeah, so I got punished hard for being greedy, regretted my last turn as soon as I posted it and realized that charge + ogre can deal 4 damage out of nowhere. He setted-up pretty well, and now I’m on the defensive. This patrol is done so I can maximize my value against his Zane, and I started to build toward my Tech building and put a hero countermeasure in my deck ASAP (Doom Grasp). Next turn techs will depend a lot on what he had teched (haste units vs big units), so let’s see what happens from here.
I’ll be gone for the next 5-6 hours. I’ll post one last time when I’ll be back before going to bed, then I’ll finish this game with you tommorow @zhavier.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Lobber, trades with Poisonblade Rogue - ($5)
Surprise Attack Sharks! - ($0)
One Shark kills Orpal, Zane Maxbands, fizzles
Other shark hits your base to 17
Zane Breaks your Heroe’s’ Hall, base to 15
So, Im just going to note that playing lobber here was very silly on my part. There was 0 reason to go down on cards. I could ahve accomplished the exact same effect by spending that 1g on the resist to have zane maxband target Poisonblade Rogue (and even gotten that gold back by letting you get 1g, moving rogue to Scav). I could then have broken your tech 1 as well, with the shark and lobber. So, live and learn…
So sorry for the delay for the reply, I had been swamped at work in the past few days (work during the weekends/evening). I’ll try to be a lot faster in my next replies.
So, I always seem to have a hard time to play as/against MonoRed. I have a feeling this game might already be over, but I’ll try to push my luck and try to go for a win still. Your post explaining how you could have done a better turn without going down on cards shows how complex and fun this game is. At the end of the match, I’ll be more than happy to hear any tips concerning the red matchup and my play in general.
"P1T4
Tech StartingHand Workers
TECH
[spoiler]Bone Collector
Voidblocker
STARTING HAND
Metamorphosis
Skeletal Archery
Dark Pact
Doom Grasp
Summon Skeletons
WORKERS
Thieving Imp
Jandra, the Negator
Graveyard
Skeletal Archery
NextHand
Bone Collector
Skeletal Javelineer
Sacrifice the Weak
Deteriorate
Bone Collector
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth Torken - ($4)
Garth summons a skeleton - ($3)
Garth casts Summon Skeletons - ($0)
Pestering Haunt attacks your base to 18.
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1 +A)
[I]Elite[/I]: Skeleton (2/1)
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Pestering Haunt (1/1)
Garth Torken lvl 1 (1/3)
[B]Buildings:[/B]
Base HP: 15
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
"
[details=My Thoughts]
So still veering on the demonology game plan, hoping to be able to build the tech II building next turn to use Garth to reanimate a big minion like Dozer and play Voidblocker from hand. To achieve that I might have to go down on workers/cards in hand, especially with the double Bone Collector draw. [/details]
Edit: Forgot to pay for skeleton. Corrected the turn without midbanding Garth.
Tech StartingHand Workers
TECH
Blackhand Dozer
Nether Drain
STARTING HAND
[spoiler]Skeletal Javelineer
Bone Collector
Sacrifice the Weak
Deteriorate
Bone Collector
WORKERS
Thieving Imp
Jandra, the Negator
Graveyard
Skeletal Archery
Skeletal Javelineer
NextHand
Metamorphosis
Dark Pact
Summon Skeletons
Voidblocker
Doom Grasp
Discard
Sacrifice the Weak
Bone Collector
Deteriorate
Bone Collector
Blackhand Dozer
Nether Drain
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth summons a skeleton. - ($6)
Garth casts Sacrifice the Weak i sacrifice the newly summoned skeleton, you sacrifice Ogre. (4$)
Build Tech II (Demonology) - ($0)
All three skeleton and pestering Haunt attack and trade wtih Zane. Garth gains two levels. You draw a card.
Nautical Dog
Bloodlust
Pirate Gunship
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Drakk, lvl 4 - ($4)
Nautical Dog - ($3)
Bloodlust on Drakk and Nautical Dog
Mad Man - ($2)
Nautical Dog trades with Garth, Drakk to Max
Drakk and Mad Man break your tech 2, base to 13
Drakk takes 1 at end of turn
Jaina - ($0)
I find that the layout of the first 2 starter hands have a really big impact on what plans you can try and Zane is a really hard hero to play around, he tends to really warp what people do. Basically, just having him available means that at any moment I could swing for 2-5 damage onto your patrol, and also move patrollers around. I would also say demonology can be extremely dangerous against Red, with both kidnapping and Chaos Mirror, in particular.