A couple of days ago, after losing to Zhavier, I actually thought “Wow, I bet that next round I’ll get paired against EricF and drop out of the tournament.” What a tough bracket…
GL;HF
P1T1
StartingHand Workers
STARTING HAND
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
WORKERS
Skeletal Archery
NextHand
Deteriorate
Sacrifice the Weak
Graveyard
Skeleton Javelineer
Thieving Imp
Discard
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Vandy - ($1)
Play Pestering Haunt
STARTING HAND
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
Graveyard
Thieving Imp
WORKERS
Skeletal Archery
Graveyard
NextHand
Shadow Blade
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Firebat
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Play Thieving Imp. You discard (Random.org 4) - ($2)
Build Tech 1 - ($0)
Pestering Haunt pings your base
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2+A)
Elite:
Scavenger:
Technician: L1 Vandy (2/3)
Lookout: In Play:
Pestering Haunt (1/1) Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 6
Thoughts
I’m trying something different with my teched cards this game. Shadow Blade is good for sniping things behind Mox, especially for something like Oni coming out to try and set up Boot Camp. Also, it helps me pressure his hand more after playing Imp this turn. I teched Firebat because I think I want a 3/3 more than Lobber (who can have a hard time against Mox and Cadets) or Tiny Basilisk (which also isn’t good against Cadets). I’m not happy to worker Graveyard, but all of my good cards were in this hand, so I had to worker something.
Poisonblade Rogue
Firebat
Deteriorate
Jandra, the Negator
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Firebat - ($3)
Vandy hits Mox
Imp hits your base for 2
Midband Vandy - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Firebat (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Thieving Imp (2/2)
L3 Vandy (3/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
With no Shadow Blade target, this hand isn’t as great. At least he doesn’t have much of a board. I attacked here because I wanted to midband Vandy anyway to dodge Chaos Mirror, so I might as well get in some free damage. I attacked his base instead of his tech 1 because I don’t think this is going to be a game I win because I dominate the board. Next turn I should be safe to build Tech 2 and play another Firebat, with a gold left to maybe activate my current one. I think I want to go for Fire this game. The usual Balance plan isn’t great without having Lobbers in the deck already, and Molting Firebird could be good for hitting his buildings and board at the same time. Alternatively, I could go for Demonology for Voidblockers to try and set up Metamorphosis.
Time Spiral -> Worker
Temporal Research
Stewardess of the Undone
Boot Camp
+Fading Argo
7 gold (9)
Stewardess of the Undone, bounce the Imp (6)
Zane (4)
Zane, Mox, and Nullcraft team up to kill Firebat. Vandy goes to Max Band, but can’t trigger since it’s not your turn.
Onimaru (2)
Boot Camp Mox (1), draw
Worker (0)
Discard 2, Draw 3, rs, Draw 1
SQL - Stewardess (2/3 +1)
Tech - L1 Onimaru (2/3)
Hardened Mox (2/2)
Nullcraft (1/1)
Base - 17
Tech I - 5
8 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0
[details=Next hand]Temporal Research
Forgotten Fighter
Neo Plexus
Battle Suits
[/details]
Oh shoot, I just realized that I accidentally put the Imp in my discard rather than adding it back into my hand. That actually changes my turn. I’ll go and edit my turn now.
8 gold (8)
Worker (7)
Battle Suits (5)
Mox and Craft kill Firebat
Oni kills Imp
Tower, I guess?
Alternate line:
Suicide Oni on something
Prynn (6)
Reserach, draw 2 (4)
Origin Story? (0) … ok, that’s just pretty bad, let’s not do that one.
Tech in Garrison + Cadet, I suppose!
After proper reflection, I will go with the second plan instead, going second, and abusing Mox + Nullcraft means the longer things take, the better they are for me.
Given that, the actual Tech choices will be:
Tech Cadet + Chaos Mirror
Draw 2: Fading Argonaut + Boot Camp (of course, I draw 0/2 of the things I want, and 2/2 of the things I don’t)
Worker Neo Plexus
[/details]
8 gold (8)
Oni suicides on Firebat (no-one to gain levels)
Prynn (6)
Temporal Research, I draw 2 (4)
Worker (3)
Nullcraft kills Firebat
Tower (0)
Discard 3, Draw 2, rs, Draw 2.
[details=P2, Turn 5]Stewardess of the Undone -> Worker
Battle Suits
Chaos Mirror
Overeager Cadet
Origin Story
Tech in Rememberer + Brave Knight //rememberer to go Tech II Past and play around Moment’s Peace & Nature Reclaims. Knight just to keep my unit density up, and recover some cards.
[/details]
Thank the sweet baby jebus and all the angles that I already have my Tower built
Note that you didn’t list Pestering Haunt in your actions, but since your eot Hand Size lines up with playing it, I’ll go with it being in play.
collect 9 gold (9)
Detect with Tower, and Origin Story Demon Midori (5)
Prynn joins the Suicide Squad to remove Vandy’s Armor. Vandy collects yet another 2 levels on my turn.
Zane (3)
Chaos Mirror, swap Vandy’s 4 ATK with Mox’s 1 ATK (1)
Mox kills Vandy, Zane to L3
Overeager Cadet (1)
Worker (0)
Zane and Nullcraft deal 3 to your Tech 1
Discard 1, Draw 3
Tech - Overeager Cadet (2/2)
Hardened Mox (2/2)
Nullcraft (1/1)
L3 Zane (2/2)
Base - 17
Tech I - 5
Tower - 4
10 workers, 0 gold
Hand: 3
Deck: 2
Discard: 5
[details=Next Hand]Temporal Research
Forgotten Fighter
Fading Argonaut
Deck order (in case of Technician):
Boot Camp
Overeager Cadet
[/details]
[details=P2, turn 6]Temporal Research
Forgotten Fighter -> Worker
Fading Argonaut
+
Boot Camp
Overeager Cadet[/details]
Tech nothing
10 gold (10)
Mox and Nullcraft reduce Firebat to 1 hp
Max Zane (7), shoving bat to Tech. We both draw.
Zane kills Jaina
Worker (6)
Tech 2 Past (2). That’s right, no Garrisons this game.
Fading Argo (0)
Overeager Cadet (0)
Discard 2, rs, draw 4
Alright, I’ll concede. GG. You were able to get way too much value with Mox and Nullcraft, and there wasn’t really anything I could do about it.
I think where things first went wrong was when I teched Shadow Blade on my first cycle, and then didn’t have any targets for it on turn 3. If I had teched another unit instead, I think I could have mounted enough defense to safely go to Tech 2.