Fruit Ninja, Helpful Turtle, Bloom, Tenderfoot, Brick Thief
Discard
Older Brother, Wither, Granfalloon Flagbearer
Think
Unfortunate that I didn’t get fruit ninja in my first hand. Now it’s at risk of being discarded… and then I can’t worker it!
Also I guess I didn’t get tenderfoot but whatever
Thieving Imp
Graveyard
Sacrifice the Weak
Poisonblade Rogue
End of Turn Discard
My Thoughts
Neutral starter has Spark, Wither, and Bloom to be concerned about a little, but really only Wither gets a Vandy kill, and there’d have to be 2g to mid rook also to be safe from Jav + Haunt. So that’s a solid play into Det + Imp + graveyard +t1 next turn. Should be all around solid start. What to worker though? I think actually Summon Skele is the worker, I’m not going to play for token spam into Discord. I’ll hold archery for birds I spose but that probs gets workered as well. Jandra could be useful if we lean Demon t2, which could be good.
I think Bomber’s play is probably Birds + Two-Step into Gunships or StrT2? That’s probably how I’d play that deck. So I think the counter is to Discord and pressure River so that can’t channel.
…
Ah man I bottom’d Det? that sucks but I spose we’ll work with it
This was a very tricky turn. The good news is, I workered fruit ninja. This bodes well.
The bad news is I know he has deteriorate (because he absolutely would’ve played it turn 1 if he’d had it) and if he has stw, then rook is just not safe if I build tech 1. So I have to delay my tech 1 so I don’t Just Lose, and I’ll make sure I get bird’s nest out for harrying.
I went through several variations on patrol here. This one is weak to stw, but I think anything I do is, but it’s not super weak to deteriorate, so maybe that’s ok. At least he has to spend the gold.
Thieving Imp
Graveyard
Sacrifice the Weak
Poisonblade Rogue
Events of Turn:
Upkeep:
Get Gold (6+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Nimble Fencer
Main:
Sacrifice the Weak, SQL dies (5)
Vandy doubles off Turtle and Messenger, you get 1g and draw 1
Haunt hits your base to 19
Thieving Imp, discard #2 of 5 (2)
Tech1 (1)
Worker (0)
Workers
Summon Skeletons
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Thieving Imp (2/2)
In Play:
Pestering Haunt (1/1)
Vandy (2/2 lvl 1)
Economy Info:
Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Deteriorate
Skeletal Archery
Jandra, the Negator
End of Turn Discard
My Thoughts
Lot of stuff out, I can get rid of all of it easy though, think that’s worth, then Imp and play to tech up. If Bomber went Vines or wants to walk past Imp so be it, I will play against Rook max that’s not super scary with Garth on my side.
This game got real weird real fast. I mean, I was expecting the board clear and the imp but like… I can just kill vandy and maxband Rook.
The big question, of course, is did he tech dark pact to regain hand size, or lich’s bargain in expectation of me murdering vandy? Either is possible. Could be both even, but that’s less likely. Still, if he does either, earthquake is made yet more effective. Let’s try and lay some heavy base damage down.
Nimble Fencer
Dark Pact
Sacrifice the Weak
Graveyard
End of Turn Discard
My Thoughts
Yeah there it is, okay then let’s see if he tries to kill Garth or went for the YOLO on earthquake reshuffle. I don’t think it’s worth the card to Deteriorate here
Tricky turn here. I could’ve opted to play brick thief and left his base on 11 instead of 16, but I would’ve had to skip worker. It’s a strong position to be in, but I feel my position gets weaker. I dunno, it’s hard to say what’s correct.
Hey Frozen, tell me after the game what you would have done.
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: DOWN FINESSE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician: Garth (1/3 lvl 1)
Lookout:
In Play:
Pestering Haunt (1/1)
Graveyard(3hp, holding Thieving Imp)
Economy Info:
Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Skeleton Javelineer
Nether Drain
Dark Pact
Deteriorate
End of Turn Discard
My Thoughts
Bad Luck Bomber hit the EQ, probably another one coming… I’ll tech a discord, I want HH over Tower, and I will need a Nether Drain useable in the next cycle so tech the other. Hopefully we can line it up with a kill, but if it just ends up stalling so be it
This turn was a little more clearcut, though there was still the choice of tech 1 vs heroes hall vs playing no units or worker. Ultimately I think I need to keep making workers here, and rook is a nice wall. Thinking I’ll go into finesse, since I can force base damage through that way if I have to, but ideally I’d like to play earthquake once more before rook gets nether drained and dies.
Sacrifice the Weak, Tenderfoot and fresh skele die (4)
Nether Drain Rook, levels to Garth (3)
Nether Drain Rook again, levels to Vandy (2)
Garth, skeleton, and Haunt kill Rook, Garth midbands and heals, you draw 1, no more bird’s nest
Deteriorate backline Bird
Replay Haunt from the graveyard
Workers
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 8
Tech1 HP: 5
Tech2 HP: DOWN FINESSE
Hero’s Hall HP: 3
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Vandy (3/4 lvl 3)
In Play:
Pestering Haunt (1/1)
Garth (2/4 lvl 5)
Graveyard(2hp, holding Thieving Imp)
Economy Info:
Cards:
Hand: 3
Deck: 1
Disc: 8
Gold:
Gold: 2
Workers: 8
End of Turn Hand
Skeletal Archery
Nimble Fencer
Discord
End of Turn Discard
My Thoughts
So what I draw here will shape how I go about this. If I whiff hard it wouldn’t be the worst idea to wait to kill Rook til next turn, play Imp and be patient. If I hit StW or the other Nether Drain though, I think I take the kill. Starlet and Fencer are obv dead draws, Archery not super helpful but I probably play it and Jav and make another skele, Discord… I don’t think I suicide Garth to play it, so also kinda dead. Teching the other T1 Finesse, I am going to need all the Graveyard fodder I can get
…
Miracle draw, okay I blow it all up. Let’s hope no Bloom for that stinker bird so I can keep my graveyard
I just realised I somehow didn’t end up with a card in my cycle from turn 4, so I’ve corrected that and put it back in my cycle. My card counts should be right again.
Another turn with many possibilities. I wish I’d drawn sharks, because I could’ve put his base on 1 health. As it is, I’ll force garth to whiff and kill off vandy. It puts me behind on tech, and doesn’t get me closer to base race, but it should slow him down.
Bad redraw here. Was really hoping to keep one of those spells in the deck for turn 8.
Starlet and Fencer break your tech1, your base to 15
Workers
Jandra, the Negator, Poisonblade Rogue, Summon Skeletons
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 8
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Hero’s Hall HP: 3
In Patrol:
Squad Leader: River (2/4+1armor lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (3/2 lvl 7)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Economy Info:
Cards:
Hand: 3
Deck: 12
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Thieving Imp
Star-Crossed Starlet
Doom Grasp
End of Turn Discard
My Thoughts
Omg Timely Messenger AND fencer, woof, not good. As much as I need a win condition, at this point it’ll just have to be through largely confusion and T1 Finesse, I need Doom Grasp to help burn through Rook max that’s incoming I think. Blademaster rush would be an option but I just can’t risk Earthquake to death and Maestro or GG aren’t going to be enough. Without the Graveyard I’m in really bad shape
Well, everything has gone wrong. My draws have not been kind, he still pulled the cards he needs, and I don’t even have sharks on the redraw. It’s a problem!
The only upside is if by some MIRACLE Rook survives, I win the game. But I find it very unlikely Rook will survive.
Negative, one of the starlets is a 4/1 (having spent a turn through upkeep taking 1 damage and being dramatic) and the other is a fresh, drama-free 3/2, making for the 7 total damage needed