[details=End of Turn Hand]
Death Rites
Nether Drain
Lich’s Bargain
Sacrifice the Weak [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts][spoiler]
I tried a standard play with Bone Collector, Tech II and all, but I was so pissed off not having drawn Nether Drain that I’ll play a totally different line, delaying tech II for later and going for Death Rites to deny his (Strength location isn’t really threatening, most probably he’s heading for grapplers and obviously Barbarians, getting stuff like haste and DOUBLED DINOSIZE).
Would I have drawn LB instead of Nether Drain, I’d have cast LB and draw from the skeleton instead of playing the second Collector, which may be better depending on codexnewb’s line (if he drew any Tech II unit and patrols it as SQK, I’ll have some hard time killing it), but anyway I have no money enough to summon a skeleton, sack it, play LB and worker; and I can’t play LB and skip workering that soon.
[/spoiler][/details]
Have to play DB, im committed at this point. Det hurts on my MSR, otherwise I would have broken his graveyard. Oh well. Need to play defensively until I can clear his skeletons which I know are coming soon with JDG.
He is at least another turn away from tech 2, but I know his strong tech 1’s can hold out against me. I need to press the attack somehow. If he doesn’t trade with me, his wall will be too much to overcome.
Maxband Arg will help me to go up on cards while still putting outa decent wall.
Decided to go with defensive play so I don’t go down too much on cards. Tehiving Imp would be killer if I only had three cards to begin with. Tower should either deter him attacking, or make for some good trades.
Drew Db and PMS. Lots of options next turn. Probably Arg, DB, PMS. tech in Stampede and SOTP next turn.
I’ll GG there. BC are just so efficient, and this deck doesnt have a way to deal with your offensive spells AND defend against your onslaught. But i might have an idea.
"P1T1
StartingHand Workers
STARTING HAND
Nautical Dog
Makeshift Rambaster
Mad Man
Bloodburn
Scorch
[details=End of Turn Hand]
Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Summon Skeletons
Jandra, the Negator [/details]
[details=End of Turn Discard]
Pestering Haunt
Graveyard
Skeletal Archery [/details]
[details=My Thoughts]
Still no Graveyard + Imp strategy. Anyway, with Bloodburn, I can either stick to Necro and try raising more skeletons than he can kill, which is not easy but feasible, or stick to Necro and draw from skeletons before they die.
I guess Bone Collectors are too worthy not to be teched anyway. [/details]
[details=Starting Hand]
Skeleton Javelineer
Deteriorate
Sacrifice the Weak
Summon Skeletons
Jandra, the Negator [/details]
##Events of Turn:
###Upkeep:
Tech 2 cards
Get 6 gold + float (7)
[details=All Teched Cards]
2x Bone Collector [/details]
###Main:
Play Skeleton Javelineer (6)
Summon Garth (4)
Create token (3)
Build Tech 1 (1)
Worker (0)
[details=Workers]
Rogue, Jandra [/details]
Patrol as below
Discard 3, rs, draw 5
Float 0
###Board Info:
####Buildings:
Base : 20HP
Tech I: 5HP
####In Patrol:
Squad Leader: Imp 2/2+1
Elite:
Scavenger: Token 1/1
Technician: Skeleton Javelineer
Lookout:
####In Play:
lvl 1 Garth 1/3
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Pestering Haunt
Graveyard
Skeletal Archery
Deteriorate
Bone Collector [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts]
As codexnewb’s board isn’t very agressive, I’m going to build my own, going for either BC-graveyard or early Balance Tech II (Basilisks can destroy Bloodburn). [/details]
STARTING HAND
Nautical Dog
Bloodrage Ogre
Pillage
Charge
Gunpoint Taxman
WORKERS
Scorch
Careless Musketeer
Pillage
NextHand
Makeshift Rambaster
Mad Man
Bombaster
Discard
Charge
Chameleon Lizzo
Disguised Monkey
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
GunPoint Taxman - ($3)
Bloodrage Orge - ($1)
Naughty Dog - ($0)
Rook hit Theiving Imp for 1 damage
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gunpoint Taxman (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bloodrage Ogre (3/2)
[I]Lookout[/I]: Nautical Dog (1/1)
[B]In Play:[/B]
Bloodburn
Rook (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Ill try and break his tech 2 (or 1) next turn using some combination of these units and Thunderclap. Totally expecting BC’s at this point. Probably a graveyard. putting naughty dawg in lookout so he cant tech 2, AND BC, AND kill Nawdy Dog. Worst case is he doesn’t attack at all, i have NO bloodburn units, and thunderclap doesnt affect BC and TI.
*** 0_0…didnt draw thunderclap. oh well. at this point, worst case scenario, i just continue to patrol a wall, make him make expensive trades, and wait until my hasty tech 2’s can him hard. Disguised Monkey’s and Chameleon Lizzo’s for days.
[details=My Thoughts]
Better killing Taxman before it becomes a problem. Trading deteriorate and Imp with Dog and Taxman seems quite good, and I keep thinning my deck thanks to Grveyard on top of it. [/details]
STARTING HAND
Makeshift Rambaster
Bombaster
Mad Man
WORKERS
Scorch
Careless Musketeer
Pillage
W - Bombaster
NextHand
Thunderclap
Chameleon Lizzo
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
add 3 runes to BB
tech 2 anarchy - ($2)
tap BB, remove 2 runes to do 1 damage to tech 1
Mad Man - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Mad Man (1/1)
[I]Technician[/I]: Rook (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Bloodburn *
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
Well, wasnt expecting that. That was a good trade for him. However, he had to delay his tech 2. hopefully i can use surprise haste/stealth to deal with his graveyard,and re-flood his deck with all that junk.
Next Turn hopes…
get gold +Scav (9)
worker (Thunderclap)
Chameleon Lizzo (5)
Arg (3) wisp
tap BB to do 1 damage to tech 2
Lizzo kills tech 2.
maybe skip worker to max arg dependingon how strong his board it
[details=My Thoughts]
I prefered favoring Tech II over Tower. There are so many targets for his stealth units that I don’t know what he’ll pick, from Garth to Graveyard or Tech II (Lizzo with Bloodburn). I bet my board is solid enough to counter attack even if I lose something important. [/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
BB gets 2 runes
Tap BB, remove 2 runes, 1 damage to tech 2
Chameleon Lizzo, breaks your tech 2, your base to 18 - ($4)
Arg (wisp) - ($2)
end of turn, return Cham Lizzo to hand.
Float ($2)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]: Rook (3/2)
[I]Scavenger[/I]: Mad Man (1/1)
[I]Technician[/I]: Arg (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Bloodburn *
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 9
Thoughts
Well, Im committed now. Let’s hope he cant break my tech 2.
lvl 7 Garth 3/4, Bone Collector 3/2, Bone Collector 3/3, Skeleton Javelineer 1/1, Token 1/1
Graveyard ()
###Economy Info:
####Cards:
Hand: 5
Deck: 2
Disc: 0
####Gold:
Gold: 2
Workers: 10
[details=End of Turn Hand]
Now!
Sacrifice the Weak
Wandering Mimic
Potent Basilisk
Faerie Dragon [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts]
Just as I tought, losing one of Tech II, Garth and Graveyard wasn’t enough to weaken my solid position. I couldn’t play anything from my starting hand, but now I have Tech II and codexnewb lost his, and my board advantage is greater than ever. [/details]
I’ll GG it there. Man, from what I can see, it looks like Garth is the best hero in the game. Between 1 gold tokens, getting to draw, and then those BC’s, I see why everyone uses him. I guess I’ll have to make sure that whatever deck I try and use it has to have a way to deal with that T2 board presence.
That’s my opinion too. While Necro II and III are mediocre in most of the situations, Garth himself, his spells and Tech I offer various solid options, especially with Black starter.
Tell me if you have some questions about my choices, my opinion of the games etc, or if you want to play again, against this deck or another