[details=End of Turn Hand]
Graveyard
Pestering Haunt
Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator [/details]
[details=End of Turn Discard]
Summon Skeletons
Deteriorate
Skeletal Archery [/details]
[details=My Thoughts]
Woof, deteriorate in this hand, haunt and jav in the next hand… Imp to start isn’t terrible, and against Neutral starter I think I can still safely bring Vandy out next turn. Guess we’ll see though [/details]
Not a lot he can do against a strong hero play, I think, so I am going to give that a shot. Most likely he will bring out some weenies, maybe I can leverage timely messenger and a maxband to really punish him next turn, or maybe I see what I can do with nimble fencers. He is also probably looking at nimble fencers, but we will see.
[details=Starting Hand]
Graveyard
Pestering Haunt
Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
Dark Pact, Shadow Blade [/details]
###Main:
Vandy (3)
Skeleton Javelineer (2)
Pestering Haunt
Worker (1)
Tech 1 (0)
[details=Workers]
Poisonblade Rogue [/details]
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
####In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout:
####In Play:
Vandy (2/3 lvl 1)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 4
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Shadow Blade
Deteriorate
Dark Pact
Graveyard [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I spent awhile thinking I was against Black starter, and was leaning towards bringing Jandra out, but against nothing but Vandy and Neutral starter? Worst that can come quickly is Wither, Spark and Messenger. I can bring Vandy out safely against that. Going Fencer + Dark Pact, hoping to overwhelm him with Graveyard over the course of next cycle. Shadow Blade would probably be super good here as well though… You know what? I’m going with that instead. He doesn’t have a 3hp starter unit, and if I get the graveyard down first, Fencer + Starlet can be super effective after. [/details]
STARTING HAND
Brick Thief
Timely Messenger
Wither
Tenderfoot
WORKERS
Granfalloon Flagbearer
Brick Thief
NextHand
Helpful Turtle
Timely Messenger
Fruit Ninja
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Wither your vandy before she gets resist - ($3)
the real Vandy kills imp
Midband vandy heal - ($1)
tenderfoot - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Tenderfoot 1/2
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy 4/5, lvl 3, +1 Rune
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
ugh, older brother was the better play. oh well, let’s see what I can do with this pressure. ok, with 5 gold and 3 attackers, or 6 gold and 2 attackers, 6g is probably bad for the max Vandy and play 2g thing prospect. but 3 attackers can deal 5 dmg easily enough, but probably not to my Vandy, unless he feels like trading vandys. deteriorate plus pestering leaves his vandy plus Skelly, which is 5 only if he maxes Vandy, at which point it is overkill, but at least his Vandy survives so mildly plausible. alternately, he has nimble for 2 and Skelly, 3g isn’t enough to kill my Vandy with what is left. basically regardless of what he has teched he either maxes Vandy to kill mine or plays other things and trades vandys, or he kills my tech 1, or just flat hits my base. killing my tech 1 seems likelier than trading Vandys, but not completely. then again, killing my tech 1 doesn’t leave much on defense. if I just skip tech 1 and wither his Vandy before she gains resist… card loss is pretty harsh then, but the. his Vandy can’t survive killing mine, and he can’t afford nimble plus macband.
Jav tosses his spear into Tenderfoot, she limps on
Graveyard (4)
Summon Skeletons (1)
Worker (0)
[details=Workers]
Sacrifice the Weak (??!), Jandra, the Negator, Poisonblade Rogue [/details]
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 18
Tech1 HP: 5
####In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:
####In Play:
Vandy (1/2 lvl 1)
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 4
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Skeletal Archery
Dark Pact
Deteriorate
Shadow Blade [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
So he skipped tech 1 and bled cards further to cripple my Vandy and bolster his. Wither is indeed a bully-killer, but I’m setting up a Finesse machine. My Vandy is fine casting spells from the sidelines for now. I don’t want to give him cards just yet, plopping down my graveyard, blocking up just enough, workering StW (maybe a big mistake? But I think between Exec and Shadow Blade I can make up for it), and the plan is to continue to bleed him on cards while I start to bring the finesse pain. We’ll see how that works out though. [/details]
STARTING HAND
Fruit Ninja
Helpful Turtle
Timely Messenger
WORKERS
Granfalloon Flagbearer
Brick Thief
Fruit Ninja
NextHand
Spark
Wither
Dark Pact
Discard
Tenderfoot
Helpful Turtle
Nimble Fencer
Dark Pact
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Timely Messenger - ($5)
Vandy kills SQL
Tender trades with Scav
Max my vandy, dooming pestering Haunt and timely messenger - ($3)
Kill your vandy with Timely Messenger, manages to stick around doomed for a bit
Heroes Hall - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy 5/6, lvl 5, +1 Rune
Timely Messenger 3/2, doomed
[B]Buildings:[/B]
Base HP: 19
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Living on the edge here. Killing the graveyard seems good, as the nimble fencer machine is fierce, but I also think I can break through again. Chances are decent he rams my vandy for 2 because she can’t heal, but he might also go for the heroes hall. if he has nimble fencer, my HH is doomed, but I’ll take a chance
[details=My Thoughts]
No tech 1 again, looks like he’s playing for Meta. Better Tower up and grab a doom grasp, but question then becomes do I throw River out to block, or just tech up? I think I want to tech up, make him miss Meta or get to pick one of my structures to fell, and not give free levels. The Doom Grasp might not be necessary, may end up workering, as next turn between graveyard and fencer + starlet I can bring a LOT of damage, but just in case I want something I can immediately bring out to smash a very scary vandy.
…
No Doom Grasp, Maestro or Dark Pact, not exactly what I wanted, but shadow blade will be decent if he throws river in front to block for a turn. [/details]
STARTING HAND
Wither
Spark
Dark Pact
Speed of the Fox
Older Brother
WORKERS
Granfalloon Flagbearer
Brick Thief
Fruit Ninja
Older Brother
NextHand
Dark Pact
Hidden Ninja
Timely Messenger
Bloom
Tech 2 card(s)
Get Paid - ($8)
Dark Pact
Setsuki - ($6)
Speed of the Fox, Sets kills Javelineer - ($4)
Worker - ($3)
Vandy breaks your Tech 1 haste machine
Midband heal Setsuki - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vandy 5/4, lvl 5, +1 Rune
Setsuki 2/3, lvl 4
[B]Buildings:[/B]
Base HP: 17
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Hmm, chances are good Im facing some hasty death here shortly. Kill the graveyard now, probably face some tech 2 shenanigans… OR negate the haste entirely and go for the tech 1… Guess Im betting I can deal with a grounded guide if he gets one out, after all setsuki does have swift strike… I am stuck between worker and tech 1. never enough gold, sigh. only tech 1 in my deck is Nimble Fencer, so I am going for the worker, like a crazy person!
[details=All Teched Cards]
Dark Pact, Star-Crossed Starlet
Maestro, Doom Grasp
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Shadow Blade [/details]
###Main:
Pestering Haunt tags vandy again and gets a rez again
Rebuild tech 1
Thieving Imp, discard #2 of 4 (5)
River (3)
Worker (2)
[details=Workers]
Summon Skeletons, Skeletal Archery, Sacrifice the Weak (??!), Jandra, the Negator, Poisonblade Rogue [/details]
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Tower HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger: Thieving Imp (2/2)
Technician: River (2/3 lvl 1)
Lookout:
####In Play:
Pestering Haunt (1/1)
Graveyard (3hp, holding Jav)
###Economy Info:
####Cards:
Hand: 5
Deck: 4
Disc: 0
####Gold:
Gold: 2
Workers: 9
[details=End of Turn Hand]
Doom Grasp
Maestro
Deteriorate
Dark Pact
Star-Crossed Starlet (re-drew it, or the other one, no way to tell in spreadsheet lol) [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Still no tech 1 for him, he’s all in on a Meta plan by the look of it. He’ll have to ace my tower then to avoid getting Doomed or swiped in the back line and continue to get beaten up fighting my front line, I think I can survive that long enough to gain the upper hand. Grabbing another Dark Pact to make it rain Starlets with Maestro. Guide will be teched when he can get Garth maxed. [/details]
Ok, feeling good about this. No tower, can’t target my heroes, so just worried about overwhelming force on my Vandy, which would be sad but not crippling. Setsuki is prepared to massively overwhelm
[details=Starting Hand]
Doom Grasp
Maestro
Deteriorate
Dark Pact
Star-Crossed Starlet (re-drew it, or the other one, no way to tell in spreadsheet lol)
Starlet + Fencer (dp, woo) [/details]
First starlet attacks your Vandy, goes to graveyard, I rez her and attack with her again, she kills your Vandy, my vandy to level 3
Fencer and Starlet break your tech 1, your base to 11
Maxband River, she and Haunt break your hero’s hall, your base to 9 (3)
Tower (0)
Pray you don’t draw both FDS you most certainly have teched
[details=Workers]
Summon Skeletons, Skeletal Archery, Sacrifice the Weak (??!), Jandra, the Negator, Poisonblade Rogue [/details]
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 12
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Tower HP: 4
####In Patrol:
Squad Leader: Vandy (3/4+1armor lvl 3)
Elite:
Scavenger:
Technician: Maestro (3/5)
Lookout:
####In Play:
Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)
River (3/4 lvl 5)
Pestering Haunt (1/1)
Graveyard (3hp, holding Jav Imp and Starlet)
###Economy Info:
####Cards:
Hand: 4
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Shadow Blade
Dark Pact
Doom Grasp
Appel Stomp [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
This is going to come down to the wire, I’m going to eliminate as much offensive firepower from him as I can: I can’t quite make it to lethal, and Sets is invisible in the back there so I can’t kill her. I just have to pray he doesn’t hit both FDS in that giant stack, and hope I can end next turn (probably should be able to if I survive) [/details]
Whoa, that was a lot more burst than expected… almost closed it out there, 2 more damage, maybe i shoulda stuck with breaking tech 1 over tower. But I wanted to avoid targeted spells, probably was simply screwed either way.
GG! I only got 1 FDS, and while I might be able to survive to my next turn, I won’t have anything to hit back with and will most certainly promptly die following that.
Well played, came down to the wire a bit, but you had pretty firm control throughout.
My biggest regret was playing bloom instead of older brother at the beginning. I would have been much better off with a second attacker earlier, or at least forcing the sac the weak play maybe. But then again, who knows, maybe that woulda been worse.