LLL 2: Mooseknuckles ([Balance]/Peace/Law) vs. EricF ([Necro]/Blood/Fire)

glhf @EricF ! This is a pretty interesting matchup I think

P1T1:

Thoughts

Pretty straightforward opening. Rich Earth is too slow against his deck. I like my deck more if I get to tech 2, since blood is his only good T2 spec, but it’s impaired pretty heavily by moment’s peace.

Starting Hand

Playful Panda Young Treant Spore Shambler Rich Earth Forest’s Favor

Gold (4)
Worker (3)
Playful Panda (1)
Discard 3, Draw 5

Patrol:
Leader:
Elite:
Scavenger: wisp (0.1)
Technician:
Lookout:

Buildings:
Units/Heroes: Playful Panda (2/2)
Base: 20
Other:

Economy:

Workers: 5 +1 float
Hand: 5
Deck: 0
Discard: 3

Worker

Rich Earth

New Hand

Merfolk Prospector Tiger Cub Ironbark Treant Verdant Tree Rampant Growth

Indeed. gl;hf;atj

[details=P2, Turn 1]Summon Skeletons -> Worker
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery[/details]
5 gold (5)
Worker (4)
Graveyard (2)
Pestering Haunt (2)
Jaina (0)
Discard 2, Draw 4.

Elite - Jaina (3/3)

Pestering Haunt (1/1)

Base - 20
Graveyard - 3

6 workers, 0 gold
Hand: 4
Deck: 1
Discard: 2

P1T2:

[details=“Thoughts”] I was thinking of teching nature reclaims before he plays GY, since it’s such a dangerous card with his deck - looks like a pretty clear choice now. I thought about playing the prospector, but it lines up so poorly against the pestering haunt that he’ll get back from GY. I don’t have a great way to draw cards, so I’m hesitant to drop down to 4.

Pretty lucky end of turn draw for me. I’ll be able to deal with his GY and I’ll have the cadet on turn 4 (when I actually have a T1 building). [/details]

Tech

Naure Reclaims, OE Cadet

Starting Hand

Merfolk Prospector Tiger Cub Ironbark Treant Verdant Tree Rampant Growth

Gold + f (6)
Worker (5)
Midori (3)
Rampant Growth on panda (1)
Panda kills Jaina, Midori to level 3
Discard 3, rs, Draw 5

Patrol:
Leader:
Elite:
Scavenger: wisp (0.1)
Technician:
Lookout:

Buildings:
Units/Heroes: Playful Panda (2/1), Level 3 Midori (2/3)
Base: 20
Other:

Economy:

Workers: 6 + 1 float
Hand: 5
Deck: 3
Discard: 0

Worker

Verdant Tree

New Hand

Young Treant Nature Reclaims Tiger Cub Ironbark Treant Rampant Growth

[details=P2, Turn 2]Jandra -> Worker
Thieving Imp
Poisonblade Rouge
Deteriorate

Bring in Lich’s Bargain and a Lobber
[/details]
6 gold (6)
Worker (5)
Tech 1 (3)
Garth (1)
Skeleton (0)
Pestering Haunt trades with Panda
Re-play Haunt from Graveyard
Deteriorate the Wisp
Discard 2, Draw 1, rs, Draw 3

Tech - Skeleton (1/1)

L1 Garth (1/3)
Pestering Haunt (1/1)

Base - 20
Tech 1 - 5
Graveyard - 3

7 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0

[details=Next Hand]Sacrifice the Weak
Thieving Imp
Poisonblade Rouge
Skeletal Archery
[/details]

P1T3:

Tech

OE Cadet, Tiny Basilisk

Starting Hand

Young Treant Tiger Cub Ironbark Treant Nature Reclaims Rampant Growth -> Spore Shambler

Gold + f + scav (8)
Worker (7)
Tech I (5)
Young Treant, draw (3)
Nature Reclaims your graveyard, trashing both it and this card (1)
Midori kills skeleton, you draw
Discard 3, Draw 3, rs, Draw 2

Patrol:
Leader:
Elite:
Scavenger: Young Treant (0/2)
Technician:
Lookout:

Buildings: Tech I - 5
Units/Heroes: Level 3 Midori (2/2)
Base: 20
Other:

Economy:

Workers: 7 + 1 float
Hand: 5
Deck: 4
Discard: 0

Worker

Ironbark Treant

New Hand

Forest’s Favor OE Cadet Merfolk Prospector OE Cadet Tiny Basilisk

[details=P2, Turn 3]Sacrifice the Weak
Thieving Imp
Poisonblade Rouge -> Worker
Skeletal Archery
+Deteriorate

Unless I’m missing something huge, there is no possibility of Haste, so I don’t need to patrol anything.

Tech in a Blood Lust (to haste up an Ogre, or a Horror) and Land Octopus.
[/details]
7 gold (7)
Haunt deals 1 to Midori, dying
Sacrifice the Weak to kill the Treant (5)
Garth kills Midori, leveling to 3
Worker (4)
Tech II Blood (0)
Discard 3, Draw 3, rs, Draw 2.

No Patrol

L3 Garth (1/1)

Base - 20
Tech 1 - 5
Tech 2 - 5
Spec: Blood

8 workers, 0 gold
Hand: 5
Deck: 5
Discard: 0

[details=Next Hand]Thieving Imp
Pestering Haunt
Skeleton Javelineer
Lich’s Bargain
Lobber
[/details]

Nice play

P1T4:

Tech

Moment’s Peace, Flagstone Garrison

Starting Hand

Forest’s Favor OE Cadet Merfolk Prospector OE Cadet Tiny Basilisk

Gold + f + scav (9)
Worker (8)
Tier II - Peace (4)
OE Cadet (4)
OE Cadet (4)
Onimaru (2)
Tiny Basilisk (0)
Discard 1, Draw 3

Patrol:
Leader: Overeager Cadet (2/2 + a)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Tiny Basilisk (1/2)
Lookout:

Buildings: Tech I - 5, Tech II (Peace) - 5
Units/Heroes: Level 1 Onimaru (2/3)
Base: 20
Other:

Economy:

Workers: 8
Hand: 3
Deck: 1
Discard: 4

Worker

Forest’s Favor

New Hand

Playful Panda Rampant Growth Spore Shambler

Thanks.

[details=P2, Turn 4]
Thieving Imp
Pestering Haunt
Skeleton Javelineer -> Worker
Lich’s Bargain
Lobber

A quick count indicates that his hand and deck are 100% tech 0 things, so this turn is completely safe.

Tech Ogre Recruiter and 2nd Lobber[/details]
8 gold (8)
Max Garth (4), putting an Ogre Recruiter into play
Garth kills SQL Cadet
Lobber (3), trades with Basilisk
Lich’s Bargain (1)
Worker (0)
Discard 2, Draw 4.

SQL - Horror (3/3 +1) deathtouch
Scavenger - Zombie (2/2)

L7 Garth (3/2)
Ogre Recruiter (5/4)
Skeleton (1/1)

Base - 16
Tech 1 - 5
Tech 2 - 5
Spec: Blood

8 workers, 0 gold
Hand: 4
Deck: 1
Discard: 5

[details=Next hand]Skeletal Archery
Deteriorate
Blood Lust
Land Octopus

Deck: Sacrifice the Weak[/details]

This feels really bad and I think I just lose.

P1T5:

Tech

Moment’s Peace, Judgment Day

Starting Hand

See last turn

Gold (8)
Worker (7)
Maxband Oni (0)
Oni trades with horror
OE Cadet trades with zombie
Discard 3, rs, Draw 5

Patrol:
Leader:
Elite: Weenie #1 (2/1)
Scavenger: Weenie #2 (1/1)
Technician: Weenie #3 (1/1)
Lookout:

Buildings: Tech I - 5, Tech II (Peace) - 5
Units/Heroes:
Base: 20
Other:

Economy:

Workers: 9
Hand: 5
Deck: 7
Discard: 0

Worker

Spore Shambler

New Hand

Playful Panda Tiger Cub Flagstone Garrison Tiny Basilisk OE Cadet

[details=P2, Turn 5]Skeletal Archery -> Worker
Deteriorate
Blood Lust
Land Octopus
Draw: Sacrifice the Weak

Tech in a Desperation and a Doom Grasp (to protect against Moment’s Peace)
[/details]
8 gold (9)
Drakk (7)
Land Octopus (4)
Blood Lust Octopus and Drakk (2)
//do some math, see that I can’t destroy your Base this turn
//note that you have no healing, so putting your base to 2 hp works just fine
Deteriorate your Elite Weenie
Skeleton trades with Scavenger Weenie
Octopus kills your Tech Weenie, overpowers 8 damage to your Base
Drakk (2), Garth (3), and Ogre (5) deal another 10 damage to your Base, leaving it at 2
Skeleton (1), sac it to draw
Discard 2, rs, Draw 4. Float 1 gold.

No Patrol

L7 Garth (3/2)
L1 Drakk (1/2)
Ogre Recruiter (5/4)
Land Octopus (8/5)

Base - 16
Tech 1 - 5
Tech 2 - 5
Spec: Blood

8 workers, 1 gold
Hand: 4
Deck: 7
Discard: 0

[details=Next Hand]Lobber
Lobber
Pestering Haunt
Desperation
[/details]
And… my next hand already has 2x Lobber, so I think you’re checkmated?

1 Like

good game, really well played!

1 Like