This is a potentially stupid alternative to the standard hero+unit opening. I went with this because I’m tired of stw bullshit and I don’t want to risk a blowout by relying on unit for defense. Well he can’t kill grave THIS turn but I’m not sure about his longevity. I also tend to like Setsuki’s spells better so maybe a heroes hall is a thing. I really need to apply early pressure against the crashbarrow extravaganza.
Shit, I could have sworn I added that. Can very vividly remember it (writing “(0)” at the end of two consecutive lines). :S
Shax, did you catch me summoning that Haunt in turn 1?
STARTING HAND
Timely Messenger
Helpful Turtle
Tenderfoot
Granfalloon Flagbearer
Spark
WORKERS
Fruit Ninja
Tenderfoot
NextHand
Granfalloon Flagbearer
Bloom
Timely Messenger
Brick Thief
The Boot
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build heroes hall - ($3)
Midband Grave(lvl 3) and attack SQL skeleton - ($1)
Cast spark and kill skeleton javalineer, you get gold - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave lvl 3 (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Going for a lot of tempo plays. So far I’ve been able to prevent any useful offense from his side and I should be able to instantly gib 1 of 2 bone collectors next turn thanks to the Boot. I continue to distrust units as defensive options vs black starter.
Thoughts: Thought about patrolling with Bone Collector instead, to bait max Grave. But I think that exchange would have been -EV, even if he does what I’d expect. This seems safer. Imp may have not been the best play. My next hand has two cards, that I would like to play, Crash Bomber and Graveyard. But I feel like I want bodies on the board. I can always recover my hand with Garth later…
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 6 gold +1 scavenger (7)
Main phase:
Bone Collector (5)
Thieving Imp; you discard card #5 (2)
Garth creates a Skeleton (1)
Worker (0)
Pestering Haunt deals 1 damage to your base
End of turn:
Discard 2, draw 3, reshuffle, draw 1
Float 0
Patrol:
Leader: Skeleton (1/1A)
Elite:
Scavenger: Thieving Imp (2/2)
Technician:
Lookout: Skeleton (1/1)
Board:
Characters:
L1 Garth -1 (0/2)
Bone Collector (3/3)
Pestering Haunt (1/1)
Buildings:
Base (20)
T1 (5)
Economy:
Workers: 7
Gold: 0
Hand: 4
Deck: 4
Discard: 0
New hand
Graveyard, Crash Bomber, Sacrifice the Weak, Crashbarrow
[details=Turn secrets]* Hand: Graveyard, Crash Bomber, Sacrifice the Weak, Crashbarrow
Worker: -
Tech: Crashbarrow, War Drums
Thoughts: My intuition is ringing all alarms over summoning a skeleton instead of workering. However, cycling earlier is very helpful and more units synergize well with Drakk.
In hindsight, I probably should not have patrolled with the Skeleton, to protect it from Spark and Shuriken Hail; but I’ve already seen my new hand at this point. shrug
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 7 gold (7)
Main phase:
Garth creates a Skeleton (6)
Garth suicides into Trog, Grave gets two levels
Summon and mid-band Drakk (1)
Pestering Haunt and Thieving Imp trade with Troq, Drakk maxbands
Last turn’s Skeleton trades with Grave; you get 1 gold
Welp, didn’t expect that. My tech II is almost guaranteed dead next turn too. I think I’m getting long term tilted with how I’m going about codex. I keep finding myself in a position where my important stuff just barely dies each turn or the opponent has one too many trash mobs in patrol for me to attack.