Necro Blood truth. I’ve never faced this directly, but I’ve seen the aftermath… I need to keep tech 2 down, or at least keep Quince/Graveyard off the board.
Easier said then done though, esp as purple. Need to turn the heat up straight away.
Gonna want tech 2 ASAP to keep ahead in this game, which mean I need to tech accordingly. With my hand as it is, I’m unlikely to get my tech 2s before T5 if I tech them before T3. Which will be about the same time as he get his (and with garth thats pretty gaurnteed). If I play two cards then I’m d1d3 with 4 left in deck, good odds for a Tech 2 to be in my second hand… Lets risk it
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Poisonblade Rogue - ($3)
Bloodlust on Rogue and geiger, haste is annoying, amirite? - ($1)
Rogue kills Neo
Drakk hits tech 1 to 4
end of turn Geiger dies Drakk to lvl 3
Well we might as well get the Hyperion train going then, otherwise the Barrow train might run us over… P2T4
Tech StartingHand Workers
TECH
Now!
Xenostalker
STARTING HAND
Hyperion
Fading Argonaut
Temporal Research
Hardened Mox
Plasmodium
WORKERS
Time Spiral
Tinkerer
Forgotten Fighter
Hardened Mox
NextHand
Xenostalker
Neo Plexus (3/2 + A)
Tricyleoid
Now!
Discard
Temporal Research
Plasmodium
Tech 2 card(s)
Get Paid - ($8)
Hyperion - ($3)
Hyperion kills Bone collector, I RS + Draw
Vir + Nullcraft kill Drak, my base to 19, Vir to lvl 3
Fargo - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Fading Argonaut (3/3, Fading 3)
Lookout:
In Play:
Nullcraft (1/1, Flying Haste)
Battle Suits
Hyperion (5/2, Haste)
Vir (2/1, lvl 3)
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Present + Future)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 2
Gold:
Gold: 0
Workers: 9
Thoughts
And now one of the more counter intuiitve Tech 2 blood defences, Patrol nothing. Patrolling fargo just means he can kill 2 things with 1 attack, so little point.
And now Maths. With 8 gold Crashbarrow + Max Quince = 9 gold, so safe for 1 more turn. For him to kill Hyperion + Tech 2 needs Crashbarrow + glider, but then I break his and I am in a better shape. Patrolling Fargo makes that need 1 of Crashbarrow + 2 Glider or double Barrow, so that may be the better play. Very likely Distortion/ Tric next turn, but that require tech 2 to play geiger…
Tech 2 card(s)
Get Paid - ($8)
Quince to lvl 3 - ($4)
Shoddy Glider, kills Vir, Quince to max - ($3)
Crashbarrow, mirror copies - ($0)
Mirror barrow kills Fargo and Hyperion
Crashbarrow breaks tech 2, base to 17
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Quince 1/5+A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 99 (Necromancy)
Heroes’ Hall HP: 99
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 8
Gold:
Gold: 0
Workers: 8
Thoughts
my next turn is gonna kinda suck. we shall see. this turn, I can mirror barrow if I glider to kill vir. alternately, I can play necro glider barrow, but that means leaving his tech 2 or Hyperion alive. Yea way better to mirror barrow even though it doesn’t give me much for next turn.
We can step back for curiosity sake, I don’t mind. It does remind me of my bet with macciatus and lookout, in some ways.
"P1T6
Tech StartingHand Workers
TECH
Kidnapping
Mind Control
STARTING HAND
Bloodlust
Skeleton Lord
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue
WORKERS
Graveyard
Deteriorate
Jandra, the Negator
Pestering Haunt
NextHand
Mind Control
Skeletal Archery
Sacrifice the Weak
Shoddy Glider
Bone Collector
Tech 2 card(s)
Get Paid - ($8)
Garth to Max, resurrect a crashbarrow - ($0)
Crashbarrow trades with Prynn and geiger
Hope your turn of tech 2 being up doesn’t wipe me out.
Float ($0)
Discard 5, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Garth 3/4+A, lvl 7
Elite:
Scavenger: Quince 1/5
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 99 (Necromancy)
Heroes’ Hall HP: 99
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Well, I could kill Geiger with Bloodlust, maybe even kill Geiger AND Prynn. Withe Geiger out of the way for a bit, I would be much safer next turn, so no matter what, he has to die. Drakk BL Garth + Skeleton, 7g. quince and garth kill Geiger, mid drakk, Skeleton gets frenzy and kils Prynn, but that leaves me with a dead Garth from BL and defending with a max Drakk with a wounded quince, not a great position. If there was any way to get the levels to Garth and summon a barrow… But not with this hand and gold.
Tech 2 card(s)
Get Paid - ($8)
Mind Control, SQL immortal - ($3)
Garth kills Neo
Shoddy Glider kills Nullcraft - ($2)
Bone Collector - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Immortal 5/5+A, Mind Control
Elite:
Scavenger:
Technician:
Lookout: Bone Collector 3/3
In Play:
Quince 1/5, lvl 5
Garth 3/1, lvl 7
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 99 (Necromancy)
Heroes’ Hall HP: 99
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
I am having a conundrum deciding who and what to kill here. in the past he leans heavily on Geiger spells, to great effect. a pumped voidstar now! is too much gold, even with Scav. Geiger bouncing Hyperion or tricycloid, that’s plausible, with maxband or TD. if I kill Nullcraft, that just encourages tricycloid to clear my patrol. kill neo and Hyperion or trike kills my patrol and possibly TD to break more things, maybe even also maxband Geiger to have 3 hyperions hit me. I think this patrol miniizes the chances of getting hit by 3 hyperions in a single turn.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk lvl 2 - ($5)
Kidnapping SQL immortal, kill Geiger, Drakk to lvl 3 - ($1)
Drakk midband - ($0)
Garth trades with fargo
MC Immortal breaks tech 2
Bone Collector breaks tech 1, base to 13
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton 1/1
Technician: Drakk 2/3, lvl 4
Lookout:
In Play:
Immortal 5/5, Mind Control
Bone Collector 3/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 99 (Necromancy)
Heroes’ Hall HP: 99
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 10
Gold:
Gold: 0
Workers: 9
Thoughts
bah I am betting all I get to play next turn is thieving imp, assuming I draw it. that void star is a serious pain, and sac the weak is way too far away. probably GG for me