GLHF @Dreamfire! Looking at the model again, Black is actually considered to be slightly advantaged, but it’s still roughly 5-5, 6-4 to first player.
Game 1
P1T1
Starting hand: 5
Thieving Imp
Graveyard
Skeletal Archery
Deteriorate
Summon Skeletons
Thoughts
Thieving Imp looks good here, Dreamfire would need to stay down on cards to take it out this turn. Summon Skeletons is usually pretty situational so becomes a worker, we’ll see whether early Red aggression makes that unwise.
Get paid - (4)
Worker - (3)
Thieving Imp, you discard card 4 of 5 - (0)
Discard 3, draw 5
Thieving Imp 2/2+1A
Base HP: 20
Hand: 5
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Deck: 0
Discard: 3
Graveyard
Skeletal Archery
Deteriorate
Card-count details (opponent-viewable)
Gold: 0
Workers: 5
GL HF! I’m definitely expecting to do better as P1 in this matchup.
P2T1
StartingHand Workers
STARTING HAND
Bloodburn
Charge
Bombaster
Nautical Dog
Makeshift Rambaster
WORKERS
Bloodburn
NextHand
Careless Musketeer
Bloodrage Ogre
Mad Man
Scorch
Discard
Bombaster
Makeshift Rambaster
Charge
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jaina - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Jaina lvl 1 (2/3A)
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Losing my Bombaster is rough… I’m worried about feeding levels, but opening with just Dog is way too passive.
@charnel_mouse’s turn!
1 Like
P1T2
Starting hand: 5
Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Thoughts
Not a great turn, since I drew Deteriorate early. Defending against 2-attack enemies is a little awkward for the Black starter, but Thieving Imp shouldn’t do too badly in Squad Leader. After that, I’m thinking either Garth + Skeleton to go wide, or Jandra to go tall. I’m pretty sure that Jandra can’t be killed first with the Imp in front. For Garth + Skeleton, I’m worred that Mad Man + midband Jaina lets Dreamfire get through to Garth, if not lethally. Jandra might prove to be a liability, but I’ll see whether I can make her work. I’m thinking Vandy + Shadow Blade to back her up instead of units, mostly in case of Bloodrage Ogre on patrol. The better option is probably Garth to set up for Skeleton spam, since I suspect that’s the better option against most Red plans, but hey, we’re warming up here.
Teched cards: 2
T2: Dark Pact, Shadow Blade
Get paid - (5)
Worker - (4)
Tech I - (3)
Jandra, the Negator - (0)
Pestering Haunt
Discard 2, reshuffle 7, draw 4
Thieving Imp 2/2+1A (demon)
Jandra, the Negator 3/3 (overpower; dies: my non-demon units die)
Pestering Haunt 1/1 (unstoppable; attack can’t go above 1; can’t patrol or be sacrificed)
Base HP: 20
Tech I HP: 5
Hand: 4
Graveyard
Deteriorate
Shadow Blade
Sacrifice the Weak
Deck: 3
Skeletal Archery
Dark Pact
Skeleton Javelineer
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 2 teched = 12
3 on board
4 in hand
3 in deck
0 in discard
2 in workers
Gold: 0
Workers: 6
T1: Summon Skeletons
T2: Poisonblade Rogue
P2T2
Tech StartingHand Workers
TECH
Flame Arrow
Kidnapping
STARTING HAND
Bloodrage Ogre
Careless Musketeer
Scorch
Mad Man
WORKERS
Bloodburn
Careless Musketeer
NextHand
Pillage
Bloodrage Ogre
Bombaster
Mad Man
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Heores’ Hall - ($4)
Jaina to midband, kills Imp - ($1)
Mad Man - ($0)
Mad Man and Dog trade with Jandra, you draw, Haunt dies.
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Note to self: Drakk would’ve been better here.
My deck is going to be thick as heck. So do I pre-tech tech 2 cards, or build HH to help me rebuild handsize? This is a warm-up, let’s do the weirder thing.
@charnel_mouse’s turn!
P1T3
Starting hand: 4
Graveyard
Deteriorate
Shadow Blade
Sacrifice the Weak
Technician draw: 1
Thoughts
Hmm, no Tech I. Heroes’s Hall could make sense when Dreamfire’s down on cards, actually. I should expect Zane. Fire spells are also an option. If I midband Vandy in lookout, with a Skeleton in front, only an expensive Flame Arrow would take her out, and playing Zane should still give Dreamfire a choice between killing Vandy and teching up.
For techs, I’d like to make use of the chance of playing Dark Pact next turn. Maybe I go for Bone Collectors now, since their cost goes well with teching up too. Same for Executioners or Crypt Crawlers, but I think the Collector’s ability is more useful for now.
Difficult worker decision, I think I want to hold onto Graveyard for the Collectors if I can. The other options aren’t great, though. Maybe Sacrifice the Weak is less bad to get rid of against Red, with the possible exception of going against Firebirds. I’ll try taking the risk.
Teched cards: 2
T2: Dark Pact, Shadow Blade
T3: 2 x Bone Collector
Get paid - (6)
Worker - (5)
Vandy - (3)
Midband Vandy - (1)
Skeleton Javelineer - (0)
Discard 3, draw 2, reshuffle 8, draw 3
Skeleton Javelineer 1/1+1A (javelin rune; remove javelin rune: gains long range this turn)
Vandy L3 3/4 (sparkshot; resist 1+1; 1g,
: discard 1, fetch a Demonology spell from codex)
Base HP: 20
Tech I HP: 5
Hand: 5
Skeletal Archery
Dark Pact
Thieving Imp
Jandra, the Negator
Shadow Blade
Deck: 5
Pestering Haunt
Bone Collector
Bone Collector
Graveyard
Deteriorate
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 4 teched = 14
1 on board
5 in hand
5 in deck
0 in discard
3 in workers
Gold: 0
Workers: 7
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Sacrifice the Weak
P2T3
Tech StartingHand Workers
TECH
Steam Tank
Disguised Monkey
STARTING HAND
Pillage
Bombaster
Bloodrage Ogre
Mad Man
WORKERS
Bloodburn
Careless Musketeer
Pillage
NextHand
Charge
Kidnapping
Flame Arrow
Nautical Dog
Discard
Mad Man
Bombaster
Bloodrage Ogre
Steam Tank
Disguised Monkey
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 1 - ($5)
Zane, kills Javelineer - ($3)
Mad Man, runs into Vandy - ($2)
Jaina trades with Vandy, Zane to lvl 3.
Drakk - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Drakk lvl 1 (1/3)
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Good read by charnel, definitely clocked my Flame Arrow. Fortunately I redrew Mad Man, so I’ll just trade off Jaina.
@charnel_mouse’s turn!
P1T4
Starting hand: 5
Skeletal Archery
Dark Pact
Thieving Imp
Jandra, the Negator
Shadow Blade
Thoughts
Bad hand for defending without Vandy, I’ll have to delay Tech II here.
I don’t know what to expect for Tech II from Dreamfire. I’m too far behind for Necromancy, though, so I’ll go for Gorgons to deal with those heroes. Abomination might slow down Drakk strategies, too.
Sticking Skeleton in Scavenger in the hopes of playing both Collectors while teching up.
Teched cards: 2
T2: Dark Pact, Shadow Blade
T3: 2 x Bone Collector
T4: Abomination, Gorgon
Get paid - (7)
Worker - (6)
Garth Torken - (4)
Garth summons a Skeleton - (3)
Thieving Imp, you discard card 4 of 4 - (0)
Discard 3, draw 5
Thieving Imp 2/2+1A
Skeleton 1/1
Garth L1 1/3 (1g, once per turn: summon a Skeleton)
Base HP: 20
Tech I HP: 5
Hand: 5
Pestering Haunt
Bone Collector
Bone Collector
Graveyard
Deteriorate
Deck: 0
Discard: 6
Skeleton Javelineer
Abomination
Gorgon
Skeletal Archery
Dark Pact
Shadow Blade
Card-count details (opponent-viewable)
Expected: 10 + 6 teched = 16
1 on board
5 in hand
0 in deck
6 in discard
4 in workers
Gold: 0
Workers: 8
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Sacrifice the Weak
T4: Jandra, the Negator
4 full turns have passed, and not a single teched card has been played 
P2T4
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Charge
Kidnapping
Nautical Dog
Flame Arrow
Scorch
WORKERS
Bloodburn
Careless Musketeer
Pillage
Scorch
NextHand
Flame Arrow
Pirate Gunship
Steam Tank
Nautical Dog
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($8)
Zane to midband, kills Imp - ($7)
Zane to maxband, shoves skeleton to die in technician, we both draw - ($5)
Worker - ($4)
Tech 2 (Anarchy) - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Drakk lvl 1 (1/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Replenish my hand before the reshuffle, and hope for the best!
@charnel_mouse’s turn!
1 Like
Something’s gone wrong for at least one of us 
P1T5
Starting hand: 5
Pestering Haunt
Bone Collector
Bone Collector
Graveyard
Deteriorate
Technician draw after reshuffling 7
Thoughts
I’d like to get the Imp out again for further card drain to try and stall Gunships, but getting those Collectors down is probably needed to survive here.
Teched cards: 2
T2: Dark Pact, Shadow Blade
T3: 2 x Bone Collector
T4: Abomination, Gorgon
T5: Cursed Crow, Gorgon
Get paid - (8)
Tech II Disease - (4)
2 x Bone Collector - (0)
Pestering Haunt
Skip worker!
Discard 3, draw 5
Bone Collector #1 3/3+1A (attacks: gain a Skeleton)
Garth L1 1/3 (1g, once per turn: summon a Skeleton)
Bone Collector #2 3/3 (resist 0+1; attacks: gain a Skeleton)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t patrol or be sacrificed)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Hand: 5
Skeleton Javelineer
Abomination
Gorgon
Skeletal Archery
Shadow Blade
Deck: 1
Discard: 5
Cursed Crow
Gorgon
Graveyard
Deteriorate
Thieving Imp
Card-count details (opponent-viewable)
Expected: 10 + 8 teched = 18
3 on board
5 in hand
1 in deck
5 in discard
4 in workers
Gold: 0
Workers: 8
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Sacrifice the Weak
T4: Jandra, the Negator
P2T5
Tech StartingHand Workers
TECH
Chaos Mirror
Detonate
STARTING HAND
Makeshift Rambaster
Steam Tank
Pirate Gunship
Flame Arrow
Nautical Dog
WORKERS
Bloodburn
Careless Musketeer
Pillage
Scorch
Nautical Dog
NextHand
Pirate Gunship
Charge
Disguised Monkey
Mad Man
Bombaster
Discard
Makeshift Rambaster
Pirate Gunship
Flame Arrow
Chaos Mirror
Detonate
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 3 - ($3)
Steam Tank - ($0)
Zane kills SQL.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Steam Tank (3/6A)
-
Elite:
-
Scavenger:
-
Technician: Drakk lvl 1 (1/3)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Tech III HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I could do some damage with Flame Arrow, but I think the right move is to just tech up. Even with StW, charnel will have trouble breaking my tech 3.
@charnel_mouse’s turn!
P1T6
Starting hand: 5
Skeleton Javelineer
Abomination
Gorgon
Skeletal Archery
Shadow Blade
Thoughts
I can clear the board if I skip a worker again; that’s an instant loss if a Gunship comes out, but it is anyway. If I wanted to prevent that, I needed to get going about four turns ago.
Teched cards: 2
T2: Dark Pact, Shadow Blade
T3: 2 x Bone Collector
T4: Abomination, Gorgon
T5: Cursed Crow, Gorgon
T6: 2 x Hooded Executioner
Get paid - (8)
Vandy Anadrose - (6)
Pestering Haunt trades with Zane, Vandy to midband
Shadow Blade, Drakk dies, you draw then discard card 2 of 6, my base to 19, Vandy to Maxband, dooms Bone Collector - (3)
Midband Garth - (0)
Bone Collector suicides into Steam Tank for 4+1A damage, Skeleton arrives
Garth kills Steam Tank, takes 3 damage
Skip worker!
Discard 4, draw 1, reshuffle 15, draw 4
Skeleton 1/1+1A
Vandy L5 4/5 (sparkshot; resist 1;
, 1g, discard 1: fetch a Demon. spell from codex)
Garth L4 2/1 (1g, once per turn: summon a Skeleton; sacrifice a Skeleton: draw 1; 3 damage)
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Disease)
Hand: 5
Dark Pact
Thieving Imp
Shadow Blade
Bone Collector
Skeleton Javelineer
Deck: 11
Cursed Crow
Gorgon
Graveyard
Deteriorate
Bone Collector
Hooded Executioner
Hooded Executioner
Pestering Haunt
Abomination
Gorgon
Skeletal Archery
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 10 teched = 20
0 on board
5 in hand
11 in deck
0 in discard
4 in workers
Gold: 0
Workers: 8
T1: Summon Skeletons
T2: Poisonblade Rogue
T3: Sacrifice the Weak
T4: Jandra, the Negator
P2T6
StartingHand Workers
STARTING HAND
Disguised Monkey
Mad Man
Pirate Gunship
Charge
Bombaster
Bloodrage Ogre
WORKERS
Bloodburn
Careless Musketeer
Pillage
Scorch
Nautical Dog
NextHand
Kidnapping
Bloodrage Ogre
Pirate Gunship
Chaos Mirror
Steam Tank
Tech 0 card(s)
Get Paid + technician draw + discard - ($10)
Jaina - ($8)
Pirate Gunship, kills Vandy, obliterates Skeleton, Jaina to lvl 3 - ($2)
Disguised Monkey, kills Garth, Jaina to lvl 5 - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Jaina lvl 5 (3/3)
In Play:
- Pirate Gunship (7/6)
- Disguised Monkey (3/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Tech III HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Got Gunship, play Gunship.
@charnel_mouse’s turn!
That’ll do! I went for an early Shadow Blade instead of pressure with Collectors, and suffered for it. Your turn to start.
GG WP! Midvandy on lookout was absolutely the right call, but redrawing Mad Man saved me.
P1T1
StartingHand Workers
STARTING HAND
Bloodburn
Makeshift Rambaster
Bloodrage Ogre
Charge
Bombaster
WORKERS
Bloodburn
NextHand
Scorch
Pillage
Careless Musketeer
Mad Man
Nautical Dog
Discard
Bloodrage Ogre
Charge
Bombaster
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Makeshift Rambaster, hit your base to 17 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Rambaster in my opening hand, Pillage in the next. Let’s try a base rush.
@charnel_mouse’s turn!
Game 2
P2T1
Starting hand: 5
Pestering Haunt
Jandra, the Negator
Thieving Imp
Graveyard
Deteriorate
Thoughts
Thieving Imp would leave some float for Pillage, I’ll take the Graveyard route this time.
Get paid - (5)
Worker - (4)
Garth Torken - (2)
Graveyard - (0)
Pestering Haunt
Discard 2, draw 4
Garth L1 1/3+1A (1g, once per turn: summon a Skeleton)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t patrol or be sacrificed)
Graveyard HP: 3 (my dying units are buried here;
play a unit buried here; 4+ buried units: destroyed)
Base HP: 17
Hand: 4
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Deck: 1
Discard: 2
Card-count check (opponent-viewable)
Expected: 10
0 in Graveyard
2 on board
4 in hand
1 in deck
2 in discard
1 in workers
Gold: 0
Workers: 6
5 x start
T1: Jandra, the Negator
Where is Garth patrolling?
1 Like
I’m trying a thing.
P1T2
Tech StartingHand Workers
TECH
Chaos Mirror
Chaos Mirror
STARTING HAND
Scorch
Mad Man
Nautical Dog
Pillage
Careless Musketeer
WORKERS
Bloodburn
NextHand
Scorch
Careless Musketeer
Bombaster
Chaos Mirror
Pillage
Tech 2 card(s)
Get Paid + float - ($6)
Skip worker!
Zane, hits Garth - ($4)
Scorch kills Garth, Zane to lvl 3 - ($1)
Rambaster hits your base to 14.
Zane to midband - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane lvl 4 (3/3)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I’m tempted to Scorch past Garth and see how low I can get charnel’s base before I run out of gas.
You know what? It’s a warm-up, why not.
@charnel_mouse’s turn!
I’ll be with you in a few days, work’s been tough.
1 Like
OK, that’s enough days.
P2T2
Starting hand: 4
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Thoughts
I don’t know what Black does to stop a base rush. Lich’s Bargain is tempting to get things down on the board, but it also damages my base even more. Twilight Baron, maybe? He can go toe-to-toe with Zane, and I’m struggling a bit for hand size.
Teched cards: 2
T2: Bone Collector, Twilight Baron
Get paid - (6)
Worker - (5)
Tech I - (4)
Orpal Gloor - (2)
Pestering Haunt suicides to hit Zane to 2, goes to Graveyard
Sacrifice the Weak, Makeshift Rambaster crashes - (0)
Pestering Haunt returns from Graveyard
Discard 2, draw 1, reshuffle 7, draw 3
Orpal L1 1+1/3 (deals damage in - runes)
Pestering Haunt 1/1 (unstoppable; attack capped at 1; can’t patrol or be sacrificed)
Graveyard HP: 3 (my dying units are buried here;
play a unit buried here; 4+ buried units: destroyed)
Base HP: 14
Tech I HP: 5
Hand: 4
Skeleton Javelineer
Deteriorate
Skeletal Archery
Summon Skeletons
Deck: 4
Thieving Imp
Bone Collector
Twilight Baron
Sacrifice the Weak
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
0 in Graveyard
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Jandra, the Negator
T2: Poisonblade Rogue