[details=For FrozenStorm]
Why wouldn’t you build Tech I on your T2? The only thing I can think is that you forgot, but you’re probably seeing something that I’m not
ETA: Just noticed the Inspector, which makes more sense, but I still think I would rather have Tech I than Javelineer[/details]
[details=All Teched Cards]
Voidblocker, Dark Pact
Nether Drain, Plague Spitter
Dark Pact, Twilight Baron [/details]
###Main:
Orpal (6)
Haunt hits your tech 2 to 4hp
Worker (5)
Tech 2 Demonology (1)
[details=Workers]
Dark Pact, Jandra, the Negator, Poisonblade Rogue [/details]
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1 HP: 5
Tech 2 HP: 5 DEMONOLOGY
####In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite: Orpal (1+1/3 lvl 1)
Scavenger:
Technician:
Lookout:
####In Play:
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 0
Disc: 5
####Gold:
Gold: 1
Workers: 8
[details=End of Turn Hand]
Graveyard
Plague Spitter
Skeleton Javelineer
Twilight Baron
Sacrifice the Weak [/details]
[details=End of Turn Discard]
Voidblocker
Dark Pact
Nether Drain
Summon Skeletons
Deteriorate [/details]
[details=My Thoughts]
Throwing shit at the wall to see what sticks, next turn has options w/ maxbanding heroes, playing units, etc. But overall, this is not great position. At least he’s card starved [/details]
[details=All Teched Cards]
Death and Decay x2
Voidblocker, Dark Pact
Nether Drain, Plague Spitter
Dark Pact, Twilight Baron [/details]
###Main:
Imp trades into Cadet
Skeleton Javelineer (8)
Maxband Orpal, sacrifice Jav to put -1/1 on Cadet, who dies from it, so also place one on Mirror and it pops (3)
Sacrifice the weak, Newsman dies (1)
Orpal hits Quince for -2/2, takes 1 damage
Haunt finishes Quince, levels fizzle
Worker (0)
[details=Workers]
Graveyard, Dark Pact, Jandra, the Negator, Poisonblade Rogue [/details]
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1 HP: 5
Tech 2 HP: 5 DEMONOLOGY
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Orpal (2/4 from 1 damage lvl 6)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 0
Disc: 5
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Deteriorate
Sacrifice the Weak
Dark Pact
Plague Spitter [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
57% to get a DnD off next turn regardless of his hand, with options to grab units with Garth maxband or cycle cards in with Vandy as a downside? I suppose that’ll do Let’s roll and see if we come out ahead
…
Well bummer, have to hope that I can keep him off free speech to get it off on turn 7. Might be tough though, I guess we’ll see!
[/spoiler][/details]
[details=Starting Hand]
Deteriorate
Sacrifice the Weak
Dark Pact
Plague Spitter
Nether Drain Death and Decay (uggghhhh both cards I wanted to stay in the deck…) [/details]
##Events of Turn:
###Upkeep:
Get Gold (9)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Zarramonde, the Obliterator x2
Death and Decay x2
Voidblocker, Dark Pact
Nether Drain, Plague Spitter
Dark Pact, Twilight Baron [/details]
###Main:
Vandy (7)
Dark Pact, my base to 18 draw 2
Orpal kills TD, sickness spreads to Inspector (who dies) and Elite Cadet
Sacrifice the Weak, Lookout Cadet dies (5)
Deteriorate Hound, he dies
Haunt pings a Garrison to 3hp
Plague Spitter (2)
Worker (1)
[details=Workers]
Nether Drain, Graveyard, Dark Pact, Jandra, the Negator, Poisonblade Rogue [/details]
[details=End of Turn Discard]
Zarramonde, the Obliterator
Zarramonde, the Obliterator
Dark Pact
Deteriorate
Sacrifice the Weak
Death and Decay [/details]
[details=My Thoughts][spoiler]
Whelp, draw the DnD when I’m one gold short, that’s a bummer as it’d have been nice to have them spaced 50/50 between the next two turns (as it would have been nice to have Voidblocker this turn, and Nether Drain on a subsequent turn). But you work with the cards you draw, and the good news is if he wants to Free Speech next turn he’s only got 6 gold left over for units. Plague Spitter represents a great way to spread -1/1s around, and Vandy gives me some combat flexibility to kill stuff off.
Likely though, I will get free speech + a DS + some shrimps, and thus it’ll be move to tech 3 and hope to end that way
…
No DnD… bad news if he calls the bluff and doesn’t Free Speech.
[/spoiler][/details]
[details=All Teched Cards]
Zarramonde, the Obliterator x2
Death and Decay x2
Voidblocker, Dark Pact
Nether Drain, Plague Spitter
Dark Pact, Twilight Baron [/details]
###Main:
Haunt pings other Garrison to 3hp
Garth (9)
Voidblocker (6)
Tech 3 (1)
[details=Workers]
Nether Drain, Graveyard, Dark Pact, Jandra, the Negator, Poisonblade Rogue [/details]
Patrol as below
Discard 3 Draw 2 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 18
Tech 1 HP: 5
Tech 2 HP: 5 DEMONOLOGY
Tech 3 HP: 5
####In Patrol:
Squad Leader: Voidblocker (2/6+1armor)
Elite:
Scavenger:
Technician: Garth (1/3 lvl 1)
Lookout:
####In Play:
Orpal (0/1 from 2 damage and -2/2 lvl 6)
Plague Spitter (3/3)
Pestering Haunt (1/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 0
Disc: 5
####Gold:
Gold: 1
Workers: 10
[details=End of Turn Hand]
Death and Decay
Thieving Imp
Twilight Baron
Zarramonde, the Obliterator
Dark Pact [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Technician death really helps here, Voidblocker is the perfect card in this stall for t3 scenario. Another 58% draw if I play just one card, 72% if he kills another technician, let’s hope I don’t go 0/2. He does definitely still have arrest and MTruth, so that kinda sucks, but what can you do? If he kills Garth, Orpal and T3, which he’s possibly able to do, that would really suck.
…
DnD and Zarra, he’s gotta kill both or kill t3 and Free Speech, let’s see what happens!
[/spoiler][/details]
I wonder how things would have looked had I hit the 58% to draw DnD on turn 6, I’m actually not convinced in hindsight I would have had the W there anyway. I’d be up for trying it though if you are.
Either way though, lesson learned about not starting Vandy or Garth as P1 that was a failed experiment overall
I’m also game to start the “official” series, if you feel warmed up, or to keep practicing Blue P2 if you want more reps
GG. I was worried about that DnD; I’m not confident I would have been able to recover quickly enough if you’d had the opportunity to play it. In hindsight, I should have dropped an $8 Newsman, since you would have had to spend gold to clear him which wouldn’t have left you with enough to play DnD afterwards. I don’t see much benefit to rolling this game back, especially if you don’t plan to open with only Graveyard on turn 1 again.
I don’t feel like I’ve sufficiently explored the P2 start yet. I had some other approaches in mind that I wanted to try (which I hope I typed somewhere).