A lot of cards on that turn 3, not sure that was worth it (the TR on turn 2 was very cool though, good idea).
I’m not really sure if there’s something obvious to be doing better either; Stewardess definitely feels like a winner in this matchup, Nullcraft is really annoying, I feel like those are key cards (along with Origin Story to keep maxband Vandy and Orpal in check). I’m game to swap decks or just keep exploring, what are you feelin?
I’ll keep going, but black kinda doesnt care if I bounce cheap stuff. Stewardess putting imp back is awful, and putting haunt or javelineer is just a way for you to keep your hand size up. While you play dark pact for 0, im playing TR for 2. I admit I am probably misplaying purple, but thats what warmups are for
P1T1
StartingHand Workers
STARTING HAND
Nullcraft
Plasmodium
Tinkerer
Time Spiral
Hardened Mox
WORKERS
Tinkerer
NextHand
Forgotten Fighter
Battle Suits
Fading Argonaut
Neo Plexus
Temporal Research
Jandra, the Negator, Pestering Haunt, Poisonblade Rogue, Graveyard
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISEASE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Thieving Imp (2/2+1armor)
Elite:
Scavenger:
Technician:
Lookout: Orpal (1/3 lvl 1)
In Play:
Vandy (3/4 lvl 3)
Pestering Haunt (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Sacrifice the Weak
Cursed Crow
Metamorphosis
Gorgon
Gorgon
End of Turn Discard
My Thoughts
No cards lol. I’ll grab the Meta and another Gorgon, hopefully draw 1 and play it next turn
…
Well I drew 2, that’s awesome, but I also drew Meta, less awesome.
Hooded Executioner
Summon Skeletons
Shadow Blade
Dark Pact
Sickness + Jav (DP, no det booo)
Events of Turn:
Upkeep:
Get Gold (9+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Cursed Ghoul, Doom Grasp
Death and Decay, Dark Pact
Gorgon, Metamorphosis
Sickness, Cursed Crow
Dark Pact, Gorgon
Shadow Blade, Hooded Executioner
Main:
Garth (8)
Dark Pact, base to 16 draw 2
Vandy fetches and plays Metamorphosis, Vandy and Garth demonize, fetches cursed Ghoul, -1/1 to nullcraft who dies (1)
Skeleton Javelineer (0)
Workers
Jandra, the Negator, Pestering Haunt, Poisonblade Rogue, Graveyard
Patrol as below
Discard 3 Draw 4 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISEASE
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Cursed Ghoul (4/5+1armor)
Elite:
Scavenger:
Technician:Skeleton (1/1)
Lookout:
In Play:
Vandy (6/7 lvl 5)
Garth (5/6 lvl 7)
Economy Info:
Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Deteriorate
Metamorphosis
Dark Pact
Sacrifice the Weak
Doom Grasp
End of Turn Discard
My Thoughts
Well Prynn is going to nuke my hand, but at least I’ll get my gorgons back, and I’m pretty safe in a base race situation (I think). Gonna grab Cursed Ghoul and pop Nullcraft, then a Doom Grasp I spose, so I can ice something key (I don’t really need horde control so Death Rites feels like the wrong answer. I might want to kill a hero anyway).