Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Haunt trades with dog, you get 1g
Thieving Imp, you discard #1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2+a)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
L1 Garth (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Hmmm. I have a lot to learn. This seems alright though. Not trying anything clever, just walk up some and drop him a card. Double bone collector would be superb on next draw
I think we’ll discover things together through these games, I can’t say I know exactly how both players should be playing. That said, I know that part of what Black does so well against other colors (massive card advantage w/ DP and Imp / Graveyard, early tempo w/ deteriorate, stw and Vandy attacking) dont’ matter as much against Red (Zane can always help recover cards and flip the board, and no base damage is free when Red will go straight base without hesitation)
So you have to play a little more patient as Black than normal, and you have to walk a really fine line of patrolling enough to prevent huge base swings, but not so much that Zane can combo stuff up really nasty.
It’s really hard to know just what I need to defend with. The haste potential makes me a lot at the mercy of your draws, so I feel like a certain amount of confidence is necessary in trusting you won’t want to overextend, or that I can capitalize if you do.
At this point I just know that I need to not let you build momentum. Trying my best to force you to expend cards (seems like it’s working). You will have the turn advantage for tech 2 though
"P1T3
Tech StartingHand Workers
TECH
Sickness
Terras Q, the Shackled
STARTING HAND
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Pestering Haunt (1/1)
WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)
NextHand
Bone Collector
Bone Collector
Skeletal Archery
Poisonblade Rogue
Discard
Thieving Imp (2/2+a)
Deteriorate
Sacrifice the Weak
Summon Skeletons
Sickness
Terras Q, the Shackled
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Garth makes a skele - ($1)
Skeleton Javelineer - ($0)
Deteriorate brogre
Imp trades with brogre
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton 2 (1/1+a)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout: Skeleton (1/1)
In Play:
L1 Garth (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
Oh man, the haste potential makes defense such a fickle task. I think I am good right now. He can’t spell and haste anything of notable damage, so best case scenario he kills all patrollers. He will have tons of money though. Ugh, I really have no options besides a skele wall and I don’t think that’s cutting it. Damn shitty draws lol
Skeleton Javelineer (1/1)
Bone Collector (3/3+a)
Terras Q, the Shackled
Sacrifice the Weak
Terras Q, the Shackled
Spreading Plague
Sickness
Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Orpal - ($6)
Voidblocker - ($3)
Sickness, Jaina and firebat die from -1 runes. Orpal to lvl 3 - ($1)
Midband Orpal - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Voidblocker (2+1/6) *exhaust another unit/hero in attack
Scavenger:
Technician:
Lookout:
In Play:
L4 Orpal (2/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Demonology)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
Hmm, he teched a fire spell so hopefully he was counting on Jaina to stay alive. Might be a good break. Big problem here is gonna be if he can get past voidblocker and kill orpal. Hopefully he goes for the tech 2 instead of Orpal, but either way I’m probably fine.
Ember Sparks, Bamstamper Lizzo
Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks
Main:
Drakk (6)
Bamstamper Lizzo, Voidblocker takes 3 damage (2)
Worker (1)
Workers
Careless Musketeer, Mad Man, Bloodburn, Scorch
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 FIRE
In Patrol:
Squad Leader: Bamstamper Lizzo (5/3+1armor)
Elite:
Scavenger:
Technician: Zane (4/4 lvl 6)
Lookout:
In Play:
Drakk (1/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Molting Firebird
Nautical Dog
Kidnapping
Bombaster
Pillage
End of Turn Discard
My Thoughts
Bah humbug… Sickness was solid there, got some serious value… Well I spose we’ll play what was dealt and move on. I smell a tech 3 race but hopefully that isn’t what’s happening
Thieving Imp (2/2+a)
Bone Collector
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Sickness, Zane and bambstamper get -1/-1 - ($6)
Deteriorate bamstamper
Garth + skele - ($3)
Orpal sacrifices skele to finish off bambstamper with a -1/-1
Orpal hits Zane for 2 -1/-1 runes, he is now a 1/1
Maxband Orpal - ($1)
Garth to lvl 2 - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Voidblocker (2/3+a) *exhaust another unit/hero in attack
Elite:
Scavenger:
Technician: L2 Garth (1/3)
Lookout:
In Play:
L6 Orpal (2/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Demonology)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Okay, zane can’t do much except suicide going forward. Drakk is a problem I think, we shall see what he has coming now. Another bambstamper would be unfortunate. I think he might even be able to get all the way to orpal, let’s see
Ember Sparks
Hotter Fire
Hotter Fire
Pillage
Bombaster
End of Turn Discard
My Thoughts
As much as I hate to do it, I think I have to respect Orpal and can’t leave him up for a potential death and decay. So maxband Drakk + Firebird it down. I probably end up losing the bird to StW but I guess I’ll just have to deal with that. I think Anarchy is just strictly a better choice for gunship threat and more haste
Dark Pact
Terras Q, the Shackled
Spreading Plague
Deteriorate
Discard
Sacrifice the Weak
Voidblocker (2/6+a) *exhaust another unit/hero in attack
Bone Collector
Thieving Imp (2/2+a)
Tech 1 card(s)
Get Paid - ($10)
Skip Worker
Voidblocker kills Zane, you draw. Levels to Garth
Make a skele - ($9)
Sacrifice the Weak, firebird and skeleton die - ($7)
Garth hits Drakk for 2 dmg
Maxband Garth, blackhand Dozer comes out - ($4)
Midband Vandy - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Blackhand Dozer (7/6+a)
Elite:
Scavenger:
Technician: L3 Vandy (3/4) *sparkshot
Lookout:
In Play:
L7 Garth (3/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Demonology)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
That worked out better than I could have hoped for. He did the worst thing possible to damage me. He doesn’t have much haste next turn without zane or drakk. Let’s see what he does with that large hand
After edit, he still has drakk which is a problem. Damn I’m worried about his next turn
Ember Sparks
Hotter Fire
Hotter Fire
Pillage
Bombaster
Molting Firebird (techn)
Events of Turn:
Upkeep:
Get Gold (10)
no techs
All Teched Cards
Molting Firebird, Hotter Fire
Ember Sparks, Bamstamper Lizzo
Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks
Main:
Hotter Fire (7)
Hotter Fire (4)
Molting Firebird, hasted and frenzied from Drakk, breaks your tech 2. Your base to 18, all your units and heroes take 3 damage (so voidblocker dies) (0)
Again, this is a little rough, but I think the play is to take my chance to lay my hotter fires here. Would’ve been great to draw the Kidnapping right now, but such is life, can’t always get what you want
Sickness
Terras Q, the Shackled
Dark Pact
Skeleton Javelineer (1/1)
Bone Collector (3/3+a)
Discard
Sacrifice the Weak
Thieving Imp (2/2+a)
Bone Collector
Voidblocker (2/2) *exhaust another unit/hero in attack
Spreading Plague
Dark Pact
Terras Q, the Shackled (15/15) *shackled
Deteriorate
Tech 0 card(s)
Get Paid + rebuild tech 2 - ($10)
Make a skele - ($9)
Vandy taps (and I discard) to pull soul stone from codex and use on dozer - ($6)
Dozer kills Drakk, overpower destroys your tech 2. Dozer takes 3 and vandy maxbands
Float ($6)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Skeleton (3/3+a) *doomed
Elite:
Scavenger:
Technician: L7 Garth (3/1)
Lookout:
In Play:
Blackhand Dozer (8/2) *soulstone
L5 Vandy (4/5)
Buildings:
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 8
Gold:
Gold: 6
Workers: 10
Thoughts
And his tech 2 is down, but I feel like he knew that was coming. Too bad I couldn’t ask get tech 1. The problem is I know he has Jaina ready with spells to destroy my buildings in one go. All of them. Maybe he got bad luck