RACE #3: Hobusu (Mono Green) vs. EricF ([Demon]/Necro/Bashing)

Not to make this harder on you, but arg can’t aid centaur and patrol, sadly

1 Like

Right, thanks. I’ll fix that.

[details=Player 2, Turn 4]imp -> Worker
Metamorph
Tech draw: dark pact

Current discard: deteriorate, nether drain, hooded Executioner.

Bsse plan is to spend 6 gold on level up + troq, and sac the weak with the other two.

Tech in: soul stone and dark pact

Draw: Sacrifice and soul stone [/details]
8 gold (8)
Dark pact, I draw 1, rs, and draw 1
Soul stone the Rogue (6)
Rouge kills Treant
Level Vandy to 3 (4)
Vandy and Haunt break Tower
Javelineer hits your base for 1 (now at 17 hp)
Sacrifice the Weak, killing Javelineer and Centaur (2)
Worker (1)
Tap Graveyard to replay Javilineer (0)
Discard 1, draw 3

SQL - Javelineer (1/1 +1) w/ rune

L3 Vandy (3/3)
Poisonblade Rouge with Soul Stone (3/1)

Base - 18
Tech 1 - 5
Hero’s Hall - 4
Graveyard - 3 [Pestering Haunt]

9 workers, 0 gold
Hand - 3
Deck - 1
Discard - 3

[details=Next Hand]Deteriorate
Nether drain
Executioner[/details]

I think you’ve got me pretty well defeated, but I figured I should at least wait until you’ve made that more certain to throw in the towel.

Player 1 Turn 5


Tech, Starting Hand, and Workers

TECH

Rampaging Elephant
Barkcoat Bear


STARTING HAND

Dinosize
Rampant Growth
Forest’s Favor
Circle of Life
Playful Panda


WORKERS

Verdant Tree
Ironbark Treant
Spore Shambler
Tiger Cub
Forest’s Favor


[details=Next Hand]Centaur
Galina Glimmer
Nature Reclaims
Tiny Basilisk
Merfolk Prospector


[/details]
Tech 2 card(s)
Get Paid - ($8)
Worker
Summon Playful Panda & Wisp - ($6)
Build Tech II – Feral - ($2)
Patrol as shown below

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Argagarg Garg Lv. 5 (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Feral)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

I don’t see myself winning this one. Too many early blunders… As tempting as it is to summon Arg early, I’m starting to see it more and more as a bad idea. His spells don’t really work unless you’ve already got board presence, and aside from maxing him out he has no way to help you build the board presence he needs. It seems like he’s more of a mid-to-late game hero, unless you can successfully get him at max level on turn 2.

[details=P2, Turn 5]Hand:
Deteriorate
Nether Drain
Hooded Executioner

Tech in 2x Wrecking Ball
[/details]
9 gold (9)
Garth (7)
Nether Drain, steal 2 levels from Arg, give them to Vandy (6)
Vandy dooms Panda and Rogue
Vandy kills Arg, sparkshots the wisp, Garth to L3
Rogue breaks your Tech II
Tap Graveyard to re-play Haunt
Tech II Bashing (2)
Make a Skeleton (1)
Javelineer pokes your base again, now at 14
Discard 2, Draw 1, rs, Draw 3. Float 1 gold

Scavenger - Skeleton Token (1/1)

Javelineer (1/1) w/ rune
L5 Vandy (4/4)
Doomed Poisonblade Rouge with Soul Stone (5/3)
Pestering Haunt (1/1)
L3 Garth (1/3)

Base - 18
Tech 1 - 5
Tech 2 Bashing - 5
Hero’s Hall - 4
Graveyard - 3 []

9 workers, 1 gold
Hand - 4
Deck - 5
Discard - 0

[details=Next Hand, including Dark Pact Draws]
Dark Pact
Wrecking Ball
Nether Drain
Hooded Executioner

First Dark Pact draws:
Dark Pact
Wrecking Ball

Second Dark Pact draws:
Metamorphosis
Sacrifice the Weak

Last card in deck:
Deteriorate[/details]

Yeah, I should probably concede here. Good game! I’ve already figured out a couple things I could have done better, but do you have some advice?

The primary thing to keep in mind when getting beat down is that killing the attackers is more important than having lots of hp on the blockers.

Good point. I realized after taking turn 2 that putting so many 0 ATK blockers out wasn’t that helpful. Looking at the hand I had that turn, getting Spore Shambler out might have been a better play (simply because it wouldn’t die to Poisonblade Rogue, and Rogue would’ve died). Of course, the complete lack of Haste or any thing resembling hard removal makes getting aggressive opponents off you harder as Green…