[details=Starting Hand]
GY
StW
Prouge
Jandra
SS [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
###Main:
Worker (4)
Jandra (1)
Tech 1 (0)
[details=Workers]
SS[/details]
Patrol as below
Discard 3 Draw 5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 5
####In Patrol:
Squad Leader: Jandra (3/3+1a)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
####Economy Info:
#####Cards:
Hand: 5
Deck: 0
Disc: 3
#####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand][spoiler]
Phaunt
Imp
Deter
Jav
SA
[/details]
[details=My Thoughts]
Ugh lost to the red starter growth last ournament hard, gunna have to try to find a way to come at home hard from P2 to prevent MoLaC, gunna be so hard to get a metamorph down with red pressure too! [/details]
[details=End of Turn Hand][spoiler]
GY
Prouge
Jandra
Deter
[/details]
[details=My Thoughts]
Ugh lost to the red starter growth last ournament hard, gunna have to try to find a way to come at home hard from P2 to prevent MoLaC, gunna be so hard to get a metamorph down with red pressure too! [/details]
[details=End of Turn Hand][spoiler]
HE
PS
StW
Phaunt
DP
[/details]
[details=My Thoughts]
Ugh lost to the red starter growth last ournament hard, gunna have to try to find a way to come at home hard from P2 to prevent MoLaC, gunna be so hard to get a metamorph down with red pressure too! [/details]
Shadowbalde (5) Arg for kill. DC 1 card at random (3/5)
Hooded Exec (3)
Heroes Hall (1)
Worker (0)
[details=Workers]
Phaunt, Jandra, SA, SS[/details]
Patrol as below
Discard 3 Draw 4 RS Draw 1
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 5
- HH 4
####In Patrol:
Squad Leader: Hooded Exec (3/3+1a)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Vandy (4/4 from 1 dmg L5)
####Economy Info:
#####Cards:
Hand: 5
Deck: 6
Disc: 0
#####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand][spoiler]
Prouge
Imp
Deter
Jav
Sickness
[/details]
[details=My Thoughts]
Ugh lost to the red starter growth last ournament hard, gunna have to try to find a way to come at home hard from P2 to prevent MoLaC, gunna be so hard to get a metamorph down with red pressure too! [/details]
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane, to maxband, shoves Executioner to lookout slot, deals 1dmg - ($0)
Nautical Dog trades with Executioner
Zane trades with Vandy
Water Elemental deals 3dmg to your Base, to 15HP
Metamorph was my only hope! and I wont get it until 2 turns from now, and I have no way to stop gunships coming in, so Ill concede!
GG WP! Man, so many variable threats with that combo of specs. Maxband Arg with stampede, Anarchy hasty gunships, Rook quake and birds, even the damn red starter with growth spells. Not to forget about MoLaC, which wrecked me last time I played against a red/growth build.
I have definitely not figured out a good defense against that build in the P2 position. I made a bunch of patrol errors forgetting about all the shenanigans you can pull. Any tips?
GG thanks, pretty close too. I’ve certainly found this to be a very flexible deck that can go in the different strong directions you mention. Haven’t played much as Black, so not sure I can give good tips. In general though think a Disease plan isn’t too threatening to a deck with a lot of haste. One approach is to take advantage of your P2 economy advantage (along with my $1 multicolour penalty) to build an early Tech 2 building. See for example the 4th game in this thread, in which @zhavier built Tech2 Demonology on turn 3 and used Garth’s maxband ability to drop a Blackhand Dozer on Turn 4 for a lot of pressure.
That good plan overall, a Voidblocker or Dozer would certainly be very helpful, and then go for a Zzara win is probably my best bet from the P2 position against this build as it is so hard to predict what kind of board pressure you are going to bring out at any one turn, leaving a Maxband Vandy always in the crosshairs
I have always used Disease Tech 2 for a Metamorph plan as dropping a Crow or Ghoul has usually proved useful, but I am slowly realizing that play is usually a “win harder” strategy; it rarely helps when you are on the backfoot.
The only problem I see with trying to race P1 on Tech buildings with this build is exactly that same problem with pressure though. If i had spent more resources on going early Tech 2, I feel like you would have ran over me with units and gotten the Tech 2 kill with ease. I suppose my only defense to that really would be trying to keep a heavy chump patrol with skeletons and pick off high value targets with Doom Grasp, like a maxband Rook or Arg. Even then, a Maxband Zane or Zane and Sharks or Zane and any other hasty unit makes that plan shaky
I am going to have to try out some more games against this build to see what works best, thanks for the input!