STARTING HAND
Skeletal Archery
Summon Skeletons
Deteriorate
Jandra, the Negator
Skeleton Javelineer
WORKERS
Jandra, the Negator
NextHand
Sacrifice the Weak
Graveyard
Pestering Haunt
Thieving Imp
Poisonblade Rogue
Discard
Skeletal Archery
Deteriorate
Summon Skeletons
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Skeleton Javelineer - ($2)
Play Vandy - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: L1 Vandy (2/3)
[B]In Play:[/B]
Skeleton Javelineer (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
For once, I’m not workering Skeletal Archery. It might be useful for dealing with Birds. I imagine his next turn will be Rook + unit, which I’ll respond to with Jav in technician + midband Vandy in the back. I’ll probably tech either basilisk + lobber or double basilisk.
Usually, White with Finesse has great options to be on the agressive side of the board. Against Vandy and her minions, though, it will become harder to do so. I must use my eco advantage (including not having a multicolor penalty) to damper the agression. With Balance and Fire, cstick has a large choice of tech Is, from the hasty Lobbers to the Tiny Basilisks; with Vandy’s spells and the black starter, I have many possibilities to do mistakes…
Having only Aged Sensei to play for defense, I must attack. I can use Safe Attacking to kill both Jav and Haunt, so Savior Monk wouldn’t be exposed to Deteriorate, but if I want keeping Rook alive, I need midbanding him, so that’d mean skipping tech I. If cstick teched and drew lobbers, I’ll lose Rook whatever the situation, given my hand. Let’s hope he didn’t [/details]
Collect 6 gold (6)
Worker (5)
Tech I (4)
Grappling Hook on javelineer, moving it to lookout (4)
Monk kills Javelineer, Rook kills Haunt
Midband Rook (0)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vandy kills Monk
Play Tiny Basilisk - ($3)
Play Tiny Basilisk - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Tiny Basilisk (1/2)
[I]Technician[/I]: Tiny Basilisk (1/2)
[I]Lookout[/I]:
[B]In Play:[/B]
L3 Vandy (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
For this turn, the question was whether I wanted to play Summon Skeletons or the second Basilisk. Since I knew that Archery was coming up, playing skeletons now could potentially allow me to kill bird basically for free. However, with Rook already at midband, I was worried that he could just max Rook and a single Basilisk wouldn’t be enough to get through, so I decided to play the second one instead.
I could pick Tech IIs, with two options: doing as I did, or playing a card (probably Aged Sensei patrolling in Elite) so I could delay the reshuffle and have 4 tech IIs in my T5 deck + hand. I chose to stay on tech I for now as Demon/Fire/Balance doesn’t have great anti-hero solutions besides Deathtouch, and Birds should be enough of a threat if I manage to spar with them/have them dance later. Still, I believe teching 2x Earthquake might be overconfident.[/details]
Collect 7 gold (7)
Worker (6)
Nimble Fencer (4)
Fencer trades with Scavenger
Rook ignores Technician and kills Vandy, gaining two levels
Maxband Rook (3)
STARTING HAND
Skeletal Archery
Thieving Imp
Graveyard
Skeleton Javelineer
WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
NextHand
Deteriorate
Dark Pact
Sacrifice the Weak
Discard
Tiny Basilisk
Thieving Imp
Flame Arrow
Dark Pact
Tech 2 card(s)
Get Paid + float + Scav - ($9)
Worker - ($8)
Play Graveyard - ($6)
Play Skeleton Javelineer - ($5)
Play Jaina - ($3)
Build Heroes’ Hall - ($1)
Basilisk kills Rook once
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L1 Jaina (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton Javelineer (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard HP: 3 (Tiny Basilisk)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
I knew that patrol was a mistake soon after posting it. By the time I remembered Nimble Fencer, it was too late to fix. With all of that gold, it looks like he’s gearing up to build Tech 2 rather than investing more in Rook.
I don’t like much Finesse II, so what should I pick between Discipline and Strength ? I’m not sure whether Mind-parry Monks should be that useful; against Shadow Blades and Fire spells, they are great, but so far cstick doesn’t seem to have picked that option. Vigor Disciples are OK, but give too much stuff to Wandering mimics, especially if they fly (birds, faery dragon) and have haste (lobber), dealing the solid 5 flying hasty damage. Grapplers and Barbarians should be fine, even if none can deal efficiently with Potent Basilisk (but dancing birds can !)
For this turn, I have the possibility to play my Flagbearer. By doing so, I’m nearly sure to keep Rook and my birds. But that means going down on cards, having a possibility not to draw Earthquake, and in any way losing the possibly winning line: double Fencer + Advice cleaning patrol, Rook crushing Heroes’ Hall and damaging the base, birds pecking both tech buildings and Earquake closing the game. For this reason, and because I think Rook doesn’t need help to survive, I’ll play greedy and keep my money and cards ![/details]
I forgot to reshuffle my Savior Monk after his death on T3. That has no major impact on my T4, as I won’t play anything besides Bird’s Nest, but I must add it in my deck for my T5 draw, and so edit my “next hand”. Also, some of my thoughts appear to be wrong (I thought I knew for sure my T5 hand, thinking I had 5 cards remaining in my deck); if any spectators look at them from now on, don’t be surprised
This Dark Pact helps a lot: cstick’s base is damaged by now ! And I don’t need to destroy the Heroes’ Hall, as only Midori will be available on his next turn.[/details]
Collect 9 gold + float (13)
Summon Grave (11)
Nimble Fencer (9)
Nimble Fencer (7)
Sensei’s Advice on both Fencers (6)
Fencer #1 trades with Basilisk
Fencer #2 kills Jaina, taking 2 damage back after armor. Grave lvl 3
Rook kills Vandy, taking 2 damage back. Grave lvl 5
Each Bird hits a Tech Building
Earthquake - Graveyard and Heroes’ Hall take 1 damage, both Tech buildings are destroyed, your base takes 2+2+4 = 8 damage, down to 10 hp (1)
You couldn’t guess I had no possible blocker - or that you’d draw both your teched cards AND deteriorate/StW on T3. Vandy + haunt + jav + Lobber/Deteriorate/StW on T3 is as unstoppable as it is uncommon, and only that could ensure the kill on Rook. Having 2 basilisks was imho a safer option; just making one patrolling in SQL would’ve stopped me (or at least, forced me to Advice my fencer, losing a card on it). Maybe casting Summon Skeletons was an option too ?