OK the hasty graveyard deck - I have to put on sufficient pressure early that he can’t get it running, or else I can stall the combo if it gets up. I could lich’s bargain or use skeletons to swarm him? Or necromancy into disease?
STARTING HAND
Jandra, the Negator
Thieving Imp
Skeletal Archery
Skeleton Javelineer
Summon Skeletons
WORKERS
Poisonblade Rogue
Jandra, the Negator
NextHand
Skeletal Archery
Deteriorate
Bone Collector
Graveyard
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Skeleton and Haunt kill your Rogue
Garth rasies a new skeleton - ($1)
Skeleton Javelineer - ($0)
Garth deals one damage to your base
Killing his rogue here is a one gold advantage for me. I could save my skeleton by giving it a bow, but it is more efficient to just get a new one right now.
Sacrifice the Weak, Deteriorate, Crash Bomber, Graveyard
Discard
Thinking
He’s probably going bone collectors. Plan is to get Crash Bombers, Graveyard, and Tower, to trade upwards and maintain hand size. Then hopefully tech 2 turn 4 and slam hyperions down. Or something.
STARTING HAND
Graveyard
Sacrifice the Weak
Deteriorate
Skeletal Archery
Bone Collector
WORKERS
Poisonblade Rogue
Jandra, the Negator
Graveyard
NextHand
Thieving Imp
Pestering Haunt
Bone Collector
Summon Skeletons
Discard
Bone Collector
Sacrifice the Weak
Deteriorate
Skeletal Lord
Necromancer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Skeletal Archery - ($3)
My javelineer and normal skele shoot down your imp, you get gold
Garth kills your skele, takes one, you draw
Garth makes a skeleton - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton #2 1/1
Technician:
Lookout:
In Play:
Garth L1 1/2
Skeletal Archery
Skeleton Javelineer 1/1 [Javelin rune]
Skeleton #1 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 2
Workers: 7
Thoughts
Man, the imp sniped my bone collector! What a time. I guess I play archery instead? And commit to skeleton horde. I don’t think he has any efficient AOE in that codex - tricycloid would be annoying, but everything else has to attack one (or two) things at a time. Next turn - tech up, bone collector, and maybe something else.
Skeleton Archery demands an immediate tower, as I have no other answer to his skeleton army. Then, tech up. This redraw is also perfectly acceptable, as even if he destroys my tech 2 I can put up a very reasonable wall, with a graveyard for backup.
STARTING HAND
Thieving Imp
Bone Collector
Summon Skeletons
Pestering Haunt
WORKERS
Poisonblade Rogue
Jandra, the Negator
Graveyard
Pestering Haunt
NextHand
Deteriorate
Thieving Imp
Sacrifice the Weak
Bone Collector
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II (Necromancy) - ($4)
Bone Collector - ($2)
Tech lab (Demonology) - ($1)
Garth makes a skeleton - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Bone Collector 3/3A
Elite:
Scavenger: Skeleton #1 1/1
Technician: Skeleton #2 1/1
Lookout: Skeleton #3 1/1
In Play:
Garth L1 1/2
Skeletal Archery
Skeleton Javelineer 1/1 [Javelin rune]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Ah yes, tower. I think I just don’t attack with my skeletons here? Three for one is awful, and I can get more value from them in patrol slots at least until I power them up with a Lord. How do I kill hyperions etc? I guess I take some big demons out too, and use skeletons as theirs sacs. Next turn - I can level Garth for whatever unit I want and play one from my hand (assuming I get a scav bonus if I want a Dozer from the hand). Patrolling - Crash bomber can do 2+1 damage. Hyperion can appear, though not two of them. Hyperion and now!Max can occur, though this seems less likely. Now!Tricycloid can occur. So, if I want to be sure Garth lives, I need to patrol 4 things; however, if he whiffs on his tech II unit I can get away with just a bone collector in SQL. I think I’ll prep for the worst - they’re only skeletons. --------------------------------------------- WOW drew no tech IIs, what a fail. Tech draw please?
Sad I didn’t have a tech 2 in hand, but then I remembered I can just have Garth get one for me. Hopefully, this will sustain my tech 2 so I can lay down some Hyperion hot fire (or Tricycloid hot fire, whichever is required).
Skeletal Lord
Voidblocker
Necromancer
Blackhand Dozer
Discard
Bone Collector 3/3A
Skeleton Javelineer 1/1 [Javelin rune]
Sacrifice the Weak
Bone Collector
Deteriorate
Dark Pact
Blackhand Dozer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth summons a skeleton - ($6)
Sacrifice the Weak, sacrifice the fresh skeleton and kill tricycloid - ($4)
Level Garth to midband - ($1)
Three skeletons and Garth kill your garth; all skeletons die
Maxband Garth - ($0)
Maxband Garth calls up a Blackhand Dozer
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Blackhand Dozer (7/6A)
Elite:
Scavenger:
Technician:
Lookout: Garth L7 3/4
In Play:
Skeletal Archery
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
So long, skeleton army; I must cast you off as but a relic of the past. My heart belongs to the demons now.
Necromancer
Skeletal Lord
Summon Skeletons
Voidblocker
Discard
Bone Collector 3/3A
Skeleton Javelineer 1/1 [Javelin rune]
Deteriorate
Bone Collector
Sacrifice the Weak
Dark Pact
Skeletal Lord
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Max Garth to raise a Skeletal Lord - ($1)
Deteriorate Tricycloid
Two 2/2 skeletons take out Tricycloid at range, one tower damage to each
Garth raises a skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton #4 2/2A
Elite:
Scavenger: Garth L7 3/4
Technician: Skeleton #3 2/1
Lookout:
In Play:
Skeletal Archery
Skeletal Lord 3/3
Skeleton #1 2/1
Skeleton #2 2/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
Come back, skeletons! I didn’t mean it! I need to defend likely a double hyperion next turn. This patrol should mop up the attacks and let me keep my lord to buff the two skeles next turn and kill something, though it will level his Max. If he doesn’t have hyperion TD or tricyloid TD then I am doing well. If he Tricycloid TDs to shoot all of my skeletons and my lord. then I guess I go big demons next turn, or maybe voidblocker tech up.
Skeletal Lord
Skeleton Javelineer 1/1 [Javelin rune]
Dark Pact
Discard
Voidblocker 2/6A Exhaust an extra to attack
Deteriorate
Zarramonde, the Obliterator
Zarramonde, the Obliterator
Tech 2 card(s)
Get Paid + float - ($12)
Tech III - ($7)
Blackhand Dozer - ($3)
Skeletal Lord - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Blackhand Dozer 7/6A
Elite:
Scavenger: Skeleton #1 2/2
Technician: Skeleton #2 2/2
Lookout: Skeletal Lord 3/3
In Play:
Skeletal Archery
Necromancer 3/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Hmmmmmmmmm. I think my victory condition becomes Tech III now that immortals are out. I really want a DP in my next hand. -------------------------------------------- Hooray!
Order question here, which doesn’t affect my turn now but might affect yours at some point - if BH Dozer dies, a lowest tech unit can be killed. In addition, its death triggers Necromancer, who makes a skeleton. What order do those happen in? Obviously there are situations in which I would prefer skeleton --> unit death so that the fresh skeleton can be the sacrifice if necessary, and you the inverse.
I’m gambling that he doesn’t have ya boy ZARRAMONDE right now, but even if he does a quick TD into Crashbarrow should make short work of him, and then I dance on his corpse or something.