Woo monoblack. I just realised and went back to check - I paid 2 gold for my tech I at the beginning of last game despite having a monocolour I guess that means it is all invalid forever and I win the tournament now right?
P2T1
StartingHand Workers
STARTING HAND
Pestering Haunt
Deteriorate
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer
WORKERS
Summon Skeletons
NextHand
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Decided to press the aggressive play. Not sure how this will pan out for me, since I can’t actually build my tech 2 to take advantage of feral strike until turn 4. So yeah. Bad redraw too. Dunno what will happen next.
My own fault entirely! Maybe, though I would still have bet on you I think.
P2T2
Tech StartingHand Workers
TECH
Hooded Executioner
Shadow Blade
STARTING HAND
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Skeletal Archery
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Sacrifice the Weak
Deteriorate
Graveyard
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Javelineer throws a javelin at Merfolk and knocks off armour, other skele trades
Haunt does 1 damage to the base, on 19
Theiving Imp, discard #2 of 4 - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Thieving Imp 2/2
Lookout:
In Play:
Javelineer 1/1
Pestering Haunt 1/1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Eesh. More of an aggressive Calamandra than I expected. How can I exploit this, or am I just blown up? Imp reduces his card count further, which might be good. Archery preserves a skeleton - but is probably not worth it to save just one. Jandra is big, but even in Elite not big enough to kill the Cala efficiently. Rogue is good if it attacks. I think Imp is the best in this hand. What is he going to tech? Probably centaur, perhaps feral strike if cala survives again. Shadow blade might be good to punish a centaur and the card issue again, though the resist from Cala is annoying. I’ll also take a unit; Executioner would also punish a big centaur, and doesn’t target. Floating a gold makes boosting it easier. From there I’ll go… not sure. Demonology into shrine? Cursed crows?
Annoying that I can’t just summon a tiger here because sac the weak. I will defend, and if Calamandra survives I will tech up and aim to feral strike some big stuff. If she does not, I will tech up and GROW
Shadow Blade
Sacrifice the Weak
Hooded Executioner
Jandra, the Negator
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy - ($5)
Deteriorate the Resistant Wisp - ($4)
Max Vandy, buff my Skeleton jav and your Panda - ($0)
Skeleton (3/3) and Imp kill Calamandra, levels fizzle
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Vandy L5 (4/5) Resist 1, sparkshot
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt 1/1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Is teching a meta ambitious? I would really liek Vandy to survive unitl the turn after next so I can get a HH or T2 and another hero out. Probably not going to happen. I’ll put in a DP and try to cycle round if I want to later.
STARTING HAND
Shadow Blade
Jandra, the Negator
Hooded Executioner
Sacrifice the Weak
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Jandra, the Negator
NextHand
Javelineer 1/1
Poisonblade Rogue
Dark Pact
Discard
Sacrifice the Weak
Pestering Haunt 1/1
Shadow Blade
Gorgon
Bone Collector
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Haunt kills wisp, dies to tower
Sacrifice the weak, treant dies - ($5)
Boosted Hooded Executioner, Treant dies - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Hooded Executioner, 3/3A
Elite:
Scavenger:
Technician: Vandy L5 (4/2) Resist 1, sparkshot
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Sac the weak is just so good - I could choose to play it here over my two tech’d cards. Maybe that means I should have tech’d better cards though. If he had patrolled the Huntress I would have shadow bladed it, and he knows it. Anyway, if I play the executioner I don’t get to tech up… but I think the minion clear and good position might be worth it? Card recovery with Dark Pact next turn or the turn after.
Tech 2 card(s)
Get Paid - ($9)
Dark Pact, my base to 18
Tech II (Disease) - ($5)
Tap Vandy and discard to gain a Soulstone from my codex - ($4)
Soulstone Executioner - ($2)
Deteriorate Centaur
4/4 Executioner kills centaur
Javelineer - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Javelineer 1/1
Lookout:
In Play:
Hooded Executioner, 4/2A (Ensouled, so +1/1 and 2 dmg)
Looks like he’s setting up for meta, I think. Could be rough for me, but at least I’ve made it very tough for him to move the Rhino. Hopefully, that will delay him. The plan is Tech 3 and win.
Thieving Imp 2/2
Gorgon
Abomination
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($10)
Discard, pay one, tap vandy for a Dark Pact - ($9)
Dark Pact, my base to 16
Worker - ($8)
Cursed Crow - ($5)
Surplus - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Hooded Executioner, 4/1A (Ensouled, so +1/1 and 3 dmg)
Elite:
Scavenger:
Technician: Javelineer 1/1
Lookout:
In Play:
Vandy L5 (4/2) Resist 1, sparkshot
Soulstone (attached to Executioner)
Cursed Crow 3/3 flying, steals cards on base attacks
I’m in a pretty good spot here, I think. Yeah he’s got a lot of cards and a lot of gold, but not a lot of board. I have many chances to just play a bunch of stuff he can’t deal with.
Gorgon
Dark Pact
Cursed Crow
Cursed Crow 3/3 flying, steals cards on base attacks
Shadow Blade
Tech 2 card(s)
Get Paid - ($11)
Tech III - ($6)
Gorgon - ($3)
Bone Collector - ($1)
Crow attaks your base, dies to the elemental but you discard #3 of 3
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Gorgon 2/4A
Elite:
Scavenger:
Technician: Bone Collector 3/3
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Disease)
Tech III HP: 5
Surplus HP: 3
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 1
Workers: 11
Thoughts
I have card advantage once again, so… yay? Not sure where I’m going here really. Zarramonde would take down Guargum if I have enough gold, but a plague lord won’t.Gorgons will if I can get through, which I likely can’t.