GL & fun to you too! It’s awesome to finally be part of a tournament here!
P2T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Skeletal Archery
Thieving Imp
Summon Skeletons
Jandra, the Negator
WORKERS
Jandra, the Negator
NextHand
Graveyard
Pestering Haunt
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Discard
Thieving Imp
Summon Skeletons
Skeletal Archery
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
jav - ($3)
Garth + skeleton - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: skeleton (1/1A)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout:
In Play:
Garth (1/3, lvl1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
decided against Imp, as a single 2/2 body doesn’t really change that much in the next turns, even though that card discard is nice. Let’s see whether I will be able to protect Garth reasonably well.
STARTING HAND
Jail
Manufactured Truth
Bluecoat Musketeer
Arrest
Reputable Newsman
WORKERS
Spectral Aven
Jail
NextHand
Arrest
Bluecoat Musketeer
Building Inspector
Scribe
Overeager Cadet
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Oni kills squad leader Skeleton
Traffic Director pings your base for 1 damage
Reputable Newsman: no spells or upgrades that cost 2 - ($1)
The big question this turn is what to block with Newsman. I need to block Deteriorate if I want to play Hounds safely. But with Garth already out, I’m worried about early Lich’s Bargains. And if that’s blocked, zango is likely to go for BCs, which only Hounds trade favorably with…
Yup, this is a tough matchup
zango’s playing defensively, which I’m totally cool with. I’ll just flood the board and set up for the Peace engine.
Huh, I think I actually want to play Bluecoat over Building Inspector here. Weird.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
2x bone collector - ($2)
skeleton - ($1)
Haunt suicides into Musketeer
Garth pings Musketeer, takes 1
skeleton trades with Musketeer
jav uses his rune to snipe TD, you gain $1
Garth to level 2 - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Bone Collector 1 (3A/3)
Elite: skeleton (1+1/1)
Scavenger:
Technician: Bone Collector 2 (3/3)
Lookout:
In Play:
Garth (1/2, lvl2)
Skeleton Javelineer (1/1, no jav rune)
Buildings:
Base HP: 19
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Man that deteriorate would have been nice this turn!
I really like my Garth, let’s hope he doesn’t have/play both arrest and MT to kill him. But with him flooding the board with weenies, he probably goes for the peace engine, so hopefully he has workered away one of the two.
There’s the BCs, right on cue. I need Tower to keep them from attacking with impunity, and I could still lose Oni, but at least Garth can’t pull a Skelord just yet.
I was so excited during pondering about my turn3, when I realized that the upcoming summon skeletons lines up so nicely with this back-of-my-head-plan to cheat a biggy in. Also tbh I didn’t realize that the deteriorate in my upcoming hand would keep me safe from arrest + your hero & units killing as many skeletons as they can.
Would you have gone for the T4 Garth kill if both MT & arrest would have been in your hand?
I would say pure luck: without those two T3 BCs and summon skeletons T4 that line can never work. And also not having a decent line of play besides the tower in T2 came in handy in retrospect
Well I was contemplaining about teching a single one T4 (after commiting to this line of play), but in case Dreamfire starts my next cycle early by killing my technician that probably means that he trades all his units & hero for killing as many skeletons as possible. Then my single Lord fetched by Garth is probably safe behind a Troq in SL and a maxband Garth in Technician. And if he doesn’t kill the Technician skeleton in his T5, I can put in the second Lord in T5 as well without any difference to teching him T4 or T5, as both go into the same next cycle.