Bloodburn and Lobber are going to be a pain with Hotter Fire coming in. I wonder whether it’s worth having a Sneaky Pig Wight around for Jaina, or a Catapult to help the Haunt take out a Firehouse. If I tech one Catapult and one Skeleton Lord, that leaves me one of each to fetch. I just need some room to build the Tech Lab, can’t afford it this turn. Not happy about having to discard the Graveyard here.
Teched cards: 2
T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
Get paid - (7)
Worker - (6)
Tech II: Necromancy - (2)
Bone Collector - (0)
Pestering Haunt hits your Tech I to 3 HP
Discard 1, draw 3
Bone Collector 3/3+1A (attacks: I get a Skeleton)
Skeleton #1 1/1
Garth L1 1/3 (1g: summon Skeleton, once per turn)
Pestering Haunt 1/1 (unstoppable; can’t be sacrificed or patrol; attack capped at 1)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Hand: 3
Bone Collector
Summon Skeletons
Deteriorate
Deck: 2
Skeleton Javelineer
Skeletal Archery
Discard: 4
Thieving Imp
Corpse Catapult
Skeleton Lord
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
3 in hand
2 in deck
4 in discard
3 in workers
Gold: 0
Workers: 8
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
Garth L7 3/4 (1g: summon Skeleton, once per turn; sacrifice a Skeleton: draw 1)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit in hand into play)
Bone Collector 3/1 (attacks: I get a Skeleton; 2 damage)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Deteriorate did indeed make that a pretty easy dunk of a turn. Techn missing Hotter Fire kinda sucks too… No bueno. Would have been great to have that then Firebird + Charge. Even Kidnapping here would be great to kill the Lord… Oh well. We’ll see what we can make due with
Skeletal Archery lets me kill the Firebird here, and if Garth kills the Ogre he can’t be finished off by Bloodburn. That leaves 4 gold if I worker and play Skeletons, I suppose I could bring in another hero.
Tech options… I wonder what my chances of summoning something with Skeleton Lord are. Obvious choice is Zarramonde, although the Lord of Shadows is sort of amusing against Bloodburn. I’d like Lich’s Bargain to keep my board large, but the base damage might make it dicey against Fire. I seem to be doing OK for base health so far, though. I’ll take a copy, at least.
Teched cards: 2
T2: 2 x Bone Collector
T3: Corpse Catapult, Skeleton Lord
T4: Necromancer, Skeleton Lord
T5: Lich’s Bargain, Zarramonde, the Obliterator
Garth L7 3/1 (1g: summon Skeleton, once per turn; sacrifice a Skeleton: draw 1; 3 damage)
Skeleton Lord 3/3 (Skeletons get +1/+1; exhaust 5 Skeletons: put a unit in hand into play)
Skeleton #2 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeleton #3 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord: +1/+1)
Skeletal Archery (Skeletons have anti-air and long range)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes’ Hall HP: 4
Hand: 2
Sacrifice the Weak
Summon Skeletons
Deck: 5
Thieving Imp
Corpse Catapult
Skeleton Lord
Necromancer
Deteriorate
Discard: 3
Bone Collector
Lich’s Bargain
Zarramonde, the Obliterator
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
3 on board
2 in hand
5 in deck
3 in discard
5 in workers
Gold: 0
Workers: 10
5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Graveyard
T4: Bone Collector
T5: Pestering Haunt
Welp, this was not a great draw… Having Kidnapping is good, but I needed to split Hotter Fire. I think I’m pretty sunk, gonna throw a hail mary for desperation + firehouse being able to flood the board long enough to clear all the weanies. Pretty doubtful, we’ll see I spose