Deteriorate
Sacrifice the Weak
Summon Skeletons
Jandra, the Negator
My Thoughts
Hmph, another mediocre P1T1 hand… No Imp, Jav or Haunt, has all my combat spells… Could go Jandra (who has been decent early pressure, despite not having Vandy as a dive buddy)… He’s black starter also, though, which makes Jandra 50/50 to trade even with StW + Garth but cede all the pressure and econ. I think I’m going to go with Jaina, to threaten Sparkshot or midband sniping (if I don’t end up wanting to play Imp, which is what I think I’ll go for).
I have to play pretty heavy pressure to avoid his tech 2, maybe Fire is just the way to do it!
Bone Collector
Jandra, the Negator
Summon Skeletons
Bone Collector
End of Turn Discard
My Thoughts
I think I’m actually going to work on Bone Collectors, I think that works well at building tempo for me. We’ll see, maybe this is a bad idea against Drakk… But I’m going to be behind on cards now, which makes it hard to build tempo when I have no combat spells right now. Imp now, hopefully one BC + Garth + skele next turn.
…
oh wow, drew both… Well maybe that’s what I’ll be doing next turn! Fingers crossed he isn’t going for Kidnapping!
Graveyard, Bone Collector, Bone Collector, Skeleton Javelineer
Discard
thenk
Bone collectors are safe. He can kill tech 1 with lobber+lobber+deteriorate but it’s his whole hand so I’d let him have it. I can stablise that with Garth or Quince easily. So I should be safe to play a strong turn 3 here.
Bone Collector
Jandra, the Negator
Summon Skeletons
Bone Collector
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Bloodlust, Nether Drain
Bone Collector x2
Main:
Bone Collector (4)
Garth (2)
Skeleton (1)
Worker (0)
Workers
Jandra, the Negator, Pestering Haunt, Skeletal Archery
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician: Thieving Imp (2/2)
Lookout: Bone Collector (3/3)
In Play:
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Graveyard
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
End of Turn Discard
Summon Skeletons
Bone Collector
Bloodlust
Nether Drain
My Thoughts
Bold move by Bomber to go PBR! So what do I do here? He’s super-floated making me thing he’s either racing for tech 2, or has indeed gone kidnapping. I’m honestly not sure what to do here. I think the safe thing is Garth + Skele + BC to try and protect against Kidnapping and StW, as well as stay afloat on cards. Laying both BCs just seems too easy to blow up with that PBR down. Let’s hope I’m making a good call. Going to tech a Nether Drain (I need anti-hero and a way to fast-level garth) and Bloodlust (in hopes that mitigates Mirrors while helping with BCs) Hope to lay Graveyard next turn and do work with Garth? idk, we’ll see!
Graveyard
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Kidnapping, Lobber
Bloodlust, Nether Drain
Bone Collector x2
Main:
Deteriorate SQL, bye PBR
Garth kills skele, takes 2
Graveyard (5)
Skeleton and Imp trade with BC, you get a card
My BC kills your Garth, my garth to level 3
Garth midbands and heals (4)
Make a skeleton (3)
Hero’s Hall (1)
Worker (0)
Workers
Poisonblade Rogue, Jandra, the Negator, Pestering Haunt, Skeletal Archery
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (2/4 lvl 4)
Bone Collector (3/2)
Graveyard (3hp, holding Thieving Imp)
Economy Info:
Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Skeleton Javelineer
Deteriorate
Summon Skeletons
End of Turn Discard
My Thoughts
Wow! He went BC, not a great P2 choice against black starter. I can completely bulldoze that, then, and play for Garth + Drakk. He’ll only have 4 cards to defend, I’ll expect a tower and I think with a Kidnapping and Bloodlust, I’ll easily be able to keep him off tech 2 long enough to develop a strong win condition. Having Imp in the Grave for more card bleed will just make things harder for him ^.)^
Graveyard
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Lobber, Hotter Fire
Kidnapping, Lobber
Bloodlust, Nether Drain
Bone Collector x2
Main:
Deteriorate Mirror Dead
Drakk + Midband (3)
Both skeletons trade with SQL BC
Maxband Garth, fetching a Lobber (0)
Garth kills Quince, Drakk maxbands
Lobber and BC break your tech 2, your base to 18
Workers
Poisonblade Rogue, Jandra, the Negator, Pestering Haunt, Skeletal Archery
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (3/3 lvl 7)
Drakk (3/4 lvl 6)
Bone Collector (3/2)
Lobber (2/2)
Graveyard (3hp, holding Thieving Imp)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Bone Collector
Kidnapping
Lobber
Sacrifice the Weak
End of Turn Discard
Deteriorate
Hotter Fire
Summon Skeletons
Skeleton Javelineer
My Thoughts
Yep, high tempo pressure from here on. Not sure if breaking the tech 2 or graveyard is better, but breaking the tech 2 seems safer, so we’ll go with that. Teching Hotter Fire, might be best to get Skeletal Lord and War Drums, not sure though. Hotter Fire should be good to have around.
Graveyard (3hp, holding Thieving Imp and another Thieving Imp)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 1
Workers: 10
End of Turn Hand
Skeleton Javelineer
Hotter Fire
Deteriorate
War Drums
End of Turn Discard
Molting Firebird
Bamstamper Lizzo
Sacrifice the Weak
Summon Skeletons
My Thoughts
Still don’t quite have lethal, but easy enough to keep the tech buildings down. I’m going to trade Garth out just b/c it gets me one turn closer to re-using his maxband, which is a great use of gold at this point, but it really shouldn’t matter as I now have him on 9hp and I’m drawing into War Drums, Kidnapping, Hooded Executioner, BC and Hotter Fire. Should be able to steamroll from here.
I did the math on every possible play, and in every line you had sufficient damage on your board to kill me (although possibly not when considering the splitting of it), and you’re definitely going to have something dangerous in your hand, including drakk maxband.
So it’s safe to say, I lose.
Gg sir. I have no idea how to use this deck, but you know how to use yours.
GG WP! I definitely think the biggest problem was your turn 2 tech. Bone Collectors as P2 against an aggressive deck just doesn’t work out great. With all that float, I was expecting Kidnapping or a Fast tech 2 + Hoodie or Lich’s Bargain, something to help swing momentum for you. Once you hit tech 2, mirrors were going to totally roll me, so I had to mortgage econ for tempo to stop that, and I felt like you let me to some extent.