For some reason the sheet discarded/drew twice in a row so it overwrote my turn. I had to redo it manually.
P1T2
StartingHand Workers
Teching 2x Bone Collector
STARTING HAND
Skeleton Javelineer
Sacrifice the Weak
Skeletal Archery
Graveyard
Thieving Imp
WORKERS
Poisonblade Rogue
Thieving Imp
NextHand
Summon Skeletons
Graveyard
Jandra, the Negator
Skeletal Archery
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - $2
Skeleton token - $1
Javelineer - $0
Haunt pings your base
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: lvl 1 Garth 1/3+A
Elite:
Scavenger: skeleton 1/1
Technician: Javelineer 1/1 [javelin]
Lookout: skeleton 1/1 In Play:
Pestering Haunt Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 6
Thoughts
Graveyard + BC seems fine. I really wonder if I should keep Skeletal Archery, as it could offer heavy damage on next turn. Workering Imp sucks though. Too bad I had all SS/Jandra/Rogue on first turn, but well, haunt T1 + Jav T2 is fine enough.
Crashbarrow
Deteriorate
Thieving Imp
Sacrifice the Weak
My Thoughts
Wow he left his Garth totally vulnerable. Makes me think he’s trying to draw BC/Tiny B + Now! I’ll fetch a BC and SQL it, that should keep me safe enough to get to blood T2 next turn without incident.
Nether Drain
Sacrifice the Weak
Jandra, the Negator
Pestering Haunt
Discard
Deteriorate
Bone Collector
Hyperion
Tricycloid
Tech 2 card(s)
Get Paid+scav - ($8)
Worker - ($7)
Replay Javelineer from Graveyard - ($6)
Bone Collector - ($4)
Tech II - Present - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Bone Collector 3/3+A
Elite:
Scavenger: Javelineer 1/1 [javelin]
Technician: skeleton 1/1
Lookout: In Play:
skeleton 1/1
Skeletal Archery
Graveyard () 3hp Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4 Gold:
Gold: 0
Workers: 8
Thoughts
I've no good options to Kidnapping, save that Hyperions still benefit from haste and Tricycloids, well, are not such a good target. Unsurprisingly Frozenstorm had some way to kill Garth, so I should use Nether Drain (I should have teched it twice, that will was obvious).
Crashbarrow, Ember Sparks
Crashbarrow, Bone Collector
Lobber, Lich’s Bargain
Main:
Lobber, ram into BC (7)
Replay lobber from the graveyard, trade with BC (6)
Jav hucks a spear at your jav and trades (bc archery), you get a gold
Skeleton trades with your techn, you get a card
BC and Garth break your tech 2, your base to 18, I get a skeleton
Tech 2 Blood (2)
Lich’s Bargain, horde arrives (0)
Workers
Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: BLOOD
In Patrol:
Squad Leader: Zombie (2/2+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout: Horror (3/3)
In Play:
Garth (3/4 lvl 7)
Bone Collector (3/3)
Graveyard (3hp, Lobber and Jav)
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Lich's Bargain
Pestering Haunt
Ember Sparks
Sacrifice the Weak
End of Turn Discard
My Thoughts
So easy to kill the tech 2 here, so let’s think ahead: the only thing that’s going to stop my horde is a moment’s peace out of him, so what do I tech to combat that? Bloodlust sounds like a decent plan, as does Ember Sparks. lets go with that, b/c the likely play if he does have it is Midbandori SQL + Moment’s Peace, so I’d need Garth to swing + 2 damage, so Sparks gives me that plus a ping on something, and lobber can ping it as well.
I’m afraid that’s GG already. So sad not to fight back the slightest…
With my hand, you can break my Tech II again without playing anything (just bring your Lobber back from the grave is enough). And I expect tech IIs, some spells and/or Death Rites, so…