Strong opening, I’m going to get rid of that prospector so they don’t get heaps of value from it. Opening with Garth because I don’t expect a lot of opportunities for vandy aggression and the skeleton saves me a card. Skeleton into elite discourages attacks, as I don’t think there’s a way they can kill Garth and not be behind on tech, workers, or cards.
Tiger Cub
Ironbark Treant
Rampant Growth
Verdant Tree
Thoughts
Midband Drakk, kill everything, Panda survives. This softly ties me to teching War Drums, and with Garth available there’s a risk he eventually gets killed with Doom Grasp, so I can’t go too all in. However, it might be enough to give me early tempo, which is usually a big problem against Nightmare.
Tech up, Tiger Cub or Treant. Eh, it’s fine, but I don’t think it helps me take tempo in the long run.
Hmm, I did not see that coming. Guess I should’ve put the skeleton in squad leader after all. This poses some problems. I’ll try to block up but kidnapping could cause real issues for me.
Spore Shambler
Young Treant
Forest’s Favour
Merfolk Prospector
Tiger Cub
Thieving Imp discard: 1
Merfolk Prospector
Thoughts
Discarding Prospector is annoying here, Prospector + Treant + maybe Drums would have been a nice option to destroying Tech I, or still teching up if I didn’t draw a Drums. Maybe I still try with Tiger Cub. Teching in some Tech I units, I’ll need to tech up sooner or later.
Teched cards: 2
T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
Get paid - (6)
Tiger Cub, Drakk gives it haste - (4)
Young Treant, I draw - (2)
War Drums
War Drums - (0)
Drakk kills Thieving Imp, takes 2 damage
Tiger Cub kills Skeleton Javelineer, you draw, takes 1 damage
Playful Panda destroys Tech I, your base to 18 Skip worker!
Discard 2, draw 3, reshuffle 5, draw 1
Young Treant 3/2 (War Drums: +3 attack; can’t attack)
Drakk L6 3/2 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 2 damage)
Playful Panda 5/1 (War Drums: +3 attack; Drakk: frenzy 1; 1 damage)
Tiger Cub 5/1 (War Drums: +3 attack; haste; Drakk: frenzy 1; 1 damage)
War Drums (channelled by Drakk; units get +1 attack for each unit)
Base HP: 20
Hand: 4
War Drums
Ironbark Treant
Rampant Growth
Tiny Basilisk
Hm, this is not going well. I really want to build a heroes’ hall, but I have to keep the units down or I will simply die. I’m getting a nether drain to try and shut drakk down, but I don’t know if it will work. Will I ever be able to stick tech 1 at this point?
War Drums
Ironbark Treant
Rampant Growth
Tiny Basilisk
Shadow Blade discard: 1
War Drums
Technician draw: 1
Spore Shambler
Thoughts
Discarding War Drums is painful, but Spore Shambler is nice for killing Vandy without losses.
Killing Pestering Haunt is risky here: Drakk might get sniped by a Nether Drain. However, if he doesn’t, I have more chance of having both units on the board next turn.
Even if I lose Drakk, I’m reaching Tech II first, so things look pretty good.
Teched cards: 2
T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Chameleon
Get paid - (6)
Spore Shambler, Drakk gives it haste, War Drums to +2 - (3)
Spore Shambler kills Vandy, takes 2 damage, levels fizzle
Tiger Cub destroys Tech I, your base to 16
Drakk kills Pestering Haunt, takes 1 damage
Worker - (2)
Expensive Tech I - (0)
Discard 2, draw 3, reshuffle 7, draw 1
Drakk L6 3/1 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 3 damage)
Spore Shambler 4/1 (++; haste; War Drums: +2 attack; Drakk: frenzy 1; exhaust or 1g: pass a + rune to target unit; 2 damage)
Tiger Cub 5/1 (War Drums: +2 attack; haste; Drakk: frenzy 1; 1 damage)
War Drums (channelled by Drakk; units get +1 attack for each unit)
Note to anyone watching, yes I accidentally wrote down a worker for last turn but don’t worry, it didn’t actually leave my cycle, and my worker count is correct.
That Skeleton presents some difficulties. I can only get past it without losses, and destroy Tech I again, if I use Forest’s Favour to give health to a 1-health card. That stops me getting Tech II, but it does keep Bryce away from Tech I haste again. With the threat of Deteriorate and Shadow Blade, I think it behoves me to stay on the offensive here.
Teched cards: 2
T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Chameleon
T5: Moment’s Peace, Wandering Mimic
Get paid - (7)
Crash Bomber, Drakk gives it haste - (6)
Merfolk Prospector - (5)
Crash Bomber kills Garth, takes 1 damage, levels fizzle
Expensive Forest’s Favour, Drakk gets a + rune - (2)
Drakk kills Skeleton, you draw, takes 1 damage
Tiger Cub destroys Tech I, your base to 14
Hero’s Hall - (0) Skip worker!
Discard 1, draw 3
Drakk L6 4/1 (+; dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 4 damage)
Crash Bomber 5/1 (War Drums: +3 attack; Drakk: frenzy 1; dies: 1 to your base; 1 damage)
Tiger Cub 6/1 (War Drums: +3 attack; haste; Drakk: frenzy 1; 1 damage)
Merfolk Prospector 4/1 (War Drums: +3 attack; Drakk: frenzy 1; exhaust: +1g)
War Drums (channelled by Drakk; units get +1 attack for each unit)
Hooded Executioner, Thieving Imp, Sacrifice the Weak, Deteriorate
Discard
Think
This is getting really bad really fast. Heroes’ Hall means Rook defence or Midori flying, neither of which make me very happy. Good thing I have Nether Drain I guess… Just wish I had it available this turn to kill Drakk. Oh lord what am I doing why didn’t I just tech doom grasp from day 1 I am a foooooool
T2: 2 x War Drums
T3: Crash Bomber, Tiny Basilisk
T4: 2 x Chameleon
T5: Moment’s Peace, Wandering Mimic
T6: 2 x Whatever
Get paid - (7)
Ironbark Treant, Drakk gives it haste - (4)
Playful Panda, Wisp arrives - (2)
Tiny Basilisk - (0) (War Drums is at +6)
Crash Bomber trades with Vandy and Skeleton, you draw, levels fizzle, War Drums to +5
Drakk, Tiger Cub and Ironbark Treant hit your base for 21, GG!
Drakk L6 4/1 (+; dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 4 damage)
Tiger Cub 7/1 (haste; War Drums: +5 attack; Drakk: frenzy 1; 1 damage)
Ironbark Treant 8/2 (haste; War Drums: +5 attack; Drakk: frenzy 1; patrol: -2/+2A)
Playful Panda 7/2 (War Drums: +5 attack; Drakk: frenzy 1)
Wisp 5/1 (War Drums: +5 attack; Drakk: frenzy 1)
Tiny Basilisk 6/2 (War Drums: +5 attack; Drakk: frenzy 1)
War Drums (channelled by Drakk; units get +1 attack for each unit)