Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Nautical Dog (1/1)
Buildings:
Units/Heroes:
Vandy Anadrose (2/3)
Base: 20
Other:
Economy:
Workers: 5
Gold: 0
Hand: 5
Deck: 0
Discard: 3
Hand
Bloodrage Ogre, Bombaster, Makeshift Rambaster, Careless Musketeer, Mad Man
Discard
Scorch, Charge, Pillage
Think
crashbarrow.dek has bad defence. Technically so does my deck, but having taxmen and firebats is actually pretty good, as well as lobbers always being powerful. As moby always says, you can never have too many lobbers.
Starting with vandy here puts a lot of pressure on. Imp will be annoying as always, but imp is bad defence, and entirely cedes board control to me. Not a good idea!
Getting rid of bloodburn, because I suspect the other spells will be more useful to me late game.
A base race,potentially. We’ll see…
I could’ve opted for mad man board clear, but being down on cards means I want to solidify. It’s almost guaranteed they will trade haunt with dog here, which means more chances to draw lobbers for me!
Actually thinking of it technically they can kill vandy with both deteriorate and sac the weak and a unit?? That’s uhhh 2+2+1+1? Yeah they can still worker I guess but good lord is that trade absolutely not worth it.
Lobber, Dark Pact, Firebat, Mad Man, Charge, Pillage, Nautical Dog
Think
Hmm… two choices here: pillage and heroes hall with lobber still alive, or bombaster pop with ogre still alive.
Or I guess I could even let the imp live? Pillage and no kill Imp continues to put pressure on their hand and gold situation. I have dark pact to recover hand size later… That actually could be pretty strong. With rambaster coming up I believe I can break tech 2 if they build it. Yeah, that’s pretty strong pressure. Threat of Zane is very real here, and threat of bonus lobber or other haste is quite good.
Hmm, they still went for the tech 2. Interesting. Well, I have to skip worker to kill it, which isn’t ideal, but I want to maintain pressure here as much as I can. Saccing lobbers because I love redrawing into lobbers.
Voidblockers should give me efficient defence against crashbarrows I think.
I actually think I misplayed not killing the imp last turn. Should’ve pressured the gold, not the cards.
Crashbarrow
Bone Collector(3/3)
Thieving Imp(2/2a)
Deteriorate
Jandra, the Negator(3/3a)
Discard
Bone Collector
Sacrifice the Weak
Graveyard
Pestering Haunt(1/1)
Crashbarrow
Free Speech
Tech 2 card(s)
Get Paid - ($8)
maxband drakk - ($1)
skelejav - ($0)
skeleton throws a frenzied javelin at vandy, killing her
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: L6 Drakk(3/4) +r1
In Play:
Skeleton Javelineer(1/1) no jav
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
i have considered all 3 heroes… quince to stall, drakk to skip worker and through a skelejav, garth to sac the weak. i think them being on 3 cards reeally matters esp with lobbers involved and killing Vandy is just a great idea. plus, Meta. so yeah, match their skipped worker which does mean no quinc+crash next turn but that’s a loss i can take
Yep, I really messed up. I am now absolutely suffering the consequences of my turn 3, and I think I’ve thrown the whole game away as a result. You’d think I would’ve learned from that one game against whoever it was (zango?) last year. Just kill the imp!
Still, if I’m going to win, I absolutely cannot let drakk live. And since I drew voidblocker too early, there’s no point building my tech 2 (other than bait/protection of my tech 1, but killing drakk is higher priority).
If I’m really lucky (I doubt it) my tech 1 will live, and I have a chance to claw my way back in. If I lose my tech 1, I am almost certainly dead.
STARTING HAND
Jandra, the Negator(3/3a)
Crashbarrow
Thieving Imp(2/2a)
Deteriorate
Bone Collector(3/3)
WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator(3/3a)
NextHand
Crashbarrow
Nether Drain
Doom Grasp
Deteriorate
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
quince - ($5)
crashbarrow - ($2)
bone collector - ($0)
crashbarrow kills jaina does 2 to your tech 1, quince midbands
javelineer does 1 more to your tech 1
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Bone Collector(3/3a)
Elite:
Scavenger: L3 Quince(1/4)
Technician:
Lookout:
In Play:
Skeleton Javelineer(1/1) no jav
Mirror(0/1)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
sooo, teching more ephemeral, and something to help fetch w garth/get through a blocking vandy
Yep, this looks bad alright. Gotta get my tech 2 up before I get locked out, but leaves me with so little gold to defend. At least I have surprise attack coming up to attempt a swing back. We’ll see if it helps.
Pestering Haunt(1/1)
Sacrifice the Weak
Bone Collector
Shoddy Glider
Discard
Crashbarrow
Deteriorate
Nether Drain
Land Octopus
Shoddy Glider
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Maxband quince - ($6)
Crashbarrow, mirror copies - ($3)
drakk and 1 level - ($0)
mirror kills firebat and puts Vandy on 1hp
Real crashbarrow trades vandy and destroys tech 2, drakk midbands
bone collector destroys heroes’ hall, i get skele
skeleton javenlineer destroys tech 1, your base to 13
quince pings base to 12
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton(1/1a)
Elite:
Scavenger: L4 Drakk(2/3)
Technician:
Lookout:
In Play:
Skeleton Javelineer(1/1) no jav
Bone Collector(3/3)
L5 Quince(1/5)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
couple of pretty equivalent plans but this one breaks all three of their buildings whereas garth i dont quite have enough gold to fetch with and also maxband quince, even with nether drain
Shark kills Drakk, Zane gains 2 levels, you gain 1 gold, my base takes 1
Shark kills Bone Collector
Discard 2, reshuffle, draw 4
Patrol:
Squad Leader: Nautical Dog (1/1+A)
Elite:
Scavenger:
Technician:
Lookout:
Buildings:
Tech 1: 5
Units/Heroes:
Captain Zeno Zane lvl 3 (2/1)
Base: 11
Other:
Economy:
Workers: 10
Gold: 0
Hand: 4
Deck: 11
Discard: 0
Hand
Firebat, Zarramonde, the Obliterator, Mad Man, Lobber
Discard
Think
Hmm, maybe there is such a thing as a bad draw… like me getting my teched cards too early every cycle. Eh, I mean it’s not like my tech 2 was surviving anyway probably. Whatever.
Thieving Imp(2/2a)
Land Octopus
Free Speech
Graveyard
Crashbarrow
Tech 0 card(s)
Get Paid + scav - ($11)
mirror - ($9)
Garth - ($7)
shoddy glider, mirror copies - ($6)
mirror kills Zane, Garth to lvl 3
other mirror 3 dmg to your base
new mirror - ($4)
maxband Garth, fetch crashbarrow, mirror copies - ($0)
Crashbarrows kill dog and deal 10 to your base
GG @Bryce_The_Rice , i’d never piloted this deck before so that’s already a plus for a draft style tournament to me! However, I was scared going in that I was essentially fighting fire with aggro fire but my fire was P2… did you have much bad luck or mistake do you think as I was surprised to come out on top?