I feel like everyone is pretty aware of the changes we’re using by now, even if not the specifics. Whatever.
Also I noticed one of the copy-pastes people were using still had lich’s bargain at 6 base damage instead of 5. I think there was another disputed change in there somewhere too. Deteriorate not targeting maybe?
But enough of that. @Steve44 We must fight.
I will take Neutral starter (it’s just so versatile!) and Finesse. Pretty unsurprising choices I must say.
Older Brother, Timely Messenger, Fruit Ninja, Bloom, Spark
Discard
Tenderfoot, Wither, Helpful Turtle
Think
The only reason someone would float one instead of making a skeleton there is to prepare for thieving imp next turn. Jandra is also a possibility, but highly unlikely.
So I’m going to aggressively push brick thief and bank that they won’t want to spend two gold killing it or damaging garth, for fear of reprisal. (They don’t know I don’t have wither in hand.) This way, I have combat tricks coming up that I probably won’t use, but maybe I’ll just bloom rook or something.
Well, I absolutely called it. However, going offensive here seems like a bad idea. I toyed with the idea of rook killing imp, but I realised that double lobber and midband garth can simply break my tech 1, which seems pretty bad. Garth patrolling in technician heavily signals lobber here, and while I could kill garth, I don’t want to eat double lobber counter attack (again, potentially breaking my tech 1 unless I go way down on cards). Obviously hand size is a pretty major concern for me here, so I’m going to turtle up. I considered bringing in birds, but rook’s death is very possible, and I want to tech up fast, so fencers will provide good defence while letting me advance.
The other benefit of this patrol is any lobbers attacking in will die, preventing their board from growing.
Hmm, the lobber as I suspected, and there will surely be another. I don’t think any of my tech 2s are super good vs present (what is?) but finesse is still good. The bad news is they might have already teched their tech 2s and could be drawing into them next turn, which could spell disaster for me.
If they don’t kill rook, I’m probably maxbanding him. If they do, it costs them board. Either way I think I’m ok.
Yep, present of course. They’re building up their board quite well, and I have tech 2s incoming. They can easily kill my tech 2 with tricycloid, which is a little annoying. I will probably need a heroes’ hall I imagine.
Maxband Rook to keep any pesky hyperions out of play. Indirect damage only for you!
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Cast Nether Drain: Rook loses 2 Levels, 2 Levels to Garth - ($6)
Skeleton Javelineer throws his javelin and destroys brothers amor
1 Level to Garth, kills brother, takes 2 damage - ($5)
Garth to L7, heals all damage, Tricycloid arrives from my discard - ($2)
Summon Max Geiger - ($0)
Imp and Skeleton run into Rook for 3 damage
Tricycloid shoots Rook down, you draw, 2 Levels to Max
Lobber and Haunt break your Tech2, 2 damage to your base
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Tricycloid (3/3+1A) no ammo
Elite:
Scavenger:
Technician: Max Geiger (2/4) L3, Sparkshot
Lookout:
In Play:
Pestering Haunt (1/1)
Garth (3/4) L7
Lobber (2/2)
Skeleton Javelineer (1/1) no javelin
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Nether Drain is so important against Rook! Should I tech Death Rites or not…I think Hyperion and TD gives me more options, especially if he plays with heroes.
I hate hateHATE present so much. And Garth. Present just has such stupidly efficient bodies, and a combination of direct or indirect damage that you can use ON A WHIM. I hate it! And so card efficient, it even draws you more cards! I honestly think we could remove the card draw from hyperion and it would still be worth the cost, because of TD. Absolutely ludicrous. Busted spec.
… anyway yeah I’m about to lose. Present got to tech 2, you lose the game. Yay.
Temporal Distortion
Ember Sparks
Pestering Haunt
Nether Drain
Thieving Imp
Technician draw
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hyperion attacks Grave, takes 3 damage, I draw a card - ($3)
Skeleton Javelineer trades Grave, Levels fizzle
Garth and Lobber destroy your Tech2, 2 damage to your base
Lobber, deals 2 damage to your Tech1 - ($2)
Garth makes a Skeleton - ($1)
Haunt trades Fencer
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Skeleton (1/1+1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth (3/4) L7
Lobber (2/2) Haste
Hyperion (4/2) Haste, Attacks: draw a card
Lobber (2/2) Haste
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
I need Max next turn so I can’t summon Jaina this turn because I’m not sure if a suicide is possible next turn. I think a Lobber and 2 damage to T1 is the better way. He has no Fencers next turn so I think a Skeleton as SQL protects my board. TD with Hyperion next turn will give me the possibility for a double Tech break, hopefully…
And while hyperion is busy replacing their cards, I have to play down on cards to try and defend, and I can’t even use rook because of nether drain.
You know nether drain is getting nerfed in codex 2 to cost 2 and only steal 1 level? Good change, in my opinion. Although rook is getting nerfed too, so y’know.
Whatever. I lose to present every time, always. The only thing I’ve found that beats present is kidnapping.
Skeleton Javelineer
Immortal
Tricycloid
Sacrifice the Weak
Temporal Distortion
Tech 0 card(s)
Get Paid+float - ($11)
Worker - ($10)
Summon Max Geiger - ($8)
TD Hyperion back to my hand, Tricycloid arrives - ($6)
Tric kills SQL with 2 shots
Lobber trades with Turtel
Garth kills River, takes 2 damage, you get 1 gold, 2 Levels to Max
Hyperion, kills Rook, takes 2 damage, you and I draw 1 card, Geiger to Max Level, trash Hyperion and return it to play - ($1)
Hyperion and Skeleton breaks your Tech2, I draw, 2 damage to your base
Lobber and Trics last shot breaks your Tech1, 2 damage to your base
Garth makes a Skeleton - ($0)
Summon Pestering Haunt