Hi @thehug0naut!
Let’s start Round 7! I choose Green Starter and Anarchy.
GLHF!
Well met @Steve44!
I’ll choose Black Starter with Demonology and Necromancy
I think Black starter is very good vs Green, but his deck is looking a bit miracle grow-y which is usually pretty strong vs Nightmare if I recall correctly. I don’t think that puts me off my leaning towards Black however.
I want Vandy for early game and Garth for anti-hero. Then next I have the obvious choices of Disease, Finesse or even Bashing to avoid multicolour tax or I could splash Blood if I fancy something a bit different.
Balance and Feral! [Balance/Feral]Anarchy
Then I will finish with Blood for [Demonology/Necromancy]/Blood
I was expecting a build with Growth but those are three good specs and a strong combat hero to boot. Balance is very good vs Finesse given the prevalence of haste. Anarchy also gives him an easy way to access hasted Mimics with Zane.
While it might have been more optimal to play Finesse and avoid the multicolour penalty, I’m just really partial to Blood. Vandy/Garth card draw and summons and black unit removal more generally, all synergise well with Blood Tech II. About the only thing I don’t have is upgrade removal but it’s really Growth that’s the major problem on that front so I’m not particularly worried. Early aggro should keep him off Rich Earth.
GL and HF and all that good stuff!
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
Garth | Reduce midband stats to 2/3 |
Deteriorate | Increase cost to 1; cannot target illusions |
Dark Pact | Increase cost to 1 |
Lich’s Bargain | Base damage increased from 4 to 5 |
Pirate Gunship 1 | Remove obliterate 2 |
P1T1
STARTING HAND
Deteriorate
Poisonblade Rogue → Worker
Skeleton Javelineer
Skeletal Archery
Jandra, the Negator
WORKERS
Poisonblade Rogue
Graveyard
Pestering Haunt
Summon Skeletons
Thieving Imp
Sacrifice the Weak
Jandra, the Negator
Deteriorate
Skeletal Archery
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Jav - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Not quite the god hand but still decent
GLHF!!
"P2T1
STARTING HAND
Young Treant
Spore Shambler
Ironbark Treant
Rampant Growth
Verdant Tree
WORKERS
Verdant Tree
Rich Earth
Tiger Cub
Merfolk Prospector
Forest’s Favor
Playful Panda
Young Treant
Rampant Growth
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
P1T2
TECH
Dark Pact
Hooded Executioner
STARTING HAND
Pestering Haunt
Thieving Imp
Graveyard
Sacrifice the Weak
Summon Skeletons → Worker
WORKERS
Poisonblade Rogue
Summon Skeletons
Thieving Imp
Graveyard
Deteriorate
Dark Pact
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Expensive Tech I - ($2)
Sac the Weak, Jav and Treant die - ($0)
Vandy hits base to 18
Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Annoying that I can’t do anything useful with Jav but no way I’m letting that Treant hang around when I have StW in hand.
Was slightly tempted to delay Tech I and get Graveyard up but I want to keep my deck on track for Tech II and since I want Treant dead and Haunt in play for pressure that would mean dropping to 3 cards, something I definitely do not want to do right now.
I forgot sacrifice the weak…
TECH
Huntress
Huntress
STARTING HAND
Rich Earth
Forest’s Favor
Merfolk Prospector
Tiger Cub
Playful Panda
WORKERS
Verdant Tree
Rich Earth
Young Treant
Rampant Growth
Ironbark Treant
Huntress
Merfolk Prospector
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Build Tech1 - ($4)
Tiger Cub - ($2)
Calamandra - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Yeah, it’s not a fun card for green that’s for sure
P1T3
TECH
Shoddy Glider
Crashbarrow
STARTING HAND
Thieving Imp
Graveyard
Dark Pact
Deteriorate
DP Draw 1 → Skeletal Archery → Worker
DP Draw 2 → Skeleton Javelineer
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Hooded Executioner
Sacrifice the Weak
Pestering Haunt
Tech 2 card(s)
Get Paid - ($6)
Dark Pact, my base takes 2, draw 2 cards - ($5)
Worker - ($4)
Deteriorate Cub, Vandy kills, takes 1 - ($3)
Haunt hits Cala to 2HP
Imp, randomise and discard #4 of 5 - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Here the goal is to make Cala usage as painful as possible. Now he’s on 4 cards so Stealth + Worker takes his hand size down really low, and even then she can’t safely kill Vandy without at least a 2g investment. Essentially using Cala means his board is much worse than it would have been which definitely suits me. Meanwhile I’m setting up to hit Tech II on time and bring some hasty hurt in.
Edit: Fixed base HP
TECH
Steam Tank
Steam Tank
STARTING HAND
Ironbark Treant
Rampant Growth
Merfolk Prospector
Huntress
Young Treant
WORKERS
Verdant Tree
Rich Earth
Young Treant
Forest’s Favor
Huntress
Spore Shambler
Playful Panda
Tiger Cub
Huntress
Ironbark Treant
Rampant Growth
Steam Tank
Steam Tank
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech2 - ($2)
Merfolk Prospector - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
That doesn’t look good…Imp discarded my huntress, it couldn’t be worse…
Friendly poke, the ideal game speed would be “at least one turn per player per day”, especially after the other games of this round are over for some days
Thanks @zango, this would have been up ~8h ago about I fell asleep with it drafted
P1T4
TECH
Shadow Blade
Metamorphosis
STARTING HAND
Jandra, the Negator → Worker
Sacrifice the Weak
Hooded Executioner
Pestering Haunt
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Deteriorate
Shoddy Glider
Dark Pact
Crashbarrow
Shadow Blade
Metamorphosis
Hooded Executioner
Pestering Haunt
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Blood - ($2)
Midband Vandy, kills Cala, Vandy maxbands, doom Imp and Prospector - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
That’s a really good response by him actually. Without a naturally drawn Shadow Blade I can’t break his Tech II here, which kind of forces my hand into also teching up so I don’t fall behind.
That leaves me 2g so let’s midband, kill Cala and doom Imp and Prospector. Yes I can lose my Tech II to sharks but that’s a pretty all in turn from him and I’ll have a Maxband Vandy with all the threat that entails. I suppose there’s a chance he very aggressively tech rushed here but it seems unlikely vs Vandy and when he forgot about StW.
Hand wise, I want to be in a position to Dark Pact into a reshuffle, so no Haunt this turn.
Edit: Fix base HP
TECH
Surprise Attack
Surprise Attack
STARTING HAND
Spore Shambler
Huntress
Forest’s Favor
Playful Panda
WORKERS
Verdant Tree
Rich Earth
Young Treant
Forest’s Favor
Ironbark Treant
Huntress
Tiger Cub
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Huntress - ($6)
Playful Panda - ($3)
Merfolk Prospector for 1 gold - ($4)
Tower - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
P1T5
TECH
Shoddy Glider
Metamorphosis
STARTING HAND
Dark Pact
Shoddy Glider
Crashbarrow
Skeleton Javelineer
Deteriorate
DP Draw 1 → Graveyard → Worker
DP Draw 2 → Sacrifice the Weak
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Graveyard
Crashbarrow
Thieving Imp
Shoddy Glider
Shadow Blade
Deteriorate
Dark Pact
Sacrifice the Weak
Shoddy Glider
Skeleton Javelineer
Tech 2 card(s)
Doom comes for Imp and Prospector
Get Paid - ($8)
Deteriorate Wisp, you draw - ($7)
Crashbarrow, trades Huntress, Overpower 2 to Tech II - ($4)
Vandy breaks Tech II, takes 1, your base to 16
Dark Pact, my base to 16, draw 1, reshuffle, draw 1 - ($3)
Worker - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Initially I thought I would be playing Graveyard here but it struck me that instead I could play Deteriorate and Crashbarrow and reshuffle them back in. If I also tech in a second Glider and a second Meta I maximise my ability to draw into threat and prevent a meta dead draw. I don’t really want Drakk in play over Garrh but I need decent health to maximise my patrol resilience to Zane and if/when he kills Drakk I can pivot.
TECH
Behind the Ferns
Pirate Gunship
STARTING HAND
Tiger Cub
Huntress
Ironbark Treant
Steam Tank
WORKERS
Verdant Tree
Rich Earth
Young Treant
Forest’s Favor
Tiger Cub
Surprise Attack
Spore Shambler
Rampant Growth
Surprise Attack
Merfolk Prospector
Huntress
Steam Tank
Ironbark Treant
Behind the Ferns
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Zane + max, shove Drakk to Lookout and deal 1 damage to him - ($2)
Panda kills Drakk, takes 1
Zane trades Vandy
Huntress - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Base HP all sorted now, thanks @zango
P1T6
TECH
Crashbarrow
Dark Pact
STARTING HAND
Shadow Blade
Thieving Imp
Crashbarrow
Shoddy Glider
Deteriorate
WORKERS
Poisonblade Rogue
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Graveyard
Thieving Imp
Metamorphosis
Hooded Executioner
Metamorphosis
Dark Pact
Sacrifice the Weak
Shoddy Glider
Skeleton Javelineer
Crashbarrow
Shoddy Glider
Deteriorate
Crashbarrow
Dark Pact
Shadow Blade
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Crashbarrow, trades Huntress, Overpower 2 to Tech II - ($5)
Shoddy Glider, breaks Tech II, your base to 13 - ($4)
Garth - ($2)
Skele - ($1)
Deteriorate Panda - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
Figured that was coming. No matter, I can still rebreak and regroup with Garth. He has a chance to maybe keep me out here given my draws will suck but Garth Maxband will fetch me a Crashbarrow so I still have some oomph.
You hit my Base in your second turn with Vandy for 2 damage, and I forgot Drakks death…so I think my Base HP ist at 15…
Tech Break twice 4 + Vandy 2 + drakk death 1
→ base should be at 13
You are both right (@Steve44 referencing the end of his turn at 15HP) I forgot the Vandy damage!
"P2T6
STARTING HAND
WORKERS
Verdant Tree
Rich Earth
Young Treant
Forest’s Favor
Tiger Cub
Rampant Growth
Playful Panda
Huntress
Steam Tank
Ironbark Treant
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Spore Shambler - ($6)
Calamandra + max - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold: