Have fun, @zhavier!
Starting hand: 5
In theory, I have the best specs in the game here, so this is my game to lose. My main concerns are Balance copying haste, Strength generally being tanks, and not having much anti-air for Birds / Firebirds. At least zhavier has no way to give runes to Barbarbarians, so I probably won’t see Strength II here. Blood might be better than Finesse with the threat of Mimics. Skeleton spam is probably bad against Jaina, especially with Midori threatening to trash Skeletal Archery.
I’m not really sure who to open with, here. I don’t need Garth for a Skeleton, Tenderfoot’s fine for patrol against Mad Man. They all have tricks to help deal with Rook, if he appears.
- Garth is the default option, and I just play this like [Necromancy]/Anarchy/Blood, but without Zane, and with a different starter. If Rook, appears, I could go for Doom Grasp early. Skeletons are a little less useful against Jaina, but they still take some effort to chew through. Not much of a concern for these first two turns, though, I’ve got a decent split for early blockers.
- River is cheaper to level to 4 HP, so could make it harder to use Rook’s midband for a hero kill, especially facing the red starter. Discord is also good against Birds and Red starter. Discord might make her the easiest play against Rook, actually.
- Drakk can midband to make my units hit harder. That’s expensive early on, though, and I only have limited access to haste this early on.
OK, River could be good for the early game. I probably still want to transition to Drakk later, though. Spark becomes the worker: I want to hang on to Flagbearer in case of Flame Arrow, and Helpful Turtle in case of sticky Birds.
Get paid - (4)
Worker - (3)
River Montoya - (1)
Tenderfoot - (0)
Discard 3, draw 5
River L1 2/3+1A
Base HP: 20
Card-count check (opponent-viewable)
4 x start