Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp discard: 1
Sacrifice the Weak
Thoughts
Hmm, Poisonblade Rogue might actually be good in Squad Leader here, she trades with Thieving Imp and Zane. Do I want to bring out Zane to trade with the Imp, or Garth to patrol in Elite? The latter could trade with Zane + Haunt, maybe level another hero if Dreamfire is willing to delay Tech I. He has Vandy, so I can’t rule it out. Zane/Imp comes out as 1g advantage, too. Actually, why don’t we do both? Zane trade, followed by Garth, and I draw back to 5. I’m taking less of a chance with Deteriorate, too.
Get paid - (5)
Worker - (4)
Captain Zeno Zane - (2)
Zane trades with Thieving Imp, you draw, levels fizzle
Garth Torken - (0)
Discard 3, draw 5
Garth L1 1/3+1A (1g: summon a Skeleton, once per turn)
Well, there’s Vandy. And no Tech I, so that’s probably a Dark Pact / Shadow Blade setup. Unfortunately, this is not a good hand to prepare against it, with no way to put two patrollers in front of a backline Garth to protect him. At least if I want to tech up myself, which I do. Do I put down Thieving Imp, or Skeleton + Graveyard? Skeleton in Lookout makes Dreamfire pay at least 3 gold to reach and kill Vandy, so he can’t afford to do anything else if he wants to tech up. Thieving Imp in Squad Leader forces use of Sacrifice the Weak or Shadow Blade on the Imp, so 4-5 gold to kill Garth and we both lose a card. On the other hand, Graveyard would be nice to support my Bone Collectors. I’ll go for the long-run benefit of a Graveyard, and plan to deal with Vandy later.
Teched cards: 2
T2: 2 x Bone Collector
Get paid - (6)
Worker - (5)
Expensive Tech I - (3)
Garth raises a Skeleton - (2)
Graveyard - (0)
Deteriorate, Pestering Haunt goes to your Graveyard
Discard 2, reshuffle 9, draw 4
Skeleton 1/1 (resist 0+1)
Garth L1 1/3 (1g: summon a Skeleton, once per turn)
Graveyard HP: 3 (my unit dies: it’s buried here; exhaust: play buried unit; 4+ units buried: destroyed)
Base HP: 19
Tech I HP: 5
Hand: 4
Skeleton Javelineer
Summon Skeletons
Bone Collector
Sacrifice the Weak
Deck: 5
Poisonblade Rogue
Bone Collector
Deteriorate
Thieving Imp
Pestering Haunt
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
4 in hand
5 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
STARTING HAND
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Shadow Blade
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
NextHand
Tiny Basilisk
Shadow Blade
Thieving Imp
Poisonblade Rogue
Dark Pact
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Deteriorate Skeleton, paying resist - ($2)
Vandy to midband - ($0)
Vandy kills Garth and maxbands, nothing to doom.
Exhaust Graveyard to replay Haunt.
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/5)
Pestering Haunt (1/1)
Graveyard (3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’m basically inviting Zane back, but without great targets for him. Then next turn I could play a couple of units and HH, and already be threatening Meta.
Skeleton Javelineer
Summon Skeletons
Bone Collector
Sacrifice the Weak
Thoughts
I can play Bone Collector and tech up here, but Sacrifice the Weak / Shadow Blade in hand for Dreamfire is going to be painful for me, with a guaranteed building break. Tech I let me bring out decent patrollers from my hand or the Graveyard, but Tech II lets me bring in a Crashbarrow with Garth if it would give me a good position. I’d be surprised if I can stave off Metamorphosis that easily, but we’ll see. Surprise Attack would have been great for that here, but I need to keep ahead on economy anyway. Maybe he’d prefer to take down the Graveyard instead?
No Heroes’ Hall, so I don’t need to worry about Metamorphosis just yet, but I probably will need to next turn. Teching as normal.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
Get paid - (7)
Worker - (6)
Tech II Blood - (2)
Bone Collector - (0)
Discard 2, draw 4
Bone Collector 3/3 (attacks: summon a Skeleton)
Graveyard HP: 3 (my unit dies: it’s buried here; exhaust: play buried unit; 4+ units buried: destroyed)
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
Hand: 4
Pestering Haunt
Poisonblade Rogue
Bone Collector
Thieving Imp
Deck: 1
Deteriorate
Discard: 4
Crashbarrow
Shoddy Glider
Skeleton Javelineer
Sacrifice the Weak
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
2 on board
0 in Graveyard
4 in hand
1 in deck
4 in discard
3 in workers
Gold: 0
Workers: 8
5 x start
T1: Jandra, the Negator
T2: Skeletal Archery
T3: Summon Skeletons
STARTING HAND
Poisonblade Rogue
Thieving Imp
Dark Pact
Shadow Blade
Tiny Basilisk
Sacrifice the Weak
Skeleton Javelineer
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
NextHand
Gunpoint Taxman
Deteriorate
Dark Pact
Sacrifice the Weak
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($7)
Dark Pact, I draw 2, my base to 18.
Worker - ($6)
Shadow Blade kills Bone Collector, you draw, then discard #4 - ($3)
Vandy breaks your Graveyard.
Haunt pings your Tech 2.
Heroes’ Hall - ($1)
Float ($1)
Discard 4, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/5)
Pestering Haunt (1/1)
Graveyard (3)
Buildings:
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
charnel hasn’t reshuffled, so no need to hit the tech 2 yet. The only question is whether I want to go all in on Meta. It could backfire pretty badly if charnel has Surprise Attack, but I’m gonna risk it.
Even though I’m no judge, of that one I’m sure: first Shadow blade has to be processed completely before any triggers in the queue can be processed, so it’s discard first, draw afterwards.
Indeed. It doesn’t affect this case, so I’ll play on.
P2T4
Starting hand: 4
Pestering Haunt
Poisonblade Rogue
Bone Collector
Thieving Imp
Shadow Blade discard: 1
Thieving Imp
Technician draw: 1
Deteriorate
Thoughts
Heroes’ Hall confirms a Metamorphosis play, this is absolutely worth skipping a worker to stop. Now, where’s the most annoying place to put Garth under threat of being shoved by Zane? Probably either Scavenger or Lookout (locking out gold gain / forcing resist payment or awkward buying of other things first). In the latter case Dreamfire can get the gold straight back by shoving to Scavenger, but either way he only has 2 gold after maxbanding Zane, so he won’t be building a big board.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
Get paid - (8)
Garth - (6)
Maxband Garth, fetches a Crashbarrow - (0)
Deteriorate, Pestering Haunt goes back to Graveyard
Crashbarrow trades with Vandy, levels fizzle Skip worker!
Discard 3, reshuffle 13, draw 5
Garth L7 3/4 (resist 0+1; 1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1)
Crashbarrow + Zane + Shoddy Glider is enough to destroy Tech II and the Graveyard, with 2 gold left over. It’s tempting to put the Graveyard down, but I don’t want to risk falling behind on economy just yet. Taking out Dreamfire’s own Graveyard should be enough of a blow for now. I’ll lose Garth here, but I’ll just have to deal with it.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
Get paid - (8)
Crashbarrow - (5)
Crashbarrow trades with Gunpoint Taxman and Tiny Basilisk, you get a gold
Garth destroys Graveyard
Captain Zeno Zane - (3)
Shoddy Glider - (2)
Zane and Shoddy Glider destroy Tech II, your base to 16
Worker - (1)
Garth summons a Skeleton - (0)
Discard 2, draw
Shoddy Glider crashes
Skeleton 1/1+1A
Garth L7 3/4 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1)
Zane L1 2/2 (haste)
Base HP: 19
Tech I HP: 5
Tech II HP: 4 (Blood)
Hand: 4
Skeleton Javelineer
Crashbarrow
Deteriorate
Bone Collector
Deck: 4
Shoddy Glider
Sacrifice the Weak
Bone Collector
Poisonblade Rogue
Skeleton Javelineer
Crashbarrow
Deteriorate
Bone Collector
Thoughts
Deteriorate, Garth kills Javelineer, Crashbarrow lets me kill Vandy or destroy Tech II again. I think Vandy is still the more threatening option compared to Balance II, Drakk + Glider is hopefully enough to deal with a Dragon if it turns up.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: 2 x Kidnapping
Get paid - (9)
Deteriorate, Skeleton Javelineer is 2/2+1A
Drakk Ramhorn - (7)
Crashbarrow - (4)
Garth kills Skeleton Javelineer, takes 2 damage
Midband Drakk - (1)
Crashbarrow trades with Thieving Imp and Vandy, you draw, Drakk to level 6 (maxband)
Worker - (0)
Discard 1, draw 3
Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)
Garth L7 3/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)
You’re still holding together pretty well, though. Let’s take things up a step.
P2T7
Starting hand: 3
Poisonblade Rogue
Bone Collector
Shoddy Glider
Thoughts
Good play of Moment’s Peace here, otherwise I could have done Rogue hits Midori to 0/1, Sacrifice the Weak kills Mimic, Garth trades with Midori, Glider destroys Heroes’ Hall, Drakk and Zane destroy Tech II. As it is…
Go for Gunships. Tech III + Tech Lab is 6, 4 gold left for Skeleton + Sacrifice the Weak on the Mimic.
Skeleton + Sacrifice the Weak to kill the Mimic (7), Garth runs into Midori, Maxband Zane (0) shoves Garth to Scavenger and kills (1), then destroys Heroes’ Hall. Drakk patrols or kills Pestering Haunt.
Either way, if Dreamfire has the other Mimic in hand, I have that and Zane coming my way. Zane and Mimic is 6 gold, for 2 + 4 + 2 + 1 damage, against 7 patrol health. That’s 1 damage off destroying Tech II, or another building with a little more effort. I think I’m safe from a double break this turn, though. My tech buildings are looking a little low on health anyway, Tech III is probably the safer bet.
Patrolling setup is tough here: Drakk is the one I want alive, but Garth in front gives Dreamfire easy free levels, and I don’t want to let him come back so easily.
Teched cards: 2
T2: 2 x Bone Collector
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: 2 x Bloodlust
T6: 2 x Kidnapping
T7: 2 x Pirate Gunship
Get paid - (10)
Garth summons a Skeleton - (9)
Garth destroys the Skeleton, I draw
Sacrifice the Weak
Sacrifice the Weak, Wandering Mimic dies - (7)
Tech III - (2)
Tech Lab: Anarchy - (1)
Discard 3, reshuffle 17, draw 5
Drakk L6 3/4+1A (dies: 1 to your base; units have frenzy 1; first unit played from hand gains haste)
Garth L7 3/2 (1g: summon a Skeleton, once per turn; sacrifice a Skeleton: draw 1; 2 damage)
Base HP: 19
Tech I HP: 4
Tech II HP: 3 (Blood)
Tech III HP: 5
Tech Lab HP: 4 (Anarchy)
STARTING HAND
Surprise Attack
Fairie Dragon
Graveyard
Dark Pact
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Sacrifice the Weak
Tiny Basilisk
NextHand
Skeleton Javelineer
Deteriorate
Dark Pact
Thieving Imp
Moment’s Peace
Discard
Wandering Mimic
Surprise Attack
Dark Pact
Fairie Dragon
Graveyard
Tech 0 card(s)
Get Paid - ($10)
Zane - ($8)
Surprise Attack, Sharks arrive - ($3)
Sharks trade with Drakk, Midori to lvl 3, my base to 13.
Midori to midband - ($1)
Midori kills Garth, Zane to lvl 3.
Zane to midband - ($0)
Zane and Haunt break Tech Lab, your base to 17.
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane lvl 4 (3/3)
Midori lvl 5 (3/1)
Pestering Haunt (1/1)
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Balance)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
I knew I should’ve played GPT and Tiny B instead of Mimic.
I wouldn’t say I played very well tbh. On my T4 I just completely forgot you could fetch a Crashbarrow, which pretty much nipped my whole game plan in the bud.