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Post by captain on Sept 6, 2016 11:59:11 GMT 1
This is a line I struggle to counter and either A: 12.5% of codex games are broken. or B: I'm making a mistake. B is probably more likely than A, but at this point I'm much less convinced than before. The line is as follows
Player 1 is playing demonology/necromancy/finesse player 2 is playing any deck
Player 1 goes
Turn 1 Worker Vandy anadrose Skeletal Javlineer Pestering Haunt
Vandy anadrose has natural ways to recoup the card disadvantage, but more importantly the black player gets 4 power in play turn 1, that can easily swell to 5 power in play with 1 leveling of vandy anadrose. vandy can go midband quite cheaply and with the most powerful mechanic in codex^TM of hero healing vandy is actually quite threatening. Now the weakness of this line is supposed to be Tower+1 drop? I've had 0 sucess with that line as the vandy player will just kill you with epicly powerful harmony shenanigans.
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Post by fodazd on Sept 6, 2016 12:18:03 GMT 1
I would play against this opening with [Feral]/Future/Truth. You go first and have Javelineer and Haunt in hand, I go second and draw normally.
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Post by enomus on Sept 7, 2016 5:47:10 GMT 1
Ryker said that the strongest P1 opening in the game is Jandra+Worker with Zane on the back (He plays Demons/Finesse/Anarchy)
What do you think of that opening, is it close in power level?
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Post by Bomber678 on Sept 7, 2016 12:36:58 GMT 1
It's definitely a very rough opening, especially if Vandy has Deteriorate or StW (or worse, both!). However, it's not an auto loss.
The best defence against it I have seen is two 2-drops. Something like Neo Plexus and Fading Argonaut, or Tiger Cub and Playful Panda. If you can't manage that, a 2-drop and a 1-drop works too, though not quite as well.
Then you put a 2 attack unit in Elite and the other one in Technician. That way, to clear your board they're almost guaranteed to lose one unit, and even if they don't (deteriorate/javelineer shennannigans) they haven't really gained much. Sure, they still have stuff on their board, and they'll probably try to Thieving Imp you or whatever, but if you then put more stuff down turn 2 and build your Tech 1, they're not super likely to be able to destroy it. Then, they probably don't have a Tech 1 (because they were doing things to clear your board) and you can get your units out and start defending way more cheaply. Keep blocking and Teching up, and build a Tower! Turn 2 is also a good time to build a Tower if one thing survived turn 1.
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