[CAMS19] charnel_mouse [Balance]/Blood/Strength vs Nekoatl [Necromancy]/Blood/Growth

Hmm, not the deck I was expecting. GLHF @Nekoatl!

P1T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Rich Earth
Playful Panda
Merfolk Prospector
Forest’s Favor


WORKERS
Rich Earth


NextHand

Young Treant
Rampant Growth
Tiger Cub
Spore Shambler
Verdant Tree


Discard

Forest’s Favor
Ironbark Treant
Playful Panda


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Garus Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Merfolk Prospector 1/1 (resist 0+1)

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Well, this is kind of awful. It looks like Nekoatl’s going for some mass weenie game plan, but can still threaten Garth and Graveyard into Crashbarrows. He’s got no anti-air outside of Skeleton Archery and Shoddy Glider, though. The former can get reclaimed, and the latter I needn’t worry about for a while. So a Birds + Balance airborne wrecking ball is an option, but I need to get it out the gate quickly before Bone Collectors and Hooded Executioners start racking up kills and Skeletons. Probably more quickly than I can handle. Thunderclap could be good for hitting Collectors through Skeletons, too. I’m torn between Rook for Birds and Thunderclap, and Midori for midband and early Rampant Growths and Forest Favors to help deal with Necromancy I. Or I could go for early Kidnapping? The timing’s a bit awkward for that as Player 1, but between that and Crash Bomber my chances against Collectors and weenies might not be too terrible. Then I can ensure haste for Mimics, too. No, leave Kidnapping until at least Turn 3 to ensure a good drop, and start with Crash Bomber and Birds. Hopefully the Bomber and Green starters should be enough to hold off Collectors for a turn or two while I get the Birds set up, and Rook have enough health to help out too. I’d like to get Drakk out too pretty quickly, don’t want Garth to Doom Grasp Rook and leave me with nothing to work with. Putting the Prospector in Lookout instead of Scavenger, I don’t think I need the extra gold next turn so I might as well make Nekoatl pay if he wants to Deteriorate it.

Yeah, it was a tough call, but I decided to go with this one in the end. GL HF!

P2T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Deteriorate
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer


WORKERS
Skeletal Archery


NextHand

Thieving Imp
Jandra, the Negator
Summon Skeletons
Graveyard


Discard

Sacrifice the Weak
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Skeleton - ($1)
Pestering Haunt
Skeleton Javelineer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (1/1) [javelin]
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Strength means DeGrey, so I can’t rely on a Skeleton army. Balance means MoLaC isn’t viable, and Elms would likely be trashed. Rook isn’t as much of a threat thanks to Nether Drain, however. It’s tempting to Deteriorate the Merfolk here, but that wouldn’t leave me with enough gold to protect Garth from a midband Rook.

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Crash Bomber


STARTING HAND
Rampant Growth
Spore Shambler
Tiger Cub
Young Treant
Verdant Tree


WORKERS
Rich Earth
Verdant Tree


NextHand

Young Treant
Spore Shambler
Rampant Growth
Merfolk Prospector
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Tech I - ($0)
Rook kills Skeleton, takes 1 damage
Merfolk Prospector trades with Skeleton Javelineer, you draw

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook L1 2/3 (1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Skipping the extra income from Prospector to get the Skeletons under control. No screwing around. Especially not with a Pestering Haunt out. He could use Sacrifice the Weak and midband Garth for a Rook kill, but he has to delay Tech I to do so, so I doubt he’ll bother if he’s going for weenies.

… Bah, drew neither teched card. I might have to midband Rook to hit things.

P2T2


Tech StartingHand Workers

TECH
Doom Grasp
Nether Drain


STARTING HAND
Thieving Imp
Graveyard
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Nether Drain
Jandra, the Negator
Doom Grasp
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #1 of 5 - ($2)
Graveyard - ($0)
Haunt reduces your base to 19 HP

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garth Torken (1/3)
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I didn’t expect him to trade his Merfolk, and am curious why he chose to. Maybe he’s trying to minimize my available patrollers? Well, against Rook after turn 3, I need $3+ patrollers because of Thunderclap, so Thieving Imp is up, and I’ll try to use the Graveyard to replay him, since Pandas can’t patrol immediately. This means skipping my Tech I for this reshuffle, but it’s good to get some aggressive Necromancy spells into my cycle for taking down Rook anyway, so I’m not bothered by it.

No Tech I, huh?

P1T3


Tech StartingHand Workers

TECH
Thunderclap
Kidnapping


STARTING HAND
Merfolk Prospector
Rampant Growth
Spore Shambler
Young Treant
Forest’s Favor


WORKERS
Rich Earth
Verdant Tree


NextHand

Crash Bomber
Bird’s Nest
Ironbark Treant
Playful Panda


Discard

Young Treant
Rampant Growth
Forest’s Favor
Merfolk Prospector
Spore Shambler
Thunderclap
Kidnapping


Tech 2 card(s)
Get Paid - ($6)
Skip worker!
Rampant Growth on Tiger Cub - ($3)
Forest Favor, Rook gets a rune - ($0)
Tiger Cub kills Thieving Imp, it goes to graveyard, takes 2A damage
Rook kills Garth, you draw, takes 1 damage, hits level 3

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook L1 3/3 (+, 2 damage)
  • Tiger Cub 2/2

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

No Tech I for Nekoatl makes me suspect an incoming Lich’s Bargain. And I’ve set myself up with the hero that’s least helpful against that - no Moment’s Peace, no Kidnapping.

  • Build a Heroes’ Hall, and tech in Moment’s Peace or Kidnapping.
  • Midband Rook, tech in Thunderclap. Maxband Rook would be nice against Horrors, but Garth can just Nether Drain him. Midband can wait until I see a good attack, I think.
  • Play Spore Shambler. I won’t draw the cards I tech in this turn, but I can set up Tiger Cub with 3 attack and health, which is better for dealing with Horrors.
  • Skip worker, boost Tiger Cub and Rook, kill Thieving Imp and Garth. Rune for Rook, Growth for Cub, then both survive with a good amount of health.

Hmm, that last option is pretty tempting. I’ll get hit with the Imp for more hand damage, but it leaves Nekoatl with no Garth for Lich’s Bargain and no Tech I, and I could have breathing room to get out Birds, and maybe an early Tech II. Am I worried about his other heroes at the moment? I don’t think so, not as much. Planning to build a Heroes’ Hall next turn for a quick Drakk, then I don’t need to worry about Nether Drain and Doom Grasp as much.

P2T3


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Nether Drain
Jandra, the Negator
Doom Grasp
Poisonblade Rogue
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue


NextHand

Sacrifice the Weak
Deteriorate
Giant Panda
Doom Grasp
Skeleton Javelineer


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Thieving Imp from Graveyard, discard #2 of 4 - ($5)
Jandra, the Negator - ($2)
Expensive Tech I - ($0)
Haunt reduces your base to 18 HP

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3A) Overpower
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

No reshuffle, so Rampant Growth is not a threat, and he can’t use the Tiger to reduce me to a single patroller for Rook to slip by and break the Graveyard. Very happy to see that worker skip; over time it’ll be an advantage for me. Died: Garth

P1T4


Tech StartingHand Workers

TECH
Desperation
Jefferson DeGrey, Ghostly Diplomat


STARTING HAND
Bird’s Nest
Ironbark Treant
Playful Panda
Crash Bomber


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant


NextHand

Merfolk Prospector
Spore Shambler
Tiger Cub


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Crash Bomber - ($4)
Midband Rook - ($2)
Rook kills Jandra, Pestering Haunt dies, takes 3 damage
Tiger Cub trades with Thieving Imp, you get a gold
Heroes’ Hall - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2 (1 to your base on death)
  • :target: Lookout:

In Play:

  • Rook L5 4/3 (+, ignores lone patrollers, 3 damage)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Losing Bird’s Nest to the Imp is rough. I’ll just have to kill everything so Nekoatl doesn’t have too much to protect Colletors or Horrors next turn. Crash Bomber should help get through what he does have. Teching in Desperation to deal with the high levels of hand drain I’m pushing through, and a DeGrey to deal with token spam, because it’s a long time before my next reshuffle.

… Not a great draw, and Nekoatl’s drawn a lot of his deck. This doesn’t look good.

P2T4


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Skeleton Javelineer
Deteriorate
Doom Grasp
Giant Panda
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer


NextHand

Nether Drain
Giant Panda
Crash Bomber
Crash Bomber
Sacrifice the Weak


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Garth Torken - ($6)
Skeleton - ($5)
Doom Grasp, sacrifice Skeleton, kill Rook - ($1)
Midband Garth - ($0)
Replay Haunt from Graveyard

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L4 Garth Torken (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

In Graveyard:

  • Jandra, the Negator
  • Thieving Imp

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

I can’t procrastinate on devising an endgame plan much longer. I’m worried about having my units stolen, so I guess I’ll aim for units that don’t survive long enough for that to happen. I don’t like teching in cards beyond my current tech level, but I don’t see much immediate value from the available spells and Tech I units, so I’ll accept some temporarily dead cards for the sake of a stronger deck Soon™. Hopefully it’ll catch my opponent off guard. Died: Garth

P1T5


Tech StartingHand Workers

TECH
Whitestar Grappler
Whitestar Grappler


STARTING HAND
Spore Shambler
Tiger Cub
Merfolk Prospector


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Merfolk Prospector


NextHand

Rampant Growth
Jefferson DeGrey, Ghostly Diplomat
Bird’s Nest
Desperation


Discard

Tiger Cub
Spore Shambler
Whitestar Grappler
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Strength - ($2)
Master Midori - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Crash Bomber 2/2 (1 to your base on death)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I can’t worker, give Crash Bomber enough runes to kill Garth, and bring in a hero, so I think it’s best to block and tech up this turn.

Going for Strength on the theory that Nekoatl’s going for Crashbarrow spam instead of the weenie spam: I haven’t seen any teched units yet, so I reckon he’s saving up for Tech II. Grapplers trade evenly with Crashbarrows, and can take down Collectors and Horrors without being killed in return, so they seem like the best place to start.

… Not a great hand for Desperation, but it could be the best one to worker.

P2T5


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Giant Panda
Nether Drain
Crash Bomber
Sacrifice the Weak
Crash Bomber


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak


NextHand

Doom Grasp
Deteriorate
Nether Drain
Giant Panda
Crash Bomber


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech II: Blood - ($4)
Thieving Imp, discard #2 of 4 - ($1)
Haunt reduces your base to 17 HP
Skeleton - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: L4 Garth Torken (2/4)
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • Pestering Haunt (1/1) Unstoppable

In Graveyard:

  • Jandra, the Negator

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

I’ll gamble that Midori will prioritize killing Garth over a Tech II. Died: Garth

P1T6


Tech StartingHand Workers

TECH
Desperation
Bloodlust


STARTING HAND
Bird’s Nest
Desperation
Rampant Growth
Jefferson DeGrey, Ghostly Diplomat


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Merfolk Prospector
Desperation


NextHand

Playful Panda
Young Treant


Discard

Tiger Cub
Spore Shambler
Whitestar Grappler
Whitestar Grappler
Jefferson DeGrey, Ghostly Diplomat
Rampant Growth
Crash Bomber
Desperation
Bloodlust


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garus Rook - ($5)
Rampant Growth on Midori - ($3)
Crash Bomber trades with Thieving Imp
Midori kills Garth, you draw, takes 1A damage, hits level 3
Bird’s Nest, Birds arrive - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Bird #1 1/1 (flying)
  • :pschip: Technician: Bird #2 1/1 (flying)
  • :target: Lookout:

In Play:

  • Midori L3 2/3
  • Bird’s Nest (channeled by Rook)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 9

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Rook’s dead if a Crashbarrow comes out, might as well put the levels on Midori. Putting him in Squad Leader means overpower + Skeleton + Haunt still kills Midori, but if he does survive I could try for some flying attacks, get that Graveyard down.

P2T6


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Giant Panda
Deteriorate
Doom Grasp
Crash Bomber
Nether Drain
Shoddy Glider


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak
Deteriorate


NextHand

Crash Bomber
Crash Bomber
Shoddy Glider
Giant Panda
Nether Drain


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Argagarg Garg - ($7)
Shoddy Glider, Haunt, and Skeleton kill Rook - ($6)
Thieving Imp from Graveyard, discard #2 of 2 - ($3)
Tower - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: L3 Argagarg Garg (1/4)
  • :target: Lookout:

In Play:

  • Graveyard (3)

In Graveyard:

  • Jandra, the Negator
  • Shoddy Glider
  • Pestering Haunt

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

$!%@, I accidentally teched Crash Bombers instead of Crashbarrows. Died: Garth

1 Like

P1T7


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


STARTING HAND
Young Treant
Playful Panda


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Merfolk Prospector
Desperation
Young Treant


NextHand

Thunderclap
Forest’s Favor


Discard

Tiger Cub
Spore Shambler
Whitestar Grappler
Whitestar Grappler
Jefferson DeGrey, Ghostly Diplomat
Rampant Growth
Crash Bomber
Desperation
Bloodlust
Bird’s Nest
Doubling Barbarbarian
Doubling Barbarbarian


Tech 2 card(s)
Get Paid + float - ($10)
Midband Midori - ($8)
Midori kills Thieving Imp, Graveyard collapses, takes 3 damage
Maxband Maxdori - ($5)
Playful Panda, Wisp arrives - ($3)
Bird #2 trades with technician Wisp, you draw

Float ($3)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 1/2+1A (Midori aura)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bird #1 1/1 (flying)
  • :target: Lookout:

In Play:

  • Midori L8 4/5 (flying on my turn)
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 12

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Another great Imp discard. With such a small hand, I don’t think another round of teching makes much difference at this point, so I’ll play the Panda to get the Wisp to block, then I don’t block with Drakk and whiff Kidnapping when he gets killed. Killing Nekoatl’s technician Wisp to make Doom Grasp a bit more costly, and the Shoddy Glider’s in the Graveyard so marginally less chance of giving him a game-winning assault hand. Bringing in Barbarbarians to block against Crashbarrows and survive.

… Aw, come on…

The Wisp is a Scavenger, not a Technician. Still want to kill it?

Hmm. No, I’ll hang on to the Bird and put it in Scavenger instead.

P2T7


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND
Crash Bomber
Shoddy Glider
Giant Panda
Crash Bomber
Nether Drain
Giant Panda


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak
Deteriorate


NextHand

Jandra, the Negator
Doom Grasp
Shoddy Glider
Crashbarrow
Crashbarrow


Tech 2 card(s)
Get Paid - ($11)
Garth Torken - ($9)
Skeleton - ($8)
Nether Drain from Midori to Garth - ($7)
Midband Garth - ($6)
Sacrifice Skeleton to draw
Maxband Garth, fetch Thieving Imp, discard #1 of 2 - ($3)
Maxband Argagarg - ($1)
Crash Bomber - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3A) Anti-air
  • :psfist: Elite: Crash Bomber (3/2) 1 damage if killed
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: L7 Garth Torken (2/4)
  • :target: Lookout: Thieving Imp (2/2)

In Play:

  • L5 Argagarg Garg (1/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

75% chance of Skeleton -drawing either a Doom Grasp or a Crashbarrow, either of which will net a Midori kill. … Facepalm. Died: Garth

maxgarth can fetch only tech 1 and 2 mate

2 Likes

Wouldn’t you discard 3, not 4? You’ve played Nether Drain and Crash Bomber. EDIT: Never mind, just noticed the Skeleton draw.

(Btw, your base is at 17 HP, not 19.)

P2T7


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND
Crash Bomber
Shoddy Glider
Giant Panda
Crash Bomber
Nether Drain
Giant Panda


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak
Deteriorate


NextHand

Crashbarrow
Doom Grasp
Jandra, the Negator
Crashbarrow
Graveyard


Tech 2 card(s)
Get Paid - ($11)
Garth Torken - ($9)
Skeleton - ($8)
Nether Drain from Midori to Garth - ($7)
Midband Garth - ($6)
Sacrifice Skeleton to draw
Maxband Argagarg - ($4)
Giant Panda - ($1)
Crash Bomber - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3A) Anti-air
  • :psfist: Elite: Crash Bomber (3/2) 1 base damage if killed
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • L5 Argagarg Garg (1/5)
  • L4 Garth Torken (2/4)
    Giant Panda (2/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

75% chance of Skeleton -drawing either a Doom Grasp or a Crashbarrow, either of which will net a Midori kill. … Facepalm. Died: Garth

1 Like

P1T8


StartingHand Workers

STARTING HAND
Forest’s Favor
Thunderclap


WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Merfolk Prospector
Desperation
Young Treant


NextHand

Kidnapping
Whitestar Grappler


Tech 0 card(s)
Get Paid + float - ($13)
Drakk Ramhorn - ($11)
Midband Drakk - ($8)
Garus Rook - ($6)
Thunderclap sidelines everything but the Crash Bomber - ($4)
Forest’s Favor on Midori - ($2)
Bird #1 trades with Crash Bomber, my base to 16
Midori kills Garth Torken, takes 3 damage, Rook hits level 3
Playful Panda and Bird #2 trade with Argagarg, Rook hits level 5 (midband)
Wisp trades with one of your Wisps
Maxband Drakk - ($0)

Float ($0)
Discard 0, draw 1, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L5 3/5+1A (ignores lone patrollers)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L6 3/4 (1 to your base on death, units have frenzy +1, first unit from hand gets haste)
  • :target: Lookout:

In Play:

  • Midori L6 4/2 (+, 3 damage)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 14
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Hmm, Thunderclap and a ton of gold mean I can get out 12 damage after applying frenzy, which is not enough to kill both heroes and a building. It’s enough to kill both heroes and a non-Elemental patroller, though, which I have to kill after Thunderclap anyway. The choice is between killing Argagarg or destroying Tech II. Argagarg and the units can kill Rook without help, leaving a Crashbarrow to kill everything else, and that’s without accounting for the possibility of a Stampede, so I think I have to go for him. This way, he needs an extra 7 damage, so just a Crashbarrow still leaves Midori alive. Lets me put both blocking heroes on high retaliation damage because of the bonus levels, too.

… OK, not too bad a hand, Kidnapping lets me keep the momentum going if Drakk survives, otherwise Grappler’s a decent blocker. His attack’s not as useful against Blood II, but it’ll be helpful if more Pandas or Horrors come out.