Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, you discard #5 - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
Jandra will limit my options for playing units next turn, so it’s got to be Imp. I expect it to survive, since zango can’t cast a spell without delaying tech 1.
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
Graveyard
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Garth - ($2)
Deteriorate Merfolk Prospector, you draw
Make a Skeleton - ($1)
Pestering Haunt
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Skeleton (2/1)
Scavenger:
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Garth lvl 1 (1/3)
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
If zango teched Elite Training, nothing I play is safe. But I do want to Deteriorate MP, so I’ll play Haunt to threaten a revenge kill on something, and just not count on Garth surviving.
STARTING HAND
Tiny Basilisk
Verdant Tree
Rampant Growth
Tiger Cub
Ironbark Treant
WORKERS
Rich Earth
Spore Shambler
Tiger Cub
NextHand
Rampant Growth
Forest’s Favor
Young Treant
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tiny b - ($3)
panda trades imp, you draw
Rampant Growth on wisp which kills skeleton - ($0)
Oni kills Garth
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tiny Basilisk (1/2)
Lookout:
In Play:
wisp (0/1)
Oni (2/2, lvl3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
that’s nice, this kill at least guarantees no cheap black spells and no Lichs bargain next round, which he probably didn’t tech when offering Garth the way he did (I only needed one of two cards from my deck while I have 5 of the 8 in my hand, not counting a possible elite training - he has to expect that Garth dies…)
Wandering Mimic
Elite Training
Tiny Basilisk (1/2)
Young Treant
Tech 2 card(s)
Get Paid + scav - ($9)
worker - ($8)
Verdant Tree - ($6)
Midori - ($4)
Fairie Dragon puts rune on Basilisk - ($0)
Basilisk kills grave, you gain 1
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Midori (2/3A, lvl3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Tiny Basilisk (3/1) feather
Verdant Tree
Fairie Dragon (4/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Balance)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
the Sparring Partner really is bad news, now my sketchy plan really is far from working out as Hyperion/now!/tricycloid is all he needs for a tech break… bummer… I really would have loved to see flying hasted mimics in action. Now let’s change plans and play no panda for flyer protection and card draw but verdant tree for tech building protection and let’s cross fingers and hope for the best… That missing extra patroller and the missing technician card draw is going to hurt next turn!
Yeah that’ll do, even without that blunder it would have been really hard from now on.
Honestly: I was afraid of tricycloid for tech break, please don’t ask me why I didn’t consider him as the perfect option to get rid of my fliers yesterday, when I wrecked my brain about how to deal with him the day before
Very well executed, congratulations!
I was worried you’d go Moment’s Peace → Gunships, which is why I skipped the Bargain+Tiger show. I find that Balance matches up pretty well against Present, but it depends on which cards come out, and having Garth is a huge advantage in that department.