Shoddy Glider
Centaur
Makeshift Rambaster
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Predator Tiger hits your base for 4, your workers go to 6
Tower - ($4)
Tech 2 Blood - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Mad Man 1/1+A
Elite:
Scavenger:
Technician: Calamandra 4/4, lvl 5
Lookout:
In Play:
Predator Tiger 4/4
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
11-13 damage on the board there. I hae to build a tower to deal with the horde. He has all tech 0 so teh tiger can do whatever he wants. Knocking out an additional worker and getting his base to 12 to punish the lich bargain seems reasonable, but both deteriorate and the horror can add 1 pseudo damage each. Sac the weak will also suck, but little I can do about that beyond not build a tech 2 and put BRO down, which he would still plow through. Chances are good I lose my tech 2 here as i only have 9 health on the board. Drakk is my best recovery option, and for that I need all the gold.
STARTING HAND
Graveyard
Deteriorate
Lich's Bargain
Pestering Haunt
WORKERS
Summon Skeletons
NextHand
Argonaut
Pestering Haunt
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Imp kills Mad man, takes 1 damage
Garth creates a Skeleton - ($4)
Lich's Bargain, my base down to 8 - ($2)
Horror trades with Calamandra, Garth lvl 3
Midband Garth - ($1)
Zombie and Garth take down Tower, 1 damage each
Deteriorate Tiger
all 3 active skele kill Tiger from long range
Float ($1)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Zombie 2/2+1
Elite:
Scavenger: Skeleton 1/1
Technician: Skeleton 1/1
Lookout: Horror 3/3 In Play:
Skeleton Javelineer 1/1 [no rune]
lvl 4 Garth 2/3
Skeletal Archery
Thieving Imp 2/1
Zombie 2/1
Skeleton 1/1
Skeleton 1/1 Buildings:
Base HP: 8
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 8
Disc: 0 Gold:
Gold: 1
Workers: 6
Thoughts
All in. No choice now. I hope I won't face too much Bugblatters/Gliders this turn, then that I'll perma-break both techs and/or lethal soon.
Tech 2 card(s)
Get Paid - ($8)
Nautical Dog - ($7)
Tower - ($4)
Crashbarrow, kills SQL and Horror - ($1)
Shoddy Glider kills Garth - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog 1/1
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 8
Gold:
Gold: 0
Workers: 8
Thoughts
Ok, he went for the tower first, but the second lich’s bargain is a big surprise. Gonna try to stabilize here… I don’t know how much I’ll actually be able to do next turn though, but im leaving him with only 7 attack., And thankfully midori can’t buff the skeletons. Suppose the zombie could be, but thats only 1 more attack.
Oh? I thought for sure I was on the razors edge, you having 7 attack on the board, break my tech 2 with a little to spare. But I can see how killing all your swarm to do so isn’t great.
After looking at your techs, I really think I could hit hard with any other redraw of yours. Kidnapping was of little use, as it’d mean not building Tower, and with no way to kill Horror or more than 1 guy; Bloodlust would’ve been slightly better, killing both wounded Imp and Zombies (or skellies); and anything else could do little more than walling off. Centaur could trade with Horror, double Centaur meant no Tower, so bad plan.
Crashbarrow without Glider would mean I still could get high value from Garth, either from Maxbanding -> Argonaut or sacking skellies for draw after you spent 2x3 gold into a Tower.
I guess I should’ve teched Nature Reclaims and break my own skele archery (again, after you spending 6 gold for a tower), dealing 13 to base or breaking both techs and finishing off with Max Midori. With Garth dead though, I had no hope to draw enough cards to reshuffle before being slain by your spells and centaurs.