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[CAMS18] charnel_mouse [Balance/Growth]/Strength vs Dreamfire [Demon]/Anarchy/Balance

Interesting codex you’ve got there. GLHF @Dreamfire

P1T1


StartingHand Workers

STARTING HAND
Tiger Cub
Rampant Growth
Ironbark Treant
Playful Panda
Forest’s Favor


WORKERS
Ironbark Treant


NextHand

Rich Earth
Merfolk Prospector
Young Treant
Spore Shambler
Verdant Tree


Discard

Tiger Cub
Forest’s Favor
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda, Wisp arrives - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Inane pre-match ramblings

I have no quick guesses about the idea behind this deck apart from some minor observations from the first two rounds, so I’ll just ramble here for a bit.

Vandy: The most likely main hero threat, with Soul Stones and Dark Pacts. Metamorphosis could also be nasty with Zane ready to join in on the the turn he comes in, but the threat of Tiny Basilisks from me might discourage going for that. Sacrifice the Weak means I need to have at least a few weenies out, otherwise those Dark Pacts will allow easy drawing into cheap skeletons or similar to take something big out. Dreamfire used Deteriorate in the last round to render Tiny Basilisks helpless, so I can’t rely on them to block. I also need to watch out for my key units being doomed.
Zane: Ugh. Apart from his haste-based nonsense, Chaos Mirror can pair really nastily with Terras Q for a quick base kill if I don’t guard against stealth and flyers, or get good board control going if he goes Demonology or Balance for Overpower. Probably the former.
Midori: Nature Reclaims, along with Potent Basilisk, make going for Might and Leaf and Claw pretty pointless. On top of that, Moment’s Peace helps to stall out for Tech III Anarchy, and Circle of Life could bring out some nasty Mimics with all the haste, stealth, and overpower in his codex.

Demonology: Banefire Golem makes Growth a bit risky if I let one hang around for an upkeep step, otherwise I could play Growth’s econ game and go for Blooming Ancients. Balance can make use of the lack of anti-air and all those big hitters being vulnerable to deathtouch, and could fly over to take out the Tech II to limit mirroried Terras shenanigans. Strength I’m not so sure about, but it doesn’t have weenies that are vulnerable to Banefire, and Grappler could be useful in the unlikely case where Voidblockers come out and he tries to Tech Lab into Gunships. His other main Tech II choices have Overpower, which will be nice with Mimics.

Anarchy: Some stealth and haste in there to worry about, but the main worry is that Dreamfire blocks up with Steam Tanks and goes for Gunships. Balance would be a mixed bag, a Gunpoint Taxman in Elite would limit Mimic aggression, but if Disguised Monkeys come out they could sneak past without being shot down. Growth could get Blooming Ancients running before Gunships turn up, but I’m not sure that would be enough. Steam Tanks could taken out of the way with Grapplers, Basilisks, or Polymorph, so maybe I don’t need to worry about that too much, and I should worry about stealth attacks instead.

Balance: Not sure here. Tiny Basilisk makes relying on heroes too risky, and Mimic and Fairie Dragon threaten a lot of flying damage, so that I’d need Birds and Water Elemental out to counter if I don’t go Balance myself. Problem is, Dreamfire’s hasted units and heroes will get Mimics running more quickly than I can, and combined with the player order that wouldn’t end well. Growth might do OK, because it doesn’t lend any abilities to Mimics apart from Blooming Elm’s Overpower. Strength would lend Overpower if I go for the usual Barbarbarians, but I could instead go for a Colossus or two to try to flatten the base, with Morningstar Pass up to slow down any flying counter-siege, and Grapplers to block, or kill any convenient targets with their fake swift strike. If I go this route, I probably also want to get out some Tier I legendaries, and one Mythmaking to help block up before the Basilisks come out, and I’d want Argagarg out too to buff the Colossi. DeGrey would be counterproductive, since any tokens appearing would be mine, or given to me by Terras / Final Showdown.

So, roughly, from Dreamfire’s PoV at Tech II:
Bal Gro Str
Dem: - 0 +?
Ana: - + -
Bal: + 0 -

So, no idea. I don’t have anything to put on pressure at Tech I, so my priority should be to get blockers up and try to work out what Dreamfire’s plan is. Until then, plan is to open with Bird’s Nest and Galina, then Boulder and Mythmaking if needed, because I can’t depend on Tech 0 blockers.

Other thoughts:

  • The combination of Chaos Mirror and Mimics means that I ideally want to rely on i) a decent number of Tech I units for blocking that can’t be bypassed by Tiny Basilisk, and ii) units with decent special abilities that Mimic can’t copy. Outside of Tech III units, that means going for Grapplers and Colossi might be a good bet, so at the moment I’m leaning towards Colossi for a Tech II base rush, though, possibly with a Circle of Life or Two to slow down a flying counter-attack.
  • This might be a codex where a lot of units are cheap enough that Thunderclap is worth bringing in.
  • Polymorphed units might be best left instead of killed, depending on their abilities, due to Dark Pact letting them come back quickly.
  • Rook will be good for defence on the first turn or two, but Argagarg could bring in extra units to block against non-Basilisks and let me get some economy with Galina, and Midori could be useful for bringing in Moment’s Peace to help me survive to Tech II.

GL HF! I’m curious about those ramblings of yours, but I’ll patiently wait for the post-game to dig into them.

P2T1


StartingHand Workers

STARTING HAND
Graveyard
Deteriorate
Pestering Haunt
Jandra, the Negator
Skeletal Archery


WORKERS
Jandra, the Negator


NextHand

Summon Skeletons
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue


Discard

Deteriorate
Skeletal Archery


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Graveyard - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

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

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

No hero from charnel_mouse, so I feel reasonably safe bringing Vandy out. And it’s a slow enough start that I think I could get some value out of Graveyard+Haunt. I could lose Vandy to Rampant Growth, but that would force charnel_mouse to delay tech 1, which I’m willing to bet won’t happen.
I think I’m going to need Tiny B to deal with Rook, and Gunpoint Taxman for birds, but let’s wait and see. I’m keeping Skeletal Archery in the deck for now as backup anti-air.
Next turn I’ll either play Jav+HH, or drop Imp for extra Graveyard synergy.

OK, but they’re pretty inane :slight_smile:

P1T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Galina Glimmer


STARTING HAND
Young Treant
Merfolk Prospector
Spore Shambler
Verdant Tree
Rich Earth


WORKERS
Ironbark Treant
Rich Earth


NextHand

Spore Shambler
Tiger Cub
Galina Glimmer
Young Treant
Verdant Tree


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Merfolk Prospector - ($2)
Argagarg, Wisp arrives - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout: Merfolk Prospector 1/1 (Resist 1)

In Play:

  • Argagarg L1 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Teching in Galina will give me some needed economy, but I’m not sure whether to bring in a Panda for more economy, or to bring in a Basilisk to deal with Vandy or opposing Basilisks. There’s a good chance that Dreamfire’s going to try for an early Dark Pact, so I’m going with the latter, and bringing in Argagarg so I can buff through Tech Is that get in the way. I don’t think Birds are going to be useful just yet without someone to put Green spells on them without the cost penalty Rook would have.

P2T2


Tech StartingHand Workers

TECH
Dark Pact
Gunpoint Taxman


STARTING HAND
Thieving Imp
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons


WORKERS
Jandra, the Negator
Poisonblade Rogue


NextHand

Deteriorate
Sacrifice the Weak
Skeleton Javelineer
Skeletal Archery


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Thieving Imp, discard #3 - ($0)
Haunt trades with Merfolk
Exhaust Graveyard to replay Haunt

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

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

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

With Imp in SQL, charnel_mouse will need both starter spells, or a very early Dinosize, to get free lvls off of Vandy. So I feel comfortable teching a DP. With Arg out instead of Rook, Tiny B and Taxman aren’t super-urgent, but I still want both of them in my eventual deck. I have a small suspicion that charnel_mouse is going for econ with Galina and token-spam, so I’ll tech Taxman first.

P1T3


Tech StartingHand Workers

TECH
Dinosize
Giant Panda


STARTING HAND
Young Treant
Tiger Cub
Galina Glimmer
Verdant Tree
Spore Shambler
Tiny Basilisk


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree


NextHand

Forest’s Favor
Spore Shambler
Dinosize
Rampant Growth


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Young Treant, I draw - ($3)
Tiny Basilisk - ($1)

Float ($1)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2+1A
  • :psfist: Elite: Young Treant 0/2
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Argagarg L1 1/3
  • Tiny Basilisk 1/2 (deathtouch, no combat with Tech 0)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

The Imp got Galina, but at least Young Treant brought the Basilisk out for me. Not much I can do offensively right now.

P2T3


Tech StartingHand Workers

TECH
Dark Pact
Tiny Basilisk


STARTING HAND
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Skeletal Archery


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery


NextHand

Dark Pact
Gunpoint Taxman
Summon Skeletons


Discard

Deteriorate
Sacrifice the Weak
Skeleton Javelineer
Dark Pact
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Thieving Imp runs into Panda
Deteriorate finishes Panda
Vandy kills Young Treant and sparkshots scav Wisp, you get 1 gold
Haunt kills technician Wisp, you draw
Sacrifice the Weak, Tiny Basilisk dies - ($4)
Exhaust Graveyard to replay Thieving Imp, discard (newly drawn) #5 - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 1 (2/2)
  • Pestering Haunt (1/1)
  • Graveyard (3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

How much am I willing to pay to keep Vandy alive? Quite a lot, actually, since I really want to Dark Pact next turn. I’ll have another chance to tech next turn before reshuffling, but for now I’ll get the 2nd DP and a Tiny B, which are both part of my projected deck.

Just a note, the order of cards on the spreadsheet is not the order they were drawn (they get randomised every draw), so card #5 is not necessarily the newly drawn card.

1 Like

Good point! I just got #5 from random.org, doesn’t have to be the new one.

1 Like

In a face to face game, choosing a random card would involve me shuffling my hand, then presenting them and a card being selected “at random” The random number picked by your opponent and randomized hand in the sheet after drawing a card is meant to mimic this. At the end of the day though, its one of the edge cases where people are just expected to play honorably but there’s no good way for a judge to catch cheaters. I expect it is cases like this that keep some people from playing on the forums.

In any event, carry on :smiley:

2 Likes

P1T4


Tech StartingHand Workers

TECH
Bird’s Nest
Whitestar Grappler


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


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Spore Shambler


NextHand

Giant Panda
Galina Glimmer
Tiger Cub
Rampant Growth
Tiny Basilisk


Tech 2 card(s)
Get Paid + float + scavenger + tech draw - ($9)
Worker - ($8)
Maxband Argagarg, Water Elemental arrives - ($4)
Tech II Strength - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger: Argagarg L5 1/5
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

That was bad. There’s not too much offense out on the board at the moment, though, and Sacrifice the Weak is in the discard, so I’m going to risk going to Tech II first. Grapplers and Birds for general blocking, then Colossi or Barbarbarians depending on Dreamfire’s tech choice.

P2T4


Tech StartingHand Workers

TECH
Wandering Mimic
Fairie Dragon


STARTING HAND
Gunpoint Taxman
Dark Pact
Summon Skeletons
Fairie Dragon
Skeleton Javelineer
Dark Pact


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Summon Skeletons


NextHand

Deteriorate
Tiny Basilisk
Sacrifice the Weak
Wandering Mimic


Discard

Dark Pact
Skeleton Javelineer
Fairie Dragon


Tech 2 card(s)
Get Paid + float - ($9)
Dark Pact, my base to 18, I draw x2
Worker - ($8)
Tech 2 (Balance) - ($4)
Gunpoint Taxman - ($2)
Haunt pings Arg
Exhaust Graveyard to replay Haunt

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Gunpoint Taxman (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy lvl 1 (2/2)
  • Pestering Haunt (1/1)
  • Graveyard (3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

I’m assuming charnel_mouse went with Strength for Barbarbarians, and maybe Grapplers. I think Balance is the answer - Fairie Dragon’s schtick+Deteriorate/Zane’s maxband/sparkshot can get me cheap kills, and hasted Mimics+Graveyard is pure value. Hopefully I won’t draw both of them prematurely.

I guess drawing just one tech 2 unit prematurely counts as good luck? At least I know I’m guaranteed to get a hasted Mimic next turn. And if I float some, I could also replay it. It won’t have flying though, so I don’t expect to be able to break a tech building. I’ll set up a kill on Arg instead.

No Dark Pact next turn :open_mouth: I might regret patrolling Taxman in scav rather than technician…

P1T5


Tech StartingHand Workers

TECH
Whitestar Grappler
Polymorph: Squirrel


STARTING HAND
Galina Glimmer
Giant Panda
Tiger Cub
Tiny Basilisk
Rampant Growth


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Spore Shambler
Tiger Cub


NextHand

Bird’s Nest
Playful Panda
Young Treant
Merfolk Prospector


Discard

Tiny Basilisk
Rampant Growth
Whitestar Grappler
Polymorph: Squirrel


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Galina Glimmer - ($3)
Giant Panda, Wisp arrives - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite: Galina Glimmer 3/2
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout: Argagarg L5 1/4 (1 damage)

In Play:

  • Giant Panda 2/4

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I thought Balance would have more problems against Strength, so there must be something I’m not seeing on this matchup. Things to worry about right now are Zane and a hasted Mimic turning up, or Fairie Dragons coming out to feather my big Strength units, especially with that gold float, so I’ll have to go down on cards and get some more blockers down.
Teching in a Polymorph to get rid of Dragons and Mimics, and another Grappler to get past any Basilisks.

Afraid my Taxman is in its way.

1 Like

OK, Water Elemental kills the Imp, and Argagarg kills the Taxman.

EDIT: No, wait, that’s stupid. I’ll redo.

1 Like

@Dreamfire Fixed.

2 Likes

P2T5


Tech StartingHand Workers

TECH
Wandering Mimic
Soul Stone


STARTING HAND
Sacrifice the Weak
Deteriorate
Wandering Mimic
Tiny Basilisk


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Sacrifice the Weak


NextHand

Dark Pact
Tiny Basilisk
Deteriorate


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Zane - ($8)
Wandering Mimic, gains haste and sparkshot - ($4)
Mimic trades with Water Elemental, sparkshots Galina
Haunt trades with Galina
Exhaust Graveyard to replay Mimic - ($0)
Mimic kills Arg, sparkshots Wisp, Vandy to midband, you draw
Deteriorate Panda
Taxman kills Panda
Vandy and Zane break tech 2, your base to 18

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 3 (3/3)
  • Zane lvl 1 (2/1)
  • Graveyard (3), holding Pestering Haunt
  • Wandering Mimic (4/2)
  • Gunpoint Taxman (3/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Mimic clears this patrol zone pretty much singlehandedly. Then the rest of my guys just clean up, including breaking the tech 2.
This leaves me with quite an overwhelming board advantage, but in case the game goes on, I think I’m better set up for more units than for Meta, so I’ll tech accordingly.

1 Like

That was everything I was dreading, and then some.

P1T6


Tech StartingHand Workers

TECH
Morningstar Pass
Colossus


STARTING HAND
Playful Panda
Young Treant
Merfolk Prospector
Bird’s Nest
Dinosize


WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Spore Shambler
Tiger Cub
Merfolk Prospector


NextHand

Forest’s Favor
Whitestar Grappler
Morningstar Pass
Rampant Growth


Tech 2 card(s)
Get Paid + tech draw - ($9)
Rebuild Tech II
Garus Rook - ($7)
Bird’s Nest, Birds arrive - ($5)
Playful Panda, Wisp arrives - ($3)
Worker - ($2)
Rook to Level 3 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bird #1 1/1+1A (flying)
  • :psfist: Elite: Wisp 0/1
  • :ps_: Scavenger:
  • :pschip: Technician: Rook L3 2/4
  • :target: Lookout: Bird #2 1/1 (flying)

In Play:

  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Not being able to take down the Graveyard took away my ability to limit that turn’s offensive. Ah well.

I had to think a little bit outside the box here, but I believe everything checks out.

P2T6


StartingHand Workers

STARTING HAND
Dark Pact
Tiny Basilisk
Deteriorate


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Sacrifice the Weak


NextHand

Fairie Dragon
Soul Stone
Wandering Mimic


Discard

Dark Pact
Deteriorate
Tiny Basilisk


Tech 0 card(s)
Get Paid - ($10)
Zane to maxband, shoves SQL bird to die in scav, we both get 1 gold - ($6)
Imp kills Wisp
Wandering Mimic kills Rook and sparkshots lookout bird, takes 1 tower damage
The free levels go to Vandy, she maxbands and dooms Taxman and Panda
Deteriorate my own Mimic to kill it
Exhaust Graveyard to replay Mimic - ($2)
Vandy (4 ATK), Zane (4), Mimic (4) and doomed Taxman (5) hit your base for 17 damage
Dark Pact your base for 2 more damage and lethal. GG!

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 5 (4/4)
  • Zane lvl 6 (4/3)
  • Graveyard (3), holding Pestering Haunt
  • Wandering Mimic (4/3)
  • Gunpoint Taxman (5/2), doomed
  • Thieving Imp (2/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 10
3 Likes

Not gonna lie, that is one is one of the best lethals I have ever seen in a game, well done!

4 Likes

Agreed, that was way cool @Hobusu! GG WP to you and @charnel_mouse