Taking a risk.
Might of Leaf and Claw
Tech 0 card(s)
Get Paid + float +scavenger + tech draw - ($12)
Might of Leaf and Claw - ($9)
Blooming Ancient #2, BA #1 gets a rune - ($5)
Master Midori, BAs get a rune each - ($3)
Nature Reclaims is trashed, Flagstone Garrison is trashed - ($1)
Blooming Ancient #1 kills Onimaru, takes 4 damage, Midori hits level 3, MoLaC gets a growth rune
Ardra’s Boulder rolls over Skeleton Javelineer, you draw, takes 1 damage, MoLaC gets a growth rune
Blooming Ancients give Playful Panda 3 runes, Blooming Ancient #1 dies
Playful Panda destroys Tech II, your base to 18, MoLaC gets a growth rune
Discard 2, draw 2, reshuffle, draw 2
Squad Leader: Midori L3 2/3+1A
Technician: Blooming Ancient #2 2/4
- Ardra’s Boulder 1/6 (+, 1 damage)
- Playful Panda 5/5 (+++)
- Might of Leaf and Claw (3/5 growth runes)
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Growth)
Tower HP: 4
Hey, I’m alive! I can kill both heroes this turn if I want to. Choice I have to decide between is bringing in Midori to trash the Garrison, or bringing in Argagarg for more units to fuel the Ancients. Or Rook’s birds, but I want to keep my card count up. I could do two, but I’d have to pass up on Might of Leaf and Claw, which seems a shame when I’d only need two more runes on it next turn.
Letting Ancient #1 suicide so I can put all the runes on Playful Panda and destroy Tech II instead of Garth is risky - I’d only have C(3,1)/C(4,2) = 50% chance of bringing it back in next turn, before bonus draws, so I’m losing some of the Growth momentum. It stops Crashbarrows from both being played or being fetched by Garth, though, so hopefully it will kill Shax’s momentum dead.
If I’m lucky, he destroys the patrol zone but destroys Tech II instead of going after my non-patrollers, because I’ll have Tech 0s and 1s in hand to flatten him with an activated MoLaC.
EDIT: Changing my thoughts before anyone realises how off my maths was.