[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Jandra, the Negator
Skeletal Archery
Graveyard
Poisonblade Rogue
Thieving Imp
WORKERS
Jandra, the Negator
NextHand
Pestering Haunt
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Discard
Poisonblade Rogue
Skeletal Archery
Graveyard
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Thieving Imp, you discard #3 of 5 cards - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Thieving Imp 2/2
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
So CM’s best opener is probably Rook + a 2-gold unit. Tiger Cub or Merfolk Prospector. Prospector dies to Deteriorate, that’s fine. I can Thieving Imp here and disrupt handsize, then next turn build up board with Garth + Deteriorate + skeleton. Lets me also get the jump on Tech 1’s, Bone Collectors to build up a scary board.
@charnel_mouse’s turn!
1 Like
I like nothing about this deck
GLHF Carpe!
P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Rampant Growth
Spore Shambler
Playful Panda
Verdant Tree
WORKERS
Verdant Tree
NextHand
Young Treant
Rich Earth
Merfolk Prospector
Tiger Cub
Discard
Ironbark Treant
Spore Shambler
Rampant Growth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda, Wisp arrives - ($2)
Master Midori - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Midori 2/3+1A
-
Elite:
-
Scavenger: Wisp 0/1
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Ugh, another Garth + Crashbarrows deck, with Fencers and the Virtuso build to boot. But I need to survive to late game first. Doom Grasp, Discord, and Fencers will mince most of my normal midgame options. Maybe I could go Verdant Tree into Crash Bombers, then go for a quick Tech II? I’m not sure I can hold on efficiently enough to do that, and I’m also not sure yet what I’d be going for spec-wise. Beating Carpe to the first Crashbarrow? On the other hand, I might be best off getting as many units with 2+ health as I can before turn 3: they won’t do much damage if a Discord goes down, but they’d still be alive for Carpe to chew through them. I’d also have a decent amount of attack if he goes for something else. Do I want Rook or Midori for the opening? Rook will make Carpe go for Discord to counter Birds, maybe Midori is better for a slightly smaller chance of that happening, then I can also discourage Graveyard by threatening Nature Reclaims. Moment’s Peace could be handy too, given his heroes are less beefy than mine, and Doom Grasp still wouldn’t allow a big push under peace, since most of his big unit options are threatening because of their hasted combat damage.
Putting the Wisp in Scavenger instead of Technician to let me get both 2-HP units if I can, hopefully I draw the Treant… OK, got it. No Forest’s Favor without the Treant draw, though.
Tech considerations: Barbarbarians are decent for blocking against Crashbarrows, but Carpe having his own Drakk to kidnap and boost them with makes that pretty risky. Or, if he think he’s going for Blood, I could make use of the main Blood units not staying on the board, and go for lusted Horselords or something. They do more damage than Barbarbarians if I can hang on to them, since I haven’t got that many boosting options in the absence of Argagarg, and Mimics could come along for the ride.
1 Like
P1T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Deteriorate
Summon Skeletons
WORKERS
Jandra, the Negator
Sacrifice the Weak
NextHand
Graveyard
Pestering Haunt
Deteriorate
Bone Collector
Summon Skeletons
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Skeleton Javelineer - ($3)
Summon Garth Torken - ($1)
Garth makes a skeleton - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+a
-
Elite: L1 Garth Torken 2/3
-
Scavenger: Skeleton 1/1
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Conclusion: CM is banking on drawing a Green spell so that they can play a 2G spell plus Tech 1. That’s why Midori and not Rook. So, is it Rampant Growth or Forest’s Favor, and can I protect against both? I can put up a total of three units/heroes without going down to 4 cards, and I’d rather not lose a hero this early. Mouse has three potential attackers. However, Mouse would have to cast the spell on the Wisp in order to attack with all three. If I patrol Imp in SQL, that’s 3 health, and Mouse either needs to attack with Wisp and another thing or buff Midori/the Panda, leaving the Wisp unable to attack. I think this turn is Garth + Javelineer + Skeleton (4), and patrol to protect the Javelineer for a free ping next turn. Then we’ll tech BC, and depending on how Garth looks, maybe tech Discord hoping for River or Heroes’ Hall.
@charnel_mouse’s turn!
your deck or the opponent’s?
Carpe’s deck, I’m already pretty aware of the problems with mine.
1 Like
P2T2
Tech StartingHand Workers
TECH
Crash Bomber
Bloodlust
STARTING HAND
Young Treant
Merfolk Prospector
Rich Earth
Tiger Cub
WORKERS
Verdant Tree
Rich Earth
NextHand
Forest’s Favor
Ironbark Treant
Rampant Growth
Young Treant
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Tiger Cub - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Playful Panda 2/2+1A
-
Elite: Wisp 1+0/1
-
Scavenger: Midori 2/3
-
Technician: Tiger Cub 2/2
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Garth means no Discord, but I do have to worry about Doom Grasp on Midori, or Lich’s Bargain. Let’s ignore Midori’s spells for now, then – Graveyard isn’t out yet, so maybe I don’t need Nature Reclaims?
Anyhow, the main worry would be Lich’s Bargain, or Fencers, or Bone Collectors. Best options for staying alive are Crash Bombers, maybe Boulder + Mythmaking but that’s probably too slow and soft-locks me into Strength. That wouldn’t be to bad if Carpe goes for Lich, but it’s not ideal at the moment. I could also assume that Midori’s going to die, and tech in Kidnapping, or Bloodlust to finish off units that kills my 2-attack units. I could afford Drakk + Bloodlust + Crash Bomber + Tech II if I float a gold and lose a scavenger, which might be good enough against Fencers. I’ll tech one of each, then I can put Midori in scavenger, so I’m only spending all that gold if he dies.
… Well, this could be bad.
[b]P1T3[/b]
Tech StartingHand Workers
TECH
Discord
Discord
STARTING HAND
Graveyard
Bone Collector
Summon Skeletons
Pestering Haunt
Deteriorate
WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
NextHand
Deteriorate
Skeletal Archery
Poisonblade Rogue
Discord
Bone Collector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech 1 - ($3)
Build Graveyard - ($1)
Garth makes a skeleton - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+a
-
Elite: Skeleton Javelineer 2/1
-
Scavenger: Skeleton 1/1
-
Technician:
-
Lookout: Skeleton 1/1
In Play:
- L1 Garth Torken 1/3
- Graveyard (4 HP) –
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
…oh no. Did I seriously forget to build Tech 1?
@charnel_mouse’s turn!
P2T3
Tech StartingHand Workers
TECH
Fairie Dragon
Fairie Dragon
STARTING HAND
Forest’s Favor
Ironbark Treant
Rampant Growth
Young Treant
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
NextHand
Merfolk Prospector
Spore Shambler
Crash Bomber
Bloodlust
Discard
Young Treant
Rampant Growth
Fairie Dragon
Fairie Dragon
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II Balance - ($3)
Ironbark Treant - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Playful Panda 2/2+1A
-
Elite: Ironbark Treant 1+1/2+2A
-
Scavenger: Midori L1 2/3
-
Technician: Tiger Cub 2/2
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Huh, hadn’t noticed he hadn’t built Tech I yet. I could just tech up and block with the Ironbark Treant, I suppose. Or I could maxband Midori and hit the Graveyard or Garth. Nah, I don’t like the idea of leaving either alive if I dump everything into Midori, Doom Grasp or a Graveyard + Fencers will hurt with my current board. I’m just going to go for Tech II. Going with Balance, Dragons will be nice to kill off wounded Fencers or anything I hit with Bloodlust and Potent Basilisk are nice to prevent Kidnapping and Doom Grasp. Later I can go for lusty Horselords and Mimics. He’s got some decent anti-air units in Finesse and Blood, Skeleton Archery just gets destroyed by the Basilisk. I can change my focus depending on where he goes. If my technician gets killed I might draw one next turn, so I need something with immediate effect. Mimic and Dragon are pretty good for that, they’re both good for retaliating against Fencers. I can afford one a Drakk + Bloodlust and worker. I think I want Dragons first, then I could Bloodlust it and take the Graveyard down, or Garth.
Do I want the Ironbark Treant or a tower here? I’m going for Tech II, so I probably want the extra bodies instead of killing attacking Fencers. Keeping the Wisp in the back he has to use Deteriorate if he wants to set up Sacrifice the Weak.
1 Like
[b]P1T4[/b]
Tech StartingHand Workers
TECH
Kidnapping
Nimble Fencer
STARTING HAND
Poisonblade Rogue
Skeletal Archery
Bone Collector
Deteriorate
Discord
WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
NextHand
Bone Collector
Discord
Nimble Fencer
Summon Skeletons
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Deteriorate the Wisp
Thieving Imp attacks Playful Panda and goes to my Graveyard
Exhaust Graveyard to replay Thieving Imp, you discard #2 of 4 - ($3)
Summon Bone Collector - ($1)
Garth kills Playful Panda and takes 2 damage
Garth makes a skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+a
-
Elite: Skeleton Javelineer 2/1
-
Scavenger: Skeleton 1/1
-
Technician: Skeleton 1/1
-
Lookout: Skeleton 1/1
In Play:
- L1 Garth Torken 1/1
- Graveyard (4 HP) –
- Bone Collector 3/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Yuck, Mimics incoming. Also I’m sad that Garth is not River. But let’s see what I can do this turn. Imp trade into SQL, replay Imp (3), that gives me three gold to Bone Collector and make a skeleton. That lets me long-range skeleton or Garth attack, and I can put four skeletons plus the Imp in the patrol zone. And actually, mimics don’t have much to work with, so it’s probably Chameleons. I can definitely hold off Green with a patrol zone of skeletons. Let’s deteriorate the Wisp just to be safe.
@charnel_mouse’s turn!
P2T4
Tech StartingHand Workers
TECH
Nature Reclaims
Potent Basilisk
STARTING HAND
Crash Bomber
Merfolk Prospector
Spore Shambler
Bloodlust
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector
NextHand
Nature Reclaims
Rampant Growth
Playful Panda
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Drakk Ramhorn - ($2)
Bloodlust on Bone Collector and Skeleton Javelineer - ($0)
Bone Collector takes 1 lust damage, Skeleton Javelineer dies of lust
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant 1/2+3A
-
Elite:
-
Scavenger: Midori L1 2/3
-
Technician: Drakk L1 1/3
-
Lookout: Tiger Cub 2/2
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Hmm. Maybe he’s going for skeleton spam. I’m guessing he won’t bother with Skeleton Lord because of Kidnapping, but Drakk’s midband could be pretty dangerous. Potent Basilisk should help if Skeleton Archery comes out, Nature Reclaims will get rid of that damn Graveyard. Thankfully the Imp just discarded Spore Shambler, I don’t care too much about that. Putting Ironbark Treant in SQL now, with the tower up he can counter-kill everything. It’s going to be a long wait for my next techs to come in, hopefully he’s not going for Blood.
P1T5
Tech StartingHand Workers
TECH
Grounded Guide
Grounded Guide
STARTING HAND
Bone Collector
Discord
Summon Skeletons
Nimble Fencer
WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
NextHand
Bone Collector
Skeletal Archery
Discord
Deteriorate
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Imp attacks Ironbark and dies after removing 2 armor, going to my Graveyard
Replay Imp from Graveyard, you discard #1 of 3 - ($4)
Bone Collector trades with Ironbark, killing it, and goes to my Graveyard, skeleton arrives
Build Tech II – Finesse - ($0)
Two skeletons trade with Tiger Cub
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+a
-
Elite:
-
Scavenger: Skeleton 1/1
-
Technician: Skeleton 1/1
-
Lookout:
In Play:
- L1 Garth Torken 1/1
- Graveyard (4 HP) – Skeleton Javelineer, Bone Collector
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
Hmm. What’s the biggest threat to me right now? Chameleon + Bloodlust, which kills my Graveyard? And with Drakk levels, potentially a tech building. If I replay Imp, that has a 2/3 chance of stopping any two-card combo. And I bust this patrol zone wide open with Kidnapping next turn. I think I also kill Ironbark with Bone Collector (despite it being really satisfying to kidnap Ironbark, lol) because skeletons should give enough extra points of damage to finish off a hero. So I think it’s just replay Imp, build Finesse T2 to amp up these skeletons, and worker. Leaves me with Garth, four skeletons, and an Imp. Is Circle of Life a threat? No, because Mouse doesn’t actually have anything that can receive a flying rune from Faerie Dragon. I think we’re good! Wow, I feel like such a bully for recurring Imp. Decided to trade skeletons for Tiger Cub just to minimize Mouse’s options next turn.
@charnel_mouse’s turn!
P2T5
Tech StartingHand Workers
TECH
Tiny Basilisk
Desperation
STARTING HAND
Playful Panda
Rampant Growth
Nature Reclaims
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector
NextHand
Potent Basilisk
Spore Shambler
Fairie Dragon
Discard
Ironbark Treant
Tiger Cub
Rampant Growth
Playful Panda
Tiny Basilisk
Desperation
Tech 2 card(s)
Get Paid - ($9)
Skip worker!
Maxband Midori - ($2)
Rampant Growth on Midori - ($0)
Midori destroys your Tech II, your base to 18
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Drakk L1 1/3+1A (1 to your base on death)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Midori L8 4/5 (flying on my turn)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Options:
- Skip worker, maxband and Rampant Growth Midori, destroy Tech II. Doesn’t progress my game at all, but he’s drawn just over half his deck so I have a good chance of stopping the Tech II Finesse units from arriving on this shuffle. Leaves 5 attack on the board, but I still have Drakk to block, so my Tech II might stay up.
- Maxband Midori, destroy the Graveyard, maybe skip worker and RG Drakk to kill the Thieving Imp. Only leaves 3 attack on the board, but leaves the Tech II up and nothing to block, so much less chance of keeping my own Tech II up…
- Maxband Midori, destroy the Graveyard, either worker or play Playful Panda. Gives me more blockers to work with, but Tech II stays up.
Grounded Guide behind those Skeletons is enough to wreck me, going for the former. Teching in a Tiny Basilisk (far too late) to sneak past all those weenies.
Double check you’ve got everything down right, you mentioned you skipped worker but the post has you at 10 workers.
1 Like
P1T6
Tech StartingHand Workers
TECH
Star-Crossed Starlet
Doom Grasp
STARTING HAND
Skeletal Archery
Discord
Deteriorate
Kidnapping
Bone Collector
WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
Deteriorate
NextHand
Discord
Grounded Guide
Nimble Fencer
Grounded Guide
Discord
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Level Garth to Midband, he heals - ($5)
Garth and Thieving Imp kill Drakk, Garth levels to 6, Imp to my Graveyard
Research Skeletal Archery - ($3)
Summon Bone Collector from Graveyard - ($1)
Maxband Garth, pulling a Star-Crossed Starlet from my discard - ($0)
Rebuild Tech II
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Skeleton (long range, anti-air) 1/1+a
-
Elite:
-
Scavenger: Skeleton (long range, anti-air) 1/1
-
Technician:
-
Lookout:
In Play:
- L7 MAX Garth Torken 3/4
- Graveyard (4 HP) – Skeleton Javelineer, Thieving Imp
- Skeletal Archery
- Star-Crossed Starlet 3/2
- Bone Collector 3/3
Buildings:
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
Things feel really good right now. I don’t have the kill on Midori, but I do have Skeletal Archery, which is just as good for protecting Tech II. Midband Garth (3), Garth and Imp kill Drakk, Garth to 6. Skeletal Archery (5), now I have the option of playing Bone Collector from Graveyard and maxbanding Garth to pull something, or replaying Imp yet again and killing a card. With Drakk dead, Bloodlust isn’t scary, so I think I’m actually doing Bone Collector + maxband. There’s only one card that makes me sad right now, so as long as we don’t see Daddy Basilisk, we’ll be good.
@charnel_mouse’s turn!
All good, I just did the old “move discarded card to worker column” trick.
1 Like
P2T6
Tech StartingHand Workers
TECH
Wandering Mimic
Wandering Mimic
STARTING HAND
Potent Basilisk
Fairie Dragon
Spore Shambler
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector
Spore Shambler
NextHand
Bloodlust
Crash Bomber
Discard
Ironbark Treant
Tiger Cub
Rampant Growth
Playful Panda
Tiny Basilisk
Desperation
Nature Reclaims
Wandering Mimic
Wandering Mimic
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Potent Basilisk, destroys Skeletal Archery - ($4)
Fairie Dragon, feathers Star-Crossed Starlet so she dies at your upkeep - ($0)
Midori kills Bone Collector, Graveyard will collapse on Starlet death
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Potent Basilisk 3/5+1A (deathtouch, untargetable)
-
Elite:
-
Scavenger:
-
Technician: Fairie Dragon 4/2 (flying)
-
Lookout:
In Play:
- Midori L8 4/5 (flying on my turn)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Got a choice for Midori between killing Garth and getting all the non-token units killed so the Graveyard collapses, I think the latter’s preferable so my hand stops being wrecked. Finesse II can easily tear through the Basilisk if he has them in hand anyway, no reason to try to prevent Death Rites. Going for Mimics, Finesse II units stick around so Horselords would be a liability.
2 Likes
DAG.
GONE.
You had it!
[b]P1T7[/b]
Tech StartingHand Workers
TECH
Leaping Lizard
Leaping Lizard
STARTING HAND
Grounded Guide
Grounded Guide
Discord
Nimble Fencer
Discord
WORKERS
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
Deteriorate
NextHand
Graveyard
Skeleton Javelineer
Doom Grasp
Bone Collector
Kidnapping
Tech 2 card(s)
Get Paid - ($10)
Summon two Grounded Guides - ($0)
Both skeletons (boosted to 3 ATK each) trade into Basilisk, killing it
Garth runs past the flier and deals 3 damage to your Tech II
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Grounded Guide 5/4+a
-
Elite:
-
Scavenger:
-
Technician: Grounded Guide 5/4
-
Lookout:
In Play:
Buildings:
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
Okay, let’s do math. Fencer + Guide is 7 gold. But I can’t also River and Discord. I could River, double Discord, that lets me kill Basilisk and Dragon for 6 and I lose Garth. I can also eat skeletons with the hope of getting a Midori kill with Kidnapping. Or Doom Grasp. Double Grounded Guide lets both skeletons kill the Basilisk, letting Garth swing free at Tech II. Oh, and Basilisk is untargeteable anyway.
@charnel_mouse’s turn!
1 Like
Clutch hand 
P2T7
StartingHand Workers
STARTING HAND
Crash Bomber
Bloodlust
WORKERS
Verdant Tree
Rich Earth
Forest’s Favor
Merfolk Prospector
Spore Shambler
NextHand
Young Treant
Fairie Dragon
Discard
Ironbark Treant
Tiger Cub
Rampant Growth
Playful Panda
Tiny Basilisk
Desperation
Nature Reclaims
Wandering Mimic
Wandering Mimic
Potent Basilisk
Bloodlust
Crash Bomber
Tech 0 card(s)
Get Paid - ($10)
Drakk Ramhorn - ($8)
Maxband Drakk - ($3)
Crash Bomber, Drakk gives it haste - ($2)
Bloodlust on Midori and Crash Bomber - ($0)
Midori and frenzied Fairie Dragon break Tech I and II, your base to 13
Crash Bomber trades with SQL Grounded Guide
Midori takes lust damage
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Drakk L6 3/4+1A (1 to your base on death, units get frenzy 1, first unit from hand gets haste)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Midori L8 4/4 (flying on my turn, 1 damage)
- Fairie Dragon 4/2 (flying)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 2 (Balance)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Leaving Garth alive at max again is risky, but I’ve gotta stop the Guides boosting a ton of Tech Is while I can. I could either build Tech III, or I could maxband Drakk, lust the Crash Bomber instead of now-frenzied Fairie Dragon, and trade it into a Guide. Oh, and then the remaining Guide’s only 4 attack, right? Then maxband Drakk in SQL trades at 2-to-1 on the current board, so his blocking by himself isn’t so bad, and if he’s Doom Grasped then Midori gets to keep flying. OK, let’s do that. With my hand size so low I’ll probably get another chance to build Tech III for Rexes.