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[CAMS19 Round3] Persephone [Balance/Feral/Growth] vs CarpeGuitarrem [Necromancy]/Blood/Finesse

Continuing the discussion from [Tournament] Codex Asynchronous suMmer Swiss (CAMS19):

Hello @CarpeGuitarrem! I’ll have my turn up shortly, good luck & have fun!

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P1 @Persephone (Green) vs. P2 @CarpeGuitarrem ([Necromancy]/Blood/Finesse)

Opening hand
  • Ironbark Treefolk
  • Playful Panda
  • Verdant Tree
  • Rampant Growth
  • Tiger Cub

Player 1, Turn 1


Workers make 4g. (4g)

Hire 5th worker. (3g, 4 cards)
  • Verdant Tree

Befriend a Playful Panda and her Wisp for 2g. (1g, 3 cards)

Wisp patrols in Scavenger.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician:
:eye: Lookout:

:exhaust: Playful Panda (2 :crossed_swords:, 2 :heart:)

Base: 20 :heart:

:pspig: 1g banked, 5 workers.


5 cards in hand
  • Merfolk Prospector
  • Young Treant
  • Rich Earth
  • Forest’s Favor
  • Spore Shambler
0 cards in deck
3 cards in discard
  • Ironbark Treefolk
  • Rampant Growth
  • Tiger Cub

Thoughts

I’m not really sure what Carpe’s deck does on defense, presumably some combination of Crash Bomber / Hooded Executioner? If they play defense and don’t just rip into me with bloodlusted Bone Collectors or whatever. I think I want to try to avoid spending to much on units with Kidnapping and Sacrifice the Weak in play. There’s always Potent Basilisk + Wandering Mimic if I’m feeling paranoid… but you also can’t kidnap a Dinosize and those two are mutually exclusive. Is some portion of their attack being tied to Frenzy / Crashbarrows (?) a chance to bring out the Horselords? Carpe did just lose a game to Wandering Mimics, maybe that’s a clue for me, or maybe it means they’ll be planning to play around them.

edit: forgot to list discarded cards.

Okay, sorry about the delay! Weekend traveling, finally back.

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Skeleton Javelineer
Jandra, the Negator
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak


WORKERS
Poisonblade Rogue


NextHand

Deteriorate
Skeletal Archery
Pestering Haunt
Summon Skeletons
Graveyard


Discard

Sacrifice the Weak
Skeleton Javelineer
Thieving Imp


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Jandra the Negator - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra the Negator (overpower) 4/3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

So we’re looking at either Jandra or Thieving Imp. Imp doesn’t work out quite as well against buffs, let’s slot Jandra in there. Next turn we’ll have enough for T1. Sad I don’t have good unit options next turn, although I could always triple skeleton, I guess. Graveyard isn’t bad if Jandra survives.

@Persephone’s turn!

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GLHF, btw! (I keep forgetting to write that! I promise I’m not trying to be a sour sport!)

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I haven’t gotten into the habit of it myself yet. It easier to remember when the chat medium is distinct from the play medium!

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P1 @Persephone (Green) vs. P2 @CarpeGuitarrem ([Necromancy]/Blood/Finesse)

Tech 2 cards. (5 discards)
  • Ironbark Treefolk
  • Rampant Growth
  • Tiger Cub
  • :pspuzzle: Centaur
  • :pspuzzle: Centaur

Player 1, Turn 2


1g from last turn. (1g)
Workers make 5g. (6g)

Grow a Young Treant for 2g. (4g)

Shuffle 5 and draw 1. (5 in hand, 4 in deck)
  • Tiger Cub

Upgrade earth to Rich Earth for 3g. (1g, 4 cards)

Hire 6th worker for free. (3 cards)
  • Spore Shambler

Begin construction of Tech I for 1g. (0g)

Wisp patrols in Scavenger, Young Treant in Technician.

Discard 3, draw 4, shuffle 3, draw 1.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician: Young Treant (0 :crossed_swords:, 2 :heart:, can’t attack)
:eye: Lookout:

Playful Panda (2 :crossed_swords:, 2 :heart:)

:earth_americas: Rich Earth

Base: 20 :heart:

:pspig: 0g banked, 6 workers.


5 cards in hand
  • Rampant Growth
  • Centaur
  • Ironbark Treefolk
  • Centaur
  • Merfolk Prospector
2 cards in deck
  • Forest’s Favor
  • Tiger Cub
0 cards in discard

Thoughts

Thinking about Carpe’s build, they’ve traded away their primary combat heroes for a bunch of 3/4s. So Moment’s Peace ought to be fairly effective at stopping shenanigans involving hasty units. On the other hand, giving up tempo, card advantage, and Doom Grasp.

With the float, I have enough gold to Young Treant + Rich Earth + Tech I, then put 3 def in scav/tech. Ceding tempo to anything rhyming with “blood” or “fencer” probably isn’t a great idea, but it’s either that or Spore Shambler. In that case, I’ll have 6-7 gold available t3 and probably both techs, meaning I could do double Centaur. Centaur/Huntress (and Basilisk) have the nice property of stopping BC and Fencer from attacking twice (except Deteriorate) and putting 6 overpower on the board is not negligible pressure. That leaves me with 3-4g to cover a Tech II, meaning very little for heros and spells; I’d have to choose between Hero + Rampant Growth (more likely Favor) a centaur and Tech II. Centaur + Huntress lets me float a gold for t4, maybe Behind the Ferns or Ferocity? When do I draw my t3 techs if I young treant here…

t2: treant, shuffle 5 draw 1 + RE + worker
hand 3 deck 4 ds 0 (3 board), discard 3 draw 4 shuffle 3 draw 1
hand 5 deck 2 ds 0+2 going into t3, play two units, worker, discard 2 draw 2 shuffle 4+deads draw 2 more.

so, okay chance of getting a t3 tech t4 or not, meaning I can’t count on either getting it or not getting it, which is annoying.

maybe a better question is, “is 2x Centaur enough to stop them taking tech II turn 3?”
assuming panda survives p2t2 I’ll have exactly 5 attack if I can finagle 1 centaur into defeating their whole patrol zone, which is unlikely as any of BC/Fencer/Hoodie in SQL all need a buff to kill with one attacker, which leaves Jandra to soak the second one. It does punish double Crash Bombers but normally you’d do that to save gold for heros? which I guess you’d need if you wanted to garth up a II on t4 which is both possible and scary. The real threat behind Centaur is the possibility of Dinosize, which I obviously won’t be able to afford w/o missing tech II. On the other other hand, they won’t be able to tower + tech II + patrol, so Behind The Ferns to just throw 5 attack directly at a greedy tech II might work? Unsure how to evaluate channeled spells vs. Doom Grasp (but if they took Doom Grasp this early it’s a card that isn’t a good patroller & uses even more gold than dinosize).

on the other other hand, 2x Centaur isn’t /that/ much more threatening than Centaur+Calamandra would be anyway, I may be fixating too much on units. let’s take both and see how t2 develops, maybe I’ll only play one & hero.

edit: fix closing tag

ahem

Might uhh wanna check your post again there @Persephone

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P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Graveyard
Deteriorate
Summon Skeletons
Skeletal Archery
Pestering Haunt


WORKERS
Poisonblade Rogue
Pestering Haunt


NextHand

Crash Bomber
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Construct the Graveyard - ($4)
Build Tech 1 - ($2)
Summon River Montoya - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra the Negator (overpower) 4/3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (4 HP) –
  • L1 River Montoya 2/3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hrm. Jandra kills both of them for free, but is that good? I’m giving out a card and a gold. Is Wisp that valuable? I’m thinking not because Jandra can get around the Wisp via Overpower anyway. And I can only overpower one damage onto the Panda by using Deteriorate, so…not worth. Instead I can Garth, skeleton, Graveyard, and patrol her in Elite again. Worst thing that can happen is what, Forest’s Favor on the Wisp and Rampant Growth on the Panda? That still dies to Elite Jandra. Right, Tech 1 is 2 gold, I can summon any hero and it’ll be just as good. Let’s River up, so we can use her midband productively. Gonna try Crash Bombers in this build, they’re great for sniping units that the Bone Collector damage couldn’t. They’re also going to leave me with more gold to play with, for stuff like Tech II.

@Persephone’s turn!

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P1 @Persephone (Green) vs. P2 @CarpeGuitarrem ([Necromancy]/Blood/Finesse)

Tech 2 cards. (2 discards)
  • :pspuzzle: Ferocity
  • :pspuzzle: Moment’s Peace

Player 1, Turn 3


Workers make 6g. (6g)

Hire 7th worker for free. (4 cards)
  • Merfolk Prospector

Recruit two Centaurs for 3g. (0g, 2 cards)

Centaur in Squad Leader, Wisp in Scavenger, Young Treant in Technician, Playful Panda in Lookout.

Discard 2, draw 2, shuffle 4, draw 2.


Patrols:
:psblueshield: Squad Leader: Centaur (3 :crossed_swords:, 4 :heart:, 1 :psblueshield:, Overpower)
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician: Young Treant (0 :crossed_swords:, 2 :heart:, can’t attack)
:eye: Lookout: Playful Panda (2 :crossed_swords:, 2 :heart:, Resist 1)

Centaur (3 :crossed_swords:, 4 :heart:, Overpower)

:earth_asia: Rich Earth

Base: 20 :heart:

:pspig: 0g banked, 7 workers.


4 cards in hand
  • Forest’s Favor
  • Tiger Cub
  • Rampant Growth
  • Ferocity
2 cards in deck
  • Ironbark Treant
  • Moment’s Peace
0 cards in discard

Thoughts

I think Graveyard hints to either Fencers, or a lot of dedication to chump blocking with Crash Bombers. Probably Fencers. Kind of odd with Jandra in that you don’t necessarily want to play her again after you start getting your Is and IIs, but I guess it saves her from going back into the discard. River suggests Two-Step or Discord, and while normally I’d assume Discord, Two-Step on Jandra w/ Overpower is actually kind of nasty. Hitting Tech II requires keeping spending down to 2g, which means no Two-Step, but a Two-Step + Fencer (if they drew both) is 9 attack with a lot of overpower, after which I immediately kill River and reap card advantage. So probably Discord; if nothing else it deals with Wisp and lets Jandra/River attack mostly safely. Discord doesn’t affect heroes, so would playing two units instead of a hero be a mistake?

Centaur + … well Midori doesn’t give me any particular benefit yet, aside from the threat of leveling him up and smashing stuff for 4, which, admittedly, isn’t trivial. Don’t think I want to put that much gold into a hero this early, though. Argagarg basically ensures I get both the gold and the card if Discord eats Wisps, and threatens Dinosize on the Centaur (SotP is risky vs Kidnapping, although I could technically afford to play it and tech II if centaur + arg both survive…). Calamandra is much cheaper than Midori, and if I get a scavenger gold I can afford to max and hit tech II next turn, which demands an answer. Burning two cards for stealth isn’t as bad when I’m not planning on playing a card from hand anyway. I was thinking Graveyard only had 3 health, so one stealthy Centaur could smash it while the other patrols… Ferocity is countered pretty hard by Discord on defense pre-tech-II, but I am thinking that I’m going to want Basilisks for untargetable and possibly hastey mimics (killing War Drums and Two-Step is a nice potential bonus).

What is my win condition, anyway? I may be underestimating the Finesse “engine” but I feel like I have stronger late-game threats, especially Tech IIIs and ultimate spells. All of Carpe’s ults are only useful if they have enough units to take advantage of them… okay same with Stampede and if Doom Grasp isn’t the correct play against dragon form it never is. On the other hand, Drakk/Guide/etc means that Carpe benefits more from us both building up units and not attacking, so I need to trade and keep both of our boards lean, unless I’m threatening Stampede myself. (RG + Panda for Jandra into graveyard isn’t a good trade though.) If we both only have 1-2 units out, my units are better until they get kidnapped.

I think I’m talking myself into Centaur + Arg; Arg midband lets me trade Panda into Jandra if she keeps sitting in Elite like that, and if she attacks I probably get a lot of gold from Wisps, which is like free money. So if I’m playing Arg, I definitely want at least one Dinosize… do I take SotP too? Huntress? Big/tiny basilisk? Is the threat of Mimic going to stop them from taking Fencers altogether, and so I should be playing on yomi-3 or something? MoLaC is another thing you can’t kidnap or Grasp.

Ah, fuck it.

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Kidnapping
Lich’s Bargain


STARTING HAND
Summon Skeletons
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
Crash Bomber


WORKERS
Poisonblade Rogue
Pestering Haunt
Skeletal Archery


NextHand

Thieving Imp
Deteriorate
Kidnapping
Crash Bomber


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Crash Bomber - ($5)
Summon Skeleton Javelineer - ($4)
Midband River; she bops the Squad Leader centaur out of your patrol zone - ($2)
Jandra kills the Panda and takes 2 damage, overpowering 1 damage onto the wisp
Build Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (Dies*) 2/2+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (rune) 1/1
  • :target: Lookout:

In Play:

  • Graveyard (4 HP) –
  • L3 River Montoya 2/4
  • Jandra the Negator (overpower) 3/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Yikes. I could sideline the Centaur and get a kill on Panda + Wisp, but it’s just not worth it. Persephone swings back with two Centaurs and 4 damage goes through Crash Bomber. I can also summon Javelineer to cut that down to 3 damage and save everything on my side. In total, that’s 2 + 1 + 1 = 4 gold. Not enough for me to build Tech II, but I can Heroes’ Hall for Kidnapping. Maybe that’s not so bad after all.

Erm, I did my math wrong, this patrol zone is fine.

@Persephone’s turn!

I will humbly request you both add your tech 1 buildings to your board summaries, to help one another track health on them

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P1 @Persephone (Green) vs. P2 @CarpeGuitarrem ([Necromancy]/Blood/Finesse)

Tech 2 cards + dead Playful Panda. (3 discards)
  • Playful Panda
  • :pspuzzle: Potent Basilisk
  • :pspuzzle: Potent Basilisk

Player 1, Turn 4


1g from Scavenger. (1g)
Workers make 7g. (8g)

Hire 8th worker for free. (3 cards)
  • Forest’s Favor

Begin construction of Tech II – :dragon: Balance for 4g. (4g)

Centaur “Adam” attacks and kills Crash Bomber, dealing 2+A damage and taking 2. When Crash Bomber explodes, my base takes 1, to 19 :heart:.

Centaur “Barney” attacks and kills Skeleton Javelineer, overpowering 2 damage to and killing Jandra, while taking 1 damage. (You draw a card.)

Befriend a Tiger Cub for 2g. (2g, 2 cards)
Summon :codexargagarg: Argagarg Garg for 2g. (0g)

Young Treant patrols in Squad Leader, Wisp in Scavenger, Tiger Cub in Technician.

Discard 2, draw 2, shuffle 5, draw 2.


Patrols:
:psblueshield: Squad Leader: Young Treant (0 :crossed_swords:, 2 :heart:, 1 :psblueshield:, can’t attack)
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician: Tiger Cub (2 :crossed_swords:, 2 :heart:)
:eye: Lookout:

:codexargagarg: Argagarg Garg (1 :crossed_swords:, 3 :heart:)
:exhaust: Centaur “Adam” (3 :crossed_swords:, 2 of 4 :heart:, Overpower)
:exhaust: Centaur “Barney” (3 :crossed_swords:, 3 of 4 :heart:, Overpower)

:earth_asia: Rich Earth

Base: 19 :heart:
Tech I (5 :heart:)
Tech II – :dragon: Balance (5 :heart:)

:pspig: 0g banked, 8 workers.


4 cards in hand
  • Ironbark Treant
  • Moment’s Peace
  • Potent Basilisk
  • Ferocity
3 cards in deck
  • Potent Basilisk
  • Rampant Growth
  • Playful Panda
0 cards in discard

Thoughts

Hero’s Hall is unexpected, feels like it means Carpe’s feeling a need for either Kidnapping, Bloodlust, Lich’s Bargain (??) or Doom Grasp to pre-emptively counter Moment’s Peace after that brutal Chronofixer/Peace lockdown in the other game. Guessing Bloodlust as it makes the most sense with Graveyard.

If I had kept the Panda out of patrol zone (something something Discord?) I would definitely Ferocity, but I’m not sure it’s worth a card + putting a hero in play to prevent 3 damage.

I could play Ferocity + a buff and kill either Graveyard or River (or tech I!), leaving Jandra on the board. I could also just max Argagarg + Cub and tech both Stampedes. Getting second thoughts about Potent Basilisk, but they are pretty handily immune to, well, everything, especially with Swift Strike. Is Resist 2 on Barkcoat Bear enough to discourage Kidnappings? I’d pay 6g if I could kill a Bear + another unit with it (but maybe not if the Bear survives?). Invisible Stalking Tigers eat any of their heroes and are likewise immune to kidnap, until I lose Calamandra at an inopportune moment. MoLaC would be extremely playable had I taken units last turn, I think.

Still, I’m pretty OK with this game going to Tech III, and Potent Basilisks will probably get me there.

Argagarg b/c Drakk + Bloodlust + Jandra breaks Tech II otherwise (?).

(Thanks @FrozenStorm)

Do note graveyard has 3hp, not 4

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I thought it did, but then I checked the card db and somehow came away thinking it was 4.

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Daggone, I’ve been doing that wrong this entire time. I think I transposed the add-ons with it.

Sorry about the Tech 1s, I also keep forgetting those.

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no sweat it happens to us all

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Discord
Nimble Fencer


STARTING HAND
Deteriorate
Thieving Imp
Crash Bomber
Kidnapping
Lich’s Bargain


WORKERS
Poisonblade Rogue
Pestering Haunt
Skeletal Archery


NextHand

Sacrifice the Weak
Lich’s Bargain
Summon Skeletons
Thieving Imp


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Garth Torken - ($5)
Garth casts Lich’s Bargain, sacrificing a worker and dealing 4 to my base, summoning a 3/3 horror, a 2/2 zombie, and a 1/1 skeleton - ($3)
Summon Crash Bomber from hand - ($2)
Raise a Crash Bomber from the Graveyard - ($1)
Garth makes a skeleton - ($0)
River pokes the Young Treant, destroying its armor and dealing 1 damage to it

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zombie 2/2+a
  • :psfist: Elite: Skeleton Spookalot 2/1
  • :ps_: Scavenger: Crash Bomber Bert (Dies*) 2/2
  • :pschip: Technician: Crash Bomber Ernie (Dies*) 2/2
  • :target: Lookout: Skeleton Femurphy 1/1

In Play:

  • Graveyard (3 HP) – Skeleton Javelineer, Jandra the Negator
  • L3 River Montoya 2/4
  • L1 Garth Torken 1/3
  • Horror (deathtouch) 3/3

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I have two big options here. 1: Lich’s Bargain plus Garth (4), 3 gold left to replay Crash Bomber, play second Crash Bomber, make a skeleton. That’s a huge board that’s hard to deal with. 2: Sideline treant, Drakk plus Kidnapping (6) on the Centaur, trade with Tiger Cub and Wisp, I have 1 gold to replay Crash Bomber. First option gives me a 3/3, a 2/2, a 1/1, lets River put a damage on Young Treant, also gives two 2/2s and a 1/1. Second option removes a 3/2, a 2/2, a 0/1 and puts a 2/2 in play. Second option is way better and also lets Garth come out, enabling more skeletons. It also leaves me horrifically behind on economy, given Rich Earth. I think I’m losing that battle, though.

@Persephone’s turn!

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P1 @Persephone (Green) vs. P2 @CarpeGuitarrem ([Necromancy]/Blood/Finesse)

Tech 2 cards. (2 discards)
  • :pspuzzle: Tyrannosaurus Rex
  • :pspuzzle: Tyrannosaurus Rex

Player 1, Turn 5


Workers make 8g. (8g)

Hire 9th worker for free. (3 cards)
  • Ironbark Treant

Summon :codexcalamandra: Calamandra Moss for 2g. (6g)

Hatch a Potent Basilisk for 4g. (2g, 2 cards)

Calamandra casts Ferocity for 2g. All my units gain Swift Strike and Armor Piercing until my next turn. (0g, 1 card, 3 discards)

Centaur “Adam” attacks and destroys the Squad Leader zombie, ignoring its armor and dealing 2 damage, overpowering 1 to kill Spookalot in Elite.

Centaur “Barney” attacks and kills Crash Bomber Bert in Scavenger, dealing 2 damage to him and overpowering 1 to kill Skeleton Femurphy.

Tiger Cub attacks and kills Crash Bomber Bernie.

My base takes 2 damage from the Crash Bombers, to 17 :heart:, your patrol zone is dead, Graveyard pops with 4 units, you get 1 gold and draw 1 card.

Argagarg attacks your base for 1, to 15 :heart:.

Potent Basilisk patrols in Squad Leader.

Discard 1, draw 3.


Patrols:
:psblueshield: Squad Leader: Potent Basilisk (3 :crossed_swords:, 5 :heart:, Untargetable, Deathtouch, Swift Strike)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

:codexcalamandra: Calamandra Moss (2 :crossed_swords:, 3 :heart:, can be sneaky)
:exhaust: :codexargagarg: Argagarg Garg (1 :crossed_swords:, 3 :heart:)

(all my units have Swift Strike and armor piercing until my turn.)
Wisp (0 :crossed_swords:, 1 :heart:)
Young Treant (0 :crossed_swords:, 1 of 2 :heart:, can’t attack)
:exhaust: Tiger Cub (2 :crossed_swords:, 2 :heart:)
:exhaust: Centaur “Adam” (3 :crossed_swords:, 2 of 4 :heart:, Overpower)
:exhaust: Centaur “Barney” (3 :crossed_swords:, 3 of 4 :heart:, Overpower)

:earth_africa: Rich Earth

Base: 17 :heart:
Tech I (5 :heart:)
Tech II – :dragon: Balance (5 :heart:)

:pspig: 0g banked, 9 workers.


3 cards in hand
  • Potent Basilisk
  • Rampant Growth
  • Playful Panda
0 cards in deck
4 cards in discard
  • Ferocity
  • Moment’s Peace
  • Tyrannosaurus Rex
  • Tyrannosaurus Rex

Thoughts

no thoughts only smash

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GG! I can’t recover from that Ferocity.

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Good game! Looking forward to seeing your techs & thoughts.

(tagging @FrozenStorm for end of game)

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