P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)
Tech 2 cards + Blooming Ancient. (3 discards)
- Blooming Ancient
-
Moss Ancient -
Moss Ancient
Player 2, Turn 5
Workers make 9g. (9g)
Hire 10th worker for free. (4 cards)
- Merfolk Prospector
Grow a Blooming Elm for 3g. (6g, 3 cards)
My units and heroes with +1/+1 runes gain Overpower.
+1 Tiny Basilisk (2/3) ignores your tokens and attacks Garth Torken…
alternate universe turn where deathtouch damage overpowers differently
taking 1 damage from Garth and 1 damage from Tower. 2 points of deathtouch overpowers
Garth Torken, killing him and
Argagarg Garg. You get 1 gold and draw a card.
My Argagarg Garg gains 4 levels, to maxband, and summons a Water Elemental.
Exhaust
Argagarg Garg to give +1 Wisp +1/+A until end of turn.
+1 Wisp (2/2A) attacks and destroys Squad Leader Skeleton, dealing and recieving 1 damage after armor.
Begin construction of Tech III for 5g. (1g)
Begin construction of Tech Lab –
Feral for 1g. (0g)
Water Elemental patrols in Scavenger, Ironbark Treant in Technician.
Discard 3, draw 3, shuffle 6, draw 2.
Patrols:
Squad Leader:
Elite:
Scavenger: Water Elemental (3
, 3
, Anti-Air)
Technician: Ironbark Treant ([3-2] 1
, 2
, 2
, -2/+AA on your turn)
Lookout:
+1 Tiny Basilisk (2
, 1 of 3
, Deathtouch, untouchable by T0s, Overpower [Elm])
+1 Wisp (1
, 1 of 2
, Overpower [Elm])
Argagarg Garg Lv. MAX (1
, 5
, grants +1/+A)
Rich Earth
Blooming Elm (+1/+1 runes grant Overpower, puts 1-3 +1 runes on heroes/units without them)
Base: 20 ![]()
Tech I (5
)
Tech II –
Growth (5
)
Tech III (5
)
Tech Lab –
Feral (4
)
0g banked, 10 workers.
5 cards in hand
- Tiger Cub
- Blooming Ancient
- Centaur
- Rampant Growth
- Blooming Ancient
4 cards in deck
- Murkwood Allies
- Moss Ancient
- Moss Ancient
- Playful Panda
0 cards in discard
Thoughts
Breaking my own rules and taking a turn while sleep deprived. If I somehow manage to lose this, that’s why.
Kidnapping will potentially wipe my board kill 1 thing of choice – Tiny B loses Overpower unless Neko has their own Elm. I should probably get rid of it before bringing Moss Ancients out.
(continued here after rules interlude)