(continued from previous post)
+1 Tiny Basilisk (2/3) ignores your tokens and attacks and kills
Garth Torken with deathtouch damage. It takes 1 damage from Garth and 1 damage from Tower. You draw a card.
My Argagarg gains 2 levels, to 3, midband.
Exhaust
Argagarg Garg to give +1 Wisp +1/+A until end of turn.
+1 Wisp (2/2A) attacks and destroys Squad Leader Skeleton, dealing 1 damage and taking 1 after Tower breaks its armor.
Ironbark Treant attacks and kills
Argagarg Garg, dealing 3 damage and taking 1 from Argagarg and 1 from Tower. It dies and you get 1 gold. (4 discards)
My Argagarg gains 2 levels, to 5, maxband, and summons a Water Elemental.
Begin construction of Tech III for 5g. (1g)
Begin construction of Tech Lab –
Feral for 1g. (0g)
Water Elemental patrols in Scavenger.
Discard 3, draw 3, shuffle 7, draw 2.
Patrols:
Squad Leader:
Elite:
Scavenger: Water Elemental (3
, 3
, Anti-Air)
Technician:
Lookout:
Argagarg Garg Lv. MAX (1
, 5
, grants +1/+A)
+1 Tiny Basilisk (2
, 1 of 3
, Deathtouch, untouchable by T0s, Overpower [Elm])
+1 Wisp (1
, 1 of 2
, Overpower [Elm])
Rich Earth
:tree: 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
- Murkwood Allies
- Moss Ancient
5 cards in deck
- Rampant Growth
- Blooming Ancient
- Ironbark Treant
- Moss Ancient
- Playful Panda
0 cards in discard
Thoughts
I really ought to finish that comprehensive rules draft proposal & post it.