Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Spore Shambler - ($0)
Discard 3, draw 5
- Squad Leader:
- Scavenger: Spore Shambler 2/3 (++)
- Base HP: 20
- Hand: 5
- Deck: 0
- Disc: 3
- Gold: 0
- Workers: 5
Lots of ways to bring things back from the dead, so Hyperions and Tricycloids are likely, possibly something else combined with Now!.
Balance: Potentially a lot of anti-air if cstick masses skeletons and I don’t trash Skeletal Archery, otherwise Mimics would be free to run riot if Birds are out.
Growth: Community Service and skeletons make going for Blooming Ancients dangerous, but Might of Leaf and Claw has no counters, and Blooming Elm couldn’t be stolen either. I’d need some Mantises or Rhinos too, in case of Injuction. Probably the former, since it’s less of a problem if it’s stolen.
Strength: DeGrey would be fantastic if cstick goes with skeleton spam. I’m not sure what to do against Present.
General: Can’t rely on levelled heroes, Garth’s spells, Wights, and Chronofixers can counter them.
Midori: Nothing I urgently need Nature Reclaims for. Moment’s Peace will be handy, especially against Tech II Present. Only good options for Circle of Life would be from Balance rather than Growth. Mimics won’t pick up many opposing keywords, Basilisks might be good to slow cstick’s attacks down during Tech I. Faeire Dragons would allow for a quick flying offense, but I’d rather wait on that until I know cstick’s tech choice.
Rook: Birds, obviously. Thunderclap would hit every Tech I unit except for Argonaut, so could be good to tech early.
Argagarg: Good for the usual reasons. If I get Mimics, I might experiment with Spirit of the Panda, since they’re more likely to be around for a few turns.