Ouch. Should have skipped the worker. Well, I can take out the Hyperion, and that just leaves the Tech IIs with arrival abilities on the board. Hoping to draw Tech II soon.
Putting down Rook instead of units keeps my hand size up, and prevents StW and Deteriorate nonsense. Unfortunately I drew my good attack units this turn, so hopefully I won’t urgently need defenders.
STARTING HAND
Young Treant
Merfolk Prospector
Forest’s Favor
Spore Shambler
Verdant Tree
Ironbark Treant
WORKERS
Rich Earth
Verdant Tree
NextHand
Tiger Cub
Rampant Growth
Galina Glimmer
Playful Panda
Thunderclap
Discard
Ironbark Treant
Forest’s Favor
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Young Treant, I reshuffle and draw - ($3)
Spore Shambler - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Young Treant 1+0/2 (can’t attack)
Scavenger:
Technician:
Lookout: Spore Shambler 2/3 (++)
In Play:
Rook L1 2/4
Buildings:
Base HP: 20
Tech I HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 7
Thoughts
No tech draw from the Young Treant, sadly, but 3 gold gives me a few options for what to put down:
Heroes’ Hall and Merfolk Prospector. Allows Argagarg to come out and get some Wisp spam going. Prospector will be killed by Deteriorate or the Haunt, but is less of a blow in the case of Sacrifice the Weak.
Ironbark Treant. Vulnerable to StW if Young Treat dies, but will survive against current board damage. Leaves me with two low-damage units that could both do with being in Elite to block effectively.
Spore Shambler. Vulnerable to StW, even if Young Treant doesn’t die. Leaving both runes on ensures it can do some damage, allowing the Treant to go in the Elite slot. Can buff Rook if it survives. I’ll need more blockers to replace it while it exhausts, but I’ve got Galina coming in next turn.
I don’t want to float anything in case of Tax Collector.
Leaving technician slot empty, so I don’t have to reshuffle before second tech.
Using StW on the 3-cost units isn’t particularly cheap for cstick here: he has to either summon a Skeleton to sacrifice, putting us at equal cost, or he has to sacrifice Thieving Imp, which is very gold-inefficient. He could also just get the Imp killed first. He also needs to kill the Young Treant first, and that wouldn’t kill the Imp.
Going for Spore Shambler, I think it’s got a decent chance of survival and it’s the only option that’ll still do damage if it’s hit with Deteriorate. SQL would be nice, but cstick can just summon a Skeleton and StW it for neutral tradeoff, then hit the Treant with the Imp to clear most of my board. In Lookout, the Imp can kill either the Treant, or the Shambler if it’s helped by Deteriorate or the Haunt, but that’s a fairer trade, and either leaves me with a blocker or requires an inefficient StW on either the Shambler or the Treant. Board could also be wiped by Garth and Haunt killing the Treat, and Imp and Deteriorate killing the Shambler, but that leaves cstick with a damaged Imp, and only a Skeleton blocking, which Rook can walk past.
… Nice hand that leaves me options no matter what, I think. Not sure what to worker.
Hmm, Spore Shambler can only put runes on units. I’ll need to skip Tech II and block for a turn, that’ll leave me with just enough time to build Tech II before the Haunt whittles down my Tech I. Haunt and Deteriorate can take out the Wisps here, but StW would hit Shambler rather than Galina.
Sacrifice the Weak
Hyperion
Summon Skeletons
Deteriorate
Nether Drain
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Play Tricycloid - ($3)
Tricycloid pings Rook & Arg to death, Garth to L5
Maxband Garth, get Hyperion - ($1)
Garth kills Treant
Hyperion and a skeleton break tech 2
The other skeleton hits your tech 1 to 1
Summon a Skeleton - ($0)
STARTING HAND
Spark
Bloom
Tenderfoot
Granfalloon Flagbearer
Fruit Ninja
WORKERS
Helpful Turtle
Granfalloon Flagbearer
NextHand
Fruit Ninja
Nimble Fencer
Bloom
Nimble Fencer
Wither
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Tenderfoot - ($2)
Argagarg to midband - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Argagarg L3 1/4+1A
Elite:
Scavenger: Wisp 0/1
Technician: Timely Messenger 1/1 (haste)
Lookout: Tenderfoot 1/2
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Doubling on Fencers to get some early offense going. Discord might be good to bring in if the Skeletons get too much, Mimics would be decent against Present if I can get a Dragon down.