GLHF @Dreamfire!
P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Summon Skeletons
Deteriorate
Skeletal Archery
Thieving Imp
WORKERS
Skeletal Archery
NextHand
Skeleton Javelineer
Graveyard
Poisonblade Rogue
Pestering Haunt
Jandra, the Negator
Discard
Summon Skeletons
Deteriorate
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, you discard card #2 of 5 - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+1A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
P2T1
StartingHand Workers
STARTING HAND
Rampant Growth
Verdant Tree
Ironbark Treant
Young Treant
Playful Panda (discarded)
WORKERS
Ironbark Treant
NextHand
Tiger Cub
Merfolk Prospector
Spore Shambler
Forest’s Favor
Rich Earth
Discard
Playful Panda
Young Treant
Verdant Tree
Rampant Growth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Midori - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Midori lvl 1 (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Of course Imp would hit my best opening card…
I’m tempted to fuck around with Young Treant and Verdant Tree, but I think patrolling Midori and floating for Forest’s Favor + Tiger Cub next turn is the safer play.
I’ll worker Ironbark cause it’s so vulnerable to StW.
P1T2
Tech StartingHand Workers
TECH
Sickness
Rambasa Twin
STARTING HAND
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Pestering Haunt
Graveyard
WORKERS
Skeletal Archery
Pestering Haunt
NextHand
Sickness
Deteriorate
Rambasa Twin
Graveyard
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Poisonblade Rogue - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+1A
-
Elite:
-
Scavenger: Poisonblade Rogue 2/1
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
First thoughts on Dreamfire’s deck:
- Midori’s midband + Truth illusions with no abilities. I’ve got options for targeted effects though, so this seems an unlikely way for him to go. I guess he’s opening with Midori for early Favors?
- I’m still not sure how to deal with Present in general, so that could be a problem. Disease might allow for decent trades, though, especially Gorgon.
- Dreamscape + Tricycloid. Outside of Mind-Parry Monk or getting good hand steals, I think I just have to weather that storm, maybe get rid of Dreamscape with Versatile Style. Oh, or put down Injunction. OK, I’ve got a few options to deal with this, but they’re mostly pre-emptive.
- Verdant Tree + early Present II + Moment’s Peace is maybe an option, but I doubt it. Orpals seem decent for waiting out a turn.
Specs:
- Balance: Basilisks are always annoying, but I’m not so used to being on the receiving end. Geiger’s spells make Tiny Basilisks really nasty. However, Disease mostly has cheap units, and Law has Insurance Agents to balance things out. Main units would be Mimics and Basilisks, maybe Dragons. My air units (Disease/Discipline) are cheaper and could trade with Mimics if they’re Elite, and Disease’s Tech I units can deal with flying stuff too. I have enough cheap stuff I don’t think I care about Dragons too much, as long as I can keep my hand size stable. Not worried too much about this spec, unless it catches me with no anti-air or flying.
- Truth: Plenty of targeted abilities for me to deal with this. Apart from the synergy with Midori, I need to make sure I have a way to reach a backline Macciatus. Spreading Plague or Cursed Ghoul could work, but are a bit pricey, and Ghoul has to wait a turn. Justice Juggernaut is even more pricey. My flying units can take him out without boosting. Injunction is great for reaching him if I have other options to take out sidelined illusions afterwards. It’s probably a good use of Grave’s Sword, too. A lot of those options require heros, so I need to be wary of Quince. Versatile Style might be needed for Eyes of the Chancellor.
- Present: Still haven’t worked out how to deal with Present with any deck, really. I suppose you go for value plays, but Geiger makes that difficult. Even worse here is Quince, who can use Dreamscape to make Tricycloids death machines. Not sure what to do here, except go for value, with Gorgons/Insurance to keep my hand size stable.
As long as I mix in some flying or anti-air, I think I’m in reasonable shape going in. I’ll probably need to lean on Grave if I think Dreamfire’s going for Truth. Worth an early Sickness, too, I think.
Right, let’s look at the turn. Worst things that could happen next turn are a boosted Midori or an Ironbark Treant. Meanwhile, I have a Thieving Imp, plus either a Poisonblade Rogue, or a hero and a Pestering Haunt that can’t patrol. Is he bringing out Midori because he has a buff for next turn, or just to preserve his hand size? The Blade would be nice against Treant, or Midori if he survives. Against a boosted Midori… Graveyard, maybe? Then killing the Imp just means his hand gets hit again. That’s expensive for me, though. Yeah, I’ll just put Rogue down. I don’t want to worker the Haunt, but everything else seems potentially more useful for what I have in mind.
I want to tech Sickness, in case of Tiny Basilisk. Twins should be good for upping the pressure a bit after a slow start.
P2T2
Tech StartingHand Workers
TECH
Argonaut
Argonaut
STARTING HAND
Tiger Cub
Spore Shambler
Forest’s Favor
Rich Earth
Merfolk Prospector
WORKERS
Ironbark Treant
Rich Earth
NextHand
Forest’s Favor
Playful Panda
Rampant Growth
Merfolk Prospector
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 1 - ($5)
Forest’s Favor on Midori - ($3)
Midori kills Imp.
Tiger Cub - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Tiger Cub (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
charnel_mouse could get a kill on Midori with a StW play, but that would be his entire turn.
I’ll double up on Argonauts since illusions and Tiny B’s are vulnerable to Orpal shenanigans.
P1T3
Tech StartingHand Workers
TECH
Plague Spitter
Gorgon
STARTING HAND
Rambasa Twin
Graveyard
Sickness
Deteriorate
Jandra, the Negator
WORKERS
Skeletal Archery
Pestering Haunt
Jandra, the Negator
NextHand
Graveyard
Skeleton Javelineer
Sacrifice the Weak
Summon Skeletons
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Orpal Gloor - ($3)
Sickness gives a - rune to Midori and Tiger Cub - ($1)
Deteriorate kills Tiger Cub, you draw
Poisonblade Rogue trades with Midori, Orpal hits level 3
Midband Orpal - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Orpal L4 2/4 (deals damage in - runes)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
What am I worried about appearing next turn? Mostly Basilisks or Argonauts. An Argonaut is fine, because I’m drawing into StW and Summon Skeletons next turn. Plague Spitter is nice if two Argonauts turn up, and helps if air units arrives later on. It’s a bit early for hand steal spells, so I’ll add a Tech II unit now and hope I don’t draw into it. I’m going to go with Disease, see if it can cope with Present.
P2T3
Tech StartingHand Workers
TECH
Potent Basilisk
Potent Basilisk
STARTING HAND
Rampant Growth
Forest’s Favor
Playful Panda
Merfolk Prospector
Young Treant
Spore Shambler
WORKERS
Ironbark Treant
Rich Earth
Playful Panda
NextHand
Argonaut
Argonaut
Verdant Tree
Spore Shambler
Rampant Growth
Tech 2 card(s)
Get Paid + float - ($8)
Technician draw.
Young Treant, I draw - ($6)
Worker - ($5)
Merfolk Prosepctor - ($4)
Tech 2 (Balance) - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Merfolk Prospector (1/1)
-
Technician: Young Treant (0/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
Whiffed my Argos, even with the tech draw. Guess I’ll just rush to Potent B’s, to deal with Orpal. I’ll even play a Treant to increase my odds of drawing one. For my next cycle I might want a Free Speech.
P1T4
Tech StartingHand Workers
TECH
Carrion Curse
Cursed Crow
STARTING HAND
Sacrifice the Weak
Skeleton Javelineer
Summon Skeletons
Graveyard
WORKERS
Skeletal Archery
Pestering Haunt
Jandra, the Negator
Skeleton Javelineer
NextHand
Poisonblade Rogue
Deteriorate
Sickness
Gorgon
Thieving Imp
Discard
Summon Skeletons
Sacrifice the Weak
Graveyard
Carrion Curse
Cursed Crow
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Disease - ($2)
Orpal kills Merfolk Prospector, you get a gold, takes 1 damage
Maxband Orpal - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal L6 2/5 (deals damage in - runes, - runes spread after first death)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
Economy Info:
Cards:
Gold:
Thoughts
Balance? Now! + Wandering Mimics, I guess, or Horselords. In that case, I think I’ll hang on to Summon Skeletons and worker the Javelineer instead, so I can get weenies to block any Overpower. Meanwhile, I’ll put in a crow to block Mimics in Elite, and Carrion Curse since there are a lot of potentially nasty spells in that codex.
I could maxband Orpal and kill the Prospector, or get a Graveyard down in preparation for later. It’s risky, but I think the former makes it harder for Dreamfire to bring out something that kills Orpal on the spot.
P2T4
Tech StartingHand Workers
TECH
Fairie Dragon
Free Speech
STARTING HAND
Argonaut
Verdant Tree
Argonaut
Rampant Growth
Spore Shambler
WORKERS
Ironbark Treant
Rich Earth
Playful Panda
Verdant Tree
NextHand
Forest’s Favor
Potent Basilisk
Tiger Cub
Potent Basilisk
Discard
Merfolk Prospector
Rampant Growth
Spore Shambler
Fairie Dragon
Free Speech
Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Argonaut #1 - ($5)
Argonaut #2 - ($2)
Quince, Mirror arrives - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Argonaut (3/4A)
-
Elite:
-
Scavenger: Young Treant (0/2)
-
Technician: Argonaut (3/4)
-
Lookout: Mirror (0/1)
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
Potent B’s will definitely come in handy next turn. In the unlikely chance I get to keep my Mirror, I could even copy a Basilisk and kill something with it straight away (Mirror Basilisks are great because they can’t be popped).
The biggest danger right now is an Injunction on tech 1, but that would cost most of charnel_mouse’s gold for the turn.
P1T5
Tech StartingHand Workers
TECH
Plague Lab
Gorgon
STARTING HAND
Thieving Imp
Poisonblade Rogue
Gorgon
Deteriorate
Sickness
WORKERS
Skeletal Archery
Pestering Haunt
Jandra, the Negator
Skeleton Javelineer
Thieving Imp
NextHand
Plague Spitter
Rambasa Twin
Discard
Summon Skeletons
Sacrifice the Weak
Graveyard
Carrion Curse
Cursed Crow
Sickness
Deteriorate
Poisonblade Rogue
Plague Lab
Gorgon
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gorgon - ($4)
Sickness puts a - rune on both Argonauts (both to 2/3) - ($2)
Deteriorate gives SQL Argonaut -1/-1, it’s now 1/2
Poisonblade Rogue - ($0)
Orpal sacrifices Poisonblade Rogue to put a - rune on SQL Argonaut, now 0/1
Orpal kills SQL Argonaut, - runes spread to scavenger Argonaut (1/2) and Young Treant (0/1)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Gorgon 2/4+1A (deathtouch, card on death)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal L6 2/5 (deals damage in - runes, - runes spread after first death)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
Economy Info:
Cards:
Gold:
P2T5
Tech StartingHand Workers
TECH
Nature Reclaims
Fairie Dragon
STARTING HAND
Potent Basilisk
Tiger Cub
Forest’s Favor
Potent Basilisk
Rampant Growth
WORKERS
Ironbark Treant
Rich Earth
Playful Panda
Verdant Tree
Tiger Cub
NextHand
Fairie Dragon
Fairie Dragon
Merfolk Prospector
Spore Shambler
Argonaut
Discard
Rampant Growth
Forest’s Favor
Potent Basilisk
Tech 2 card(s)
Get Paid - ($9)
Quince to midband - ($7)
Use Quince’s midband ability to make Mirror a copy of Gorgon - ($5)
Fake Gorgon trades with real Gorgon, we both draw.
Argonaut readily pings your tech 2 to 4.
Quince pings your tech 2 to 3.
Potent Basilisk - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Potent Basilisk (3/5A)
-
Elite:
-
Scavenger: Young Treant (0/1), -
-
Technician: Argonaut (1/2), - -
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
charnel_mouse just spent a whole lot of resources to weaken my board, and we’re still pretty much at parity. I can use Mirror to clear the Gorgon, then drop a Basilisk to take control.
One thing I hadn’t considered is the negative synergy between Basilisks and Geiger spells… I guess he’ll be sitting this one out.
I’m teching a Nature Reclaims in anticipation of Plague Lab.
P1T6
Tech StartingHand Workers
TECH
Martial Mastery
Carrion Curse
STARTING HAND
Plague Spitter
Rambasa Twin
Carrion Curse
WORKERS
Skeletal Archery
Pestering Haunt
Jandra, the Negator
Skeleton Javelineer
Thieving Imp
Carrion Curse
NextHand
Deteriorate
Sacrifice the Weak
Discard
Martial Mastery
Carrion Curse
Tech 2 card(s)
Get Paid - ($9)
Gorgon draw
Worker - ($8)
Plague Spitter - ($5)
Rambasa Twin, his brother arrives - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Plague Spitter 3/3+1A (anti-air, deals damage in - runes)
-
Elite:
-
Scavenger: Rambasa Twin #1 3/2
-
Technician: Rambasa Twin #2 3/2
-
Lookout:
In Play:
- Orpal L6 2/5 (deals damage in - runes, - runes spread after first death)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Disease)
Economy Info:
Cards:
Gold:
P2T6
Tech StartingHand Workers
TECH
Hallucination
T-Rex
STARTING HAND
Merfolk Prospector
Argonaut
Fairie Dragon
Spore Shambler
Fairie Dragon
WORKERS
Ironbark Treant
Rich Earth
Playful Panda
Verdant Tree
Tiger Cub
Merfolk Prospector
NextHand
Free Speech
Spore Shambler
Nature Reclaims
Fairie Dragon
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Argonaut runs into Plage Spitter, runes spread and kill Young Treant.
Quince pings Plague Spitter.
Fairie Dragon, feather rune kills Plague Spitter - ($5)
Argonaut - ($2)
Midori - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Potent Basilisk (3/5A)
-
Elite:
-
Scavenger: Argonaut (3/4)
-
Technician:
-
Lookout: Fairie Dragon (4/2)
In Play:
- Quince lvl 3 (0/1), - - -
- Midori lvl 1 (2/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
Economy Info:
Cards:
Gold:
Thoughts
My gimped units are gonna die one way or another, I might as well trade them off on my terms. I’m happy to get rid of Spitter, which lets me at least threaten some air strikes.
I could use my last $2 to either make a mirror or play Midori. Since I’m expecting Aboms or Plague Labs to drop at any minute, I’ll forgo the mirror for now.
I should’ve teched Hallucination earlier, I didn’t consider its synergy with Fairie Dragons/Spore Shambler. And I’ll add T-Rex just in case this stalemate continues.
P1T7
Tech StartingHand Workers
TECH
True Power of Storms
Death and Decay
STARTING HAND
Deteriorate
Sacrifice the Weak
WORKERS
Skeletal Archery
Pestering Haunt
Jandra, the Negator
Skeleton Javelineer
Thieving Imp
Carrion Curse
NextHand
Plague Lab
Sickness
Graveyard
Discard
Martial Mastery
Carrion Curse
Plague Spitter
Rambasa Twin
Sacrifice the Weak
Deteriorate
True Power of Storms
Death and Decay
Tech 2 card(s)
Get Paid + float - ($11)
Rambasa Twins trade with Potent Basilisk, one goes to codex
Sacrifice the Weak, Argonaut dies, you get a gold - ($9)
Grave Stormborne - ($7)
Orpal kills Quince, Grave hits level 3 (midband)
Maxband Grave - ($3)
Tower - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Grave L7 4/5+1A (sword rune, sparkshot, readiness)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal L6 2/5 (deals damage in - runes, - runes spread after first death)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Disease)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
P2T7
Tech StartingHand Workers
TECH
T-Rex
Nature Reclaims
STARTING HAND
Nature Reclaims
Free Speech
Spore Shambler
Fairie Dragon
WORKERS
Ironbark Treant
Rich Earth
Playful Panda
Verdant Tree
Tiger Cub
Merfolk Prospector
Nature Reclaims
NextHand
Argonaut
Hallucination
Potent Basilisk
Forest’s Favor
Discard
Potent Basilisk
Argonaut
Fairie Dragon
Free Speech
T-Rex
Nature Reclaims
Tech 2 card(s)
Get Paid - ($11)
Scavenger gold - ($12)
Geiger - ($10)
Spore Shambler - ($7)
Pay to move a rune from Shambler to Fairie Dragon - ($6)
Fairie Dragon kills Orpal, Geiger to midband.
Tech 3 - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Geiger lvl 3 (2/4A)
-
Elite:
-
Scavenger: Spore Shambler (1/2), +
-
Technician: Midori lvl 1 (2/3)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I was kinda hoping Quince would survive to cast Free Speech…
I can’t keep ignoring the threat of Death & Decay, so Orpal has to day. That means Grave would survive to hit + sword something (probably Fairie Dragon), but at least he can’t break my tech 3.
I got nothing I really want to worker, so I’ll settle on Nature Reclaims and tech another copy of it instead (plus, teching 2 cards might convince charnel_mouse that my tech 3 isn’t a threat yet).
P1T8
Tech StartingHand Workers
TECH
Martial Mastery
True Power of Storms
STARTING HAND
Plague Lab
Graveyard
Sickness
WORKERS
Skeletal Archery
Pestering Haunt
Jandra, the Negator
Skeleton Javelineer
Thieving Imp
Carrion Curse
NextHand
Plague Lab
Gorgon
Cursed Crow
Summon Skeletons
Discard
Martial Mastery
Carrion Curse
Plague Spitter
Rambasa Twin
Sacrifice the Weak
Deteriorate
True Power of Storms
Death and Decay
Sickness
Martial Mastery
True Power of Storms
Tech 2 card(s)
Get Paid - ($10)
Grave swordswipes the Dragon
Graveyard - ($8)
Bigby - ($6)
Maxband Bigby - ($2)
Stash a card
Float ($2)
Stash 1, Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bigby L3 2/4+1A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Grave L7 4/5+1A (sword rune, sparkshot, readiness)
-
Graveyard HP: 3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 3 (Disease)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
I forgot to pay for a worker last turn (I did move a card over to the worker column, and draw the correct number of cards). Since it doesn’t change the amount of gold I start with this turn, I’ll assume it won’t change anything about your turn.
By the way, your Grave already used his sword
P2T8
StartingHand Workers
STARTING HAND
Potent Basilisk
Forest’s Favor
Argonaut
Hallucination
Young Treant
T-Rex
WORKERS
Ironbark Treant
Rich Earth
Playful Panda
Verdant Tree
Tiger Cub
Merfolk Prospector
Nature Reclaims
NextHand
Argonaut
Hallucination
Nature Reclaims
Potent Basilisk
Rampant Growth
Tech 0 card(s)
Get Paid - ($12)
Exhaust Geiger and discard, I draw.
Young Treant, I draw - ($10)
T-Rex, trashes two of your workers, down to 8 - ($2)
Geiger to maxband, flickers T-Rex, which trashes two more of your workers, down to 6 - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: T-Rex (10/10A)
-
Elite:
-
Scavenger: Young Treant (0/2)
-
Technician: Spore Shambler (1/2), +
-
Lookout: Midori lvl 1 (2/3)
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
With Young Treant still in the deck, I have a 2/3 chance of digging up my T-Rex if I tap Geiger, which definitely seems worth it. If I happen to draw Rampant Growth instead, I can use it to kill Bigby, then play maxband Quince+Basilisk.
…
Got the Treant. Even if I don’t draw T-Rex immediately off it, I can flicker it with Geiger for another card.
…
Got it! That leaves me with 2 extra gold to maxband Geiger and flicker the T-Rex, for a total of 4 trashed workers! Should be GG.
1 Like
Pffft, GG! I should’ve put in a D&D on that last cycle, apart from anything else I messed up.
GG WP!
Yeah, I wasn’t too concerned about D&D because of how small your hand was, but if you had teched a copy back on T5 you would’ve had a pretty good chance of getting to use it (and absolutely wrecking me).
P1T1
StartingHand Workers
STARTING HAND
Forest’s Favor
Rich Earth
Verdant Tree
Young Treant
Tiger Cub
WORKERS
Rich Earth
NextHand
Spore Shambler
Ironbark Treant
Rampant Growth
Playful Panda
Merfolk Prospector
Discard
Forest’s Favor
Young Treant
Verdant Tree
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tiger Cub - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Tiger Cub (2/2)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I considered Rich Earth, since charnel_mouse’s deck isn’t too fast, but I guess things could still get out of control with some early Rambasa Twins. So I’ll play it safe.
P2T1
StartingHand Workers
STARTING HAND
Jandra, the Negator
Pestering Haunt
Thieving Imp
Summon Skeletons
Poisonblade Rogue
WORKERS
Pestering Haunt
NextHand
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Graveyard
Skeletal Archery
Discard
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, you discard card #1 of 5 - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp 2/2+1A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold: