STARTING HAND
Skeletal Archery
Sacrifice the Weak
Graveyard
Nature Reclaims
WORKERS
Pestering Haunt
Jandra, the Negator
Summon Skeletons
Skeletal Archery
NextHand
Deteriorate
Sacrifice the Weak
Gemscout Owl
Gemscout Owl
Nature Reclaims
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II - ($3)
Setsuki Kiruki - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L1 Master Midori (2/3)
Lookout:
In Play:
L1 Setsuki Kiruki (1/3) $1 fee to attack
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I can’t really defend well right now, so I’ll present a variety of targets to choose from. If I can get to a point where money and cards are less restrictive, maybe I’ll try to cycle Moments Peace.
Extremely weak defense options this turn; I’ll play the Owls to get them out of my cycle and help build resources for later. The Elemental might take them out, but that’s probably better than it hitting buildings.
tiny basilisk (1/1)
Playful Panda (2/2)
liches bargain
liches bargain
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Blooming Ancient - ($4)
Garth, rune to BA - ($2)
Bone Collector #2, rune to BA - ($0)
Move 2 runes to BC #1
Arg taps, buffs water elemental
Water Elemental safely kills Orpal, Garth to lvl 3,
BC #1 breaks your tech 2, your base to 18, makes a skeleton, rune to BA
BA moves rune to BC #2
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Arg, lvl 5, (1/5)
Garth, lvl 3, (1/3)
Water Elemental (3/3)
BC #1 (5/5)++
BC #2 (4/4)+
Blooming Ancient (2/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
i think that this cycle is established well enough. not sure what he could have to come back at this point.
Tech 0 card(s)
Get Paid - ($10)
discard #3 of 3
Garth makes a skeleton #2, rune to BA #1 - ($9)
mid Garth - ($8)
sacrifice skeleton #2, draw a card
Bloomng Ancient #2, rune to BA #1 - ($4)
Tap Arg, buff Skelleton #1
SK #1 trades with Theiving Imp
Garth trades with Tiny Basilisk, lvls to Sets
BC #2 hits your base for 4, your base to 14, make SK #2, runes to BA #1 and #2
BC #1 hits your base for 5, your base to 9, make SK #3, runes to BA #1 and #2
BA #1 hits your base for 6, your base to 3
Water Elemental hits your base for 3 and the game. GG man!
STARTING HAND
Spore Shambler
nature reclaims
Tiger Cub
circle of life
WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
NextHand
Verdant Tree
Young Treant
Rampant Growth
Forest’s Favor
Discard
circle of life
playful panda
Merfolk Prospector (1/1)
nature reclaims
Tiger Cub
Bone Collector
Bone Collector
Tech 2 card(s)
Get Paid - ($6)
worker - ($5)
Playful Panda, Merfolk, Midori, kills Rook, Midori to lvl 3
mid Midori - ($3)
circle of life wisp for giant panda, new wisp - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (1/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Midori, lvl 5, 3/4
Giant Panda (2/4)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
okay, so the options were
play it safe, tap for gold, patrol, etc…
kill rook, midband, tech 1,
kill rook, midband, circle of life.
going for #3 because it is the safest. i dont need to resuffle right now, and i can always young treant next turn. id rather max midori and forest favor to break his tech 1.