Casual hardy83 (mono purple) vs NikoBolas (mono white)

@NikoBolas just realized, that i forgot to add the heroe’s hall that i built in t5, and i didn’t mark the extra attack that my heroes get from training grounds… i’ll make that changes

[details=Pre-Thoughts] [spoiler] Ok, I have some big goals this turn. Earthquake was semi-expected at some point and as devastating as usual. My objectives for this turn are:

-Kill Rook
-Kill Graves
-Max Arg

It’s a tall order and seems impossible, but I do have some things going for me. With my present board I could throw everything at Rook and kill him without losing Garth. Garth could then go to mid-band and generate a skeleton (and BC generates a skeleton on attack!) so I could draw 2 cards, one at a time. There are 7 cards in my discard and 4 are complete duds (Flagstone Garrison x2, Overeager Cadet, and BC), 2 are completely awesome and help me accomplish my goals (Nether Drain and Doom Grasp), and one is just mediocre (Merfolk Prospector, gives me a rune on DS). Here’s the tricky part - I need to draw and reset my deck before I attack because everything I attack with will go to discard. Nether Drain is really the god draw here as it would nearly max Garth, make Rook a thousand times easier to kill (DS alone could take him out, then be resurrected from the discard), and set me up to kill potentially Graves and Sets (more free gold for Arg!). So my basic line needs to be:

  1. Summon Arg ($8)
  2. Level Garth to 4 ($5)
  3. Sac original skeleton to draw a card (hope for Nether Drain or Doom Gasp)
  4. Generate a skeleton and draw a second card by saccing it ($4)

From there I have 4 gold and have drawn 2 cards. If one is Nether Drain:

  1. Nether Drain Rook, giving Garth 2 levels ($3)
  2. Attack Rook with Drill Sergeant, they trade (Rook is 3/5 with 1 damage in SL, DS is 5/2).
  3. Garth hits Setsuki for 2, takes 2 damage
  4. Max Garth, healing, returning D.S. ($2)
  5. Hire Playful Panda and a wisp. DS gets a rune.
  6. DS moves rune to BC
  7. BC trades with Graves, 2 levels to Arg.
  8. Overager Cadet trades with Sets, 2 levels to Arg, max-band.

If one is Doom Grasp:

  1. Attack Rook with BC, get a skeleton, Rook takes 2 damage.
  2. Cast Doom Grasp targeting Graves, saccin new Skeleton (or wisp!). Garth gets 2 levels. ($0)
  3. DS moves a rune to Overeager Cadet.
  4. Overeager Cadet kills Rook, Rook gets crumbling rune.
  5. DS hits Rook for 4, Garth dies to kill Rook, Arg gets 2 levels.
  6. So 2 heroes dead, but haven’t maxed Arg and Garth is dead. This is not the darkest timeline though…

If neither is Doom Grasp or Nether Drain:

  1. Attack Rook with BC, generating a skeleton. Sac skeleton to draw a third card.

If that card is Nether Drain, try and follow the first option, if it is Doom Grasp, can still follow the second option, sacin wisp to Doom Grasp. Actually should probably do that in the second option period. So anyway if I draw 3 cards and none are Doom Grasp or Nether Drain then I am pretty screwed and have to throw my board away to kill Rook to prevent future EQs. Maxing arg and hiring playful panda for some chump blockers seems like my best bet, he will have access to a max graves or sets with training ground, but no ults are possible. Graves sword can kill either Arg or Garth but hopefully I can hang on for a couple more turns.[/spoiler] [/details]

@hardy83 this was one hell of a turn!

P1T7


StartingHand Workers

STARTING HAND
Playful Panda
Forest’s Favor
Ironbark Treant
Overeager Cadet
Flagstone Garrison
Nether Drain


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Tiger Cub
Rampant Growth
Air Hammer


NextHand

Flagstone Garrison
Merfolk Prospector
Doom Grasp
Bone Collector
Nether Drain


Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech I
Garth to level 4, mid-band - ($7)
Garth sacs a Skeleton to draw a card. [details=1st Card Drawn]1st draw was: Overeager Cadet. Swing and a miss.[/details]
Garth makes a Skeleton, then sacs it to draw a card. - ($6) [details=2nd Card Drawn]2nd draw was: Flagstone Garrison. Ouch.[/details]
Bone Collector (3/3) attacks Rook (4/5+A) for 2 damage and breaks armor, makes a skeleton, then dies.
Garth sacs new Skeleton to draw a card. [details=3rd Card Drawn]3rd draw was: Nether Drain!!! Ok, game is not quite over! [/details]
Garth casts Nether Drain on Rook, giving himself 2 free levels! Rook Becomes a 4/2. - ($5)
Garth (2/4) attacks and kills Rook (4/2), levels fizzle for me. Setsuki gets 2 levels from Garth dying. Bird’s Nest is discarded.
Summon Arg and a wisp- ($3)
Hire Playful Panda and wisp friend. DS gets a rune. ($1)
Drill Sergeant+++ orders the Cadet to get into shape, gives it 2 runes.
Overeager Cadet++ (4/4) attacks and kills Graves (4/4), they trade. Arg gets 2 levels. You draw a card.
Drill Sergeant+ (4/1) attacks and kills Setsuki (2/3), the dies. You get a gold. Arg gets 2 levels, goes to max-band.
Worker ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A), anti-air, bird-hater
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: L5 Arg (1/5)
    [B]In Play:[/B]
  • Playful Panda (2/2), exhausted.
    [B]Buildings:[/B]
  • :heart: Base HP: 15 (4 from tech I and tech II dying, 1 from EQ)
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

Edit: Ok, I tried not to alter the turn too much. I changed it so Garth dies without max-band, but kept all the other units dying.
Edit2: I redid my draw phase because Drill Sergeant should be in discard and able to be drawn after I cycle, so I have changed my ‘Next Hand’.
Edit3: I really wanted to make a worker and since I ended up with an extra gold, I’ll use it to make a worker. It won’t affect my ‘Next Hand’, but will make the remaining deck smaller.

Thoughts

Wow, well it was a long shot, but I hit the Nether Drain!! I also managed to exceed my goals - killing all 3 heroes while only losing Garth. I got my max-band Arg with the water elemental so the birds won’t be a problem and he can’t summon ANY heroes next turn which is awesome (too bad Training Grounds!). He can’t cast any spells either! I spent a lot of time thinking about this turn but it paid off handsomely and I’m so glad I thought of Nether Drain last turn. This game has been pretty crazy, but I think I’ve turned the corner and can stay in the game.

2 Likes

@NikoBolas your tech ii is down, so you can’t summon Arg, right? :wink:

anyway, didn’t see nether drain coming… ouch! my nice second life gone

edit: and Garth’s maxband also requires you to meet tech requirements… so you can’t reanimate your DS - i hate zombies…

1 Like

Oh good points! I’ll fix my turn. I was so happy I drew nether drain :slight_smile:

P2T7


StartingHand Workers

STARTING HAND
Sparring Partner
Snapback
Young Lightning Dragon
Rambasa Twin (3/2)


WORKERS
Fox Viper
Safe Attacking
Aged Sensei
Fox Primus
Grappling Hook


NextHand

Hidden Ninja
Sensei’s Advice
Bird’s Nest (attached to Rook)
Hero’s Monument


Discard

Young Lightning Dragon
Snapback


Tech 0 card(s)
Get Paid + scavenger - ($11)
Draw a card for technician
that’s a lucky draw for my defense… here comes Rambasa Twin! - ($7)
hire Sparring Partner - ($6)
build Tech III - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin A (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rambasa Twin B (3/2)
  • :pschip: [I]Technician[/I]: Sparring Partner (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Training Grounds HP: 4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

…that Nether Drain really hurt… and he finished off all three heroe’s, so i can’t use snapback :frowning:
Rambasa Twin was a great draw for technician, phew… maybe i can recover soon from that blow. hopefully he got no stampede in hand.

after building my defense, i got two possibilities. bringen YLD in play would be nice to build some threat and keep Water Elemental from acting… but there’s a chance of drawing Hero’s Monument, so i will go for Tech III and draw one more card!

…got it! and enough money to maybe summon all three heroes… let’s see if tech III lives after his next turn. i’m excited :slight_smile:

1 Like

Ahh, I gotta tell you that your birds didn’t die when Bird’s nest is discarded. Nice draw of Rambasa Twin!

2 Likes

thanks man! so my birds can fly over your Water Elemental, kill your wisps and die in the process, right? you get a gold and a card… no changes to my board. then that’s my move! i’m really nervous about a possibly upcoming stampede…

2 Likes

[details=Pre-Thoughts][spoiler] Alright, I need to plan for an end-game if I want a chance at winning. I think it will be difficult. This turn is basically a wash since I’m still rebuilding Tech II. What I need to happen, in no particular order:

  1. My Tech II survives until next turn
  2. Next turn play the engine (Drill Sergeant + Flagstone Garrison)
  3. Next turn kill Graves so he can’t one-shot something the following turn
  4. Next turn shrink Rook so he can’t EQ
  5. Pray he doesnt play Hero’s Monument

Ok, given that I’m assuming my dreams will come true here is how I will do it:

Summon Garth (-2g)
Garth to 4 (-3g)
Nether Drain Rook (no EQ), Garth to 6 (-1g)
Garth to 7, fetch Blooming Ancient from discard (tech BA next turn) (-1g)
Garth makes a skeleton, sacs to draw [1], BA gets a rune <1> (-1g)
Build Flagstone Garrison (-3g)
Hire Drill Sergeant, draw [2], DS gets a rune {1}, BA gets a rune <2> (-3g)
Hire Bone Collector, draw [3], DS gets a rune {2}, BA gets a rune <3> (-2g)
Hire Overeager, draw [4], DS gets a rune {3}, BA gets a rune <4> (0g)
Hire Overeager2, draw [5], DS gets a rune {4}, BA gets a rune <5> (0g)
Play MoLaC (tech next turn) (-3)
=19g

I end up drawing 5 cards which means this turn I should worker the second garrison. I could draw a 6th if my BC attacks and makes a skeleton, but there won’t be anything to draw. Hmm, maybe that means I should tech in something this turn. I will have a Doom Grasp that I could play, but won’t have the gold to. Also killing graves/rook won’t give me any gold since I need to get the engine started before I attack and garth needs to be max to do that. Too bad I am limited to 2 heroes!!

I’ll hopefully have enough units to attack that 9 random +1/+1 runes can make them buff enough to kill graves, and I will begin to trigger MoLaC, but plan to win the following turn (barring some line I can’t see). So with 12 workers I need to float 7 gold this turn. Not too hard considering I’m rebuilding Tech II so can’t summon another hero. Here goes nothing! [/spoiler][/details]

P1T8


StartingHand Workers

STARTING HAND
Doom Grasp
Merfolk Prospector
Bone Collector
Flagstone Garrison
Nether Drain
Overeager Cadet


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Tiger Cub
Rampant Growth
Air Hammer
Forest’s Favor
Flagstone Garrison


NextHand

Ironbark Treant
Drill Sergeant
Flagstone Garrison
Overeager Cadet
Bone Collector


Discard

Playful Panda
Nether Drain
Overeager Cadet
Doom Grasp


Tech 0 card(s)
Get Paid - ($11)
Get a gold and draw a card for Wisps death. - ($12)
Rebuild Tech II
Arg gives Water Elemental a bubble shield (+1 ATK/+ 1A) until end of turn.
Water Elemental (4/3+A) attacks SL Rambasa Twin (3/2+A) and kills him, taking 2 damage.
Playful Panda (2/2) attacks and trades with Sparring Partner (2/2).
Hire Bone Collector - ($10)
Hire Merfolk Prospector - ($9)
Build Tech Lab (Growth) - ($8)
Worker - ($7)

Float ($7)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Arg (1/5)
  • Water Elemental (3/1), anti-air
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 12
Thoughts

Well it’s not pretty, but its a plan. We’ll see how it goes after his turn!

1 Like

P2T8


Tech StartingHand Workers

TECH


STARTING HAND
Sensei’s Advice
Bird’s Nest (attached to Rook)
Hero’s Monument
Hidden Ninja
Morningstar Flagbearer (2/2)


WORKERS
Fox Viper
Safe Attacking
Aged Sensei
Fox Primus
Grappling Hook


NextHand

Earthquake
Versatile Style
Smoker (1/1)
Martial Mastery


Discard

Young Lightning Dragon
Snapback
Rambasa Twin (3/2)
Sensei’s Advice
Hidden Ninja
Morningstar Flagbearer (2/2)


Tech 0 card(s)
draw a card for technician
Get Paid + float - ($11)
Hero’s Monument - ($6)
Summon Rook - ($4)
max Rook with Training Grounds (nether drain again?)
cast Bird’s Nest - ($2)
cast Sensei’s Advice on Rambasa Twin - ($1)
Rambasa Twin trades with SQL Bone Collector

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: L8 Garus Rook (6/7+a) - pushed by training grounds and hero’s monument
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Training Grounds HP: 4 - exh.
  • :heart: Hero’s Monument HP: 6
  • Bird’s Nest (attached to Rook)
  • Daigo Stormborn (8/8) - Ghost (indestr., unstop., untarget.)
  • Bird 1 (1/1)
  • Bird 2 (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

what is he up to? molac at last? i should have versatile style in my hand next turn… so i make sure i can summon grave. hope that rook’s good enough as a defense… damn nether drain

Haha, right you are my friend. Killing my BC was bad, but I still had enough fuel to draw my whole deck! Flagstone Garrison/Overeager Cadet is crazy draw machine.

P1T9


Tech StartingHand Workers

TECH
Blooming Ancient

STARTING HAND
Overeager Cadet
Bone Collector
Drill Sergeant
Ironbark Treant
Flagstone Garrison
Playful Panda
Doom Grasp
Overeager Cadet
Nether Drain
Bone Collector


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Tiger Cub
Rampant Growth
Air Hammer
Forest’s Favor
Flagstone Garrison


NextHand

Ironbark Treant
Nether Drain
Doom Grasp
Bone Collector


Tech 1 card(s)
Get Paid + float - ($19)
Summon Garth (creepy music) - ($17)
Garth gains 6 levels, goes to max, fetching Blooming Ancient from discard. (music gets louder) - ($11)
Build Flagstone Garrison - ($8)
Hire Drill Sergeant, Draw a card (1), BA gets a rune <1>. - ($5)
Hire Overeager Cadet, Draw a card (2), BA gets a rune <2>, DS gets a rune {1}.
Hire Playful Panda, Draw a card (3), BA gets 2 runes <4>, DS gets a rune {2} - ($3)
Hire Overeager Cadet, Draw a card (4), BA gets a rune <5>, DS gets a rune {3}.
Garth casts Nether Drain on Rook (creepy music hits a crescendo), Rook loses 2 levels, no other target to gain 2 levels. Rook becomes a 5/6+A. - ($2)
Hire Bone Collector, Draw a card (5), BA gets a rune <6>, DS gets a rune {4}. - ($0)
Blooming Ancient moves 4 of 6 runes to Water Elemental, seeds start sprouting on the elmental’s arms.
Arg gives Water Elemental a bubble shield (+1 ATK/+ 1 Armor)
Water Elemental++++ (8/5+A) attacks and kills SL Rook (5/6+A), taking 5 damage. Levels fizzle, Bird’s Nest is discarded.
Blooming Ancient moves last 2 runes onto Merfolk Prospector. DS moves 3 of 4 runes onto Merfolk Prospector.
Merfolk Prospector+++++ (6/6) attacks and destroys Hero’s Monument. Daigo gets trashed!
DS moves his last rune onto Water Elemental.

Float ($0)
Discard 3, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]: Playful Panda (2/2)
    [B]In Play:[/B]
  • L5 Arg (1/5)
  • Flagstone Garrison HP: 4
  • Blooming Ancient (2/4)
  • Drill Sergeant (3/3)
  • Water Elemental+++++ (8/2), anti-air
  • Merfolk Prospector+++++ (6/6), exhausted
  • L7 Garth (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Growth)
  • :heart: Flagstone Garrison HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 12
Thoughts

I did it! Man this combo is ridiculous. Since he killed the BC, I couldn’t tech in MoLaC like I wanted, but next turn I should be able to draw whatever I tech between Garth and Garrison. He has 2 birds to attack with and can summon some heroes to block, but I’m pretty sure I can cast Stampede AND MoLaC…

1 Like

looks like GG to me! am looking forward to read your comments! :slight_smile:

2 Likes

oh shit, i just realized that i confused speed of the fox and hidden ninja… i originally intended to boost my hero of course and then blundered

wouldn’t have made a difference, however… as it doesn’t give stealth… i imagined some non-existing super ninja boost here… :slight_smile:

1 Like

Yes I think next turn I tech stampede/MoLaC and can activate both to win.

Edit: What a great game man. I made some blunders, but I’m really glad I thought of Nether Drain - I couldn’t have won without it. I did get really lucky drawing it that one turn (had 1/7, then 1/6, then 1/5 chances), but even though I didn’t destroy any tech buildings I managed to set back your offense. It was a really funny opening because you spent all your gold leveling Rook and I wasted some on Oni with Forest’s Favor. I felt like I couldn’t do anything after the earthquake but I had to keep planning for the future! I think if you had built an earlier Heroes’ Hall then I would not have been able to get back in the game - Heroes’ Hall with White is really good.

1 Like

hey there! are you up for another one? i’d go for mono purple once again (still want to get to know the individual specs better and cannot decide on favorites… :slight_smile: )

i got a 77

Sure, I’m always up for another. I’m enjoying learning this deck so I’ll stick with it for now. I still haven’t tried Necromancy for Tech II, but Peace and Growth are so good it’s hard to compete!

I got a 71.

alright, hf! :wink:

P1T1


StartingHand Workers

STARTING HAND
Nullcraft
Battle Suits
Forgotten Fighter
Plasmodium
Fading Argonaut


WORKERS
Plasmodium


NextHand

Hardened Mox
Time Spiral
Tinkerer
Temporal Research
Neo Plexus


Discard

Forgotten Fighter
Nullcraft
Fading Argonaut (2/3) - 3 runes
Battle Suits


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
summon Vir - ($1)

Float ($1)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Vir (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

You too!

P2T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Tiger Cub
Playful Panda
Rich Earth
Verdant Tree


WORKERS
Rich Earth


NextHand

Rampant Growth
Ironbark Treant
Forest’s Favor
Spore Shambler
Young Treant


Discard

Playful Panda
Merfolk Prospector
Verdant Tree
Tiger Cub


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Playful Panda - ($2)
Summon Arg - ($0)

Float ($0)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/3)
  • Playful Panda (2/2)
  • Wisp (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

P1T2


StartingHand Workers

STARTING HAND
Neo Plexus
Temporal Research
Hardened Mox
Time Spiral
Tinkerer


WORKERS
Plasmodium
Hardened Mox


NextHand

Fading Argonaut (2/3) - 3 runes
Battle Suits
Forgotten Fighter
Argonaut
Nullcraft


Discard

Temporal Research
Tinkerer
Time Spiral


Tech 0 card(s)
Get Paid + float - ($6)
Peek with Vir
Worker - ($5)
Tech I - ($4)
hire Neo Plexus - ($2)
Vir kills the Wisp, you get a gold

Float ($2)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Neo Plexus (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Vir (2/3) - exh.
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6
Regrets

oh… just realized that Stewardess of the Undone probably would have been a better Tech Coice than Argonaut against an upcoming Water Elemental…

1 Like

@hardy83 Looks like you forgot to tech? Maybe it just generated a weird template. Also, I’m really lucky with my spells…

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Young Treant
Spore Shambler
Forest’s Favor
Rampant Growth
Ironbark Treant


WORKERS
Rich Earth
Ironbark Treant


NextHand

Verdant Tree
Tiger Cub
Forest’s Favor
Bone Collector


Tech 2 card(s)
Get Paid + wisp scavenge - ($7)
Worker - ($6)
Build Tech I - ($4)
Arg casts Forest’s Favor on himself. - ($2)
Arg casts Rampant Growth on Playful Panda. - ($0)
Arg+ (2/4) attacks and kills Neo Plexus, takes 2 damage. You get a gold.
Playful Panda (4/2+2A) attacks and kills Vir. Arg gets 2 levels, heals.

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg+ (2/5)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Well that was lucky. I didn’t draw any spells turn 1 and was bummed that I was playing Panda over Prospector, but this turn makes it look really good. Let’s see if my luck holds up…