[Casual] Nekoatl [Feral]/Peace/Strength vs. charnel_mouse [Blood]/Growth/Ninjutsu

SQL, good catch, thanks.

1 Like

Am I OK to change one of the cards I teched? I got the names of two cards mixed up.

Yeah, go for it, just make sure to keep them straight in the actual tourny. :wink:

1 Like

P1T5


Tech StartingHand Workers

TECH
Shoddy Glider
Dinosize


STARTING HAND
Hidden Ninja
Nautical Dog
Crashbarrow
Hidden Ninja
Charge


WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
Charge


NextHand

Crashbarrow
Mad Man
Bloodrage Ogre
Pillage


Discard

Hidden Ninja
Shoddy Glider
Dinosize
Inverse Power Ninja
Hidden Ninja
Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Setsuki Hiruki - ($6)
Hidden Ninja on IPN and Argagarg, I draw - ($4)
Worker - ($3)
Argagarg suicides into Calamandra for 1 damage, levels fizzle
Inverse Power Ninja, current 5/5, trades with Calamandra, Setsuki hits level 3
Midband Setsuki - ($2)
Nautical Dog - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog 1+1/1 (frenzy 1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Setsuki L4 2/3 (1 gold to attack, swift strike on my turn)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Thatā€™s some serious commitment to denying Tech II, letā€™s if I draw anything decent off of Hidden Ninjaā€¦

Hmm, I drew a Charge. I could just destroy the Tech II, or I could boost the IVN and trade IVN and Argagarg into Calamandra. Iā€™d need to skip a worker to midband Setsuki afterward, otherwise the Cadets would destroy her. Iā€™m more worried about a Maxband Calamandra than about Garrisons next turn, so it seems a reasonable trade.

ā€¦ Hang on, I donā€™t need the Charge to kill Calamandra. Even better! I can miband Setsuki and block with Nautical Dog with having to skip a worker.

P2T5


Tech StartingHand Workers

TECH
Ardraā€™s Boulder
Oathkeeper of Kor Mountain


STARTING HAND
Tiger Cub
Ironbark Treant


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Playful Panda
Tiger Cub


NextHand

Flagstone Garrison
Flagstone Garrison
Ardraā€™s Boulder


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech III - ($3)
Overeager Cadet trades with Nautical Dog
Garus Rook - ($1)

Float ($1)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garus Rook (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant (0/2)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

I shouldnā€™t have overlooked the Young Treant when deciding whether to drop my 2nd Cadet, but oh well. Now I have to worry about Crashbarrows, better tech up to provide an extra target. Since Crashbarrows have 6 attack, Iā€™ll give Rook a point of armor, so he canā€™t be taken out with a unit by a lone 'barrow.

P1T6


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Polymorph: Squirrel


STARTING HAND
Mad Man
Bloodrage Ogre
Pillage
Crashbarrow


WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
Charge
Bloodrage Ogre


NextHand

Makeshift Rambaster
Hidden Ninja
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Drakk Ramhorn - ($7)
Crashbarrow - ($4)
Midband Drakk - ($1)
Crashbarrow trades with Rook and Overeager Cadet, you draw, Setsuki hits level 6 (maxband)
Mad Man - ($0)
Mad Man kills Young Treant, you get a gold
Setsuki hits your base to 15

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L4 2/3 (1 to your base on death, units have frenzy 1)
  • :target: Lookout:

In Play:

  • Setsuki L6 3/4 (1 gold to attack, swift strike on my turn, draw 2 on my upkeep)
  • Mad Man 1/1 (frenzy 1 from Drakk aura)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Obviously Iā€™m playing the Crashbarrow, that leaves me 6 gold to play with. If I midband Drakk before attacking, Crashbarrow can clear two patrollers, and I can have Mad Man survive and Setsuki hit buildings. Feeling reasonably confident about my position, teching in Polymorph: Squirrel since Tech III is the main threat now. Setsuki gives me a decent chance to have a good hand.

P2T6


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Flagstone Garrison
Flagstone Garrison
Ardraā€™s Boulder
Verdant Tree
Forestā€™s Favor
Morningstar Pass


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Playful Panda
Tiger Cub


NextHand

Oathkeeper of Kor Mountain
Overeager Cadet
Rampant Growth
Mythmaking


Discard

Young Treant
Overeager Cadet
Drill Sergeant
Drill Sergeant
Forestā€™s Favor
Verdant Tree


Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Flagstone Garrison - ($9)
Flagstone Garrison - ($6)
Ardraā€™s Boulder - ($4)
Morningstar Pass - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Ardraā€™s Boulder (0/6)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4) Invulnerable
  • Flagstone Garrison (4) Invulnerable
  • Morningstar Pass (4) $1 to attack

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

P1T7


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Shoddy Glider
Hidden Ninja
Pillage
Dinosize
Hidden Ninja


WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
Charge
Bloodrage Ogre


NextHand

Inverse Power Ninja
Crashbarrow
Polymorph: Squirrel
Crashbarrow
Nautical Dog


Discard

Hidden Ninja
Dinosize
Shoddy Glider
Makeshift Rambaster
Hidden Ninja
Pillage


Tech 0 card(s)
Get Paid - ($10)
Setsuki draws two cards
Shoddy Glider - ($9)
Shoddy Glider destroys Morningstar Pass - ($8)
Hidden Ninja on Setsuki and Mad Man, I draw - ($6)
Argagarg Garg, Wisp arrives - ($4)
Dinosize on Setsuki - ($0)
Setsuki and Mad Man hit your base down to 4
Shoddy Glider crashes

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Argagarg L1 1/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Setsuki L6 3/4 (1 gold to attack, swift strike on my turn, draw 2 on my upkeep)
  • Drakk L4 2/3 (1 to your base on death, units have frenzy 1)
  • Mad Man 1/1 (frenzy 1 from Drakk aura)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Not the draw I was hoping for, and Nekoatl drew all the buildings he needed at once, so Iā€™ve got some hard decisions to make here. Shoddy Glider can get rid of Morningstar Pass. I can bring in Argagarg for a Dinosize, leaving 2 gold. So, do I play Hidden Ninja and hit the base for 11 down to 4, or do I kill the Boulder, play a Rambaster, and hit the base for 8 down to 7? The latter doesnā€™t risk drawing the other Hidden Ninja. Or I could destroy the Garrisons, or a Garrison and a Tech building, but Iā€™d rather go for the killā€¦ What the hell, going to risk the Hidden Ninja.

ā€¦ Argh, I drew the other Hidden Ninja! Well, not to panic, I draw into the other Glider next turn if Setsuki and Drakk survive, otherwise the Crashbarrows will be doing a lot of work.

Iā€™ll resign here; Iā€™ve identified a fundamental flaw with my build, and thanks for helping me do so. If you want to keep going, Iā€™ll switch to [Future]/Peace/Truth.

1 Like

GG, Iā€™m good for some more. Early Calamandra was scary, but my going for Hidden Ninja meant stealthy tech building kills werenā€™t as much of a problem as they could have been. I was surprised not to see a tower.

Well, the core idea was to combine Oathkeeper of Kor Mountain with Flagstone Garrisons, turning the Oathkeeperā€™s drawback into a perk by allowing me to keep my entire deck in hand. So, that requires a tech lab, but also, Iā€™m not sold on towers as an effective deterrent to stealth, as they can only stop one thing per turn and canā€™t even take potshots at any other sneakers.

P1T1


StartingHand Workers

STARTING HAND
Nullcraft
Battle Suits
Temporal Research
Time Spiral
Hardened Mox


WORKERS
Temporal Research


NextHand

Tinkerer
Fading Argonaut
Plasmodium
Forgotten Fighter
Neo Plexus


Discard

Time Spiral
Battle Suits
Nullcraft


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hardened Mox (2/1) Indestructible
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

I donā€™t expect to have enough time counters to make Temporal Research worth casting, even if Vir is in play to cast it with no penalty. Opening with the Mox because Iā€™m not interested in most of my starter cards and I want to trim my cycle as quickly as possible.

Ah, true, I guess Hidden Ninja stealths two at a time so Tower doesnā€™t help. The Oathkeeper could work if you manage to set up, but I donā€™t think itā€™s worth the effort against a deck with access to Polymorph and backline hits.

P2T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bombaster
Mad Man
Scorch
Makeshift Rambaster


WORKERS
Scorch


NextHand

Charge
Nautical Dog
Careless Musketeer
Bloodburn


Discard

Makeshift Rambaster
Mad Man
Scorch


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre 3/2+1A
  • :psfist: Elite: Bombaster 1+2/2
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

New opposing deck, new tactics. The main threat in early game is Juggermox, so I think I want to open with a Bombaster to discourage Nekoatl putting other patrollers behind it. Iā€™m strongly considering teching a Polymorph really early, to kill off either the Mox or Onimaru. Longer term, Eyes of the Chancellor would stop Hidden Ninja / Fox Den School shenanigans cold, and Assimilate makes MoLaC not worth the risk, so I think I want to look at Blood or Growth. The formerā€™s better for taking out Macciatus or Garrisons, but Ancients are faster than the Peace engine, and if I get a mix I could do some Ancients / Bugblatter nonsense. I also want Bloodlust if I think heā€™s going for Truth.

EDIT: forgot to move the worker.

P1T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Plasmodium
Forgotten Fighter
Fading Argonaut
Tinkerer
Neo Plexus


WORKERS
Temporal Research
Forgotten Fighter


NextHand

Time Spiral
Plasmodium
Overeager Cadet
Overeager Cadet
Nullcraft


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Expensive Tech I - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3A) [3 time]
  • :psfist: Elite: Hardened Mox (2/1) Indestructible
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Polymorph: Squirrel


STARTING HAND
Careless Musketeer
Bloodburn
Pillage
Charge
Nautical Dog


WORKERS
Scorch
Bloodburn


NextHand

Mad Man
Careless Musketeer
Charge
Pillage
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Bloodrage Ogre suicides into Fading Argonaut for 2+1A damage
Argagarg Garg, Wisp arrives - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Argagarg L1 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Hmm, Fading Argonaut is a pain here, I think I just suicide the Ogre since it returns to my hand otherwise. Iā€™ll take the risk on Polymorph to stop Juggermox, and take a Crash Bomber for cheap, efficient damage while I tech up.

P1T3


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Time Spiral
Overeager Cadet
Plasmodium
Nullcraft
Overeager Cadet


WORKERS
Temporal Research
Forgotten Fighter
Time Spiral


NextHand

Neo Plexus
Battle Suits
Flagstone Garrison
Tinkerer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fading Argonaut and Hardened Mox kill Bombaster
Overeager Cadet
Overeager Cadet
General Onimaru - ($3)

Float ($3)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1
  • Hardened Mox (1/1) Indestructible

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 7

Thoughts

Iā€™m aiming to trigger a reshuffle but not draw both Garrisons.

P2T3


Tech StartingHand Workers

TECH
Oversized Rhinoceros
Blooming Elm


STARTING HAND
Pillage
Charge
Careless Musketeer
Mad Man
Makeshift Rambaster


WORKERS
Scorch
Bloodburn
Makeshift Rambaster


NextHand

Bloodrage Ogre
Polymorph: Squirrel
Crash Bomber
Nautical Dog


Discard

Bombaster
Pillage
Charge
Oversized Rhinoceros
Blooming Elm


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Mad Man - ($6)
Careless Musketeer - ($4)
Maxband Argagarg, Water Elemental arrives - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite: Wisp 1+0/1
  • :ps_: Scavenger: Mad Man 1/1
  • :pschip: Technician: Careless Musketeer 2/1
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

My inexperience in Red vs. Purple is showing here. No removal in Nekoatlā€™s deck, so Iā€™m thinking Rhinos and a Bloom combo to try to get back into the game.

P1T4


Tech StartingHand Workers

TECH
Knight of the Conclave
Knight of the Conclave


STARTING HAND
Neo Plexus
Battle Suits
Tinkerer
Flagstone Garrison


WORKERS
Temporal Research
Forgotten Fighter
Time Spiral
Tinkerer


NextHand

Fading Argonaut
Flagstone Garrison
Plasmodium
Nullcraft


Discard

Overeager Cadet
Flagstone Garrison
Neo Plexus
Knight of the Conclave
Knight of the Conclave


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Battle Suits - ($7)
Overeager Cadet and Mox kill Water Elemental
Overeager Cadet kills Mad Man
Onimaru kills Careless Musketeer
Tech II: Peace - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • L1 General Onimaru (2/1) Frenzy 1
  • Hardened Mox (2/1) Indestructible
  • Overeager Cadet (3/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 8

P2T4


Tech StartingHand Workers

TECH
Bloodlust
Blooming Ancient


STARTING HAND
Bloodrage Ogre
Polymorph: Squirrel
Nautical Dog
Crash Bomber
Careless Musketeer


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Careless Musketeer


NextHand

Oversized Rhinoceros
Pillage
Bombaster
Mad Man


Discard

Polymorph: Squirrel
Nautical Dog
Bloodrage Ogre
Bloodlust
Blooming Ancient


Tech 2 card(s)
Get Paid + scavenger - ($9)
Technician draw
Tech II Growth - ($5)
Argagarg kills Onimaru, takes 2 damage, levels fizzle
Polymorph: Squirrel, Overeager Cadet becomes an Overeager Squirrel, dies of system shock - ($2)
Crash Bomber - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber 2/2+1A (1 to your base if killed on your turn)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Argagarg L5 1/3 (2 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Not the most efficient use of Polymorph, and it lets the Cadet cycle back for Garrison draws, but I need some breathing room.

P1T5


Tech StartingHand Workers

TECH
Free Speech
Gilded Glaxx


STARTING HAND
Flagstone Garrison
Fading Argonaut
Plasmodium
Nullcraft
Gilded Glaxx
Flagstone Garrison


WORKERS
Temporal Research
Forgotten Fighter
Time Spiral
Tinkerer


NextHand

Free Speech
Overeager Cadet
Neo Plexus
Knight of the Conclave


Discard

Plasmodium
Nullcraft


Tech 2 card(s)
Get Paid + float - ($11)
Flagstone Garrison - ($8)
Fading Argonaut - ($6)
Gilded Glaxx - ($3)
Flagstone Garrison - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3A) [3 time]
  • :psfist: Elite:
  • :ps_: Scavenger: Gilded Glaxx (4/4)
  • :pschip: Technician:
  • :target: Lookout: Hardened Mox (2/1) Indestructible, resist 1

In Play:

  • Battle Suits
  • Flagstone Garrison (4)
  • Flagstone Garrison (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

No need to worry about MoLaC with this build, thanks to Assimilate. He might be going for Blooming Ancients, which means I should avoid going heavy Illusions for the time being. Iā€™ll tech in a Free Speech in case of Stampede and a Glaxx so I have the option of making Quinceā€™s mirrors sticky.

P2T5


Tech StartingHand Workers

TECH
Bloodlust
Crashbarrow


STARTING HAND
Oversized Rhinoceros
Bombaster
Pillage
Mad Man


WORKERS
Scorch
Bloodburn
Makeshift Rambaster
Careless Musketeer
Bombaster


NextHand

Polymorph: Squirrel
Blooming Elm
Charge
Blooming Ancient


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Oversized Rhinoceros - ($4)
Argagarg boosts Crash Bomber
Crash Bomber trades with Fading Argonaut
Tech Lab: Blood - ($3)
Drakk Ramhorn - ($1)

Float ($1)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oversized Rhinoceros 7/8+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Argagarg L5 1/3 (2 damage)
  • Drakk L1 1/3 (1 to your base on death)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Hooo, boy, double Garrison. I think I just need to tech heavily into hasted stuff and hope I draw enough aggression in time.