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[Casual] Nekoatl [Necromancy]/Blood/Feral vs. hardy83 [Discipline]/Balance/Anarchy

Ugh, but I like having Skeletons. Turns out it was a really good choice to use it while you could, though. Btw, I’m guessing you put “sword rune” on Grave to indicate that’s his maxband ability, but it’s a bit confusing, so I’d suggest not mentioning it after the rune has been used up.

P2T4


Tech StartingHand Workers

TECH
Bloodlust
Bloodlust


STARTING HAND
Skeletal Archery
Bone Collector
Sacrifice the Weak
Jandra, the Negator
Kidnapping
Graveyard


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Sacrifice the Weak


NextHand

Pestering Haunt
Summon Skeletons
Skeleton Javelineer
Kidnapping


Discard

Kidnapping
Skeletal Archery
Graveyard
Bloodlust
Bloodlust


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Drakk Ramhorn - ($6)
Kidnapping, Rob trades with Grave - ($2)
Bone Collector - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Drakk Ramhorn (1/3) Explosive
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Well, that’s surprising. Losing all my Skeletons makes me worried about defense, especially after seeing him draw 4 off the reshuffle… plus there’s Zane to worry about. I think I just have to assume that my board will be cleared again. Losing heroes left and right makes Resurrectors rather tempting, especially when summoning a maxband Garth can also fetch a more expensive unit. I need to tech up next turn if at all possible… but, in case it’s not possible, I should delay the Resurrector choice until next turn… and for now… go with Bloodlust, I guess? It would be super useful for picking off those 1-health units and heroes, not to mention giving Resurrectors the ability to fast-cast.

1 Like

oh, i decided to throw the sword pretty late in the process of thinking about my turn and just forgot to remove it :wink: it’s an artefact

1 Like
[b]P1T5[/b]
Tech StartingHand Workers

TECH
Martial Mastery
Tiny Basilisk


STARTING HAND
Safe Attacking
Surprise Attack
Sensei’s Advice
Gunpoint Taxman


WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus


NextHand

Gunpoint Taxman
Snapback
Surprise Attack
Grappling Hook


Discard

Surprise Attack
Sensei’s Advice
Gunpoint Taxman (3/3)
Safe Attacking
Martial Mastery
Tiny Basilisk


Tech 2 card(s)
Get Paid + float - ($9)
Zane - ($7)
(not so) Surprise Attack! - ($2)
(not too) expensive Seinsei’s Advice on a shark and Bob - ($0)
buffed shark trades with BC
2nd shark eats Drakk, damage to my base
Zane and Bob break your Tech 1
tap Sparring Partner to buff zane

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Zane, L3 (3/2) + :exhaust:
  • Rambasa Twin Bob (3/1) :exhaust:
  • Sparring Partner (2/1) :exhaust:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well, that’s inconvenient but didn’t come totally unexpected… guess i’ll skip worker this turn. but what do i tech? there’s my big problem

maybe i should have buffed Bob with Sparring Partner, break Tech I with him and patrol with Zane (2/2)… time will tell, i guess :slight_smile:

Well, you’re not leaving me many options, so I guess I have to field another line of Tower-protected Skeletons.

P2T5


Tech StartingHand Workers

TECH
Blackhand Resurrector
Blackhand Resurrector


STARTING HAND
Summon Skeletons
Pestering Haunt
Kidnapping
Skeleton Javelineer
Bone Collector


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Sacrifice the Weak
Pestering Haunt


NextHand

Summon Skeletons
Bloodlust
Kidnapping
Skeletal Archery


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Rebuild Tech I
Garth Torken - ($7)
Skeleton - ($6)
Summon Skeletons - ($3)
Skeleton Javelineer - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton Javelineer (1/1) [javelin]
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 11

Thoughts

Ugh, he stopped me from teching up. That hurts. But, at least he didn’t break my Tower. I’m gonna gamble that I’ll be able to tech up next turn, and that Garth will die before I get a chance to play a Resurrector.

i just realized that you probably workered twice in t4. you should have finished t4 with 5 cards in hand and 9 workers instead of 4 cards and 10 workers, right?

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Martial Mastery
Marauder


STARTING HAND
Snapback
Gunpoint Taxman
Grappling Hook
Surprise Attack


WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus


NextHand

Morningstar Flagbearer
Snapback
Gunpoint Taxman (3/3)
Sensei’s Advice
Smoker


Tech 2 card(s)
Get Paid - ($8)
Bob suicides into your SQL (back to codex)
surprise attack, sharks kill your elite and scavenger skeletons (expensive!), you collect gold - ($3)
maxband zane, shove your technician to scavenger, we both collect gold (you’re really rich by now) - ($1)
zane breaks your tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Captain Zane, L7 (5/4) + :exhaust:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

5 gold to kill off two skeletons seems quite expensive :sweat: i could sacrifice my sparring partner against one skeleton and deal an additional 3dmg to his base or kill off garth… BUT if i keep sparring partner alive to patrol with him, he shouldn’t be able to suicide garth into zane and has no drakk available next turn. i don’t have anything to kidnap this time round, but there’s still bloodlust, frenzy and haste that might come with drakk. on the other hand he might have a doom grasp or bargain at hand… everything’s kind of borderline here :grimacing:

another question is if i should worker. i don’t really want to loose any of these cards and i want to draw a full hand for my next turn. not sure if that’s a wise decission. he’s already 3(!) workers ahead… wait… at t5 he can’t have 11 workers…

1 Like

Yeah, you’re right… that’s quite regrettable… but thanks for noticing. I think I can roll back and correct the error without disrupting the flow of the game… I’ll follow up to let you know how it goes.

1 Like

don’t put too much of an effort into it :smiley: we’re playing for fun after all…

so i’m fine with whatever solution you come up with

1 Like

No worries, I just patrolled Drakk as scavenger rather than technician and it all played out basically the same, minus the extra worker.

Btw, did you mean Zane broke the Tower? I think he can’t hit hard enough to take down the Tech I by himself, yes?

so he’s actually a 5/5, right? tried to mark it with the + attached

1 Like

That’s right, I remember now, and it’s right there in your post, too. Sorry, it’s been a busy day. :disappointed:

P2T6


Tech StartingHand Workers

TECH
Doom Grasp
Doom Grasp


STARTING HAND
Graveyard
Bloodlust
Kidnapping
Bone Collector


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Pestering Haunt


NextHand

Bloodlust
Sacrifice the Weak
Kidnapping
Skeletal Archery
Bone Collector


Discard

Skeleton Javelineer
Kidnapping
Bloodlust
Bone Collector
Doom Grasp
Doom Grasp


Tech 2 card(s)
Get Paid + float + scavengers - ($14)
Midband Garth - ($11)
Garth kills SQL
Rebuild Tech I
Graveyard - ($9)
Skeleton - ($8)

Float ($8)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L4 Garth Torken (2/2) Animator, ritualist

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 8
  • Workers: 10

Thoughts

I’m half-tempted to worker the Graveyard, but I’m struggling to draw enough cards to hold off with his aggression, and maybe the Graveyard will help? Or at least draw an attack away from my infrastructure, maybe? My only relief is that he hasn’t teched up yet, either, but I’m not sure that’s enough to help me. I don’t want to feed him resources, so I’ll patroll as elite… best case scenario, Zane attacks and I maybe get a chance to finish him off with Bloodlust.

P1T7


Tech StartingHand Workers

TECH
Marauder
Maximum Anarchy


STARTING HAND
Morningstar Flagbearer
Smoker
Snapback
Sensei’s Advice
Gunpoint Taxman (3/3)


WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus
Smoker


NextHand

Safe Attacking
Marauder
Grappling Hook
Tiny Basilisk
Martial Mastery


Discard

Sparring Partner (2/1a)
Sensei’s Advice
Snapback
Morningstar Flagbearer
Marauder
Maximum Anarchy


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech 2, anarchy - ($4)
gpt - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave Stormborne, L1 (2/3) - sparkshot
  • :target: Lookout:

In Play:

  • Zane, L6 (5/4) +

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

P2T7


Tech StartingHand Workers

TECH
Corpse Catapult
Corpse Catapult


STARTING HAND
Kidnapping
Sacrifice the Weak
Skeletal Archery
Bone Collector
Bloodlust


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Pestering Haunt


NextHand

Skeleton Javelineer
Doom Grasp
Kidnapping
Corpse Catapult
Kidnapping


Tech 2 card(s)
Get Paid + float - ($18)
Tech II: Necromancy - ($14)
Bone Collector - ($12)
Skeleton - ($11)
Sacrifice the Weak, new Skeleton and Taxman die - ($9)
Maxband Garth, fetch Bone Collector - ($6)
Garth kills Grave

Float ($6)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Bone Collector (3/3)
  • :pschip: Technician: Bone Collector (3/3)
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L7 Garth Torken (3/2) Animator, ritualist

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 6
  • Workers: 10

Thoughts

I still think the Resurrectors provide the most value among my tech II units, and now I finally have the chance to play them. My concern is, if he rushes for Gunships, can I survive? I’m not confident that I can. And so, I need a way to disrupt his infrastructure quickly, and the only such way I can think of is Behind the Ferns… which means that my tech II units will have to wait a bit longer. Then again… if he hits me with another Surprise Attack, I won’t have the Bone Collectors I need to attack with. And, I do have both Bloodlust and an 8-1 ratio of spells to non-spells in my cycle right now, so maybe units are better. Should I forget about Necromancy and go for Crashbarrows? Maybe… but he doesn’t have 10 workers yet, which means that he can’t tech up and cast Surprise Attack next turn, which means that if he does build, I’ll have a chance to retaliate. And if I have to cast Bloodlust next turn, I won’t have any available heroes to resurrect just yet anyway. Well, since my biggest concern right now is his buildings, I think I should give Catapults a try. Though I should probably be more concerned about Zane… but if he doesn’t MaxAnarchy, I may be able to use him to trade my units into to power the Catapult(s)? I dunno, let’s see how this plays out.

[b]P1T8[/b]
Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Tiny Basilisk
Martial Mastery
Marauder
Safe Attacking
Grappling Hook
Surprise Attack


WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus
Smoker
Safe Attacking


NextHand

Surprise Attack
Martial Mastery
Surprise Attack
Gunpoint Taxman
Pirate Gunship


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Surprise Attack - ($3)
Marauder kills sql - ($0)
Sharks eat your BCs
Zane breaks Tech 1

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • Captain Zane, L6 (5/3) + :exhaust:
  • Marauder (4/1) :exhaust:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

P2T8


Tech StartingHand Workers

TECH
Necromancer
Necromancer


STARTING HAND
Kidnapping
Kidnapping
Corpse Catapult
Doom Grasp
Skeleton Javelineer
Doom Grasp


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Pestering Haunt


NextHand

Bloodlust
Sacrifice the Weak
Skeletal Archery
Bloodlust
Corpse Catapult


Discard

Kidnapping
Doom Grasp
Doom Grasp
Kidnapping
Necromancer
Necromancer


Tech 2 card(s)
Get Paid + float + scavenger - ($17)
Rebuild Tech I
Drakk Ramhorn - ($15)
Kidnapping, Marauder trades with Zane - ($11)
Skeleton - ($10)
Corpse Catapult - ($7)
Skeleton Javelineer - ($6)
Garth hits your Tech II for 3 damage
Tech III - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton Javelineer (1/1) [javelin]
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L7 Garth Torken (3/2) Animator, ritualist
  • L3 Drakk Ramhorn (1/3) Explosive
  • Corpse Catapult (1/4)

In Graveyard:

  • Bone Collector
  • Bone Collector

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

I can appreciate why he would go for the Tech I, but this is the first time all game I’ve had a chance to bring in a second hero and build my Tech III, and I’m going for it.

looks like i’m finally going down :laughing:

[b]P1T9[/b]
StartingHand Workers

STARTING HAND
Martial Mastery
Gunpoint Taxman
Surprise Attack
Surprise Attack
Pirate Gunship


WORKERS
Fox Viper
Savior Monk
Aged Sensei
Fox Primus
Smoker
Safe Attacking
Martial Mastery


NextHand

Grappling Hook
Sensei’s Advice
Pirate Gunship
Tiny Basilisk
Marauder


Discard

Marauder (4/1) :exhaust:
Pirate Gunship
Surprise Attack
Surprise Attack


Tech 0 card(s)
Get Paid - ($10)
Tech 3 - ($5)
Grave - ($3)
GPT - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11

Yeah, I was starting to wonder if I’d ever escape your suppression, but I managed to catch a break in the end. GG WP! So what now, want to keep going, or switch it up a bit, or what?

P2T9


Tech StartingHand Workers

TECH
Skeletal Lord
Skeletal Lord


STARTING HAND
Bloodlust
Sacrifice the Weak
Skeletal Archery
Corpse Catapult
Bloodlust
Kidnapping
Necromancer


WORKERS
Thieving Imp
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Pestering Haunt


NextHand

Skeletal Lord
Doom Grasp
Doom Grasp
Kidnapping
Necromancer


Discard

Necromancer
Sacrifice the Weak
Bloodlust
Kidnapping
Skeletal Archery


Tech 2 card(s)
Get Paid + float - ($11)
Skeleton - ($10)
Bone Collector from Graveyard - ($8)
Bloodlust new units - ($6)
Midband Drakk - ($5)
Collector trades with SQL
New Skeleton trades with Grave
Catapults bombard your base down to 13 HP
Heroes and old Skeletons reduce your base to 3 HP
Corpse Catapult, hasty - ($2)
Sacrifice exhausted Skeletons to draw 2 cards
New Corpse Catapult breaks your base, GG WP!

Float ($2)
Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L7 Garth Torken (3/2) Animator, ritualist
  • L6 Drakk Ramhorn (3/4) Explosive, rabblerouser, motivator
  • Corpse Catapult (1/4) Frenzy 1 [2 corpse]
  • Corpse Catapult (1/4) Frenzy 1

In Graveyard:

  • Bone Collector
  • Bone Collector
  • Skeleton Javelineer

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10

Thoughts

Hooray for hasty Catapults! Gotta try to find a Shark-resistant way to do this… NVM, I have lethal.

gg, wp! :slight_smile: especially liked sacrificing skeletons for the idea of card draw AND fueling your catapult at the same time - even it didn’t matter in this case…

i’m up for another game. i’m still not tired of the grave / Zane combination and don’t have any ideas for other combinations i wanna try. not really getting warm with balance, though. i’d like to play finesse instead (for fencers, nice tech2 and especially discord in our last matchup - or weenies in general… :wink: ). so if you want to continue against that deck, just go ahead!

of course you can switch your deck if you want! i’ll also play against demonology/disease/feral if you like. you can just start the game and i’ll go first in the rematch.

1 Like

I’ll stick with the Necro deck, since I could use some practice surviving Discord. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Thieving Imp
Poisonblade Rogue
Pestering Haunt
Deteriorate
Skeleton Javelineer


WORKERS
Poisonblade Rogue


NextHand

Skeletal Archery
Summon Skeletons
Jandra, the Negator
Sacrifice the Weak
Graveyard


Discard

Thieving Imp
Deteriorate
Skeleton Javelineer


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Pestering Haunt
Garth Torken - ($1)
Skeleton - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garth Torken (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1) Unstoppable, weenie

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

I am concerned about playing /1 units with Discord available, but I’ll probably trade them before he gets a chance to cast. Skeletal Lords are now much higher priority, but I no longer have to worry about Nature Reclaims, so that’s nice.

glhf!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Sensei’s Advice
Morningstar Flagbearer
Grappling Hook
Safe Attacking
Aged Sensei


WORKERS
Safe Attacking


NextHand

Smoker
Fox Primus
Savior Monk
Fox Viper
Snapback


Discard

Morningstar Flagbearer
Sensei’s Advice
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
hire Sensei - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 6