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[Casual] Nekoatl [Necromancy]/Feral/Blood vs AncientSlumber [Growth]/Strength/Fire

@AncientSlumber Nope, it’s a power fantasy. I like to make decks that seem really cool in theory but maybe aren’t great in practice, and then try to get them to work. I’m fine playing against anything and as either player; just let me know if you wanna switch it up. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Pestering Haunt
Summon Skeletons
Deteriorate
Thieving Imp


WORKERS
Thieving Imp


NextHand

Graveyard
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator


Discard

Summon Skeletons
Deteriorate
Skeletal Archery


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

In Play:

  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Glad to see I don’t need to worry about Archery being removed. As oppressive as the Imp can be, I’ll ditch him because I expect to need my gold for other things.

1 Like

Ah, that’s cool :slight_smile: I’ll try to keep up, first time playing something like the Growth/Strength combo. GL HF!

P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Rampant Growth
Merfolk Prospector
Young Treant
Verdant Tree


WORKERS
Verdant Tree


NextHand

Ironbark Treant
Spore Shambler
Playful Panda
Rich Earth
Forest’s Favor


Discard

Young Treant
Rampant Growth
Tiger Cub


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Merfolk Prospector - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, level 1 (2/4)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

Oh, right… that. I’ll do my best to survive it!

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Huntress


STARTING HAND
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator


WORKERS
Thieving Imp
Jandra, the Negator


NextHand

Huntress
Poisonblade Rogue
Bone Collector
Sacrifice the Weak
Deteriorate


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Skeleton - ($1)
Skeleton Javelineer - ($0)
Haunt trades with Prospector

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


Board Info:
In Patrol:

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

In Play:

  • L1 Garth Torken (1/3)
  • Skeleton Javelineer (1/1) [javelin]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Right… Growth/Strength, I need to watch out for explosively large Barbarbarians. Well, I have some time before I need to deal with them, so for now I’ll just advance my own strategy. Gotta watch out for Rook midbanding and slipping past single patrollers, so I’ll drop a 2nd Skeleton, and may as well take the Javelineer so I don’t waste a card draw… I’m sure he’ll come in handy sooner or later.

P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Galina Glimmer


STARTING HAND
Ironbark Treant
Forest’s Favor
Playful Panda
Spore Shambler
Rich Earth


WORKERS
Verdant Tree
Rich Earth


NextHand

Tiger Cub
Bird’s Nest
Ironbark Treant
Merfolk Prospector (1/1)


Tech 2 card(s)
Get Paid + float + Scav - ($8)
Worker - ($7)
Tech 1 - ($5)
Playful Panda - ($3)
Forest’s Favor on Rook - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, level 1 (3/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Behind the Ferns
Doom Grasp


STARTING HAND
Sacrifice the Weak
Bone Collector
Deteriorate
Poisonblade Rogue
Huntress


WORKERS
Thieving Imp
Jandra, the Negator
Poisonblade Rogue


NextHand

Graveyard
Summon Skeletons
Pestering Haunt
Skeletal Archery


Discard

Deteriorate
Sacrifice the Weak
Behind the Ferns
Doom Grasp


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Huntress - ($1)
Skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3A) Sparkshot, anti-air
  • :psfist: Elite: Skeleton (2/1)
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)
  • Bone Collector (3/3)
  • Skeleton Javelineer (1/1) [javelin]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Rook is about big enough now to be worth using Grasp to take down. I just hope Technician draw doesn’t pull Ferns of the reshuffle before I can raise my hero limit.

This doesn’t look good lol…

P2T3


Tech StartingHand Workers

TECH
Jefferson DeGrey, Ghostly Diplomat
Mythmaking


STARTING HAND
Merfolk Prospector (1/1)
Bird’s Nest
Ironbark Treant
Tiger Cub


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant


NextHand

Galina Glimmer
Young Treant
Rampant Growth


Discard

Tiger Cub


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bird’s Nest - ($4)
Tower - ($1)
Merfolk Prospector (1/1) - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Rook, level 1 (3/5a)
  • Bird (1/1, flying)
  • Bird (1/1, flying)
  • Bird’s Nest

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Skeletal Lord
Lord of Shadows


STARTING HAND
Summon Skeletons
Pestering Haunt
Skeletal Archery
Graveyard


WORKERS
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt


NextHand

Doom Grasp
Bone Collector
Skeletal Lord
Summon Skeletons


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II: Necromancy - ($2)
Skeletal Archery - ($0)
Bone Collector trades with Playful Panda
Huntress kills Wisp, sparkshots Prospector

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1A) Long-range, anti-air [javelin]
  • :psfist: Elite: Skeleton (2/1) Long-range, anti-air
  • :ps_: Scavenger: Skeleton (1/1) Long-range, anti-air
  • :pschip: Technician: Skeleton (1/1) Long-range, anti-air
  • :target: Lookout: Skeleton (1/1) Long-range, anti-air, resist 1

In Play:

  • Skeletal Archery
  • L1 Garth Torken (1/3)
  • Huntress (3/2) Sparkshot, anti-air

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

I didn’t expect so many Skeletons to survive for so long… think I’ll aim for Skeletal Lord’s ability. Between that and Behind he Ferns, I have a good chance of slipping lots of units past his defenses. Still, Growth being Growth, I don’t want to leave him with more units sitting around than I have to, so I’ll kill a few of them. Also… Rook is definitely worth using Doom Grasp to kill now. Putting Javelineer on point 'cuz his ability is redundant and awkward now, plus if I try using Graveyard later (and maybe I shouldn’t, 'cuz Fire has loads of building damage… but maybe better the Graveyard than my tech buildings?), I don’t want him clogging it up.

P2T4


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


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


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Spore Shambler


NextHand

Rampant Growth
Doubling Barbarbarian
Playful Panda (2/2a)
Merfolk Prospector (1/1)


Tech 2 card(s)
Get Paid + Scav - ($9)
Worker - ($8)
Galina Glimmer - ($7)
Tech 2 - Strength - ($3)
Young Treant, draw a card - ($1)
2 birds trade with Huntress

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, level 1 (3/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: Galina Glimmer (2/2)
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Bird’s Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

It’s dangerous to leave Skeletons alone for too long. :wink:

P1T5


Tech StartingHand Workers

TECH
Nether Drain
Skeletal Lord


STARTING HAND
Doom Grasp
Skeletal Lord
Summon Skeletons
Bone Collector


WORKERS
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Summon Skeletons


NextHand

Deteriorate
Lord of Shadows
Behind the Ferns
Graveyard


Discard

Huntress
Nether Drain
Bone Collector
Doom Grasp


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Skeletal Lord - ($4)
5 Skeletons clear your patrollers from range
Midband Garth - ($3)
Garth hits your Tower for 2 damage
Maxband Garth, fetch Skeletal Lord - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeletal Lord (3/3)
  • :pschip: Technician: Skeletal Lord (3/3)
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • L7 Garth Torken (3/4)
  • Skeleton Javelineer (3/2) Long-range, anti-air [javelin]
  • Skeleton (3/2) Long-range, anti-air
  • Skeleton (3/2) Long-range, anti-air
  • Skeleton (3/2) Long-range, anti-air
  • Skeleton (3/2) Long-range, anti-air

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Well, it’s not exactly what I was hoping for, but this is pretty convenient. I can drop the Lord and snipe down his entire patrol zone, but the problem is, if he has a Fire spell and kills the Lord, all those Skeletons will die. So, to prevent that, I’ll fetch a 2nd Lord… if at least one of them survives, so will the Skeletons.

I was thinking if I should kill them, but also got a bit unlucky with my draws, maybe I can survive 1 more turn? let’s see :slight_smile:

P2T5


Tech StartingHand Workers

TECH
Flame Arrow
Ardra’s Boulder


STARTING HAND
Playful Panda (2/2a)
Doubling Barbarbarian
Rampant Growth
Merfolk Prospector (1/1)
Doubling Barbarbarian


WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Spore Shambler
Playful Panda (2/2a)


NextHand

Forest’s Favor
Tiger Cub
Jefferson DeGrey, Ghostly Diplomat
Mythmaking


Discard

Bird’s Nest
Galina Glimmer (2/2)
Young Treant (0/2)
Rampant Growth
Doubling Barbarbarian
Flame Arrow
Ardra’s Boulder


Tech 2 card(s)
Get Paid + float + Scav - ($11)
Worker - ($10)
Doubling Barbarbarian - ($7)
Arg to max level - ($1)
Merfolk Prospector (1/1) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Elemental (3/3 anti air)
  • :psfist: Elite: Arg, level 5, (1/5)
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: Doubling Barbarbarian
  • :target: Lookout: Wisp (0/1)

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

You definitely can, but it’ll be much more difficult to stop this snowball from growing.

P1T6


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Lord of Shadows
Graveyard
Deteriorate
Behind the Ferns


WORKERS
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Summon Skeletons


NextHand

Huntress
Sacrifice the Weak
Lord of Shadows


Tech 2 card(s)
Get Paid - ($9)
Calamandra Moss - ($7)
Behind the Ferns - ($5)
Javlineer snipes Elemental, gets spotted by Tower
Skeletal Lord destroys Tower
2 Skeletons kill Barbarbarian
Skeletal Lord and 1 Skeleton destroy Tech II
Deteriorate Elemental
Garth and 1 Skeleton kill Argagarg
Skeleton - ($4)
Graveyard - ($2)
Maxband Calamandra - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (3/3A) Long-range, anti-air, stealth, resist 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L5 Calamandra Moss (4/5) Resist 1

In Play:

  • Skeletal Archery
  • Graveyard (3)
  • L7 Garth Torken (3/3)
  • Behind the Ferns
  • Skeletal Lord (3/3) Stealth, resist 1
  • Skeletal Lord (3/3) Stealth, resist 1
  • Skeleton Javelineer (3/1) Long-range, anti-air, stealth, resist 1 [javelin]
  • Skeleton (3/2) Long-range, anti-air, stealth, resist 1
  • Skeleton (3/2) Long-range, anti-air, stealth, resist 1
  • Skeleton (3/2) Long-range, anti-air, stealth, resist 1
  • Skeleton (3/2) Long-range, anti-air, stealth, resist 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Hmm… interesting… I could summon a Lord of Shadows, but that would leave limited options for removing his stuff… or I could go for Ferns and clear lots of his stuff. Let’s see here… there’s quite a lot of potential trouble I can prevent if I go with the Ferns plan, so I’ll do that. Gonna go ahead and pay to level Cal in case I topdeck a Feral Strike.

2 Likes

I’ll tap out here. If only I would have gotten Degrey 1 turn earlier, I think I could have turned it around. Oh well, gg wp :slight_smile:

1 Like

Oh, snap! I completely forgot about DeGrey! Yeah, that would have made a huge difference. GG WP man, sorry about the bad luck.

2 Likes

No need to be sorry, it’s a part of the game, but thanks! Care for another one?

1 Like

Sounds good, did you want to go first this time?

1 Like

Don’t mind if I do :slight_smile:

P1T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Tiger Cub
Forest’s Favor
Spore Shambler
Playful Panda


WORKERS
Spore Shambler


NextHand

Verdant Tree
Ironbark Treant
Rich Earth
Young Treant
Rampant Growth


Discard

Forest’s Favor
Tiger Cub
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, level 1 (2/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Pestering Haunt
Graveyard
Skeleton Javelineer
Deteriorate


WORKERS
Poisonblade Rogue


NextHand

Skeletal Archery
Summon Skeletons
Sacrifice the Weak


Discard

Deteriorate
Graveyard


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Deteriorate
Skeleton - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt

Float ($0)
Discard 1, draw 3


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:

  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

I pulled a Homer last game, but this time around I need to be mindful of DeGrey. That means not relying on Skeletons surviving. This looks like a job for Catapults. For right now, though, I’m just glad I have Deteriorate in hand to deal with that Prospector. Maybe I shouldn’t be dumping so many cards here, but I have the gold for it, and I can hold back next turn to recover hand size a bit. And I really don’t want to give Rook access to Garth.

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Lobber


STARTING HAND
Verdant Tree
Ironbark Treant
Rich Earth
Rampant Growth
Young Treant


WORKERS
Spore Shambler
Rich Earth


NextHand

Young Treant
Bird’s Nest
Merfolk Prospector (1/1)
Rampant Growth
Tiger Cub


Tech 2 card(s)
Get Paid + Scav - ($6)
Worker - ($5)
Tech 1 - ($3)
Rook kills Skeleton scav, takes 1 damage, you get $1
Ironbark Treant - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Ironbark Treant (1/2 +2a)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook, level 1 (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Huntress


STARTING HAND
Sacrifice the Weak
Skeletal Archery
Summon Skeletons


WORKERS
Poisonblade Rogue
Sacrifice the Weak


NextHand

Thieving Imp
Jandra, the Negator
Bone Collector


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Tech I - ($4)
Pestering Haunt deals 1 damage to Tech I
Skeleton - ($3)
Summon Skeletons - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • L1 Garth Torken (1/3)
  • Skeleton Javelineer (1/1) [javelin]
  • Pestering Haunt (1/1) Unstoppable

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Rook and Ironbark, that’s some serious damage absorption. Well, I’ll provoke a Tower by slipping past them, that should lighten my burden of defense. I want to avoid playing a card, but since I can’t clear Ironbark away, I need a 3rd patroller, at least… and even that may not be enough if has Thunderclap.

P1T3


Tech StartingHand Workers

TECH
Lobber
Thunderclap


STARTING HAND
Bird’s Nest
Tiger Cub
Merfolk Prospector (1/1)
Young Treant
Rampant Growth
Forest’s Favor


WORKERS
Spore Shambler
Rich Earth
Tiger Cub


NextHand

Lobber
Verdant Tree
Rampant Growth
Playful Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bird’s Nest - ($3)
Young Treant - ($1)
Merfolk Prospector (1/1) - ($0)
Rook kills Scav Skeleton, takes 1, you get $1

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2 +3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1)
  • :pschip: Technician: Young Treant
  • :target: Lookout: Bird (1/1, flying)

In Play:

  • Rook, level 1 (2/2)
  • Bird (1/1, flying)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7