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[Casual] Nekoatl [Necromancy]/Growth/Blood vs FrozenStorm [Peace]/Future/Feral


#388

That’s to be expected; no worries.

P1T3


Tech StartingHand Workers

TECH
Star-Crossed Starlet
Star-Crossed Starlet


STARTING HAND
Bloom
Nimble Fencer
Timely Messenger
Helpful Turtle


WORKERS
Wither
Fruit Ninja
Timely Messenger


NextHand

Elite Training
Granfalloon Flagbearer
Brick Thief


Discard

Bloom
Star-Crossed Starlet
Star-Crossed Starlet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nimble Fencer - ($3)
Nimble Fencer kills Traffic Director
Onimaru and Older Brother break Tech I
Helpful Turtle - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Helpful Turtle (2/2) Healing 1
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Tenderfoot (1/1) [1 damage] Resist 1

In Play:

  • L1 General Onimaru (2/3A) Frenzy 1
  • Nimble Fencer (2/1) Haste [2 damage]
  • Older Brother (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

I expect Zane to explosively enter combat, thus the unusual patrol setup.


#389

Woof lol, I kinda feel like this is over already

Game 16 Player 2, Turn 3

P1 [Law]/Anarchy/Feral vs P2 [Law/Truth]/Discipline

Starting Hand

Gunpoint Taxman
Spectral Aven
Manufactured Truth
Arrest
Reputable Newsman

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Chaos Mirror, Judgement Day
Gunpoint Taxman x2


Main:

  • Zane + Midband (4)
  • Kill Turtle
  • Maxband Zane, slide Tenderfoot to scav, we both get a gold** (2)
  • Worker (1)
Workers

Arrest, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/4 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Gunpoint Taxman
Building Inspector
Lawful Search
Jail
Judgement Day

End of Turn Discard
My Thoughts

Yuck, might be game already. I guess I try for MA or JD to clear things up a bit more, but most likely he’s trading Fencer + OB into Zane, maxbanding Oni and going for AoW? He’s low on cards, so that’s a plus at least… I’ll take Chaos Mirror instead, since I likely can’t set up Maximum Anarchy in the next cycle.



#390

I tend to choose builds that have powerful mid- to late-game combos that are too slow to successfully deploy, so this time I tried to choose one that would hit fast and hard.

P1T4


Tech StartingHand Workers

TECH
Maestro
Grounded Guide


STARTING HAND
Elite Training
Brick Thief
Granfalloon Flagbearer


WORKERS
Wither
Fruit Ninja
Timely Messenger
Granfalloon Flagbearer


NextHand

Maestro
Helpful Turtle
Spark


Tech 2 card(s)
Get Paid + float + Scavanger - ($9)
Worker - ($8)
Onimaru and Nimble Fencer break Tech I
Tech II: Finesse - ($4)
Brick Thief, 1 damage to your base - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brick Thief (2/1)
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1
  • Nimble Fencer (2/1) Haste [2 damage]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

#391

Yea lol, this random deck is a hair weak as P2. My turn 1 should have been Cala + mid, I tunnel too hard on “play a card turn 1” sometimes, really need to stop doing that.

I’m happy to forfeit if you’d rather not play it out, but in case you’d prefer the satisfaction of crushing me here’s my best next turn

Game 16 Player 2, Turn 4

P1 [Law]/Anarchy/Feral vs P2 [Law/Truth]/Discipline

Starting Hand

Gunpoint Taxman
Building Inspector
Lawful Search
Jail
Judgment Day

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Murkwood Allies x2
Chaos Mirror, Judgement Day
Gunpoint Taxman x2


Main:

  • Zane kills OB
  • Hero’s Hall (7)
  • Building Inspector (6)
  • Worker (5)
Workers

Judgment Day, Arrest, Bluecoat Musketeer, Porkhand Magistrate

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Building Inspector (1/1)
  • :target: Lookout:

In Play:

  • Zane (4/2 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 5
  • Workers: 9

End of Turn Hand

Traffic Director
Manufactured Truth
Chaos Mirror
Gunpoint Taxman
Reputable Newsman

End of Turn Discard
My Thoughts

Guess that Max Anarchy wouldn’t have been so bad after all. This is basically over, I should forfeit but might as well



#392

I tend to do that as well, but I’m trying to break the habit. I agree mid Cala would have been harder to deal with. No need to drag this game out; I think our time is better spent playing games that we don’t agree are already settled. Do you want to run it back with the same builds or switch it up?


#393

I’ll roll a new one; I’m not particularly fond of Blue starter.

I got [Growth]/Discipline/Finesse, I can start the game tomorrow. Need to get some work done today lol


#394

Okay, let’s see what I’ve learned about green starter: GL HF @Nekoatl!

Game 17 Player 1, Turn 1

P1 [Growth]/Discipline/Finesse vs P2 [Finesse]/Peace/Truth

Starting Hand

Merfolk Prospector
Tiger Cub
Spore Shambler
Verdant Tree
Rich Earth

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Grave (2)
  • Merfolk Prospector (1)
  • Worker (0)
Workers

Rich Earth

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Rampant Growth
Ironbark Treant
Playful Panda
Forest’s Favor
Young Treant

End of Turn Discard

Verdant Tree
Spore Shambler
Tiger Cub

My Thoughts

I have some cool tricks in this random, most notably MoLaC + Finesse T1 / Rambasa. Can also do stuff like Martial Mastery + Harmony, though with him on finesse as well, I think that’s probably ill-advised. Two-Stepped Twins sounds kinda fun though XD We’ll see how it goes!



#395

GL HF

P2T1


StartingHand Workers

STARTING HAND
Tenderfoot
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger


WORKERS
Granfalloon Flagbearer


NextHand

Brick Thief
Helpful Turtle
Spark
Wither


Discard

Older Brother
Fruit Ninja


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tenderfoot - ($3)
Timely Messenger - ($2)
General Onimaru - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Timely Messenger (1/1) Haste
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • L1 General Onimaru (2/3) Frenzy 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

#396

Game 17 Player 1, Turn 2

P1 [Growth]/Discipline/Finesse vs P2 [Finesse]/Peace/Truth

Starting Hand

Rampant Growth
Ironbark Treant
Playful Panda
Forest’s Favor
Young Treant

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Rambasa Twin, Reversal


Main:

  • Tap Prospector for 1g (6)
  • Grave kills both Messenger and Tenderfoot, you get a card and gold
  • Ironbark Treant (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Young Treant, Rich Earth

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Grave (2/2 lvl 1)
  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Reversal
Playful Panda
Tiger Cub
Forest’s Favor
Rambasa Twin

End of Turn Discard
My Thoughts

Odd choice to make his two blockers so vulnerable, I would have put one of them in SQL to avoid having them easily doubled off. I think this is going to spell bad news for Oni, I’ll tech one reversal to look for a kill on Oni, and a Rambasa to make slow-build an option as well.

Drew both, that’s positive!



#397

P2T2


Tech StartingHand Workers

TECH
Elite Training
Elite Training


STARTING HAND
Helpful Turtle
Brick Thief
Wither
Spark
Bloom


WORKERS
Granfalloon Flagbearer
Spark


NextHand

Wither
Elite Training
Timely Messenger


Tech 2 card(s)
Get Paid + Scavanger - ($7)
Worker - ($6)
Helpful Turtle - ($4)
Bloom Onimaru - ($2)
Wither Ironbark Treant - ($0)
Onimaru kills Ironbark Treant

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


Board Info:
In Patrol:

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

In Play:

  • L1 General Onimaru (3/4) Frenzy 1 [1+]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Right… Grave has sparkshot…


#398

Game 17 Player 1, Turn 3

P1 [Growth]/Discipline/Finesse vs P2 [Finesse]/Peace/Truth

Starting Hand

Reversal
Playful Panda
Tiger Cub
Forest’s Favor
Rambasa Twin

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Blooming Ancient
Rambasa Twin, Reversal


Main:

  • Tap Prospector for 1g (7)
  • Grave kills Turtle, you get a card
  • Midband Grave (5)
  • Rambasa Twins (1)
  • Worker (0)
Workers

Tiger Cub, Young Treant, Rich Earth

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin Mario (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Rambasa Twin Luigi (3/2)
  • :target: Lookout:

In Play:

  • Grave (3/4 lvl 3)
  • Merfolk Prospector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Rampant Growth
Spore Shambler
Verdant Tree
Playful Panda
Blooming Ancient

End of Turn Discard
My Thoughts

Could get the kill, but not a great trade to do so and leaves Grave vulnerable to a Fencer counter attack. This is safe, and while he’ll get a free kill on Rambasa if he can protect himself, still makes sense. Teching one Ancient, thought is to go Growth, we’ll see what happens though



#399

P2T3


Tech StartingHand Workers

TECH
Nimble Fencer
Star-Crossed Starlet


STARTING HAND
Elite Training
Wither
Timely Messenger
Tenderfoot


WORKERS
Granfalloon Flagbearer
Spark
Timely Messenger


NextHand

Older Brother
Brick Thief
Bloom
Elite Training


Discard

Helpful Turtle
Wither
Elite Training
Nimble Fencer
Star-Crossed Starlet


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech I - ($5)
Onimaru kills SQL
Midband Onimaru - ($1)
Tenderfoot - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • L5 General Onimaru (4/5) Frenzy 1, Readiness [1+]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

#400

Lol wish I would have noticed you skipped tech 1! Probably would have patrolled double resource

Game 17 Player 1, Turn 4

P1 [Growth]/Discipline/Finesse vs P2 [Finesse]/Peace/Truth

Starting Hand

Rampant Growth
Spore Shambler
Verdant Tree
Playful Panda
Blooming Ancient

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Two-Step, Nimble Fencer
Nimble Fencer, Blooming Ancient
Rambasa Twin, Reversal


Main:

  • Tap Prospector for 1g (8)
  • Luigi kills Tenderfoot, you get a card
  • Rampant Growth Grave, he kills Oni and takes 2 damage, goes to level 5 (5)
  • Verdant Tree (3)
  • Maxband Grave (1)
  • Worker (0)
Workers

Spore Shambler, Tiger Cub, Young Treant, Rich Earth

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Grave (4/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rambasa Twin Luigi (3/1)
  • Merfolk Prospector (1/1)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Ironbark Treant
Forest’s Favor
Nimble Fencer
Reversal

End of Turn Discard

Rampant Growth
Two-Step
Nimble Fencer
Blooming Ancient
Playful Panda

My Thoughts

Rampant Growth makes for an easy kill on that Oni, better take it. I could tech up and leave Grave vulnerable to 2x fencer, but I think better to lay Verdant Tree. I can afford to tech up + hero + fencer all next turn, and that should help me keep him pretty cleared out.



#401

I wish I had remembered Grave has sparkshot. Probably wouldn’t have patrolled double resource.

P2T4


Tech StartingHand Workers

TECH
Star-Crossed Starlet
Maestro


STARTING HAND
Fruit Ninja
Nimble Fencer
Tenderfoot
Wither
Elite Training


WORKERS
Granfalloon Flagbearer
Spark
Timely Messenger
Fruit Ninja


NextHand

Helpful Turtle
Bloom
Star-Crossed Starlet


Discard

Wither
Elite Training
Star-Crossed Starlet
Maestro


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Sirus Quince - ($5)
Wither Rambasa Twin - ($3)
Nimble Fencer - ($1)
Tenderfoot - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2A) Haste
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nimble Fencer (2/3) Haste
  • :target: Lookout:

In Play:

  • L1 Sirus Quince (1/3)
  • Mirror Illusion (0/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

#402

Indeed, I was a little confused why you did that turn 1 :wink:

Game 17 Player 1, Turn 5

P1 [Growth]/Discipline/Finesse vs P2 [Finesse]/Peace/Truth

Starting Hand

Ironbark Treant
Forest’s Favor
Nimble Fencer
Reversal

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Might of Leaf and Claw, Star-Crossed Starlet
Two-Step, Nimble Fencer
Nimble Fencer, Blooming Ancient
Rambasa Twin, Reversal


Main:

  • Tap Prospector for 1g (9)
  • Grave kills Tenderfoot (didn’t I just kill you?)
  • Tap Verdant Tree, build Tech 2 Growth instantly (5)
  • River (3)
  • Grave chucks a sword at Quince, River to level 3
  • Nimble Fencer (1)
  • Worker (0)
Workers

Forest’s Favor, Spore Shambler, Tiger Cub, Young Treant, Rich Earth

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: River (2/4 lvl 3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Grave (4/4 lvl 7, no sword)
  • Merfolk Prospector (1/1)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Might of Leaf and Claw
Reversal
Two-Step
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Don’t want Quince around, free levels are worth my sword rune when he’s still on tech 1. I think I’m poised to stomp after this



#403

P2T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Star-Crossed Starlet
Bloom
Helpful Turtle


WORKERS
Granfalloon Flagbearer
Spark
Timely Messenger
Fruit Ninja
Bloom


NextHand

Older Brother
Wither
Brick Thief
Elite Training


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech II: Finesse - ($4)
Tech Lab: Peace - ($3)
River Montoya - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3A) Haste
  • :psfist: Elite: L1 River Montoya (3/3)
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror Illusion (0/1)
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Finesse)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

#404

I feel reasonably certain this will spell the end

Game 17 Player 1, Turn 6

P1 [Growth]/Discipline/Finesse vs P2 [Finesse]/Peace/Truth

Starting Hand

Might of Leaf and Claw
Reversal
Two Step
Star-Crossed Starlet

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Star-Crossed Starlet, Giant Panda
Might of Leaf and Claw, Star-Crossed Starlet
Two Step, Nimble Fencer
Nimble Fencer, Blooming Ancient
Rambasa Twin, Reversal


Main:

  • Might of Leaf and Claw (6)
  • Star-Crossed Starlet (4)
  • Two Step Starlet and Fencer (2)
  • Grave kills your Fencer, sparks one to your River, MoLaC to 1
  • My River kills yours and maxbands, MoLaC to 2
  • Prospector kills your mirror, you get a card, MoLaC to 3
  • Starlet breaks your tech 2, your base to 18, MoLaC to 4
  • My Fencer smacks your base to 14, MoLaC charges fully
Workers

Forest’s Favor, Spore Shambler, Tiger Cub, Young Treant, Rich Earth

  • :pspurpleshield: Patrol as below
  • Discard 1 draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • River (8/9 lvl 3)
  • Grave (9/6 lvl 7, no sword)
  • Nimble Fencer (9/10, two step)
  • Star-Crossed Starlet (10/9, two step)
  • Merfolk Prospector (6/6)
  • Might of Leaf and Claw (5 runes)
  • Verdant Tree (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc:

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Nimble Fencer
Playful Panda
Blooming Ancient

End of Turn Discard
My Thoughts

Yup, MoLaC insta-charge, GG



#405

Yeah, at this point it would be challenging to make a comeback even if I could choose which cards were drawn from my deck. I feel like I was never able to recover from my T1 oversight, so good job keeping up the pressure. WP.


#406

I’ll try [Feral]/Discipline/Disease next. You sticking with that build or trying a new one?


#407

I’m doing P1 and P2 on everything I random, go ahead and start!