AHAHAHAHAHAHAHA, I so was not expecting you to use the 2nd Judgment to clear the Necromencer’s handiwork! (I’m fairly certain 4 Skeletons is correct in this case.)
"P2T10
Tech StartingHand Workers
TECH
Spirit of the Panda
Spirit of the Panda
STARTING HAND
War Drums
Summon Skeletons
WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
Pestering Haunt
Summon Skeletons
NextHand
Skeletal Archery
Bone Collector
Discard
Bone Collector
Blooming Elm
Blackhand Resurrector
Artisan Mantis
Might of Leaf and Claw
Might of Leaf and Claw
Corpse Catapult
Corpse Catapult
Necromancer
Necromancer
Spirit of the Panda
Spirit of the Panda
Tech 2 card(s)
Get Paid + float - ($12)
Level Argagarg - ($8)
Tech III - ($3)
War Drums - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Water Elemental (5/3A) Anti-air, frenzy 1
Elite:
Scavenger:
Technician: L5 Argagarg Garg (1/5)
Lookout:
In Play:
Blooming Elm (4)
L6 Drakk Ramhorn (3/1) [3 dmg]
War Drums
War Drums
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 2 (Growth)
Tech III HP: 5
Tech Lab HP: 4 (Necromancy)
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 12
Gold:
Gold: 0
Workers: 12
Thoughts
Building a Tech III just to increase the hero limit. Placing Argagag to protect Drakk’s drums. I don’t care if Arg dies (I’d get a shot at 2 more tokens without needing a card).
STARTING HAND
Bone Collector
Guargum, Eternal Sentinel
WORKERS
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Thieving Imp
Deteriorate
Pestering Haunt
NextHand
Lord of Shadows
Might of Leaf and Claw
Spirit of the Panda
Discard
Bone Collector
Tech 0 card(s)
Get Paid + float - ($16)
Guargum, Eternal Sentinel, hasty - ($6)
Level Garth, maxband whiffs - ($0)
Blooming Elm buffs Garth
Garth kills Prynn
Guargum breaks your base, obliterate takes all your units in the process
Yeah, I think spec’ing into Growth first is ironically a stronger Necro strategy than actually spec’ing into Necromancy to start with. Well, @codexnewb beat me quite a few times with the Collector/Ancient combo, and I could only overcome it with my (currently undefeated, outside of map games) [Demonology]/Growth/Strength build.
But, that was a super fun game, the mass removal was excellent stall, and you had me super worried with the flying Tiny Basilisk, since my Skeletons couldn’t attack it.
Rampant Growth
Forest’s Favor
Rich Earth
Playful Panda
Tiger Cub
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Rich Earth (2)
Midori (0)
Workers
Rampant Growth
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Midori (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Young Treant
Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector
End of Turn Discard
Tiger Cub
Playful Panda
Forest’s Favor
My Thoughts
I have a dastardly plan to first tech 2x Shimmer Ray, and lay Verdant Tree next turn (or perhaps go for Rememberer and float some gold?), let’s see how it goes!
STARTING HAND
Skeletal Archery
Bone Collector
Sacrifice the Weak
Giant Panda
Summon Skeletons
WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons
NextHand
Deteriorate
Skeleton Javelineer
Blooming Ancient
Giant Panda
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector kills Treant
Haunt and Skeleton trade with Tiger Cub, you draw 1
Replay Haunt from Graveyard
Sacrifice the Weak, Skeleton and Shimmer Ray die, you get $1 - ($4)
Garth breaks Verdant Tree
Tech II - ($0)