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[Casual] Nekoatl [Necromancy]/Truth/Present vs FrozenStorm [Balance]/Blood/Strength

[Balance]/Blood/Strength is fine. I’m taking T1 for convenience. GL HF @FrozenStorm!

P1T1


StartingHand Workers

STARTING HAND
Graveyard
Jandra, the Negator
Thieving Imp
Deteriorate
Summon Skeletons


WORKERS
Jandra, the Negator


NextHand

Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Poisonblade Rogue
Skeletal Archery


Discard

Deteriorate
Graveyard
Summon Skeletons


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, discard #2 of 5 - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Nothin’ much to do here, may as well default to Imp.

1 Like

GL HF @Nekoatl

Game 1 Player 2, Turn 1

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Merfolk Prospector
Verdant Tree (dc)
Young Treant
Ironbark Treant
Rich Earth

Events of Turn:


Upkeep:

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

Main:

  • Rook (3)
  • Rich Earth (0)
  • Worker
Workers

Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Playful Panda
Rampant Growth
Forest’s Favor
Spore Shambler

End of Turn Discard
My Thoughts

I think I can probably make Rich Earth work but who knows, maybe LB is too fast and owns me, we’ll see XD


1 Like

P1T2


Tech StartingHand Workers

TECH
Doom Grasp
Nether Drain


STARTING HAND
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
Sacrifice the Weak
Skeletal Archery


WORKERS
Jandra, the Negator
Sacrifice the Weak


NextHand

Skeleton Javelineer
Nether Drain
Skeletal Archery
Graveyard
Summon Skeletons


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Poisonblade Rogue - ($2)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Poisonblade Rogue (2/1) Armor piercing, cripples
  • :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

Thoughts

The combination of Balance and Blood is a pretty hard counter to Warp Gate Disciple. Bloodlust can hit them, even through Spectral Flagbearers, and even if I try to use Dreamscape to hid one, Balance wrecks upgrades. Rook is also difficult to patrol against… there’s a good chance I’ll be facing birds sooner than I’m able to field an aerial defense… I really have no good early-game answer to Bird’s Nest. However… I can put a damper on Rook himself in a number of ways, most immediately with -1/-1 runes from the Rogue. And getting rid of Rook is the only way to get rid of the Nest. I’ll follow him up with Necro spells, best case scenario, I don’t even need to use the Rogue on him. No need to keep StW, for one thing, it’s a waste to use it on Birds, for another, I can get better value out of Executions later if I want that kind of effect.

Game 1 Player 2, Turn 2

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Playful Panda
Rampant Growth
Forest’s Favor
Spore Shambler

Events of Turn:


Upkeep:

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

Kidnapping, Bird’s Nest


Main:

  • Forest’s Favor to Rook, kills Imp, takes 2 (3)
  • Playful Panda (1)
  • Worker
Workers

Rampant Growth, Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 1 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp (0+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (3/3 lvl 1)
  • Playful Panda (2/2)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Tiger Cub
Forest’s Favor
Verdant Tree

End of Turn Discard
My Thoughts

Hope he doesn’t have Det, grabbing kidnapping to help with LB or BCs which is what I expect here


P1T3


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Graveyard
Skeleton Javelineer
Skeletal Archery
Nether Drain
Summon Skeletons


WORKERS
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons


NextHand

Skeletal Archery
Doom Grasp
Pestering Haunt
Spectral Flagbearer
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Skeleton Javelineer - ($4)
Max Geiger - ($2)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Poisonblade Rogue (2/1A) Armor piercing, cripples
  • :psfist: Elite: L1 Max Geiger (3/3) Sparkshot
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Skeleton Javelineer (1/1) [javelin]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Nothing immediately useful here. Looking to the future, I’m going to want Flagbearers to protect against Kidnapping and other such, so may as well go for them now. As for what to do now… maybe just start summoning Skeleton tokens to buy time…? No, if I do that, Garth could die, and then I wouldn’t be able to Doom Grasp Rook next turn. But I won’t have enough stall without a hero, so I need to summon someone else, and build a Heroes’ Hall to make room for Garth in case that someone survives, since I can’t yet build my Tech II. Guess I’ll backline the javelineer, best case scenario, he survives and gets to snipe something meaningful before being sacrifice fodder for Doom Grasp. With Deteriorate to take out a SQL Wisp, it could happen?

Game 1 Player 2, Turn 3

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Tiger Cub
Forest’s Favor
Verdant Tree

Events of Turn:


Upkeep:

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

Desperation, Crash Bomber
Kidnapping, Bird’s Nest


Main:

  • Hero’s Hall (5)
  • Playful Panda trades with PBR
  • Rook to level 6, kills Geiger, maxbands and heals (0)
Workers

Tiger Cub, Rampant Growth, Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rook (5/7 lvl 8, +)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Spore Shambler
Ironbark Treant
Bird’s Nest
Young Treant

End of Turn Discard
My Thoughts

Looks like Neko whiffed, good for me, I’m expecting double LB probably, but we’ll see. Teching Desperation and CB, making HH for Kidnapping to hopefully counter some of that LB pain


P1T4


Tech StartingHand Workers

TECH
Doom Grasp
Nether Drain


STARTING HAND
Pestering Haunt
Doom Grasp
Deteriorate
Spectral Flagbearer
Skeletal Archery


WORKERS
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Pestering Haunt


NextHand

Poisonblade Rogue
Spectral Flagbearer
Nether Drain
Thieving Imp
Graveyard


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Spectral Flagbearer - ($5)
Sirus Quince - ($3)
Garth Torken - ($1)
Skeleton - ($0)
Javelineer kills Wisp

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Sirus Quince (1/3A) Mirror
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Garth Torken (1/3) Reanimate
  • :pschip: Technician: Spectral Flagbearer (2/2)
  • :target: Lookout:

In Play:

  • Skeleton Javelineer (1/1) [javelin]
  • Skeleton (1/1)
  • Mirror Illusion (0/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

I was hoping he wouldn’t level to max yet… I was too optimistic, I should have doubled up on both necro spells since I need them at the same time to take down a maxband Rook, at least without being painfully inefficient and using 2 Doom Grasp. At least he hasn’t managed to land any building damage yet. I’ll take advantage of that to tech up, is what I’d like to say, but… I need more Necro spells, which means I have no room for tech II units in my cycle yet, and moreover, that wouldn’t leave me with enough gold to defend. I’ll take the Wisp kill, just because I’m worried about its potential for spell synergy.

Game 1 Player 2, Turn 4

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Spore Shambler
Ironbark Treant
Bird’s Nest
Young Treant
Kidnapping (techn

Events of Turn:


Upkeep:

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

Thunderclap, Earthquake
Desperation, Crash Bomber
Kidnapping, Bird’s Nest


Main:

  • Drakk + lvl 2 (5)
  • Bird’s Nest (3)
  • Spore Shambler (0)
  • Rook kills Quince, Drakk midbands
Workers

Ironbark Treant, Tiger Cub, Rampant Growth, Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3+1armor)
  • :psfist: Elite: Drakk (2+1/3 lvl 4)
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout:

In Play:

  • Rook (5/6 lvl 8, +)
  • Rich Earth
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Thunderclap
Crash Bomber
Young Treant
Playful Panda

End of Turn Discard
My Thoughts

Interesting… Flagbearer? I’ll Thunderclap for that I spose, and grab EQ to mess some stuff up. Delaying T1 further here kinda sucks but I can manage, birds give Shambler some STW cover… I like this patrol


P1T5


Tech StartingHand Workers

TECH
Argonaut
Temporal Distortion


STARTING HAND
Graveyard
Spectral Flagbearer
Nether Drain
Thieving Imp
Poisonblade Rogue
Doom Grasp


WORKERS
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Poisonblade Rogue


NextHand

Deteriorate
Nether Drain
Graveyard
Doom Grasp
Skeletal Archery


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Nether Drain moves levels from Rook to Garth. - ($6)
Midband Garth - ($5)
Javelineer snipes SQL
Sacrifice Javelineer to draw
Garth and Skeleton kill SQL.
Doom Grasp, sacrifice Mirror Illusion to kill Rook. - ($1)
Maxband Garth, fetch Argonaut - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Flagbearer (2/2A) Target
  • :psfist: Elite:
  • :ps_: Scavenger: Argonaut (3/4) Readiness
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Garth Torken (3/4) Reanimate, sacrifice, revive

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Again, just shy of having the cards in hand needed to make an impactful play. At least I can push back a little and delay his Earthquake a turn. Or… I could take a chance and go for a midband Garth draw… or 3… and with 2/5 upcoming cards being Doom Grasp, it just might be worth it. Before I commit to that, I’d better pick a tech I unit to revive, in case Garth maxbands. Muahaha, first try!!!

Game 1 Player 2, Turn 5

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Thunderclap
Crash Bomber
Young Treant
Playful Panda
Kidnapping (YT, eh not that exciting but not awful either)

Events of Turn:


Upkeep:

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

Tiny Basilisk, Whitestar Grappler
Thunderclap, Earthquake
Desperation, Crash Bomber
Kidnapping, Bird’s Nest


Main:

  • Midori (7)
  • Young Treant, draw 1 (5)
  • Frenzied Birds kill Garth, Drakk maxbands
  • Drakk kills SQL, takes 2
  • Playful Panda (3)
  • Tech 1 (2)
Workers

Thunderclap, Ironbark Treant, Tiger Cub, Rampant Growth, Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Midori (2/3 lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Drakk (3/2 lvl 6)
  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Wisp (0/1)
  • Playful Panda (2/2)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Verdant Tree
Earthquake
Desperation
Forest’s Favor

End of Turn Discard

Spore Shambler
Bird’s Nest
Tiny Basilisk
Whitestar Grappler
Kidnapping
Crash Bomber

My Thoughts

Cccccombo. Well glad I only teched one EQ then. Bring out midori, clear as much as possible, play the YT and hopefully draw EQ to worker it (or Verdant to give more options). Teching WSG and Tiny B for now, leaning T2 Str but any could be good honestly.

Kidnapping, hmmm. It’d be awesome if I could take Argo and run it into SQL but flagbearer be mean like that… Guess I just keep it back pocket for now.


How did 2 1/1 Birds kill a 3/4 Garth?

They are lusssty from Drakk’s fervor for battle

1 Like

Flagbearer died to drakk attack

1 Like

That’s a bit more unnerving, but I think I take the same approach, just a little less forcefully.

P1T6


Tech StartingHand Workers

TECH
Macciatus, The Whisperer
Reteller of Truths


STARTING HAND
Deteriorate
Skeletal Archery
Doom Grasp
Nether Drain
Graveyard


WORKERS
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Graveyard


NextHand

Spectral Flagbearer
Doom Grasp
Temporal Distortion
Thieving Imp
Nether Drain


Discard

Spectral Flagbearer
Deteriorate
Skeletal Archery
Doom Grasp
Nether Drain
Macciatus, The Whisperer
Reteller of Truths


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Sirus Quince - ($6)
Expensive Deteriorate Bird - ($5)
Tech II: Truth - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (3/4A) Readiness
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror Illusion (0/1)
  • :pschip: Technician: L1 Sirus Quince (1/3) Mirror
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10

Thoughts

Okay, not great, but not terrible… I can at least kill a Bird and hopefully keep my Tech II alive long enough to get some proper air defense, maybe through Garth reviving a Roc next turn. Teching in support units to protect my Illusions so the Roc can better hold the line.

I forgot wisp in my last turn, that change your patrol in any way?

Nah, I don’t have the luxury of worrying about it amongst all the other threats.

1 Like

Game 1 Player 2, Turn 6

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Verdant Tree
Earthquake
Desperation
Forest’s Favor
Crash Bomber + WSG + Bird’s Nest (desperation, eehhhhhh)

Events of Turn:


Upkeep:

  • Get Gold (10+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Crash Bomber, Tiny Basilisk
Tiny Basilisk, Whitestar Grappler
Thunderclap, Earthquake
Desperation, Crash Bomber
Kidnapping, Bird’s Nest


Main:

  • Verdant Tree (10)
  • Forest’s Favor to Big Bird (8)
  • Worker
  • Desperation, rs Draw 3
  • Midbandori to 6 (3)
  • Midori and Bird kill SQL
  • Panda kills Quince, takes 1, midori maxbands
  • Wisp kills Mirror, you get 1g
  • Crash Bomber, hasty, teams up with Drakk to break your tech2, your base to 18 (2)
  • Discard two of the three cards I drew for desperation (unlucky)
Workers

Earthquake, Thunderclap, Ironbark Treant, Tiger Cub, Rampant Growth, Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Drakk (3/2 lvl 6)
  • Big Bird (2/2, +)
  • Wisp (0/1 since it has frenzy, 1/2 if drakk dies and midori doesn’t* ty charnel)
  • Playful Panda (2/1)
  • Maxbandori (4/5 lvl 8)
  • Crash Bomber (2/2)
  • Verdant Tree (3hp, healing 1)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 2
  • Workers: 11

End of Turn Hand

Spore Shambler
Forest’s Favor

End of Turn Discard
My Thoughts

Cool, I can dominate from here I think. Grabbing two more cheapies and hitting that RS with Desperation, hopefully I get a couple things to throw down

Hmm, not a great hit, but I spose we’ll take it


Wisp is only 0/1, due to benefitting from Drakk’s frenzy aura.

2 Likes

P1T7


Tech StartingHand Workers

TECH
Argonaut
Temporal Distortion


STARTING HAND
Nether Drain
Spectral Flagbearer
Doom Grasp
Thieving Imp
Temporal Distortion
Skeleton Javelineer


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


NextHand

Argonaut
Doom Grasp
Skeletal Archery
Nether Drain


Tech 2 card(s)
Get Paid + float + scavenger - ($12)
Worker - ($11)
Rebuild Tech II
Garth Torken - ($9)
Skeleton - ($8)
Doom Grasp kills Drakk. - ($4)
Nether Drain moves levels from Midori to Garth. - ($3)
Maxband Garth, fetch Argonaut - ($1)
Spectral Flagbearer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (3/4A) Readiness
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Flagbearer (2/2) Target
  • :pschip: Technician: L7 Garth Torken (3/4) Reanimate, sacrifice, revive
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

Not much to do here but mitigate damage. As for tech choices… guess I’ll expand on unit fetching. In hindsight, I probably should have just gone for buildings/upgrades/ongoing spells and forced him to choose between this difficult to deal with aggressive strategy and removing my enhancements. Maybe I’ll try that next game.

Poor Drakk :frowning: your base at 17 from that death

Game 1 Player 2, Turn 7

P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str

Starting Hand

Spore Shambler
Forest’s Favor

Events of Turn:


Upkeep:

  • Get Gold (11+2float)
  • Panda heals
  • Choose to tech 2 cards in
All Teched Cards

Doubling Barbarbarian, Bloodlust
Crash Bomber, Tiny Basilisk
Tiny Basilisk, Whitestar Grappler
Thunderclap, Earthquake
Desperation, Crash Bomber
Kidnapping, Bird’s Nest


Main:

  • Maxband Midori again (11)
  • Forest’s Favor Midori, swoop down and kill Argo (9)
  • Rook (7)
  • Spore Shambler (4)
  • Crash Bomber runs into Garth, pops Flagbearer w/ targeting, you get 1g
  • Bird finishes Garth, Rook to level 3, you draw 1
  • Shambler gives a rune each to Wisp and Panda, they break your tech2 again, your base to 15 (2)
Workers

Earthquake, Thunderclap, Ironbark Treant, Tiger Cub, Rampant Growth, Merfolk Prospector

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Spore Shambler (0/1)
  • :exhaust: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Big Bird (2/2, +)
  • Wisp (2/3, + and midbandori buff)
  • Playful Panda (3/3)
  • Maxbandori (5/6 lvl 8)
  • Verdant Tree (3hp, healing 1)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 11

End of Turn Hand

Kidnapping
Tiny Basilisk

End of Turn Discard
My Thoughts

Yeah we have total command, Free Speech would kinda suck but aside from that I have the board owned and should be able to keep it.


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