lol, just realized that t rex cant destroy hero’s. wasw relying on him to take out orpal again. that’s GG for me.
Ah GG. I was worried when Orpal went down the first time. Thought I was gonna get overwhelmed by deathtouch creatures. LMK if you’re tired of playing against black; happy to switch it up. Here’s a T1 if you want to run it back -
"P1T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Poisonblade Rogue
Summon Skeletons
Pestering Haunt
Thieving Imp
WORKERS
Poisonblade Rogue
NextHand
Jandra, the Negator
Skeletal Archery
Sacrifice the Weak
Deteriorate
Graveyard
Discard
Pestering Haunt
Skeleton Javelineer
Summon Skeletons
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, discard at random - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Thieving Imp (2/2 + A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
"
"P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Forest’s Favor
Rampant Growth
Spore Shambler
Rich Earth
WORKERS
Rich Earth
NextHand
Young Treant
Merfolk Prospector
Playful Panda
Verdant Tree
Tiger Cub
Discard
Spore Shambler
Rampant Growth
Forest’s Favor
Ironbark Treant
Tech 0 card(s)
Get Paid - ($5)
discard #5 per random number generator
worker - ($4)
Arg, wisp - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Arg (1/3+A)
- Elite:
- Scavenger: Wisp (0/1)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 4
Gold:
- Gold: 2
- Workers: 6
Thoughts
i wonder if i can tech 3 gargum?
"
"P1T2
Tech StartingHand Workers
TECH
Sickness
Plague Spitter
STARTING HAND
Skeletal Archery
Jandra, the Negator
Sacrifice the Weak
Deteriorate
Graveyard
WORKERS
Poisonblade Rogue
Skeletal Archery
NextHand
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Deteriorate
Plague Spitter
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Graveyard - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Thieving Imp (2/2 + A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
"
"P2T2
Tech StartingHand Workers
TECH
Spirit of the Panda
Spirit of the Panda
STARTING HAND
Playful Panda
Young Treant
Tiger Cub
Merfolk Prospector
Verdant Tree
WORKERS
Rich Earth
Verdant Tree
NextHand
Rampant Growth
Spirit of the Panda
Tiger Cub
Merfolk Prospector
Ironbark Treant
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 1 - ($6)
playful panda - ($4)
Float ($4)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Arg (1/3+A)
- Elite:
- Scavenger: Wisp (0/1)
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Playful Panda (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 4
- Workers: 7
Thoughts
save gold for that sotp. maybe use it on my panda?
"
"P1T3
Tech StartingHand Workers
TECH
Plague Lab
Cursed Ghoul
STARTING HAND
Pestering Haunt
Summon Skeletons
Plague Spitter
Deteriorate
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
NextHand
Sickness
Deteriorate
Jandra, the Negator
Skeleton Javelineer
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Plague Spitter - ($3)
Pestering haunt
Orpal - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Plague Spitter (3/3 + A, does dmg as -1/-1, anti-air)
- Elite:
- Scavenger:
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Graveyard
- Pestering Haunt (1/1 unstoppable)
- Orpal L1 (1/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
"
"P2T3
Tech StartingHand Workers
TECH
Centaur
Dinosize
STARTING HAND
Tiger Cub
Spirit of the Panda
Ironbark Treant
Rampant Growth
Merfolk Prospector
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
NextHand
Spore Shambler
Forest’s Favor
Young Treant
Discard
Rampant Growth
Spirit of the Panda
Tiger Cub
Centaur
Dinosize
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
spirit of the panda on playful panda - ($6)
rampant growth panda - ($4)
mid arg - ($2)
tap arg, boost playful panda
panda, 7/4+aaa safely kils plague spitter - ($3)
max arg, summon water elemental - ($1)
merfolk prospector - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Water Elemental (3/3+A)
- Elite:
- Scavenger: Wisp (0/1)
- Technician: Merfolk Prospector
- Lookout: Wisp (0/1)
In Play:
- Playful Panda (4/4): SOTP
- Arg lvl 3, (1/4)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
Thoughts
okay, teching centaur and dinosize.
"
Panda should have a -1/-1 since Plague Spitter does damage as -1/-1 runes I believe. 2 armor would absorb the first 2 damage and one rune would get through
The Panda has 3 armor while attacking: 2 from Rampant Growth and 1 from Arg’s midband ability.
"P1T4
Tech StartingHand Workers
TECH
Death and Decay
Death and Decay
STARTING HAND
Sickness
Jandra, the Negator
Skeleton Javelineer
Deteriorate
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
NextHand
Plague Lab
Cursed Ghoul
Summon Skeletons
Discard
Sickness
Deteriorate
Skeleton Javelineer
Death and Decay
Death and Decay
Tech 2 card(s)
Get Paid + float - ($8)
Mid Orpal - ($5)
Orpal attacks Water Elemental, removes armor, adds -1/-1 rune (now 2/2)
Max Orpal - ($3)
Sickness; rune on WE (now 1/1), rune on Scav Wisp - ($1)
Scav wisp dies; Orpal maxband ability. Rune on Playful Panda (now 3/3), rune on Water Elemental (dies)
Deteriorate Merfolk Prospector
Pestering Haunt pesters Lookout Wisp
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- Graveyard (Plague Spitter)
- Pestering Haunt (1/1 unstoppable)
- Orpal L5 (2/5)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
"
"P2T4
Tech StartingHand Workers
TECH
Gargum
Gargum
STARTING HAND
Spore Shambler
Young Treant
Forest’s Favor
Spirit of the Panda
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Young Treant
NextHand
Dinosize
Merfolk Prospector
Forest’s Favor
Tech 2 card(s)
Get Paid - ($8)
tech draw, scav gold - ($9)
spore shambler - ($6)
move 2 runes to panda, clear -1 rune, now 5/5 - ($4)
forest favor arg - ($2)
Arg kills Imp, takes 2
Panda kills Orpal, remove +1 rune, add -1 rune, now 3/3, ($3)
worker ($2)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Spore Shambler (0/1)
- Technician:
- Lookout:
In Play:
- Playful Panda (3/3): SOTP [-1r]
- Arg lvl 5, (2/4)+
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
that turn worked out pretty well. teching double gargum to maxmize drawing it later. tech up nexet turn.
"
When did you Tech 2 (Growth)? Can’t find that
Also moving runes to panda - would the -1/-1 not remain in play? You’d have -1/-1 and +2/+2 which is confusing but necessary since Orpal has abilities that take effect when units possess -1/-1
+/+ and -/- runes cancel each other out.
Sorry sorry about that. No tech 2 growth yet. Former turn idea. I’ll update my turn later when I’m at a computer.
okay, all fixed. no Cal, no tech 2. float 3.
"P1T5
Tech StartingHand Workers
TECH
Plague Lab
Cursed Ghoul
STARTING HAND
Plague Lab
Cursed Ghoul
Summon Skeletons
Death and Decay
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
NextHand
Plague Lab
Deteriorate
Sickness
Death and Decay
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($8)
Draw Tech
Tech 2 Disease - ($4)
Plague Spitter from Graveyard - ($1)
Worker - ($0)
Haunt pesters Spore Shambler, you get a gold
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite: Plague Spitter (3/3 + Atk, dmg as runes)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard (Thieving Imp)
- Pestering Haunt (1/1 unstoppable)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
"
btw, i think this is my last game. just need a break for a bit.
"P2T5
Tech StartingHand Workers
TECH
Dinosize
Blooming Elm
STARTING HAND
Merfolk Prospector
Dinosize
Forest’s Favor
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Young Treant
Forest’s Favor
NextHand
Gargum
SOTP
Discard
Spore Shambler (0/1)
Dinosize
Playful Panda
SOTP
Dinosize
Blooming Elm
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Scav gold - ($9)
healing 1 for Arg
Panda trades with plague spitter - ($10)
dinosize arg - ($6)
arg breaks your tech 2
Tech 2 growth - ($2)
Merfolk Prospector - ($1)
Float ($1)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Merfolk Prospector (1/1)
- Technician:
- Lookout:
In Play:
- Arg lvl 5, (2/5)+
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
Economy Info:
Cards:
- Hand: 2
- Deck: 4
- Disc: 6
Gold:
- Gold: 1
- Workers: 10
Thoughts
that turn worked out pretty well. teching double gargum to maxmize drawing it later. tech up nexet turn.
"
no worries - it’s been fun!
"P1T6
Tech StartingHand Workers
TECH
Spreading Plague
Spreading Plague
STARTING HAND
Sickness
Death and Decay
Deteriorate
Skeleton Javelineer
Plague Lab
WORKERS
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Death and Decay
NextHand
Death and Decay
Spreading Plague
Plague Lab
Cursed Ghoul
Cursed Ghoul
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tap Graveyard, Plague Spitter - ($5)
Orpal - ($3)
Sickness, Merfolk & Arg get -1/-1 - ($1)
Haunt pesters Tech 2 for 1
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Plague Spitter (3/3 + A)
- Elite:
- Scavenger: Orpal L1 (1/3)
- Technician:
- Lookout:
In Play:
- Graveyard (Thieving Imp)
- Pestering Haunt (1/1 unstoppable)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Disease)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
"
reminder, sickness just removes the +1 rune from Arg (they cancel out and neither rune is placed on him now).
"P2T6
Tech StartingHand Workers
TECH
Polymorph Squirrel
Polymorph Squirrel
STARTING HAND
Gargum
SOTP
WORKERS
Rich Earth
Verdant Tree
Ironbark Treant
Young Treant
Forest’s Favor
SOTP
NextHand
Rampant Growth
Tiger Cub
Centaur
Discard
Spore Shambler (0/1)
Dinosize
Playful Panda
SOTP
Dinosize
Blooming Elm
Gargum
Polymorph Squirrel
Polymorph Squirrel
Tech 2 card(s)
Get Paid + float - ($11)
scav gold - ($12)
Worker - ($11)
tech 3 - ($6)
Cal - ($4)
Float ($4)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Arg lvl 5, (1/5)
- Lookout:
In Play:
- Cal, lvl 1, (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Growth)
- Tech III HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 9
Gold:
- Gold: 4
- Workers: 11
Thoughts
lol, lets see if this works…
"