Casual Zhavier vs Kaelii

I will play [Necro]/Growth/Strength

GLHF! @Kaelii

P1T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Graveyard
Thieving Imp
Sacrifice the Weak
Poisonblade Rogue


WORKERS
Poisonblade Rogue


NextHand

Jandra, the Negator
Skeletal Archery
Deteriorate
Summon Skeletons
Skeleton Javelineer


Discard

Sacrifice the Weak
Thieving Imp
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND

Forest’s Favor

Rich Earth

Tiger Cub

Playful Panda

Young Treant


WORKERS

Rich Earth


NextHand

Rampant Growth

Ironbark Treant

Spore Shambler

Verdant Tree

Merfolk Prospector


Discard

Young Treant

Forest’s Favor

Tiger Cub


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Argagarg Garg - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda 2/2 so tired
  • Argagarg Garg 1/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts]I suspect annoying birds may be in my near future as my flying responses are kinda weak – shadowblade if patrolling, a gargoyle, the occasional water elemental which is sac-the-weak vulnerable, or onimaru elite training. Maybe I just figure tower against early birds before he can be casting anything shenanigan like dinosize on them.

Double wisps means he can’t really get at my hero and panda without both sac and deteriorate – cast off color. He could get the panda via poking the wisps out and sac, but I still get gold and cards off it.
If he’s leaving panda around I can probably pop the hero or something good for some arg levels and my spell.

With ironbark I have a great option if he doesn’t have his PBrogue this turn.

Teching will probably be 1 Galina, 1 Overeager[/details]

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Thunderclap


STARTING HAND
Jandra, the Negator
Skeleton Javelineer
Deteriorate
Skeletal Archery
Summon Skeletons


WORKERS
Poisonblade Rogue
Skeletal Archery


NextHand

Jandra, the Negator
Thieving Imp
Thunderclap
Summon Skeletons
Bird’s Nest


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Pestering Haunt kills Scavenger Wisp
Rook to lvl 5 - ($1)
Rook walks past Tech Wisp and kills Argagarg, Rook to lvl 7
Skeleton Javelineer - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton Javelineer 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt 1/1
  • Rook 3/4, lvl 7
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Throwing lots of things out there, but not thinking about Rook’s midband. Rook’s Midband can be very hard to deal with, and now I am setup to maybe get to kill the Tech 1. They could possible kill my Pestering Haunt with a Rampant or Forest’s Favor Wisp, but either way that is 4 of there 7 gold next turn, and the remaining is probably the Tech 1. They could also decide to just swing at the javelineer, or patrol a Wisp and a Panda and something bigger, but with so many cheap non flyers attempting to clog the board, I am pretty confident I will be able to get some good use out of thunderclap. The deck seems to have almost nothing for hero removal, Rook will be a real problem to deal with, even with Dinosize. I think I will try to bring in a Spirit of the Panda Bird eventually. and do my best to lock them out of Tech 1 Gargoyles.

WELL, that didn’t take long for me to forget something important.
ANYWAY, lets see how this turns out.

P2T2


Tech StartingHand Workers

TECH
Galina Glimmer
Gargoyle


STARTING HAND
Tiger Cub
Young Treant
Forest’s Favor
Gargoyle
Rampant Growth


WORKERS
Rich Earth
Spore Shambler


NextHand

Young Treant
Rampant Growth
Gargoyle


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Merfolk Prospector - ($5)
Ironbark Treant - ($2)
Verdant Tree - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/2+AA)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Playful Panda (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Verdant Tree :3
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=thoughts]
Verdant Tree is a little squishy, but he needs to hit deteriorate or sac the weak to break patrol zone for rook (sac/deteriorate the wisp, toss dudes into my panda) or to have teched copies of thunderclap to walk rook into it. And I still keep my ironbark.

If he doesn’t have deteriorate and sac the weak I get to threaten tech 2, but I couldn’t really afford to play anything even if I did.

I got Arg coming back up so maybe I should be teching dinosize because I will probably have things on the board, but possibly not enough that I can actually threaten one/both of rook’s lives and I’m not sure if it is worth going too ham after a possible tech 1 break just yet.

I do need to deal with rook sometime so I don’t get earthquake’d to death but a single EQ actually isn’t that scary without damaged buildings so I should have some time before he starts actually trying to hammer me with EQ’s.

I sorta expect a mythmaking sometime this game, but early galina could still earn me some cash and I’m really hoping to get that gargoyle down soon so I can threaten lockdown on a tech until he gets something.

I expect my deck won’t stick around size 6 for long, but I’m fairly certain I get to keep a pretty decent board.[/details]

1 Like

P1T3


Tech StartingHand Workers

TECH
Bone Collector
Entangling Vines


STARTING HAND
Bird’s Nest
Jandra, the Negator
Thunderclap
Summon Skeletons
Thieving Imp


WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator


NextHand

Entangling Vines
Thunderclap
Graveyard
Sacrifice the Weak
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Pestering Haunt hits Verdant Tree
Tech 1 - ($3)
Bird’s Nest - ($1)
Rook to lvl 8, heals - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 4/6+A, lvl 8
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird #1 1/1
  • :pschip: [I]Technician[/I]: Bird #2 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Skeleton Javelineer 1/1
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So, I could worker 1, thunderclap 2 or bird’s nest or tech 1 2, and lvl Rook 1. A) This would let me kill Ironbark, merfolk and Wisp. B) I use rook and javelineer rune to kill Ironbark then level heal and trade with merfolk with pesterting. C) I use thunderclap to have rook kill verdant tree. A/B leave me with no real patrol against 2, up to 8 damage. C has even more, as I left the ironbark. I don’t think I like any of these attacks, so I’m just gonna get ready for an earthquake and wall up. Only a dinosize can let his units survive the attack, and even then its 6 gold and Rook is still around.

P2T3


Tech StartingHand Workers

TECH
Shadow Blade
Soul Stone


STARTING HAND
Rampant Growth
Young Treant
Gargoyle


WORKERS
Rich Earth
Spore Shambler


NextHand

Forest’s Favor
Galina Glimmer
Shadow Blade
Tiger Cub


Tech 2 card(s)
Get Paid - ($7)
Exhaust Merfolk Prospector for a gold - ($8)
Exhaust Verdant Tree, tech 1 - ($6)
Gargoyle - ($3)
Activate Gargoyle - ($2)
Vandy - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gargoyle (3/2 flying)
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/2+AA)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Playful Panda (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Verdant Tree :2
  • Merfolk Prospector (1/1)
  • Vandy Anadrose (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Initial Thoughts]I have two options, play like he’s going to EQ right now, or not - mostly because I really can’t kill rook TWICE this round.
If I think he is on the EQ boat, going tech 2 with my tech choices is basically suicide.
6 gold total, two more buildings he can poke before he EQs, base takes 6 from smashed buildings, 1 from haunt/bird, and 4 from EQ, and my board state makes basically no progress.
Then the safer option is to go tech 1 and patrol a gargoyle – he can still poke my base or tech 1 with haunt before popping the EQ.
If I squad lead the gargoyle it won’t die to the birds and that’ll keep them off the field my next turn, then I may kill the rook which would keep them out a while.
I think at this point I skip a worker to bring out Vandy so I can probably maxband next turn, which gives me some extra damage output, and probably tech in 1x soulstone 1x shadowblade as both should help me kill or at least pop a rook life next turn, but not sure which will be better.

IF he ISN’T EQing this turn, I’m probably in a better spot than I think I am, but I’m still giving up the worker advantage as soon as he kills my merfolk prospector. With all these cards in the field I’m basically running a slimdeck for the moment, and I’m probably going tech 2 as soon as I get rook off the field.
Might try going growth T2, normally I would go demonology plan with banefires, and/or vandy ultimate with triple heroes for the big party bus. I do have galina next turn which could be some disgusting near future.[/details]

P1T4


Tech StartingHand Workers

TECH
Earthquake
Bone Collector


STARTING HAND
Graveyard
Deteriorate
Sacrifice the Weak
Thunderclap
Entangling Vines


WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Sacrifice the Weak


NextHand

Earthquake
Summon Skeletons
Thieving Imp
Bone Collector


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Entangling Vines on Ironbark Treant - ($3)
Deteriorate on Gargoyle - ($2)
Birds kill Gargoyle
Pestering Haunt hits Tech 1
Skeleton Javelineer kills Wisp, you get 1g

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 4/6+A, lvl 8
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Skeleton Javelineer 1/1
  • Pestering Haunt 1/1
  • Entangling Vines (Ironbark Treant)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8

P2T4


Tech StartingHand Workers

TECH
Overeager cadet
Brave Knight


STARTING HAND
Galina Glimmer
Tiger Cub
Forest’s Favor
Shadow Blade


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor


NextHand

Soul Stone
Rampant Growth
Young Treant


Discard

Gargoyle
Shadow Blade
Playful Panda
Tiger Cub
Overeager cadet
Brave Knight


Tech 2 card(s)
Get Paid + savenger - ($8)
Worker - ($7)
Galina Glimmer - ($6)
Exhaust Prospector for 1 gold - ($7)
Maxband Vandy, Haunt gets +2/+2 resets back to 1 attack will die, panda gets +2/+2 - ($3)
Panda smacks into Squadlead Rook
Shadowblade Rook, he crumbles - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Vandy Anadrose (4/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Galina Glimmer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • :heart: Verdant Tree :2
  • Merfolk Prospector (1/1)
  • Ironbark Treant (3/2) (entangled)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

P1T5


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Blooming Ancient


STARTING HAND
Summon Skeletons
Bone Collector
Thieving Imp
Earthquake


WORKERS
Poisonblade Rogue
Skeletal Archery
Jandra, the Negator
Sacrifice the Weak


NextHand

Thunderclap
Bone Collector
Graveyard


Discard

Earthquake
Pestering Haunt
Summon Skeletons
Might of Leaf and Claw
Blooming Ancient


Tech 2 card(s)
Get Paid + float - ($10)
Earthquake, destroy tech 1, verdant tree, base at 17 - ($5)
Bone Collector - ($3)
Thieving Imp, #3 of 3 - ($0)
Pestering Haunt dies hitting Vandy Armor
Skeleton Javelineer uses rune to hit Vandy to 4 at long range
Rook Kills Vandy

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp 2/2+A
  • :psfist: [I]Elite[/I]: Bone Collector 4/3
  • :ps_: [I]Scavenger[/I]: Bird #1 1/1
  • :pschip: [I]Technician[/I]: Bird #2 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Skeleton Javelineer 1/1, no javelin
  • Rook 4/2, lvl 8, crumbling
  • Entangling Vines (Ironbark Treant)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Yeah think that about seals it now, for a bunch of reasons. I was probably dead from putting out Arg realistically.

Yea, Codex can do that. Arg wasn’t a terrible choice, but player 2 putting out a hero can be very dangerous. It’s just such a juicy target if player 1 put one out, and has a way, they will probably take the shot. That said, you can plan on them doing so, and have some reason to want them to take the shot, but it can be rough. Consider if a wisp had been in SQL, it would have forced a deteriorate at 1g, which would have altered what I could do on subsequent turns.

I am open to trying another game, if you are so inclined. You would be player 1

I’ll be up for more games but probably won’t be doing any until later in the week, possibly the weekend.
I’m not entirely sure the best approach to my turn 1 this game. Any suggestions for what probably would’ve been a better choice?

On a side note: You could’ve done the same thing to me unless I had squadlead’d a wisp, put the other into scavenger/tech AND patroled arg, because pestering haunt can just pick its target, and even then you still had deteriorate. Would have cost you putting down that javelineer, but I probably should’ve just eaten the javenleer with my panda and gone with 1/5, wisp, prospector patrol on my T2.

Your overall strategy appeared to be get lots of guys on the board for cheap, which is a good green strategy. Tiger Cub in SQL plus Argagarg patrolling would have been enough to stop me from killing Arg. Sac the weak + deteriorate would be 4 gold and 2 cards just to get to Arg, and Wisp or Arg could be in Scav so you would have effectively only lost 3 gold and 1 card.

Original plan tends to be first Tech Overeager and Galina for very cheap bodies that let me have a lot more play in teching more aggressively or bringing in vandy and using her midband for spot spell choices – soul stone is great, shadowblade from midband is basically her attacking but taking no damage, I could use for more cards, or even her ult + any other hero in the deck is pretty brutal as I’ll throw any units on board at you first, considering I don’t have to tech the ult first and can use those early techs on cheap bodies like overeager/galina.

Tiger Cub in SQL plus Argagarg patrolling would have been enough to stop me from killing Arg.

You opened with pestering haunt, so you can still kill arg for 4 gold via deteriorate and sack the weak.
The main problem is that I didn’t make you PAY to kill my stuff.
I don’t really like my opening hand though, mostly because it was all my cheap trading units.

My next mistake T2 was PROBABLY putting down verdant tree instead of just going for prospector ironbark and starting tech 1. I also should’ve just used my panda to kill the patrolling javelineer, rather than patrolling it (put merfolk in scavenger, wisp in tech, ironbark squad lead?)

T3 I then should’ve brought in vandy as a 4/5 for 6, and crumbled rook with panda + ironbark, leaving 4/5 vandy, prospector, wisp and you losing haunt on my next turn – possibly also bringing an overeager instead of gargoyle. Leaves gold for worker and possibly galina//overeager or patrol the prospector
Birds are annoying but not really a long term problem as long as I don’t let you hang onto a maxband rook.

At that point our decisions and what died when probably diverge hard enough from what happened that can’t really cover it with speculation, but T4 I still have a respectable chance of killing rook, as you need his damage into vandy to kill her, and if you DON’T kill her I probably get to smash my face into rook with her, and it looks like you had basically nothing T4 vs vandy between thunderclap, entangling vines, deteriorate, sac the weak, and graveyard. Maybe you tech something different than vines in this world though. You could use the birds and rook to kill vandy, but that still puts damage on rook, and then I’m maybe sitting on rampant growth/spores to kill rook?

I find that it is important to do a litle math on how many resources I am spending to do an amount of damage. Keeping in mind whether or not anything I did had a lasting effect. How many cards and gold do i spend versus how many cards and gold you spent. Note, P1 gold is more valuable than P2, and green starter has access to at least a little more gold. So P2 spending 1g and a card to deal with P1’s 1g and a card is beneficial for P2, and not as favorable in reverse. Setting up the patrol zone is one of the hardest things, but it basically comes down to, how do I make you spend more cards and gold to deal with my patrol than I spent making my patrol. A lot of that comes down to guessing what spells and units might come out, which means reading your opponent a bit.

Forgetting Rook’s midband is exactly something I did in games when I first started, so I sympathize. I have also forgotten sparkshot many many times, grave, geiger, vandy have all gotten free hits because I forgot to account for it and ruined my plans.

Well here’s rematch P1T1.
P.S. I’m sorry I got the growth start.

P1T1


StartingHand Workers

STARTING HAND

Ironbark Treant
Forest’s Favor
Rich Earth
Merfolk Prospector
Young Treant


WORKERS

Forest’s Favor


NextHand

Rampant Growth
Spore Shambler
Verdant Tree
Tiger Cub


Discard

Ironbark Treant
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

As player 1 this is one of the dirty openings green starter and particularly growth can do. I have both my economy cards, which means I WILL have 6 gold ready for whatever shenanigans next turn.

P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Graveyard
Pestering Haunt
Deteriorate
Jandra, the Negator


WORKERS
Jandra, the Negator


NextHand

Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Skeletal Archery


Discard

Graveyard
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth + Skeleton - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 1/3, lvl 1
  • Pestering Haunt 1/1
  • Skeleton Javelineer 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

I see pestering haunt in play but not it getting played? Javelineer, haunt and worker is 3 cards which matches what you discarded and drew, so I’m assuming that?

P1T2


Tech StartingHand Workers

TECH
Spirit of the Panda
Galina Glimmer


STARTING HAND
Verdant Tree
Tiger Cub
Spore Shambler
Rampant Growth


WORKERS
Forest’s Favor
Tiger Cub


NextHand

Spirit of the Panda
Spore Shambler
Rampant Growth
Young Treant
Playful Panda


Tech 2 card(s)
Get Paid - ($5)
Worker
Exhaust merfolk Prospector - ($6)
Maxband Arg appears - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]: Arg (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

Sorry yes I did play Pestering Haunt.

"P2T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Sacrifice the Weak
Thieving Imp
Skeletal Archery
Poisonblade Rogue


WORKERS
Jandra, the Negator
Poisonblade Rogue


NextHand

Sacrifice the Weak
Bone Collector
Summon Skeletons
Thieving Imp


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Skeletal Archery - ($3)
Tech 1 - ($1)
Make a skeleton - ($0)
Pestering Haunt trades with Merfolk Prospector

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton 1/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]: Skeleton Javelineer 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "