Casual: zhavier vs petE random monocolour

P1T2


Tech StartingHand Workers

TECH
Centaur
Murkwood Allies


STARTING HAND
Ironbark Treant
Verdant Tree
Young Treant
Tiger Cub
Rich Earth
Playful Panda


WORKERS
Spore Shambler
Rich Earth


NextHand

Murkwood Allies
Centaur
Forest’s Favor
Rampant Growth
Ironbark Treant


Tech 2 card(s)
Get Paid - ($5)
Prospect - ($6)
Young Treant, draw 1 - ($4)
Tiger Cub - ($2)
Tech 1 - ($1)
Worker - ($0)
Calamandra hits base for 2

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub 2/2+A
  • :psfist: [I]Elite[/I]: Young Treant 1/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra 2/3, lvl 1
  • Merfolk Prospector 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Throw up some blockers and hope for the best. He can be expected to have at most 3 hastey things this turn, and the only one that can kill tiger cub is zane. Alternately, he has charge, but again, thats a lot of cards and at least 5 gold, so he can’t do much damage to my back line., and I think I have a pretty big turn to swing with next turn.

I think its pretty balsy to not do anything at all on turn 1, but red seems pretty scary at it.

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Lobber
Lobber


STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Nautical Dog
Scorch


WORKERS
Bloodburn
Mad Man


[/spoiler][/details]

[details=NextHand][spoiler]
Scorch
Bombaster
Pillage
Lobber


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Bloodrage Ogre - ($7)
Nautical Dog - ($6)
Tower - ($3)
Tech I - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7

[details=Thoughts][spoiler]


Teching 2xLobbers, trade favourably with Tiny Basilisks. Not playing a hero yet. Partly to protect against hero kill using Rampant Growth to break through patrol, also flexibility to come in with either Drakk (more likely) or Zane next turn. Prospector still an awkward problem for me.

[/spoiler][/details]

"P1T3


Tech StartingHand Workers

TECH
Galina Glimmer
Circle of Life


STARTING HAND
Centaur
Forest’s Favor
Rampant Growth
Murkwood Allies
Ironbark Treant


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant


NextHand

Galina Glimmer
Verdant Tree
Circle of Life
Playful Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Centaur - ($2)
Rampant Growth on Calamandra kills BRO - ($0)
Prospect - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Centaur 3/4
  • :pschip: [I]Technician[/I]: Young Treant 0/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra 2/1, lvl 1
  • Merfolk Prospector 1/1
    [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: 1
  • Workers: 7
Thoughts

Not as devastating as I feared. Next turn I see him doing damage with 8g… Drakk plus a 2 drop still only hits 2 things, not that scary. Max Zane and a lobber, could kill centaur but still not scary. More likely tech 2 and block. I’m safe to either circle of life or grab a tiger with calamandra.

"

My turn to go down to 2 cards.

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Chameleon Lizzo
Kidnapping


STARTING HAND
Scorch
Lobber
Pillage
Bombaster


WORKERS
Bloodburn
Mad Man
Scorch


[/spoiler][/details]

[details=NextHand][spoiler]
Charge
Careless Musketeer


[/spoiler][/details]

[details=Discard][spoiler]
Bloodrage Ogre
Bombaster
Pillage
Chameleon Lizzo
Kidnapping


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Bombaster - ($8)
Zane to max, shove Tiger Cub to Elite - ($1)
Zane kills Centaur, we both gain $1 - ($2)
Pillage your $2, your Base to 18HP - ($3)
Bombaster sacs to kill Tiger Cub - ($2)
Nautical Dog kills Treant, you draw
Lobber kills Prospector - ($1)
Worker - ($0)

Float ($0)
Discard 0, draw 2


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane lvl 6 (4/1)
  • Lobber (2/1)
  • Nautical Dog (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 2
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Using Zane’s max to work a $2 Pillage and clear his board except for Cal. Takes me down to 2 cards, but think it’s my best option, as Prospector is otherwise allowing him to walk away with the game. Think my best bet from here is Anarchy. Try for Chamelion Lizzo + Drakk mid for a Tech building kill without costing a card, and rush for a hopeful Tech III.

[/spoiler][/details]

"P1T4


Tech StartingHand Workers

TECH
Gemscout Owl
Potent Basilisk


STARTING HAND
Playful Panda
Verdant Tree
Circle of Life
Galina Glimmer
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Verdant Tree


NextHand

Rampant Growth
Forest’s Favor
Gemscout Owl
Murkwood Allies


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Calamandra trades with Zane
Midori - ($4)
Galina Glimmer - ($3)
Circle of Life Galina Glimmer into Wandering Mimic - ($0)
Mimic kills Nautical Dog

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


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

  • :psblueshield: [I]Squad Leader[/I]: Midori 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic 4/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

Ok, didn’t expect quite that much damage :)… still I have some good options I think. Kill stuff with Calamandra then summon wandering mimic with Midori. seems worth it, especially if I can get flying from gemscout.

"

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Flame Arrow
Pirate Gunship


STARTING HAND
Careless Musketeer
Charge


WORKERS
Bloodburn
Mad Man
Scorch
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Makeshift Rambaster
Lobber
Bombaster


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Jaina - ($5)
Tech II Anarchy - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Lobber (2/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts][spoiler]


Looks like my last turn came just in time – Galina + Prospector + big green board would not have been funny. Offering free hero levels now to get the hand size up. Teching in a Gunship and Flame Arrow, may need the spell against Balance’s fliers.

[/spoiler][/details]

Nautical Dog died tragically, and so is not in fact in play, and probably necessitates a reshuffle redraw, but i didn’t actually do the math, so you may have just left him in play and in discard…

Quite right, didn’t include in reshuffle. Redone the draw-reshuffle with the additional card.

"P1T5


Tech StartingHand Workers

TECH
Tiny Basilisk
Moment’s Peace


STARTING HAND
Murkwood Allies
Forest’s Favor
Gemscout Owl
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Verdant Tree
Murkwood Allies


NextHand

Galina Glimmer
Centaur
Young Treant


Discard

Forest’s Favor
Rampant Growth
Tiny Basilisk
Moment’s Peace


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gemscout Owl - ($6)
Forest’s Favor on Mimic - ($4)
Mimic hits your Tech 2 into the ground
Tech 2 Balance - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Midori 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Gemscout Owl 1/1
    [B]In Play:[/B]
  • Wandering Mimic 5/2, +1 Rune
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 3
  • Deck: 5
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ugh, I can’t really preotect a tech 2 with this board :confused: Jaina plus another lobber equals kill any building. And of course, red always has makeshift and mad man to screw with things. I can break the tower, kill the lobber, and have nothing to defend with :confused: I could kill lobber and jaina and get cala and summon all the frogs, risking imminent chameleon monkey attacks. This line has the advantage of more cards in hand, but no tech 2 built. I’m going to keep the defense and accept the demise of my tech 2, and hope my tech 2 card comes in the hand that has an active tech 2

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Ember Sparks


STARTING HAND
Makeshift Rambaster
Lobber
Charge
(reshuffle-draw redone incl. Nautical Dog)


WORKERS
Bloodburn
Mad Man
Scorch
Careless Musketeer
Charge


[/spoiler][/details]

[details=NextHand][spoiler]
Nautical Dog
Bloodrage Ogre
Pirate Gunship


[/spoiler][/details]

[details=Discard][spoiler]
Lobber
Lobber
Makeshift Rambaster
Pirate Gunship
Ember Sparks


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Lobber - ($8)
Both Lobbers trade with Midori, Jaina to lvl 3
Max Jaina - ($4)
Jaina taps to kill Mimic

Float ($4)
Discard 1, draw 3


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 5
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10

[details=Thoughts][spoiler]


Teching in the second Gunship, and Ember Sparks for further flier removal.

Unfortunately drew the one Gunship in the current cycle in my next hand. Won’t be able to play a Gunship for at least 3 turns now with that well-timed Tech II break.


[/spoiler][/details]

1 Like

"P1T6


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Moment’s Peace


STARTING HAND
Galina Glimmer
Centaur
Young Treant
Potent Basilisk


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Verdant Tree
Murkwood Allies
Galina Glimmer


NextHand

Playful Panda
Circle of Life
Merfolk Prospector


Discard

Forest’s Favor
Rampant Growth
Tiny Basilisk
Moment’s Peace
Wandering Mimic
Tyrannosaurus Rex
Moment’s Peace
Centaur


Tech 2 card(s)
Get Paid + Owl - ($10)
Young Treant, draw - ($8)
Potent Basilisk, nothing to destroy - ($4)
Worker - ($3)
Calamandra - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk 3/5+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant 0/2
  • :target: [I]Lookout[/I]: Gemscout Owl 1/1
    [B]In Play:[/B]
  • Calamandra 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 3
  • Deck: 1
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Yea he had to use Jaina he couldn’t let mimic run loose. and if I had gotten out Basilisk and mimic, prolly would have been game. He will definitely build tech 3 next turn and I can’t summon Midori, so Calamandra or tower. chameleon seems likely, or monkey. then again he only has 3 cards. I’ll take a gamble.

"

P2 Turn6


[details=StartingHand Workers][spoiler]
STARTING HAND
Pirate Gunship
Bloodrage Ogre
Nautical Dog


WORKERS
Bloodburn
Mad Man
Scorch
Careless Musketeer
Charge


[/spoiler][/details]

[details=NextHand][spoiler]
Chameleon Lizzo
Bombaster
Kidnapping


[/spoiler][/details]

[details=Discard][spoiler]
Lobber
Lobber
Makeshift Rambaster
Pirate Gunship
Ember Sparks
Bloodrage Ogre
Pirate Gunship


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($14)
Zane suicides into Basilisk, Cal to lvl 3 - ($12)
Drakk to max - ($5)
Bloodrage Ogre with haste/frenzy kills Basilisk - ($3)
Jaina kills Treant, sparkshot kills Owl
Nautical Dog - ($2)

Float ($2)
Discard 1, draw 3


[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]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
  • Drakk lvl 7 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Thoughts][spoiler]


Clearing the board except for Cal, want to avoid a Mimic copying flying+untargetable.

[/spoiler][/details]

P1T7


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Ferocity


STARTING HAND
Playful Panda
Circle of Life
Merfolk Prospector
Tiger Cub


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Verdant Tree
Murkwood Allies
Galina Glimmer


NextHand

Centaur
Potent Basilisk
Moment’s Peace
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid + float - ($11)
Tower - ($8)
Tech 3 - ($3)
Tiger Cub - ($1)
Merfolk Prospector - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Calamandra 3/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Tiger Cub 2/2
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Sigh, I always forget about sparkshot and he now has hasty drakk shenanigans. Tower is obvious to do now. He has a lot of potential damage, so I expect to have my face smashed, we shall see.

P2 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Bombaster
Kidnapping
Chameleon Lizzo


WORKERS
Bloodburn
Mad Man
Scorch
Careless Musketeer
Charge


[/spoiler][/details]

[details=NextHand][spoiler]
Flame Arrow
Bloodrage Ogre
Pillage


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($12)
Bombaster, gains haste - ($10)
Chameleon Lizzo kills Cal - ($6)
Jaina taps to kill Prospector, you gain $1
Nautical Dog trades with Tiger Cub
Drakk and Bombaster break Tech III, your Base to 16HP
Tech III - ($1)

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


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
  • Drakk lvl 7 (3/3)
  • Bombaster (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]


No Gunship yet. I’m well ahead, though Moment’s Peace can put a spoke in the wheel.

[/spoiler][/details]

P1T8


StartingHand Workers

STARTING HAND
Moment’s Peace
Centaur
Tyrannosaurus Rex
Potent Basilisk


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Verdant Tree
Murkwood Allies
Galina Glimmer


NextHand

Playful Panda
Tiny Basilisk
Ferocity
Tyrannosaurus Rex


Discard

Merfolk Prospector 1/1
Tiger Cub 2/2
Moment’s Peace
Tyrannosaurus Rex
Centaur


Tech 0 card(s)
Get Paid + Scav - ($11)
Midori to lvl 2 - ($8)
Moment’s Peace - ($6)
Potent Basilisk - ($2)
Argagarg - ($0)
Rebuild Tech 3

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk 3/5+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Midori 2/3, lvl 2
  • Argagarg 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Well, that was harsh, but not entirely unexpected. Moment’s Peace means he would have to trade both heroes, or he just attacks my base directly. with Spells. And now he might have a gunship in hand, but moment’s peace takes care of that.

1 Like

Your units can’t patrol during Moment’s Peace.

1 Like

You would think I would remember that.

Also you said my base was at 16 but I’m pretty sure it’s 18…

"P1T8


StartingHand Workers

STARTING HAND
Moment’s Peace
Centaur
Tyrannosaurus Rex
Potent Basilisk


WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
Verdant Tree
Murkwood Allies
Galina Glimmer


NextHand

Ferocity
Playful Panda
Moment’s Peace
Gemscout Owl
Tyrannosaurus Rex


Discard

Merfolk Prospector
Tiger Cub
Moment’s Peace
Moment’s Peace
Tyrannosaurus Rex
Potent Basilisk
Centaur


Tech 0 card(s)
Get Paid + Scav - ($11)
Rebuild Tech 3
Midori - ($9)
Moment’s Peace - ($7)
Argagarg maxband - ($1)
.

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Argagarg 1/5+A, lvl 5
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Midori 2/3, lvl 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Water Elemental 3/3
  • Wisp 0/1
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 6
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

You got Pillaged on turn 3.

Quite right, my bad. That was the turn everything went to hell and Ive been trying to recover ever since. He got SOO much money that turn.