yeah, run it back. you go ahead and post.
Good luck!
P1T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Graveyard
Jandra, the Negator
WORKERS
Jandra, the Negator
NextHand
Skeletal Archery
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
Thieving Imp
Discard
Graveyard
Deteriorate
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Grave lvl 1 (2/3A)
- Elite:
- Scavenger: Skeleton Javelineer (1/1)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Getting both my combat spells in the opening hand is a bit of a bummer, but means there’s no downside to leading with Grave over Garth.
"P2T1
StartingHand Workers
STARTING HAND
Spore Shambler
Ironbark Treant
Merfolk Prospector
Verdant Tree
Forest’s Favor
WORKERS
Spore Shambler
NextHand
Rich Earth
Tiger Cub
Rampant Growth
Playful Panda
Young Treant
Discard
Verdant Tree
Forest’s Favor
Ironbark Treant
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg, wisp - ($2)
merfolk prospector - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Wisp (0/1+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Merfolk (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Arg, lvl 1, (1/3)
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 6
Thoughts
hmmm, without tiger cub, not comfortable bringing out Cal. Arg and merfolk, young treanta nd tech 1 next turn, rush tech 1 turn 3.
"
P1T2
Tech StartingHand Workers
TECH
Rambasa Twin
Bone Collector
STARTING HAND
Pestering Haunt
Summon Skeletons
Thieving Imp
Skeletal Archery
Poisonblade Rogue
WORKERS
Jandra, the Negator
Summon Skeletons
NextHand
Sacrifice the Weak
Deteriorate
Bone Collector
Thieving Imp
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Poisonblade Rogue - ($0)
Pestering Haunt
Grave kills wisp
Javelineer kills Prospector from long range, you get 1 gold
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Poisonblade Rogue (3/1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Grave lvl 1 (2/3)
- Skeleton Javelineer (1/1), runeless
- Pestering Haunt (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
I want to put pressure this time around, to keep codexnewb from executing the Growth plan. I’m playing PBR to prevent a Rampant Grown Arg from killing Grave, and teching things that would help me lock down the board.
"P2T2
Tech StartingHand Workers
TECH
bone collector
bone collector
STARTING HAND
Tiger Cub
Young Treant
Playful Panda
Rampant Growth
Rich Earth
bone collector
WORKERS
Spore Shambler
Rich Earth
NextHand
Verdant Tree
Ironbark Treant
Forest’s Favor
Merfolk (1/1)
bone collector
Discard
bone collector
Playful Panda
Rampant Growth
Tech 2 card(s)
Get Paid + float - ($7)
scav gold - ($8)
Worker - ($7)
young treant, reshuffle, draw 1 - ($5)
tiger cub - ($3)
tech 1 - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Arg, lvl 1, (1/3+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Tiger Cub (2/2)
- [I]Technician[/I]:
-
[I]Lookout[/I]: Young Treant (0/2)
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 7
Thoughts
rushing tech 2. i think merfolk threw off my draw cycle though…
"
P1T3
Tech StartingHand Workers
TECH
Reversal
Elite Training
STARTING HAND
Thieving Imp
Bone Collector
Deteriorate
Sacrifice the Weak
WORKERS
Jandra, the Negator
Summon Skeletons
Thieving Imp
NextHand
Skeletal Archery
Rambasa Twin
Graveyard
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Posionblade Rogue suicides to gimp Arg
Javelineer and Haunt safely kill Arg, Grave to midband
Grave readily kills Treant
Bone Collector - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Bone Collector (3/3A)
- Elite:
- Scavenger:
- Technician: Grave lvl 3 (3/4)
- Lookout:
In Play:
- Skeleton Javelineer (1/1), runeless
- Pestering Haunt (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
"P2T3
Tech StartingHand Workers
TECH
barkcoat bear
barkcoat bear
STARTING HAND
Forest’s Favor
Verdant Tree
Merfolk (1/1)
Ironbark Treant
bone collector
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
Playful Panda
Young Treant (0/2)
Verdant Tree
barkcoat bear
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 feral - ($3)
bone collector - ($1)
merfolk prospector - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Merfolk Prospector
- [I]Elite[/I]:
- [I]Scavenger[/I]: Tiger Cub (2/2)
- [I]Technician[/I]:
-
[I]Lookout[/I]: Bone Collector (3/3)
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
bears to be a wall, can tech lab into growth later if i want.
damn, that’s some agressive action. i guess he doesnt want to lay back and le tme drop BA’s again.
ill have to whether the storm and use my gold this game.
probably need to tech 3 at some point. moss ancients are as good as anything. especially if i can tech lab in a BA.
"
P1T4
Tech StartingHand Workers
TECH
Blackhand Resurrector
Death Rites
STARTING HAND
Skeletal Archery
Rambasa Twin
Graveyard
Sacrifice the Weak
WORKERS
Jandra, the Negator
Summon Skeletons
Thieving Imp
Graveyard
NextHand
Elite Training
Deteriorate
Sacrifice the Weak
Reversal
Poisonblade Rogue
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bone Collector kills Prospector, makes a skeleton
Grave readily kills your Bone Collector
Haunt pings your tech 2
Tech 2 (Necro) - ($3)
Garth - ($1)
Garth makes another skeleton - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite: Skeleton #1 (2/1)
- Scavenger: Skeleton Javelineer (1/1), runeless
- Technician: Skeleton #2 (1/1)
- Lookout:
In Play:
- Grave lvl 3 (3/1)
- Garth lvl 1 (1/3)
- Bone Collector (3/2)
- Pestering Haunt (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Necromancy)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
I can’t afford Rambasa + tech 2, so I might as well rebuild my handsize. I have a fair amount of skeletons on board right now, so I’ll go for Necro tech 2 (and won’t worker Archery). There’s a chance I’ll want to maxband Garth next turn to fetch a Skelelord, so I’ll go ahead and tech Death Rites already. It’s the perfect counter for Feral’s big units.
"P2T4
Tech StartingHand Workers
TECH
corpse catapault
rampaging elephant
STARTING HAND
Playful Panda
barkcoat bear
Verdant Tree
Young Treant (0/2)
Rampant Growth
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
Bone Collector (3/3)
barkcoat bear
Forest’s Favor
bone collector
rampaging elephant
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Barkcoat Bear - ($3)
young treant - ($1)
tech lab necro
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: tiger Cub (2/2+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Young Treant (0/2)
- [I]Technician[/I]:
-
[I]Lookout[/I]: Barkcoat Bear (5/5) resist 3
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 4 (Feral)
- Tech Lab HP: 4 (Necromancy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 8
Thoughts
bears to be a wall, can tech lab into growth later if i want.
damn, that’s some agressive action. i guess he doesnt want to lay back and le tme drop BA’s again.
ill have to whether the storm and use my gold this game.
probably need to tech 3 at some point. moss ancients are as good as anything. especially if i can tech lab in a BA.
"
P1T5
Tech StartingHand Workers
TECH
Skeletal Lord
Lord of Shadows
STARTING HAND
Deteriorate
Elite Training
Reversal
Poisonblade Rogue
Sacrifice the Weak
WORKERS
Jandra, the Negator
Summon Skeletons
Thieving Imp
Graveyard
Poisonblade Rogue
NextHand
Rambasa Twin
Skeletal Archery
Blackhand Resurrector
Deteriorate
Death Rites
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Deteriorate Tiger Cub
Midband Garth, he kills the Cub - ($4)
Maxband Garth, healing him and bringing a Skeletal Lord from discard - ($1)
Javelineer kills Treant, you get 1 gold
Skeleton #1 and Bone Collector trade with Barkcoat Bear, a new Skeleton #1 is made
Grave and Haunt break tech 2, your base takes 2 damage
Garth makes Skeleton #3 - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Skeleton #1 (2/2A)
- Elite:
- Scavenger: Skeleton #2 (2/2)
- Technician: Skeleton #3 (2/2)
- Lookout:
In Play:
- Grave lvl 3 (3/1)
- Garth lvl 7 (3/4)
- Skeletal Lord (3/3)
- Pestering Haunt (1/1)
- Skeleton Javelineer (2/2), runeless
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Necromancy)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Could’ve been nice to StW the Bear, but I’ll have to skip a worker if I want to do that while maxbanding Garth. Ultimately, I can do everything I need this turn by fetching a Skelelord, and I’m setting up a vicious Death Rites play (and possibly a Lord of Shadows) for next turn.
"P2T5
Tech StartingHand Workers
TECH
netherdrain
netherdrain
STARTING HAND
bone collector
Forest’s Favor
barkcoat bear
Bone Collector (3/3)
rampaging elephant
WORKERS
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
Rampant Growth
Verdant Tree
Playful Panda
corpse catapault
Discard
tiger Cub (2/2+A)
Young Treant (0/2)
Barkcoat Bear (5/5) resist 3
rampaging elephant
barkcoat bear
netherdrain
netherdrain
forest favor
Tech 2 card(s)
Get Paid + float - ($9)
scav gold - ($10)
rebiuld tech 2
skip worker
Bone Collector - ($8)
Bone Collector - ($6)
max Arg, wisp, elemental ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Arg (1/5+A)
- [I]Elite[/I]: Bone Collector #1 (3/3)
- [I]Scavenger[/I]: Water Elemental (3/3)
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]: Bone Collector #2 (3/3)
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Feral)
- Tech Lab HP: 4 (Necromancy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 8
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
this is over…
"
P1T6
Tech StartingHand Workers
TECH
Lord of Shadows
Art of War
STARTING HAND
Skeletal Archery
Death Rites
Blackhand Resurrector
Rambasa Twin
Deteriorate
WORKERS
Jandra, the Negator
Summon Skeletons
Thieving Imp
Graveyard
Poisonblade Rogue
Rambasa Twin
NextHand
Lord of Shadows
Elite Training
Bone Collector
Sacrifice the Weak
Reversal
Discard
Death Rites
Pestering Haunt
Deteriorate
Blackhand Resurrector
Skeletal Archery
Lord of Shadows
Art of War
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth and Skeletal Lord kill Arg, Grave to level 5
Javelineer kills Wisp, you draw
Death Rites - ($4)
Haunt and Skeleton #3 trade with elite Bone Collector, Death Rites kills Water Elemental and lookout Bone Collector, you get 1 gold
Garth makes a new Skeleton #3 - ($3)
Grave and Skeleton #1 break tech 2, your base takes 2 damage
Onimaru - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Onimaru lvl 1 (2/3A)
- Elite:
- Scavenger: Skeleton #2 (2/2)
- Technician: Skeleton #3 (2/2)
- Lookout:
In Play:
- Grave lvl 5 (3/1)
- Garth lvl 7 (3/3)
- Skeletal Lord (3/2)
- Skeleton Javelineer (2/2), runeless
- Skeleton #1 (2/2)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Necromancy)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 7
Gold:
- Gold: 1
- Workers: 10
Thoughts
Seems pretty well locked down. Lord of Shadows coming next turn to wrap things up.
ill have to gg it there. i didnt match your aggression well on turn 1.
GG! Yeah, things really fell into place for me in the early game.
You want to run it back another time? I want to see how this build works with Rook instead of Oni.
sure,
"P1T1
StartingHand Workers
STARTING HAND
Young Treant
Tiger Cub
Merfolk Prospector
Rampant Growth
Rich Earth
WORKERS
Rich Earth
NextHand
Verdant Tree
Forest’s Favor
Playful Panda
Spore Shambler
Ironbark Treant
Discard
Tiger Cub
Rampant Growth
Young Treant
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Arg, wisp - ($1)
merfolk prospector - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Arg, lvl 1, (1/3)
- Merfolk Prospector
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
"
P2T1
StartingHand Workers
STARTING HAND
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Deteriorate
Summon Skeletons
WORKERS
Summon Skeletons
NextHand
Skeleton Javelineer
Pestering Haunt
Jandra, the Negator
Skeletal Archery
Thieving Imp
Discard
Sacrifice the Weak
Graveyard
Deteriorate
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Poisonblade Rogue - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Rook lvl 1 (2/4A)
- Elite:
- Scavenger: Poisonblade Rogue (2/1)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
I’ll keep from playing Garth to Deteriorate the Merfolk, since that didn’t work out well in the first game. Rook comes in as a wall, and PBR as an effective counter to Ironbark. Next turn I’ll probably tech up + Heroes’ Hall + Jav + Haunt. Tech choices will probably be BC and Birds’ Nest.
"P1T2
Tech StartingHand Workers
TECH
Centaur
Centuar
STARTING HAND
Ironbark Treant
Forest’s Favor
Playful Panda
Verdant Tree
Spore Shambler
WORKERS
Rich Earth
Ironbark Treant
NextHand
Young Treant
Verdant Tree
Centuar
Rampant Growth
Spore Shambler
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tap merfolk, get a gold - ($5)
tech 1 - ($3)
playful panda, wisp - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Arg, lvl 1, (1/3)
- Merfolk Prospector
- Playful Panda (2/2)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 6
Thoughts
panda for wisp rewards. hopefully i can drop a tech 1 or two. if not, i can build tower.
teching in double centaur to deal with rook. bone collecetors will just end up trading with him. i can bring them in after.
"
Edit: forgot to mark the buildings I built
P2T1
Tech StartingHand Workers
TECH
Birds’ Nest
Sparring Partner
STARTING HAND
Skeletal Archery
Jandra, the Negator
Pestering Haunt
Skeleton Javelineer
Thieving Imp
WORKERS
Summon Skeletons
Jandra, the Negator
NextHand
Skeletal Archery
Sacrifice the Weak
Graveyard
Sparring Partner
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Heroes’ Hall - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Poisonblade Rogue (2/1A)
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1), Jav rune
- Lookout:
In Play:
- Rook lvl 1 (2/4)
- Pestering Haunt (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
I could hulk out with Rook to kill Arg and set up Earthquake, but I’ll have to skip tech 1 (and everything else but Haunt, basically), and codexnewb can tech Garth spells as answers.
OTOH, if he goes for a token plan again, I have answers in Strength tech 2. Having that security lets me go with slower cards as my tech choices.
PBR and Jav go in patrol to protect Rook from Green’s combat spell shenanigans.
"P1T3
Tech StartingHand Workers
TECH
Behind the Ferns
Huntress
STARTING HAND
Centuar
Young Treant
Verdant Tree
Rampant Growth
Spore Shambler
WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
NextHand
Centaur
Young Treant
Verdant Tree
Tiger Cub
Forest’s Favor
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tap merfolk, get me a gold - ($7)
centaur - ($4)
tower - ($1)
Panda trades with poisonblade rogue
Arg kills Skel Jav
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Wisp (0/1+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Centuar (3/4)
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Arg, lvl 1, (1/2)
- Merfolk Prospector
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
Thoughts
behind the ferns and huntress. il try and get as much value out of that as possible. still havent decided my tech 2 yet. might delay i a turn if i can get the right draw. i.e. draw huntress and not BTF next hand.
"
P2T2
Tech StartingHand Workers
TECH
Whitestar Grappler
Doubling Barbarbarian
STARTING HAND
Skeletal Archery
Sacrifice the Weak
Graveyard
Sparring Partner
Deteriorate (technician draw)
WORKERS
Summon Skeletons
Jandra, the Negator
Skeletal Archery
NextHand
Thieving Imp
Whitestar Grappler
Birds’ Nest
Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Garth - ($4)
Deteriorate kills Prospector
Rook kills SQL wisp
Haunt trades with technician wisp, you draw
Sacrifice the Weak kills Centaur, you get 1 gold - ($2)
Sparring Partner - ($1)
Garth makes a skeleton - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Skeleton (1/1A)
- Elite:
- Scavenger: Sparring Partner (2/2)
- Technician: Garth lvl 1 (1/3)
- Lookout:
In Play:
- Rook lvl 1 (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Drawing Deteriorate off the technician lets me clear codexnewb’s patrol and take the board. I’ll go another card down to play Sparring Partner, since Garth could let me rebuild handsize if I really need to.
I’ll go for Strength tech 2 next turn, even though DeGrey is looking a bit less appealing ATM: clearing my own birds and skeletons isn’t a huge drawback, but it seems like codexnewb might be pivoting away from tokens this time, e.g. going with Centaur over BC.