Whitestar Grappler
Thieving Imp
Death Rites
Colossus
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Strength) - ($3)
Sparring Partner spars with Rook
Garth makes another skeleton - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Rook lvl 1 (3/4A), +1
Elite:
Scavenger: Skeleton #1 (1/1)
Technician:
Lookout: Skeleton #2 (1/1)
In Play:
Garth lvl 1 (1/3)
Sparring Partner (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 2
Workers: 9
Thoughts
Can’t afford to delay tech 2 any longer, and I wouldn’t want to start a fight anyway, with Tower and patrol bonuses on codexnewb’s side.
Birds’ Nest gets workered since Tower and Huntress are direct counters. Which also means Rook’s survival isn’t so critical, so he goes in SQL.
Sparkshot is a bit of an annoyance, especially in conjunction with Overpower+Green buffs, but I can always invest gold in heroes next turn.
Rampant Growth
ferocity
blooming ancient
feral strike
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Cal - ($6)
Behind the Ferns - ($4)
rampant growth centaur - ($2)
Centaur kills rook, arg to lvl 3
huntress stealth kills garth, arg to max, water elemental
Huntress #2 - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Arg, lvl 5 (1/5)
[I]Technician[/I]: Huntress #2 (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Cal, lvl 1, (2/3) behind the ferns
Centaur (3/3)
Huntress #1 (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
need to protect cal to get value out of this BTF. teching in
BTW forces hi to attack me, but i just cleared a lot of his stuff. but he can drop WSG or DDB.
not a lot of good tech 2 options. i think ill just need feral strike at this point. BA and feral strike to keep it balanced. probably will need tech 3.
the easiest way to not roll back would be to make arg suicide on rook’s armor, (rook and garth do not benefit from just 2 lvs) summon cala, turn stays as it is except overpower can kill a skele and cala maxb cuz rook and garth die
EDIT: just my 2 cents, mate