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[Custom] Nekoatl Demonology/Growth/Strength vs FrozenStorm Demonology/Necromancy/Finesse


#1

GL HF @FrozenStorm

Bloom
Deteriorate
Jandra, the Negator
Rampant Growth
Reputable Newsman
Safe Attacking
Thieving Imp

FrozenStorm’s starter:

Graveyard
Deteriorate
Sacrifice the Weak
Pestering Haunt
Thieving Imp
Bloom
Tenderfoot
Wither
Timely Messenger


#2
For Nekoatl

Just to clarify, was it decided that players can use starting cards from any color regardless of which specs their codex has? That didn’t come up last game if I recall correctly, but this time you have Bloom without a Neutral spec (this could be replaced with Forest’s Favor) and Reputable Newsman without a Blue spec.


#3
For Hobusu

Yes, there is no rule restricting starter cards to those of the hero colors, and this is deliberate. Allowing cards from all 7 starters allows for more strategies than restricting the choices to match the heroes, and these variant rules are all about allowing players to experiment with strategies that aren’t normally possible. This might lead to certain cards being picked more often, but I think players will naturally gravitate towards certain favorite cards regardless, so I’m not too worried about that right now.

Last game, we both chose to stick to cards that wouldn’t burden us with a multicolor penalty, but that’s not a concern for me this time around.


#4

Alright, good to know. Carry on!


#5

Decided to swap Jav for Timely Messenger and leave the rest alone, let’s see what you got here…

7 Cards and a Vandy mirror, yucky. Well GL HF!

Custom format: Mix & Match Variable size starters

Game 1 Player 1, Turn 1

P1 Nightmare Custom vs P2 Legen-waitforit-dary Custom

Starting Hand

Graveyard
Wither
Bloom
Sacrifice the Weak
Tenderfoot

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Tenderfoot (1)
  • Worker (0)
Workers

Bloom

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Deteriorate
Thieving Imp
Pestering Haunt
Timely Messenger
Sacrifice the Weak

End of Turn Discard
My Thoughts

This is going to be a much tougher series. Let’s see how I do against the Legendary hoarde! I’m definitely going to want Sac the Weak this time, so let’s have Bloom be the worker casualty



#6

P2T1


StartingHand Workers

STARTING HAND
Safe Attacking
Rampant Growth
Bloom
Jandra, the Negator
Deteriorate


WORKERS
Deteriorate


NextHand

Reputable Newsman
Rampant Growth
Thieving Imp
Bloom
Safe Attacking


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra, the Negator (4/3) Overpower
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

With Jandra as Elite, he shouldn’t be able to kill it this turn without burning cards or sacrificing Vandy.


#7

Custom format: Mix & Match Variable size starters

Game 1 Player 1, Turn 2

P1 Nightmare Custom vs P2 Legen-waitforit-dary Custom

Starting Hand

Deteriorate
Thieving Imp
Pestering Haunt
Timely Messenger
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dark Pact, Shadow Blade


Main:

  • Deteriorate Jandra
  • Vandy Midbands and ices Jandra (3)
  • Tenderfoot tickles your base to 19
  • Pestering Haunt
  • Hero’s Hall (1)
  • Worker (0)
Workers

Thieving Imp, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/1 lvl 3)
  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Graveyard
Wither
Sacrifice the Weak
Timely Messenger

End of Turn Discard
My Thoughts

We’ll have to see what we can manage after this, but I don’t think I want Jandra hanging around. She gosta go.



#8

P2T2


Tech StartingHand Workers

TECH
Mythmaking
Mythmaking


STARTING HAND
Reputable Newsman
Thieving Imp
Rampant Growth
Bloom
Safe Attacking


WORKERS
Deteriorate
Reputable Newsman


NextHand

Safe Attacking
Mythmaking
Rampant Growth
Mythmaking
Jandra, the Negator


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Thieving Imp, discard #4 of 4 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

#9

Custom format: Mix & Match Variable size starters

Game 1 Player 1, Turn 3

P1 Nightmare Custom vs P2 Legen-waitforit-dary Custom

Starting Hand

Graveyard
Wither
Sacrifice the Weak
Timely Messenger (discarded)

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Hooded Executioner
Dark Pact, Shadow Blade


Main:

  • Haunt pings your tech1 to 4hp
  • River (4)
  • Graveyard (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Wither, Thieving Imp, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: River (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (3/1 lvl 3)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Shadow Blade
Dark Pact
Deteriorate

End of Turn Discard

Timely Messenger
Nimble Fencer
Hooded Executioner
Sacrifice the Weak

My Thoughts

I think the goal here is going to be be as aggressive as possible next turn while teching up and Maxbanding Vandy, but should the need arise to delay tech 2 a turn, I think that will be reasonable. I’m likely teching the other Dark Pact and another Hoodie next turn (perhaps a Starlet), but we shall see. It wouldn’t be the worst thing to simply max vandy and use River as a blocker while teching up on Demonology, and planning to Meta + Garth for a lone Dozer. I should be able to do work with that



#10

P2T3


Tech StartingHand Workers

TECH
Ardra’s Boulder
Galina Glimmer


STARTING HAND
Safe Attacking
Jandra, the Negator
Mythmaking
Mythmaking
Rampant Growth


WORKERS
Deteriorate
Reputable Newsman
Mythmaking


NextHand

Bloom
Ardra’s Boulder
Safe Attacking
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Mythmaking - ($5)
Jandra, the Negator - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jandra, the Negator (5/5) Overpower
  • :target: Lookout:

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

#11

Custom format: Mix & Match Variable size starters

Game 1 Player 1, Turn 4

P1 Nightmare Custom vs P2 Legen-waitforit-dary Custom

Starting Hand

Shadow Blade
Dark Pact
Deteriorate
Hooded Executioner + Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dark Pact, Star-Crossed Starlet
Nimble Fencer, Hooded Executioner
Dark Pact, Shadow Blade


Main:

  • Dark Pact, rs Draw 2
  • Maxband Vandy, Dooming Tenderfoot and Jandra (5)
  • Tenderfoot kills Imp
  • Sacrifice the Weak, Jandra leaves, Tenderfoot to graveyard, you get a card (3)
  • Vandy breaks your tech 1, your base to 17
  • River and Haunt smack your base to 14
  • Resurrect Tenderfoot (2)
  • Worker (1)
Workers

Shadow Blade, Wither, Thieving Imp, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)
  • River (2/3 lvl 1)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Dark Pact
Timely Messenger
Nimble Fencer
Star-Crossed Starlet

End of Turn Discard

Dark Pact
Sacrifice the Weak
Hooded Executioner
Deteriorate

My Thoughts

Well one thing going for a first tech Mythmaking and no other blockers against StW is: risky. Teching the other Dark Pact, and I think it’s better to have Starlet in the deck than another Hoodie, despite the immediately RS usefulness of the Hoodie. I’m 80% to hit at least one of Hoodie, StW or Dark Pact on a draw 2 of 6, I’d rather keep the deck more dangerous into next turn.

Nice, got the StW. I can now use Tenderfoot + Vandy max to kill Imp, StW to move the double-buffed Jandra, and smash his buildings while setting up Meta threat and utilizing my Graveyard to put tenderfoot back in card free. He’ll be forced to tower + Arg mid/max just to force me to draw for the chance of re-breaking his tech 1 with a Meta. This is oppressive



#12

P2T4


Tech StartingHand Workers

TECH
Soul Stone
Spirit of the Panda


STARTING HAND
Bloom
Ardra’s Boulder
Safe Attacking
Rampant Growth
Galina Glimmer


WORKERS
Deteriorate
Reputable Newsman
Mythmaking
Bloom


NextHand

Soul Stone
Galina Glimmer
Spirit of the Panda
Safe Attacking
Jandra, the Negator


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rebuild Tech I
Tower - ($6)
Argagarg, maxband - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A) Resist 1
  • :psfist: Elite:
  • :ps_: Scavenger: Water Elemental (3/3) Anti-air
  • :pschip: Technician:
  • :target: Lookout: L5 Argagarg Garg (1/5)

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

In retrospect, I should have reversed the positions of those patrollers… I forgot StW was in his starter. Now, I’m in an awkward position, where I need to defend my base, but I can’t expect to be able to play Tech I units, and I don’t know if Argagarg will survive, which makes teching useful spells difficult, to say the least. I guess my best move is to split my techs between Argagarg and Vandy.


#13

Custom format: Mix & Match Variable size starters

Game 1 Player 1, Turn 5

P1 Nightmare Custom vs P2 Legen-waitforit-dary Custom

Starting Hand

Dark Pact
Timely Messenger
Nimble Fencer
Star-Crossed Starlet
Deteriorate + Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Metamorphosis, Star-Crossed Starlet
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Hooded Executioner
Dark Pact, Shadow Blade


Main:

  • Dark Pact, rs Draw 2
  • Deteriorate Wisp
  • Haunt hits Arg and Vandy finishes Arg, River to level 3
  • Nimble Fencer (7)
  • Star-Crossed Starlet, trades with Elemental, you get 1g (5)
  • Maxband River, she and Tenderfoot break your tower, your base to 12 (3)
  • Replay Starlet from the grave, she and Fencer break your tech 1, yor base to 10 (1)
  • Worker (0)
Workers

Shadow Blade, Wither, Thieving Imp, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/3 lvl 5)
  • Star-Crossed Starlet (3/2)
  • Nimble Fencer (2/3)
  • Tenderfoot (1/1)
  • River (3/3 lvl 5)
  • Graveyard (3hp, holding Haunt)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand
End of Turn Discard

Dark Pact
Sacrifice the Weak
Hooded Executioner
Deteriorate

My Thoughts

I don’t think I want to tech both Metas, so I’ll take the 50/50 draw for it, and if I whiff just try to break the tech 1 the old fashioned way. I’ve got plenty of haste, I’ll add another Starlet for even more hasty damage.

No luck this time, but Deteriorate and StW are pretty reasonable runners up. I can work with that. Can’t quite destroy base, but he has no real recourse to defend next turn. This should be GG



#14

P2T5


Tech StartingHand Workers

TECH
Galina Glimmer
Soul Stone


STARTING HAND
Spirit of the Panda
Jandra, the Negator
Safe Attacking
Soul Stone
Galina Glimmer


WORKERS
Deteriorate
Reputable Newsman
Mythmaking
Bloom


NextHand

Thieving Imp
Ardra’s Boulder
Spirit of the Panda
Galina Glimmer
Rampant Growth


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Rebuild Tech I
Vandy Anadrose - ($8)
Jandra, the Negator - ($5)
Soul Stone - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (6/6A) Overpower {Soul Stone}
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vandy Anadrose (2/3)
  • :target: Lookout:

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

#15

Nice draw

Custom format: Mix & Match Variable size starters

Game 1 Player 1, Turn 6

P1 Nightmare Custom vs P2 Legen-waitforit-dary Custom

Starting Hand

Star-Crossed Starlet
Dark Pact
Metamorphosis
Hooded Executioner

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hooded Executioner, Soul Stone
Metamorphosis, Star-Crossed Starlet
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Hooded Executioner
Dark Pact, Shadow Blade


Main:

  • Starlet, Fencer, and Tenderfoot trade with Jandra’s first life, my graveyard piles over
  • Metamorphosis, River and Vandy Demonize (3)
  • River trades with Jandra’s second life, tower has detected as much as it can
  • Vandy hits your base to 4hp
  • Dark pact your base to 2hp, you draw 2
  • Garth (1)
  • Make a skeleton (0)
Workers

Shadow Blade, Wither, Thieving Imp, Bloom

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Garth (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • Vandy (6/5 lvl 5 demon invisible)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Metamorphosis
Pestering Haunt
Deteriorate
Tenderfoot

End of Turn Discard
My Thoughts

I think the best thing to do here is to just accept the one-turn of invisibility to go straight at his base and Dark Pact him, then protect Demon Vandy for a draw or two to try and get the other Dark Pact. Shouldn’t be too hard but we’ll see



#16

Yeah, I got lucky there, but I’ll need more luck than that if I’m to get out of this grave I’ve dug myself. We’ll see how it goes.

P2T6


Tech StartingHand Workers

TECH
Morningstar Pass
Morningstar Pass


STARTING HAND
Thieving Imp
Ardra’s Boulder
Rampant Growth
Spirit of the Panda
Galina Glimmer
Soul Stone
Safe Attacking


WORKERS
Deteriorate
Reputable Newsman
Mythmaking
Bloom
Safe Attacking


NextHand

Morningstar Pass
Rampant Growth
Thieving Imp
Galina Glimmer


Tech 2 card(s)
Get Paid - ($9)
Rampant Growth: Vandy - ($6)
Soul Stone - ($4)
Vandy kills Garth
Jandra kills Skeleton and Vandy, doom Jandra
Ardra’s Boulder - ($2)
Galina Glimmer - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer (4/4A)
  • :psfist: Elite: Ardra’s Boulder (3/8)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mythmaking
  • L5 Vandy Anadrose (4/5)
  • Jandra, the Negator (8/7) Overpower, doomed [1 damage] {Soul Stone}

Buildings:

  • :heart: Base HP: 2
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Too bad I can’t afford a Tech II this turn, and I’ll probably die to another Dark Pact turn after next. I can’t afford to skimp on defense now, though, so I’ll just have to trust my fate to the shuffler.


#17

Jandras dead…

6/6+1 armor, takes 4+2+1 for her first life, takes 5 from River for her second life


#18

Ah, right… I’ll resign it then, WP.

(Sorry for the mulligan, but after chewing on the possibilities, I want to put more thought into my opening strategy. Will post a turn 1 after my tournament game is finished.)


#19

Alright, I can’t say there’s really an opening I’m happy with, but I think solo Vandy is probably my best bet.

P1T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Thieving Imp
Reputable Newsman
Rampant Growth
Safe Attacking


WORKERS
Safe Attacking


NextHand

Reputable Newsman
Rampant Growth
Thieving Imp
Deteriorate
Bloom


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy Anadrose - ($1)

Float ($1)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vandy Anadrose (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 5

Thoughts

Sacrifice the Weak makes it difficult to play expensive units right off the bat (Thieving Imp as Scavenger would be a favorable trade by 1 card, but I would be ceding board control, and that card would likely not make a difference so early), so I basically open with either Argagarg, Vandy, or Reputable Newsman. Reputable Newsman has the problem that he presents no threat on his own and dies if Jandra’s killed in combat, so I basically need an established board, preferably with a hero, to protect him. I think Vandy’s the best choice, both for early aggression potential and to Soul Stone Jandra. Maybe I should just go for a Metamorphosis of my own, though with Nether Drain on his side, I’d be at a disadvantage in that race, so probably better not to.


Variant Rules Proposal: Custom Starter Decks
#20

Apologies for the hiatus, not sure why I dumped this thread!

Custom format: Mix & Match Variable size starters (see above)

Game 2, Player 2, Turn 1

P2 Nightmare Custom vs P1 Legen-waitforit-dary Custom

Starting Hand

Pestering Haunt
Tenderfoot
Wither
Deteriorate
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Vandy (3)
  • Wither your Vandy (1)
  • Pestering Haunt
  • Worker (0)
Workers

Tenderfoot

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Timely Messenger
Graveyard
Thieving Imp
Bloom

End of Turn Discard

Sacrifice the Weak
Wither
Deteriorate

My Thoughts

Let’s see if P2 goes as well!