News Shop
Events Forums

LDT CodexNewb [Feral]/Growth/Finesse vs Holytispon [Necro]/Present/Fire


#1

@holytispon

GLHF!

"P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Merfolk Prospector
Forest’s Favor
Rampant Growth
Ironbark Treant


WORKERS
W1 - Ironbark Treant


NextHand

Verdant Tree
Rich Earth
Playful Panda
Tiger Cub
Young Treant


Discard

Rampant Growth
Forest’s Favor
Spore Shambler


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Cal - ($1)
Summon Merfolk Prospector - ($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]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (2/3)
    [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: 5
Thoughts

Necro, Present, Fire. Well, the first thing that comes to mind is running a strong tech 1 presence via Graveyard and Lobbers. I imagine he will try and patrol fodder with garth and skeletons. Green doesnt have a whole lot of immediate ways to deal with this, but stealth Cal should be a good threat, it not some sort of rampant growth wisp or something. I also need to watch out for him gunning for tech 2, to drop those hyperions as quick as he can.

Cal / MP opening. as ideal as can be. well rounded, lots of options moving forward.

worker-ing Ironbark treant as he has wall only use, and i would prefer to have spore shambler in case i need his runes later.

"


#2

Glhf! Thanks for jumping in to save the day, Newb! I’m not very familiar with green so this should be fun.

"P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Poisonblade Rogue


NextHand

Deteriorate
Pestering Haunt
Skeletal Archery
Jandra, the Negator
Graveyard


Discard

Summon Skeletons
Sacrifice the Weak
Thieving Imp


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Summon a skeleton - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton 1/1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer 1/1 @
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth 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
    "

#3

"P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


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


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth


NextHand

Forest’s Favor
Rampant Growth
Playful Panda
nimble fencer
nimble fencer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
tap Merfolk Prospector, get a gold- ($4)
young treant, reshuffle, draw 1 - ($2)
Tiger Cub - ($0)
Cal hits SQL skeleton, takes 1 back

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]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal, lvl 1, (2/2)
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

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

with young treant in hand 2, i will play him and force my discard into my deck to guarantee a tech 1 draw turn 3.

teching nimble fencers to clear his fodder patrollers for good value.

with both nimble fencers next turn, it’s tempting to go down on cards to clear his board. but i really need to watch for his graveyard. 2 cost, 3 health, and can cause a lot of problems with those lobbers.

not sure what my tech 2 spec would be at this point. probably big bodies with ferl, and make sure they have resist or invisible. barkcoat bear and stalking tigers.

"


#4

"P2T2


Tech StartingHand Workers

TECH
Lich’s Bargain
Lich’s Bargain


STARTING HAND
Skeletal Archery
Graveyard
Jandra, the Negator
Deteriorate
Pestering Haunt


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Deteriorate
Lich’s Bargain
Graveyard
Lich’s Bargain


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
make a skeleton - ($4)
Tower (with multi color penalty) - ($0)
Deteriorate prospector
Pestering Haunt

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Skeleton 2/1
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton Javelineer 1/1 @
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth 1/3
  • Pestering Haunt 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

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

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

#5

"P1T3


Tech StartingHand Workers

TECH
Star Crossed Starlet
two step


STARTING HAND
nimble fencer
nimble fencer
Forest’s Favor
Rampant Growth
Playful Panda


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor


NextHand

two step
Spore Shambler
Playful Panda
Verdant Tree


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nimble Fencer #1 - ($3)
Nimble Fencer #2 - ($1)
Tiger Cub Trades with Elite Skeleton
Nimble Fencer #1 kills Skeleton Javlineer, takes 2 back
Nimble Fencer #2 kills Pestering Haunt, takes 2 back
Cal hits tower to 2 hp, takes 1 back

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer #1 (2/1)
  • Nimble Fencer #2 (2/3)
  • Cal, lvl 1, (2/1)
    [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: 1
  • Workers: 7
Thoughts

Merfolk turn 1, Young Treant turn 2 is as ideal an opening split as you can have in Green. I’ll go down on cards to use both nimble fencers, and go for a strong tech 1 control game. Still not sure how to try and finish the game though.

im afraid to go with strong tech 2’s because of sacrifice the weak. it’s so common for me to have 3 units out, and he hits one, deteriorates the other, then sacrifice the weak for the last big unit. ideally i would have the wealth spread around several 3-4 cost tech 2’s. I think ill end up going tech 2, stalking tigers and barkcoat bears.

with my deck being so thin, i think ill go star crossed starlet, and two step. try and get some more value out of these nimble fencers., and try to get a free hit on his tech 2 next turn. if i can use SCS to hit his tech, then they will survive one more turn and be 4 hitters T4.

I can have this strong tech 1 open, and still build tech 2 on schedule.

"


#6

TWO nimble fencers?! I like it! Just take note that they both should be at 2/1 right now, as they both took 2. Let’s see where this goes!

"P2T3


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Deteriorate
Graveyard
Lich’s Bargain
Lich’s Bargain
Thieving Imp


WORKERS
Poisonblade Rogue


NextHand

Lobber
Summon Skeletons
Skeletal Archery
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($7)
Techn draw
Worker - ($6)
tech 1 - ($5)
Lich’s Bargain… TWICE! - ($1)
Summon a skeleton… again - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Zombie 2/2A
  • :psfist: [I]Elite[/I]: Zombie 3/2
  • :ps_: [I]Scavenger[/I]: Skeleton 1/1
  • :pschip: [I]Technician[/I]: Horror 3/3 Deathtouch
  • :target: [I]Lookout[/I]: Skeleton 1/1
    [B]In Play:[/B]
  • L1 Garth 1/3
  • Horror 3/3 Deathtouch
  • Skeleton 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 2

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

#7

You should also be down to 4 workers. you sure you want to do that?


#8

No @holytispon has it right, 7 workers to start, + 1 made, -1 for each bargain (2x) = 6


#9

Good point. my bad.


#10

"P1T4


Tech StartingHand Workers

TECH
maestro
maestro


STARTING HAND
Spore Shambler
Verdant Tree
two step
Playful Panda


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - Verdant Tree


NextHand

Tiger Cub (2/2)
Star Crossed Starlet
maestro
Rampant Growth
Merfolk Prospector (1/1)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 finesse - ($3)
tower - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer #1 (2/1+A)
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Nimble Fencer #2 (2/3)
  • :pschip: [I]Technician[/I]: Cal, lvl 1, (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

well, time to throw a wall up. tower should be helpful.

going finesse to drop a big fast turn later. grounded guide is low key so freaking good. but i need to bring out maestro first. good defender, good value.

first win condition is board flood with grounded guide. secondary will be big kill with blademaster. ill have to go with tech 3 this game. his liches bargain has given me time to do that.

"


#11

"P2T4


Tech StartingHand Workers

TECH
Bone Collector
Hyperion


STARTING HAND
Sacrifice the Weak
Summon Skeletons
Skeletal Archery
Lobber
Lich’s Bargain


WORKERS
Poisonblade Rogue
Lich’s Bargain


NextHand

Lich’s Bargain
Deteriorate
Skeleton Javelineer 1/1 @
Lobber
Graveyard


Discard

Sacrifice the Weak
Bone Collector
Hyperion
Summon Skeletons
Skeletal Archery


Tech 2 card(s)
Get Paid - ($6)
Zombie 1 trades with fencer 1
Zombie 2 trades with Treant
Skeleton 1 Trades with Cal, Garth to L3
Skeleton 2 trades with Fencer 2
Horror 1 and Garth break your tower, your base takes 2
Lobber - ($5)
Lobber and Horror 2 break your tech 2, your base takes another 2
Skeleton 3 deals 1 damage to your tech 1
Midband Garth - ($4)
Sacrifice skeleton 3 to draw a card
Worker - ($3)
Make a new Skeleton - ($2)

Float ($2)
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]:
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L4 Garth 2/4
  • Horror #1 3/2[3] Deathtouch
  • Horror #2 3/3 Deathtouch
  • Lobber 2/2, Haste
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 2

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Should I break his tech 1 or 2? It’s actually an interesting question. I’m not entirely sure what’s better. I’m not particularly afraid of any specific tech 2 units, he probably teched things like Groudned Guide but without the fencers that’s not that much of a threat. But since he won’t have any of his fencers in hand next turn, even with the tech draw, I’m not as concerned about tech 1 either - he might have some starlets, and green starter units to stall and defend? I have a pretty overwhelming board position at the moment and I’m read to build tech 2 and graveyard, then on the next turn max Garth to bring in an hyperion and possibly play another one, with lobbers leaping from the graveyard.
Also, I’m not sure If I should sac that last skele to draw another card and be back at 5 cards in hand. Hopefully I’ll be able to use the skele before I sac it next turn, but I doubt it because he’s likely to rebuild that tower

"


#12

Just so it’s all clear here (and before things move further), that fencer was 2/1 (from killing Haunt on P1T3) and not 2/3, and thus I’m not certain @holytispon really wanted to StW to move it off patrol.


#13

Right, I can just use my skeleton to remove him. Also, @codexnewb - please note your buildings as built in your spreadsheet (your tech 2 and tower were missing last turn).

I’ll repost my turn in a moment. Thanks for catching that, @FrozenStorm

Edit: I edited my turn and kept a 2$ float, drawing one more card.


#14

"P1T5


Tech StartingHand Workers

TECH
discord
grounded guide


STARTING HAND
Tiger Cub (2/2)
Rampant Growth
Merfolk Prospector (1/1)
Star Crossed Starlet
maestro
Playful Panda


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - Verdant Tree
W5 - Tiger Cub (2/2)


NextHand

two step
discord
maestro
Spore Shambler
maestro


Tech 2 card(s)
Get Paid - ($8)
base -2 from tower, base at 18
base -2 from tech 2, base at 16
tech 1 to 2 hp
rebuild tech 2
tech draw 1
scav +1 gold - ($9)
worker - ($8)
Max Arg, summon wisp and Elemental - ($2)
playful panda, summon wisp - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Elemental (3/3+A)
  • :psfist: [I]Elite[/I]: Wisp (1/1)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Arg (1/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

damnit, drawing into doubleliches bargain turn 3. only thing to ave done was kill garth instead of tower. huge bummer. of well. i think this deck still has a lot of synergy from what ive seen so far. lets see if i can recover.

"


#15

I do believe your tech 1 is at 4, not at 2. I only dealt 1 damage to it.

"P2T5


Tech StartingHand Workers

TECH
Temporal Distortion
Immortal


STARTING HAND
Deteriorate
Lobber
Skeleton Javelineer 1/1 @
Lich’s Bargain
Graveyard
Pestering Haunt 1/1


WORKERS
Poisonblade Rogue
Lich’s Bargain
Lich’s Bargain


NextHand

Summon Skeletons
Hyperion
Bone Collector
Temporal Distortion


Tech 2 card(s)
Get Paid - ($7)
Float - ($9)
Worker - ($8)
Tech 2 - ($4)
Deteriorate elite wisp
Horror 1 trades with elemental
Horror 2 kill arg, Garth to L6
Lone skeleton kills scav wisp
Lobber - ($3)
Lobbers break tech 1, your base to 14
Garth kills the Panda
Graveyard - ($1)
Sac the exhasuted skeleton to draw a card
Make a new skeleton - ($0)

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


[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 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard 3HP
  • L6 Garth 2/2(4)
  • Horror #2 3/2(3) Deathtouch
  • Lobber 2/2, Haste
  • Lobber 2/2, Haste
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 2

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I considered a third lich’s bargain instead of the graveyard, and I don’t think it would have been bad - losing a worker after building tech 2 isn’t a big deal, and I don’t think he’ll be able to get my base any time soon. I don’t think I need it though. I can wipe his board and break tech 1, and still have enough on the board to easily dominate whatever he can summon. I went for his tech 1 instead of tech 2 because I think nimble fencers are the biggest threat right now. I don’t think anything tech 2 Finnesse is a threat to me really.

"


#16

edit: cal instead of NImble fencer. discard nimble fencer, draw an extra card to end hand with 5 cards.

"P1T6


Tech StartingHand Workers

TECH
discord
star crossed starlet


STARTING HAND
maestro
Spore Shambler
two step
maestro
discord
Nimble Fencer #2 (2/3)


WORKERS
W1 - Ironbark Treant
W2 - Rich Earth
W3 - Forest’s Favor
W4 - Verdant Tree
W5 - Tiger Cub (2/2)
W6 - Spore Shambler


NextHand

grounded guide
Rampant Growth
Young Treant (1/2)
Merfolk Prospector (1/1)
nimble fencer


Discard

Playful Panda (2/2)
discord
two step
discord
star crossed starlet


Tech 2 card(s)
Get Paid + tech draw + scav gold - ($10)
base to 14 from broken tech 1
rebuild tech 1
Worker - ($9)
maestro - ($6)
maestro - ($3)
summon Cal- ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Cal, 2/3+a
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Maestro (3/5)
  • :pschip: [I]Technician[/I]: Maestro (3/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

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

running out of options. i need a big hand next turn.

"


#17

nimble fencer is tech 1 and so you can’t bring her out this turn while your tech 1 building is rebuilding.
If you could summon her, she would have been free due to the Maestro.


#18

updated yesterday. @holytispon


#19

he does not get a update notification. To be sure he notices, either @him or make a new post saying “edited” :wink:


#20

"P2T6


Tech StartingHand Workers

TECH
Hyperion
Tricycloid

STARTING HAND
Hyperion
Bone Collector
Summon Skeletons
Temporal Distortion
Skeleton Javelineer 1/1 @
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Lich’s Bargain
Lich’s Bargain
Summon Skeletons


NextHand

Deteriorate
Bone Collector
Pestering Haunt 1/1
Immortal
Skeletal Archery


Tech 2 card(s)
Get Paid - ($8)
Horror 2 trades with Cal, Garth levels
Garth maxes and heals, fetches a Hyperion from discard
Lobber #1 trades into a maestro, goes to graveyard
Garth kills the injured maestro
Hyperion #1 and Skeleton kill the second Maestro, I draw a card
Hyperion #2 - ($3)
Hyperion 2 and Lobber 2 break your tech 1 again, your base to 12, I draw a card
Worker - ($2)
Exhaust graveyard to play Lobber 1 again - ($1)
Skeleton Javelineer - ($0)
Lobber 1 deals 2 to your base, down to 10

Float ($0)
Discard 3, draw 4, 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]: Skeleton Javelineer 1/1 @
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Graveyard 3HP
  • L7 Garth 3/1(4)
  • Lobber #1 2/2, Haste
  • Lobber #2 2/2, Haste
  • Hyperion #1 4/2(5), Haste, Attacks: draw a card
  • Hyperion #2 4/5, Haste, Attacks: draw a card
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 2

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

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