[MMM1] WARM-UP: BLACK (Bob199) vs WHITE (FrozenStorm)

@Bob199 I expect one or two games on either side of the matchup will probably suffice for warm-up for us, but just lmk when you want to change it up or get the games goin! I’ll take P1 to start, GL HF!

Warm-up 1, Player 1, Turn 1

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Smoker
Savior Monk
Morningstar Flagbearer
Snapback
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (2)
  • Smoker (1)
  • Worker (0)

[details=Workers]
Savior Monk
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Smoker (1/1 resist 1)

####In Play:

  • Grave (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Safe Attacking
Aged Sensei
Sensei’s Advice
Fox Primus
Fox Viper
[/details]

[details=End of Turn Discard]
Snapback
Morningstar Flagbearer
Grappling Hook
[/details]

[details=My Thoughts]
Grave is good for discouraging heroes and skeletons, smoker in lookout just bounces back up to my hand if deteriorated, think this’ll work well. Might go early hero’s hall for birds, might do something else. It’s been awhile since I’ve played this matchup so I have to freshen up a little, but birds are always strong, and as P1 Rambasa Twins would also counter-balance him well.
[/details]

A one game warmup is fine

T1:

Gold (5)
Worker (4)
Garth + Skele (1)
Deteriorate Smokey ()

dc3, d5

Patrol:
Leader:
Elite:
Scavenger: 1/1 Skele
Technician:
Lookout:

Other - 1/3 L1 Garth

Buildings:
Base: 20

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 4

Summary

H: Jan/rog/jav/det/grav
W: rog
T:
Thoughts:

Warm-up 1, Player 1, Turn 2

P1 White vs P2 Black

[details=Starting Hand]
Safe Attacking
Aged Sensei
Sensei’s Advice
Fox Primus
Fox Viper
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Bird’s Nest, Martial Mastery
[/details]


###Main:

  • Hero’s Hall (3)
  • Aged Sensei (2)
  • Smoker (1)
  • Grave kills skeleton, you get a gold
  • Worker (0)

[details=Workers]
Fox Primus, Savior Monk
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Smoker (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Aged Sensei (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (2/2 from 1 damage lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Bird’s Nest
Snapback
Grappling Hook
Safe Attacking
Morningstar Flagbearer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Trying early hero’s hall with Birds, see how it goes.
[/details]

T2:

Gold +SCV (7)
Worker (6)
Tech I (5)
StW, Smoker really dies this time (3)
Garth > Sensei
Skele (2)
Archery ()

dc2, rs, d4

Patrol:
Leader:
Elite:
Scavenger:
Technician: 1/1 Skele
Lookout:

Other - 1/2 L1 Garth
Skeletal Archery

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 5
Discard: 0

For Martial Masters Only

Wight/StW/Jav/Imp

Summary

H: other 1/2
W: rog , haunt
T: Wightz
Thoughts:

Warm-up 1, Player 1, Turn 3

P1 White vs P2 Black

[details=Starting Hand]
Bird’s Nest
Snapback
Grappling Hook
Safe Attacking
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1scav)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Rambasa Twin, Thunderclap
Bird’s Nest, Martial Mastery
[/details]


###Main:

  • Rook (5)
  • Bird’s Nest (3)
  • Safe Attacking (2)
  • Tech 1 (1)
  • Grave kills technician, takes 1 damage, you get a card
  • Worker (0)

[details=Workers]
Grappling Hook, Fox Primus, Savior Monk
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • 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:
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout: Rook (2/4 lvl 1)

####In Play:

  • Grave (2/1 from 2 damage lvl 1)
  • Bird’s Nest
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Fox Viper
Martial Mastery
Sensei’s Advice
Rambasa Twin
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yea this is looking like really steady pressure, happy with this start so far
[/details]

T3:

Gold +TCN (7)
Worker (6)
Necro II (2)
Jav (1)
Skele ()

dc3, d4, rs, d1

Patrol:
Leader: 1/2A L1 Garth
Elite:
Scavenger: 1/1 Skele
Technician:
Lookout: 1/1 Jav

Other -
Skeletal Archery

Buildings:
Base: 20
Tech I: 5
Necro II: 5

Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 4
Discard: 0

For Martial Masters Only

wightz/summ/jan/grave

Summary

H: Wight/StW/Jav/Imp/Det
W: rog , haunt , det
T: draino , spitter
Thoughts:

Warm-up 1, Player 1, Turn 4

P1 White vs P2 Black

[details=Starting Hand]
Fox Viper
Martial Mastery
Sensei’s Advice
Rambasa Twin (discard)
Morningstar Flagbearer + Aged Sensei (MM)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Earthquake, Sparring Partner
Rambasa Twin, Thunderclap
Bird’s Nest, Martial Mastery
[/details]


###Main:

  • Martial Mastery (6) That’s graveyard, Jandra, Summon Skeletons, and 2x Wight?
  • Level Rook to 6, he kills Garth and Maxbands (1)
  • Birds kill skeletons safely
  • Grave smacks your base to 18
  • Worker (0)

[details=Workers]
Fox Viper, Grappling Hook, Fox Primus, Savior Monk
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • 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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Rook (4/6 lvl 8 two lives)
  • Grave (2/1 from 2 damage lvl 1)
  • Big Bird (1/1)
  • Tweetie Bird (1/1)
  • Bird’s Nest
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Smoker
Snapback
Thunderclap
Sparring Partner
Sensei’s Advice
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Grabbing earthquake as I think it’s likely maxing rook this turn is the play to make, Garth will be almost certainly dead. Just in case though, also grabbing Sparring Partner for hero / Bird support.

After martial mastery, it’s curious the choices he made. Wight only has deathtouch on offense, so I should be able to kill both with Rook + Grave / Birds and come out safe enough. Max out Rook, tickle his base, and hope for an earthquake draw!

No luck but that’s okay, I have Thunderclap to deal with Summon Skeletons, and Snapback to deal with heroes
[/spoiler][/details]

T4:

Gold +SCV (9)
2x Wight (1)

dc3, d4, rs, d1

Patrol:
Leader:
Elite: 5/4 Wight
Scavenger:
Technician: 4/4 Wight
Lookout:

Other -
Skeletal Archery

Buildings:
Base: 18
Tech I: 5
Necro II: 5

Economy:
Workers: 8
Spare gold: 1
Hand: 5
Deck: 5
Discard: 0

For Martial Masters Only

grave/nether drain/plague spitter/imp/StW

Summary

H: playd/sum/jan/grave
W: rog , haunt , det
T: SK Lord , BC
Thoughts:

Warm-up 1, Player 1, Turn 5

P1 White vs P2 Black

[details=Starting Hand]
Smoker
Snapback
Thunderclap
Sparring Partner
Sensei’s Advice
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Earthquake, Sparring Partner
Rambasa Twin, Thunderclap
Bird’s Nest, Martial Mastery
[/details]


###Main:

  • Sensei’s Advice Birds, they kill Elite Wight (7)
  • Rook kills technician wight, takes 4 damage but is not crumbled as Wights only have deathtouch when attacking
  • Sparring Partner (6)
  • Midband Grave, he hits your tech 2 to 3hp (4)
  • Worker (3)

[details=Workers]
Thunderclap, Fox Viper, Grappling Hook, Fox Primus, Savior Monk
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • 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:
  • :psfist: Elite:
  • :pspig: Scavenger: Sparring Partner (2/2)
  • :exhaust: Technician:
  • :target: Lookout: Grave (3/4 lvl 3)

####In Play:

  • Rook (4/2 from 4 damage lvl 8 two lives)
  • Big Bird (1/1)
  • Tweetie Bird (1/1)
  • Bird’s Nest
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 3
  • Workers: 9

[details=End of Turn Hand]
Rambasa Twin
Aged Sensei
Earthquake
Martial Mastery
[/details]

[details=End of Turn Discard]
Sensei’s Advice
Jefferson Degrey, Ghostly Diplomat
Doubling Barbarbarian
Snapback
Smoker
[/details]

[details=My Thoughts]
So he lays both Wights, I make quick work of them, I guess we’re just hoping & praying for no Nether Drain + another or Doom Grasp but just in case it does bounce that way and I can’t end with Earthquake, teching in Strength tech 2 boys to save the day for either TPoS or Oathkeeper endgame potential
[/details]

T5:

Gold +F +TCN (9)
Worker (8)
Plague Spitter (5)
Imp, disc#2 (2)
Orpal ()

dc3, d4, rs, d1

Patrol:
Leader: 1/3A L1 Orpal
Elite:
Scavenger: 2/2 Imp
Technician: 3/3 Spitter
Lookout:

Other -
Skeletal Archery

Buildings:
Base: 18
Tech I: 5
Necro II: 2

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 6
Discard: 0

For Martial Masters Only

Summon/Jav/Skele Lord/Bone Collector/Grave

Summary

H: grave/nether drain/plague spitter/imp/StW
W: rog , haunt , det , Jan
T: Bargain , Garg
Thoughts:

I have earthquake, should I play a whole turn or shall we switch sides? I think one white p2 warm-up would be good for me, since I’ve struggled with it in the past

If you have Quake, then that’s gg.

Ok, my T1:

$$ (4)
Worker (3)
Garth & Skele & Haunt ()

SQL : 1/3A L1 Garth
SCV: 1/1 Skele

1/1 Haunt

Warm-up 2, Player 2, Turn 1

P1 Black vs P2 White

[details=Starting Hand]
Aged Sensei
Grappling Hook
Snapback
Fox Primus
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Rook (3)
  • Aged Sensei (2)
  • Worker (1)

[details=Workers]
Fox Primus
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Aged Sensei (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Smoker
Savior Monk
Sensei’s Advice
Safe Attacking
Fox Viper
[/details]

[details=End of Turn Discard]
Morningstar Flagbearer
Snapback
Grappling Hook
[/details]

[details=My Thoughts]
Rook having that 1 extra HP is a real help as P2
[/details]

T2:

$$ (5)
Worker (4)
Tech I (3)
Skele (2)
Jav (1)
Haunt your base to 19

dc3, rs, d5

Patrol:
Leader:
Elite: 2/1 Skele
Scavenger: 1/1 Jav
Technician: 1/1 Skele
Lookout:

Other - 1/3 L1 Garth , 1/1 Haunt

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 6
Spare gold: 1
Hand: 5
Deck: 4
Discard: 0

Summary

H: other 1/2
W: rog , grave
T: BCz
Thoughts:

Warm-up 2, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Smoker
Savior Monk
Sensei’s Advice
Safe Attacking
Fox Viper
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Savior Monk (5)
  • Smoker (4)
  • Safe Attacking (3)
  • Tech 1 (2)
  • Rook kills elite, takes 2 damage
  • Aged Sensei kills jav safely, you get a gold
  • Worker (1)

[details=Workers]
Fox Viper, Fox Primus
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

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

####In Play:

  • Aged Sensei (1/1)
  • Safe Attacking
  • Rook (2/2 from 2 damage lvl 1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Morningstar Flagbearer
Grappling Hook
Ardra’s Boulder
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Okay, I can get a ton of board position by sticking my neck out a little bit to the possibility of StW + Deteriorate, or be really conservative and level Rook up to heal him. I think I’d rather gamble on the Combo and make that super unappealing, and leave myself the option to either level Rook or go to tech 2 next turn depending on what he drew / how he responds. Garth and skeleton spam is tough to deal with but I’ll try to just make the trades as bad as possible. DeGrey can be an answer if needed.
[/details]

T3:

$$ +F +SCV (8)
Skeletal Archery (6)
Skele + Garth > Smoker
Haunt = Sensei
StW = Savior & Skele, you +card (4)
2x Bone Collector ()

dc1, d3

Patrol:
Leader: 3/3A Bone Collector
Elite:
Scavenger:
Technician: 3/3 Bone Collector
Lookout:

Other - 1/2 L1 Garth
Skeletal Archery

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 6
Spare gold: 0
Hand: 3
Deck: 0
Discard: 6

Summary

H: played, Jan
W: rog , grave
T: Draino , stone
Thoughts:

Warm-up 2, Player 2, Turn 3

P1 Black vs P2 White

[details=Starting Hand]
Morningstar Flagbearer
Grappling Hook
Ardra’s Boulder
Sensei’s Advice (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Draw 1 tehcn
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Jefferson DeGrey, Ghostly Diplomat, Whitestar Grappler
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Ardra’s Boulder (6)
  • Midband Rook & Grappling Hook SQL to Lookout, Rook kills him and takes 3 damage (2)
  • Worker (1)

[details=Workers]
Morningstar Flagbearer, Fox Viper, Fox Primus
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (0/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Safe Attacking
  • Rook (3/2 from 3 damage lvl 5)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Bird’s Nest
Snapback
Savior Monk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
And he does go for a big clear, and it does cost him resources. Even skipped a worker, damn. So perhaps he’s planning a lich’s bargain rushdown set up by a “block with skeletons” next turn? I’m not sure, but the boulder will certainly buy me time, as will maxbanding Rook in all likelihood (though certainly he’ll be grabbing Nether Drain if he didn’t already). So next turn possibly Maxband Rook + tech 2? Stick Rook in Lookout, it’ll guarantee tech 2 survives and then I just win with tech 3 maybe? I think that’ll probably work but we’ll see I guess
[/details]

T4:

$$ (6)
Worker (5)
Imp, away with thee, card #3!!! (2)
Skele token (1)
BC & Garth take 3 hp off of Boulder, +Skele

dc1, rs, d3

Patrol:
Leader: 2/2A Imp
Elite:
Scavenger: 1/1 Skele
Technician: 1/1 Skele
Lookout:

Other - 1/2 L1 Garth , 3/3 Bone Collector
Skeletal Archery

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 1
Hand: 3
Deck: 7
Discard: 0

Summary

H: played, det , sum
W: rog , grave , det
T: SoFK , TerassQ
Thoughts:

Garth is so good :slight_smile: you really have to think outside the box against him

Warm-up 2, Player 2, Turn 4

P1 Black vs P2 White

[details=Starting Hand]
Bird’s Nest
Snapback
Savior Monk (discarded, so no worker)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Mythmaking, Morningstar Pass
Jefferson DeGrey, Ghostly Diplomat, Whitestar Grappler
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Bird’s Nest (7)
  • Maxband Rook & Kill Imp, take 2 damage (4)
  • Tech 2 Strength (0)
  • Skip worker

[details=Workers]
Morningstar Flagbearer, Fox Viper, Fox Primus
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH

####In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (0/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout:

####In Play:

  • Safe Attacking
  • Bird’s Nest
  • Rook (4/4 from 2 damage lvl 8 two lives)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Whitestar Grappler
Jefferson DeGrey, Ghostly Diplomat
Sensei’s Advice
[/details]

[details=End of Turn Discard]
Savior Monk
Mythmaking
Morningstar Pass
Snapback
[/details]

[details=My Thoughts][spoiler]
I don’t think I win at any tech level without birds, so I can’t figure on skipping them. I also, however, won’t have Rook surviving unless I maxband him, so I’m either skipping worker or tech 2. I think skipping the worker is fine here, and puts the most pressure on him. I may opt for tower and bird pecking to kill skeletons instead of DeGrey though, as I don’t want to sacrifice my birds unnecessarily.

I’m teching in Morningstar Pass as he really doesn’t have a great way to win that isn’t attacking with a lot of dudes, and Mythmaking to compliment the boulder and DeGrey. I think I can theoretically win a stalled game better than one that ends very quickly, but this is warm-up for a reason :wink: I’ve gotta try the fringe stuff a bit and see how it goes. Black is great at dealing with units and pretty good with stopping heroes, but has no good answers to upgrades or buildings, so let’s leverage that!
[/spoiler][/details]

That’s what makes him prolly the best hero in the game

T5:

$$ +F (8)
Worker (7)
Demonology II (3)
Nether Drain Rook to L6, Garth to L3 (2)
BC + Skele > Boulder, +Skele
L4 Garth + Skele > Rook, Nest falls, Garth to L6 (1)
Maxband Garth, surprise Gargoyle appears! ()
Sac a Skele that attacked, +card

dc2, d4

Patrol:
Leader: 1/1A Skele
Elite:
Scavenger:
Technician:
Lookout:

Other - 3/4 Max Garth , 3/3 Bone Collector , 0/2 Gargoyle , 1/1 Skele
Skeletal Archery

Buildings:
Base: 20
Tech I: 5
Demonology II: 5

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 2
Discard: 5

Summary

H: played, SoFK, Sum , Jav
W: rog , grave , det , Jav
T: Garg , Meta
Thoughts: