Interesting, ok. I will redo my turn, either late tonight or tmw.
See below for updated turn. I realized I had another floating gold from scavenger bonus, so decided to keep the turn the same except play another unit
"P1T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Tiny Basilisk
STARTING HAND
Young Treant
Rich Earth
Verdant Tree
Spore Shambler
Forestās Favor
Tiger Cub
WORKERS
Ironbark Treant
Verdant Tree
NextHand
Rampant Growth
Tiny Basilisk
Tiny Basilisk
Playful Panda
Merfolk Prospector (1/1)
Discard
Spore Shambler
Tiger Cub
Rich Earth
Forestās Favor
Tech 2 card(s)
Get Paid - ($5)
Scavenger bonus - ($6)
Worker - ($5)
Midband Cala, Cala kills Orpal, and maxes, her stats now at 2/3 - ($3)
Young Treant, draw 1 - ($1)
Tech I - ($0)
Float ($0)
Discard 4, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]: Young Treant (1/2)
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Calamandra lvl 5 (2/3) (has two -1/-1 runes)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 4
[B]Gold:[/B] - Gold: 0
- Workers: 6
Thoughts
I am ok with a weak Cala. I want to keep his board presence down, which seems to be extra important vs black in this match up. Got lucky with young treants draw not being a tech I (2/6 chance). Teching double basilisk since they are aggressive cheap units and Iām going to want econ in order to push tech 2 turn 4 and get that Molac engine going; plan B likely balance with basilisks and fairie dragons (fairie tiny basilisks sound pretty good to me!)
"
"P2T2
Tech StartingHand Workers
[spoiler]TECH
Dark Pact
Dark Pact
STARTING HAND
Skeletal Archery
Thieving Imp
Jandra, the Negator
WORKERS
Summon Skeletons
Skeletal Archery
----------[/spoiler]
NextHand
[spoiler]Skeleton Javelineer
Graveyard
Deteriorate
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #1 of 5 - ($2)
Haunt pings your base to 19
Heroes Hall - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Poisonblade Rogue (2/1)
- [I]Technician[/I]: Thieving Imp (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Pestering Haunt (1/1) Unstoppable
[B]Buildings:[/B] - Base HP: 20
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 4
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 7
Thoughts
Doubling up on Pact to recover hand size. Greed patrolling because 2 damage to Calamandra would mean Haunt could finish her off, so some investment is needed if Iām to be successfully attacked. Building Heroes Hall for flexibility in tech-draws.
"
"P1T3
Tech StartingHand Workers
TECH
Galina Glimmer
Molac
STARTING HAND
Tiny Basilisk
Merfolk Prospector (1/1)
Playful Panda
Rampant Growth
Tiny Basilisk
WORKERS
Ironbark Treant
Verdant Tree
Playful Panda
NextHand
Tiger Cub
Merfolk Prospector (1/1)
Spore Shambler
Tech 2 card(s)
Get Paid - ($6)
Discard #1/5
Worker - ($5)
Cala kills Poisonblade Rogue, you get 1 gold
Tiny Basilisk - ($3)
Tiny Basilisk - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Young Treant (0/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Calamandra lvl 5 (2/1) (two -1/-1 runes) (all my units have resist 1)
- Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
- Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 7
Thoughts
Iām feeling good about tiny basilisks here since heās skipped tech I and gone for the HH. Basilisks can walk by anything he puts out next turn for free hero kills. So which heroes will he go for ? My main concern is Garth and lichs bargain. Vandy and DP makes sense too since heās down on cards. He could also be pushing for hand removal with shadow blade. Keeping basilisks in back just in case. Letās see. Iām also teching a Molac given the slim chance it will be drawn next turn and that being my chosen win condition here since I actually have a board this game. Galina is simply for a cheap body which I could use with a hero next turn and still build tech 2 if I do draw her; otherwise, she is a decent card to have, probably not too worth it. I was debating growth/molac vs balance as tech 2, but feel molac is the better guarantor of victory here (will this be my go to in this match up?, I will need to get a better feel of when to go which way)
"
You donāt get -1/-1 runes from the Rogue by attacking it; only by getting attacked by it. I assume thatās not going to change your plans?
Correct, turn stays the same. Editted Calaās stats
Wow, I think Iāve been playing PBR wrong all this time. I clearly havenāt read the card closely.
"P2T3
Tech StartingHand Workers
[spoiler]TECH
Soul Stone
Shadow Blade
STARTING HAND
Skeleton Javelineer
Graveyard
Deteriorate
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
----------[/spoiler]
NextHand
[spoiler]Dark Pact
Dark Pact
Sacrifice the Weak
----------[/spoiler]
Discard
[spoiler]Poisonblade Rogue
Pestering Haunt
Deteriorate
Soul Stone
Shadow Blade
----------[/spoiler]
Tech 2 card(s)
Get Paid + Scavanger - ($8)
Worker - ($7)
Orpal Gloor - ($5)
Haunt trades with Calamandra
Level Orpal x3 - ($2)
Skeleton Javelineer - ($1)
Orpal sacrifices Javelineer to infect Treant
Imp kills Treant, you draw 1, each Basilisks gets a -1/-1 rune
Worker - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L6 Orpal Gloor (2/5)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Thieving Imp (2/2)
[B]Buildings:[/B] - Base HP: 20
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 5
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
Iām sure to summon Vandy next turn and draw a bunch of cards, and I donāt have a Tech I, so Iāll diversify my Vandy spells.
"
Basilisks say no thank you to those -1ās!
"P1T4
Tech StartingHand Workers
TECH
Murkwood Allies
Molac
STARTING HAND
Merfolk Prospector (1/1)
Spore Shambler
Tiger Cub
Rich Earth
WORKERS
Ironbark Treant
Verdant Tree
Playful Panda
Rich Earth
NextHand
Galina Glimmer
Forestās Favor
Molac
Rampant Growth
Discard
Young Treant (0/2)
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Tiger Cub
Merfolk Prospector (1/1)
Murkwood Allies
Molac
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Spore Shambler, move 2 runes to each Basilisk (negates -1/-1 runes which are then removed off the unit I believe? for tracking purposes) - ($2)
Argagarg - ($0)
Tiny Basilisk trades with Orpal, Argagarg levels, you draw 1
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Argagarg lvl 3 (1/4+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Spore Shambler (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
Feeling good about the game so far. Spore shambler came in to save they day by raining +1/+1 runes reinvigorating the basilisks to be a threat again. Taking out his Orpal was a solid trade for me. I have another basilisk in my back pocket safely behind lines (from likely shadowblade to have been teched), ready to pounce on another hero heāll likely bring out. The tough choice here was where to put argagarg; either put him in SQL, which makes him vulnerable to Shadowblade + Imp, or behind patroll, which increases the likelihood heāll survive and be able to max next turn, although possibly lose tiny basilisk if Nekoatl has stw + either deteriorate or shadowblade; Iām valuing my # units currently with Galina Glimmer on deck, and also want to ensure basilisk stays alive for that hero kill which heās likely heavily invested with spells
"
"P2T4
Tech StartingHand Workers
[spoiler]TECH
Doom Grasp
Nether Drain
STARTING HAND
Sacrifice the Weak
Dark Pact
Dark Pact
Jandra, the Negator
Nether Drain
Shadow Blade
Doom Grasp
Soul Stone
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Sacrifice the Weak
----------[/spoiler]
NextHand
[spoiler]Deteriorate
Shadow Blade
Doom Grasp
Poisonblade Rogue
Pestering Haunt
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($8)
Vandy Anadrose - ($6)
Dark Pact: my base to 18
Dark Pact: my base to 16
Imp hits Argagarg
Shadow Blade: Argagarg, discard #4 of 4 - ($3)
Worker - ($2)
Tech I - ($1)
Float ($1)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: L3 Vandy Anadrose (3/4) Resist 1
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Thieving Imp (2/1) [1dmg]
Buildings: - Base HP: 16
- Tech I HP: 5
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 9
Thoughts
I still donāt have a Tech I building, so Iāll tech more spellsā¦ this time for Garth since Orpalās not available this turn. Sighā¦ bad draws. Iāll worker Sacrifice because itās not worth $2 to kill a Wisp or spent Shambler even without having to sacrifice one of my own units.
"
"P1T5
Tech StartingHand Workers
TECH
Blooming Ancient
Giant Panda
STARTING HAND
Molac
Rampant Growth
Forestās Favor
Galina Glimmer
WORKERS
Ironbark Treant
Verdant Tree
Playful Panda
Rich Earth
NextHand
Forestās Favor
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Giant Panda
Young Treant (0/2)
Tech 2 card(s)
Get Paid - ($8)
Discard #4/4
Calamandra - ($6)
Basilisk trades with Vandy, Cala levels, you get 1 gold
Galina Glimmer - ($5)
Tech 2 (Growth) - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Calamandra lvl 3 (3/4+A) resist 1 to my units
- [I]Elite[/I]:
- [I]Scavenger[/I]: Wisp (0/1)
- [I]Technician[/I]: Spore Shambler (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Galina Glimmer (2/2)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 1
- Workers: 8
Thoughts
Unfortunately didnāt draw Molac but have Young treant for another chance. I still have options in maxing Cala for a tiger, and argagarg max. Not the best next hand. Weāll see what to do
"
"P2T5
Tech StartingHand Workers
[spoiler]TECH
Gargoyle
Bone Collector
STARTING HAND
Deteriorate
Poisonblade Rogue
Pestering Haunt
Shadow Blade
Doom Grasp
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Sacrifice the Weak
Poisonblade Rogue
----------[/spoiler]
NextHand
[spoiler]Soul Stone
Dark Pact
Dark Pact
----------[/spoiler]
Discard
[spoiler]Doom Grasp
Deteriorate
Shadow Blade
Gargoyle
Bone Collector
----------[/spoiler]
Tech 2 card(s)
Get Paid + float + Scavanger - ($11)
Garth Torken - ($9)
Skeleton - ($8)
Doom Grasp: sac. Skeleton, destroy Calamandra - ($4)
Worker - ($3)
Pestering Haunt - ($2)
Deteriorate: Wisp, you get $1
Imp kills Shambler, you draw 1
Level Garth - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: L4 Garth Torken (2/4A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Thieving Imp (2/1) [1dmg]
- Pestering Haunt (1/1)
[B]Buildings:[/B] - Base HP: 16
- Tech I HP: 5
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 2
- Disc: 5
[B]Gold:[/B] - Gold: 1
- Workers: 10
Thoughts
Finally have Tech I, Iāll split between Gargoyle for doom compatibility with Vandy and a Collector for sacrifice compatibility with Orpal and Garth. Iām officially worried about Might of Leaf and Claw now, so Iāll redouble my efforts to clear away potential attackers until I can crawl my way up to Zarramonde. Iām passing on the chance to summon Orpal because Iāll need room to summon Vandy next turn, and Iām midbanding Garth to guard against a sudden +2/+2 buff on Galina.
"
"P1T6
Tech StartingHand Workers
TECH
Murkwood Allies
Momentās Peace
STARTING HAND
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Giant Panda
Forestās Favor
Young Treant (0/2)
Molac
Blooming Ancient
WORKERS
Ironbark Treant
Verdant Tree
Playful Panda
Rich Earth
NextHand
Tiger Cub
Rampant Growth
Merfolk Prospector (1/1)
Murkwood Allies
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Discard
Spore Shambler (0/1)
Murkwood Allies
Momentās Peace
Giant Panda
Forestās Favor
Molac
Tech 2 card(s)
Get Paid + float - ($9)
Scav and Techn bonuses - ($10)
Young Treant, I draw 1 - ($8)
Blooming Ancient - ($4)
Argagarg, summons wisp, +2 runes to BA - ($2)
Tiny Basilisk, +1 rune to BA - ($0)
Move 3 runes to Galina Glimmer, now 5/5
Galina kills Garth, Argagarg levels
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Blooming Ancient (2/4+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Young Treant (0/2)
- [I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Galina Glimmer (5/3) (three +1/+1 runes)
- Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
- Argagarg lvl 3 (1/4)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 1
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
I prefer bringing out BA here instead of Molac to get the Garth kill and also develop board presence; plus Iāll likely draw Molac next turn. If my board holds here and I get a gold bonus from Galina, I might be able to seal the deal next turn with Murkwood and Molac (with possible scav bonus as well); otherwise molac itself is good enough + max arg + another basilisk and merfolk.
āDamn, I didnāt draw Molac, that was unlucky (5/6 chance of drawing it). I could still get it through a techn draw. However itās not terrible as I still like my options. He still hasnāt gone tech 2 so I think Iām well ahead
"
"P2T6
Tech StartingHand Workers
[spoiler]TECH
Shadow Blade
Bone Collector
STARTING HAND
Soul Stone
Dark Pact
Dark Pact
Jandra, the Negator
Nether Drain
Deteriorate
Dark Pact
Bone Collector
Shadow Blade
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Sacrifice the Weak
Poisonblade Rogue
Jandra, the Negator
----------[/spoiler]
NextHand
[spoiler]Gargoyle
Doom Grasp
Bone Collector
Shadow Blade
----------[/spoiler]
Discard
[spoiler]Dark Pact
Dark Pact
Thieving Imp (2/1)
Shadow Blade
Nether Drain
Deteriorate
----------[/spoiler]
Tech 2 card(s)
Get Paid + float - ($11)
Vandy Anadrose - ($9)
Dark Pact: my base to 14
Dark Pact: my base to 12
Dark Pact: my base to 10
Imp attacks Ancient
Shadow Blade: Ancient, discard #4 of 5 - ($6)
Haunt kills Wisp, you draw 1
Bone Collector - ($4)
Soul Stone: Collector - ($2)
Worker - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bone Collector (4/4A) {Soul Stone}
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: L1 Vandy Anadrose (2/3) Sparkshot
-
[I]Lookout[/I]:
[B]In Play:[/B] - Pestering Haunt (1/1)
[B]Buildings:[/B] - Base HP: 10
- Tech I HP: 5
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 1
- Workers: 11
Thoughts
Doubling my chance of drawing Shadow Blade, hoping for a Collector to stop that Basilisk. ā¦ I got one of each, but only after playing 3 Pacts. Ouch. I could Deteriorate the Treant and Haunt it inteasd of the Wisp, but that would put me down a card, and the Treant canāt attack, meaning itās not a threat for charging Might.
"
"P1T7
Tech StartingHand Workers
TECH
Blooming Elm
Ferocity
STARTING HAND
Murkwood Allies
Rampant Growth
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Tiger Cub
Merfolk Prospector (1/1)
Molac
WORKERS
Ironbark Treant
Verdant Tree
Playful Panda
Rich Earth
NextHand
Giant Panda
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Merfolk Prospector (1/1)
Murkwood Allies
Tech 2 card(s)
Get Paid - ($8)
Discard #4/5
Techn draw
Galina inspires 1 gold - ($9)
Molac - ($6)
Tiny basilisk suicides to take out BCās first life, molac @1
Rampant Growth to Galina, now at 7/3+AA, Galina takes out BCās second life, taking 1 dmg after armor; molac @2 - ($4)
Argagarg hits vandy for 1, molac @3
Max Argagarg, summon elemental - ($2)
Tiny basilisk - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Water Elemental (3/3)
- [I]Technician[/I]: Young Treant (0/2)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Galina Glimmer (5/2) (has three +1/+1 runes)
- Argagarg lvl 5 (1/5)
- Tiny basilisk (1/2)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 8
Thoughts
He has a massive economic advantage over me, which is keeping him alive atm imo. Credit to him for not skipping workers (with 3 DPs a turn, why would you I guess?!). Heāll need to decide tech 2 next turn or try and stop molac as much as possible. Regardless, I think I have great options on the bench including murkwood allies and momentās peace. My deck is really inflated though, so theres a lot of randomness at this point unfortunately. Iām teching ferocity at the off chance I draw it next turn (deck is recycling) and can pull off kills with Galina and Basilisk without losing them (great for molac value). Not sure about blooming elm, thatās a bit of a gamble assuming Iāll pull off molac and be able to keep units alive, which I donāt think is unlikely. Next turn or two should decide the game
"
You forgot to put Might in your play area.
"P2T7
StartingHand Workers
[spoiler]STARTING HAND
Shadow Blade
Bone Collector
Doom Grasp
Gargoyle
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Sacrifice the Weak
Poisonblade Rogue
Jandra, the Negator
----------[/spoiler]
NextHand
[spoiler]Nether Drain
Bone Collector
Shadow Blade
----------[/spoiler]
Tech 0 card(s)
Get Paid + float - ($12)
Shadow Blade: Elemental, you get $1, discard #4 of 4 - ($9)
Vandy kills Treant, you draw 1
Garth Torken - ($7)
Skeleton - ($6)
Doom Grasp: Galina - ($2)
Bone Collector - ($0)
Haunt pings your base to 18
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Bone Collector (3/3)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Pestering Haunt (1/1)
- L1 Vandy Anadrose (2/2) Sparkshot [1dmg]
- L1 Garth Torken (1/3)
[B]Buildings:[/B] - Base HP: 10
- Tech I HP: 5
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 11
Thoughts
This is starting to look badā¦
"
"P1T8
Tech StartingHand Workers
TECH
Stampede
Stampede
STARTING HAND
Rampant Growth to Argagarg, now at 3/4+AA, Galina takes out BCās second life, taking 1 dmg after armor; molac @2
Tiger Cub
Blooming Elm
Blooming Ancient (2/4)
Murkwood Allies
WORKERS
Ironbark Treant
Verdant Tree
Playful Panda
Rich Earth
NextHand
Blooming Elm
Tiger Cub
Blooming Ancient (2/4)
Molac
Discard
Murkwood Allies
Young Treant (0/2)
Galina Glimmer (2/2)
Tiny basilisk (1/2)
Murkwood Allies
Giant Panda
Tiny Basilisk (1/2, deathtouch, unstoppable/unattackable by tech 0 units)
Stampede
Stampede
Tech 2 card(s)
Get Paid - ($8)
Discard #4/4
Scav and Techn bonuses - ($9)
Argagarg deals 1 dmg to BC, molac @4
Tiny basilisk trads with BC, you draw 1, Molac activates
Calamandra - ($7)
Murkwood allies, summon 4 frogs - ($2)
Merfolk Prospector - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Mighy Frog (6/6+A @)
- [I]Elite[/I]: Mighy Frog (1+6/6 @)
- [I]Scavenger[/I]: Mighy Frog (6/6 @)
- [I]Technician[/I]: Mighy Frog (6/6 @)
-
[I]Lookout[/I]: Calamandra lvl 1 (7/8 @)
[B]In Play:[/B] - Argagarg lvl 5 (1/2 +5/5@)
- Merfolk Prospector (6/6 @)
- Molac @5
[B]Buildings:[/B] - Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 9
[B]Gold:[/B] - Gold: 1
- Workers: 8
Thoughts
Donāt think he can come back from this. Got lucky with the murkwood redraw after losing it from shadow blade, although still had other decent options in giant panda, basilisk and merfolk. Iām teching stampede in case the game continues for any reason; cala in lookout as she still feels more important atm for ferocity, resist, etc
"
Iāll resign it here; GG. I was trying to keep your board clear so you wouldnāt be able to charge Might if you played it, but I wasnāt able to keep up. Iāll start the next one.
"P1T1
StartingHand Workers
[spoiler]STARTING HAND
Jandra, the Negator
Deteriorate
Skeletal Archery
Sacrifice the Weak
Skeleton Javelineer
WORKERS
Sacrifice the Weak
----------[/spoiler]
NextHand
[spoiler]Thieving Imp
Pestering Haunt
Poisonblade Rogue
Summon Skeletons
Graveyard
----------[/spoiler]
Discard
[spoiler]Skeleton Javelineer
Deteriorate
Skeletal Archery
----------[/spoiler]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jandra, the Negator - ($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]: Jandra, the Negator (3/3) Overpower
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[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
"