P1T9
StartingHand Workers
STARTING HAND
Blooming Ancient
Ironbark Treant
Blooming Ancient
Moments Peace
Artisian Mantis
WORKERS
Verdant Tree
Rich Earth
Young Treant
Stampede!
Galina Glimmer
Forest’s Favor
Stampede!
NextHand
Artisian Mantis
Giant Panda (2/1)
Tiger Cub (2/2)
Moments Peace
Rampant Growth
Discard
Artisian Mantis
Moments Peace
Ironbark Treant
Tech 0 card(s)
Get Paid + float - ($12)
Blooming Ancient x2 (BA 1 Rune) - ($4)
Arg (BA 5 runes) - ($2)
3 Runes to Wisp
Wisp kills Jainia, Arg to lvl 3
Max Band Arg (BA 4 Runes) - ($0)
Move Runes
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Water Elemental (4/4 + A) +
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Blooming Ancient #1 (3/5) +
-
[I]Technician[/I]: Arg (1/5, lvl 5)
-
[I]Lookout[/I]: Blooming Ancient #2 (4/6) ++
[B]In Play:[/B]
- Wisp (4/2) ++++
- Wisp (0/1)
[B]Buildings:[/B]
-
Base HP: 11
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 11
1 Like
GG VWP! I honestly thought I had that in the bag several turns ago but the Midori play caught me off guard!
P2T9
StartingHand Workers
STARTING HAND
Glider
Gunpoint (3/3)
Nautical Dog (1/1+1a)
Crash Barrows
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Charge
Pillage
NextHand
Rambaster (1/2)
Glider
Discard
Crash Barrows
War Drums
Gunpoint (3/3)
Tech 0 card(s)
Get Paid + float - ($14)
War Drums - ($12)
Gunpoint, Hasted - ($10)
Crash Barrows - ($7)
Glider - ($6)
Glider attacks base for 9 dmg (3+Frezny+5 units)
Crash Barrows (6+Frenzy + 5 units) kills Water Elemental, Overpowers killing BA #2
Gunpoint (3+Frenzy + 4 units) kills BA #1, Steals the Scvn gold - ($7)
Ogre Kills Arg, Takes Big Wisp
Mad Man and Drakk take Base
Float ($7)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Ogre Recruiter (5/2 from 2 dmg)
- Drakk (3/1 from 3 dmg L6)
- Mad Man (1/1)
- Wisp (4/2) +++
- Glider (3/1)
- War Drums
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 10
- Disc: 3
[B]Gold:[/B]
- Gold: 7
- Workers: 11
"
3 Likes
@Shadow_Night_Black Looking back at our game, I was surprised by your Double Stampede tech early on. I can’t say I’ve seen Stampede much in my limited number of games. Can you give me some insight into your thought process on that one? Its such a cool spell, but I have a hard time figuring when to use it
1 Like
That was the play that probs costed me the game. the aim was continuous stampedes, overruning your units techs etc. I’ve had it work quite well against a few friends in the past, but never tried it against red, and I am now sure that it won’t work with all the haste at your disposal. The moments peace looked promising though, if I had a hero’s hall there, I could have played contentious moments peace, using my other hero as a chump block until I had snowballed enough to win. Your turn to go first?
1 Like
Ah yeah I can see how early on you could cycle rapidly enough to make the threat constant: I like it. True that the haste Red can bring makes that much more difficult, and obviously if I had some kind of hero removal that wouldnt be viable, but a cool idea nonetheless
Yes my turn for P1, will post shortly
"P1T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Scorch
Careless Musketeer
Pillage
Bombaster
WORKERS
Careless Musketeer
NextHand
Makeshift Rambaster
Mad Man
Charge
Nautical Dog
Bloodburn
Discard
Bombaster
Scorch
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
BrOgre - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Brogre (3/2)
-
[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: 1
- Workers: 5
"
P2T1
StartingHand Workers
STARTING HAND
Merfolk Prospector
Rich Earth
Young Treant
Forest’s Favor
Ironbark Treant
WORKERS
Rich Earth
NextHand
Verdant Tree
Rampant Growth
Spore Shambler
Playful Panda
Discard
Forest’s Favor
Young Treant
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Ironbark - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Ironbark Treant (1+1/2 + AA)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Merfolk Prospector (1/1)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 2
[B]Gold:[/B]
- Gold: 0
- Workers: 6
"P1T2
Tech StartingHand Workers
TECH
Chaos Mirror
Gunpoint
STARTING HAND
Charge
Nautical Dog
Bloodburn
Makeshift Rambaster
Mad Man
WORKERS
Careless Musketeer
Bloodburn
NextHand
Gunpoint
Mad Man
Makeshift Rambaster
Charge
Pillage
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Zane - ($3)
Charge Brogre - ($1)
Brogre trades with Ironbark
Zane kills Merfolk
Tech 1 ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (2/1 from 1 dmg L1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 6
"
P2T2
Tech StartingHand Workers
TECH
Centaur
Tiny Basilisk
STARTING HAND
Rampant Growth
Verdant Tree
Playful Panda
Spore Shambler
WORKERS
Rich Earth
Spore Shambler
NextHand
Merfolk Prospector (1/1)
Tiger Cub
Rampant Growth
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arg - ($3)
Tech 1 - ($2)
Playful Panda - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Arg (1/3 + A, lvl 1)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Wisp (0/1)
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Playful Panda (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
Going for the more standard unit tech, he’s open Zane, so I feel less pressure about Kidnapping, so Centaurs can go in. Arg is going in as SL as it should take several resources to kill him, and with the Charge Bro into Ironbark, I feel that with the bigger units in, as long as I trade out from here, I should be in a good spot.
"P1T3
Tech StartingHand Workers
TECH
Kidnapping
Lobber
STARTING HAND
Gunpoint
Pillage
Mad Man
Charge
Makeshift Rambaster
WORKERS
Careless Musketeer
Bloodburn
Pillage
NextHand
Scorch
Chaos Mirror
Brogre (3/2)
Bombaster
Discard
Mad Man
Charge
Makeshift Rambaster
Kidnapping
Lobber
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Zane - ($3)
Mad Man - ($2)
Mad Man peels armor off Arg
Zane kills Arg, Maxbands and heals, pushes TechN Wisp to Elite and kills
Gunpoint - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Gunpoint (3/3+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (4/4/ L6)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 7
"
P2T3
Tech StartingHand Workers
TECH
Moments Peace
Moments Peace
STARTING HAND
Tiger Cub
Forest’s Favor
Merfolk Prospector (1/1)
Rampant Growth
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
NextHand
Verdant Tree
Centaur
Ironbark Treant (1+1/2 + AA)
Young Treant
Discard
Rampant Growth
Forest’s Favor
Tiger Cub
Moments Peace
Moments Peace
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cal - ($4)
Rampant Growth Panda, Panda kills Taxman - ($2)
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Wisp (0/1 + A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Cal (2/3, lvl 1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Playful Panda (2/1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B]
- Gold: 2
- Workers: 8
Thoughts
Going Balance Tech 2, Moments Peace to help me survive when I get there, relying on Mimics/Basilisks at that point. Floating Gold here to get Tech 2 down next turn with a Centaur/Basilisk hopefully.
"P1T4
Tech StartingHand Workers
TECH
Crash Barrows
Gliders
STARTING HAND
Chaos Mirror
Scorch
Bombaster
Brogre (3/2)
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
NextHand
Bombaster
Crash Barrows
Nautical Dog
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane kills Wisp
BrOgre - ($4)
Tech 2 Blood - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Brogre (3/2+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (4/4/ L6)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 7
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
"
P2T4
Tech StartingHand Workers
TECH
Wandering Mimic
Potent Basilisk
STARTING HAND
Centaur
Young Treant
Ironbark Treant (1+1/2 + AA)
Verdant Tree
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
NextHand
Moments Peace
Moments Peace
Tiny Basilisk
Potent Basilisk
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 (Balance) - ($5)
Mid band Cal - ($3)
Cal kills Bro
Centaur - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Centaur (3/4 + A, Overpower)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Playful Panda (2/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (3/1, lvl 3, units have Resist 1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 9
Thoughts
Drew both moments peace , so can’t rely on a two turn lock down. Potent Basilisk will be a nice squad lead though, can take a none frenzied crashbarrow to the face and not let anything through, plus can’t be kidnapped.
"P1T5
Tech StartingHand Workers
TECH
Bug Blatter
Bug Blatter
STARTING HAND
Nautical Dog
Makeshift Rambaster
Crash Barrows
Bombaster
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster
NextHand
Gunpoint (3/3+1a)
Gliders
Lobber
Discard
Brogre (3/2+1a)
Crash Barrows
Nautical Dog
Bug Blatter
Bug Blatter
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Crash Barrows - ($2)
Rambaster - ($0)
Crash barrows kills Centaur, overpower to kill Panda
Zane and Rambaster take Tech 2, Base to 18
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Drakk (1/3+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (4/4/ L6)
- Makeshift Rambaster
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 4
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 9
"
1 Like
P2T5
Tech StartingHand Workers
TECH
Potent Basilisk
Wandering Mimic
STARTING HAND
Tiny Basilisk
Moments Peace
Moments Peace
Potent Basilisk
Rampant Growth
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
Rampant Growth
NextHand
Wandering Mimic
Forest’s Favor
Verdant Tree
Young Treant
Tiger Cub
Discard
Centaur (3/4 + A, Overpower)
Playful Panda (2/1)
Potent Basilisk
Moments Peace
Moments Peace
Potent Basilisk
Wandering Mimic
Tech 2 card(s)
Get Paid - ($9)
Tech Draw
Rebuild Tech 2
Max Cal - ($7)
Cal kills Drak, Base to 17
Tiny Basilisk - ($5)
Hero’s Hall - ($3)
Worker - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Tiny Basilisk (1/2 + A, Deathtouch, Unattackable/Unstopable by tech 0)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (4/4, lvl 5, units have Resist 1)
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 7
[B]Gold:[/B]
- Gold: 2
- Workers: 10
Thoughts
Patrolling Basilisk in SL to prevent a second Crash Barrow kills my Basilisk and Cal. Tech would be prefered to cycle around to the moments Peace quicker. The kill on my tech 2 that turn really hurt, getting a heros hall as a tower is not going to help much and I need to be able to summon additional heros even when my tech is down.
"P1T6
Tech StartingHand Workers
TECH
Kidnapping
Gunship
STARTING HAND
Gliders
Gunpoint (3/3+1a)
Lobber
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster
NextHand
Chaos Mirror
Charge
Discard
Brogre (3/2+1a)
Crash Barrows
Nautical Dog
Bug Blatter
Bug Blatter
Kidnapping
Gunship
Tech 2 card(s)
Get Paid - ($9)
Glider - ($8)
Lobber - ($7)
Gunpoint - ($5)
Glider takes out Basilisk
Zane takes Heroes Hall, Base to 15
Rambaster and Lobber take Tech 2, Base to 13
Tech Lab - Anarchy - ($4)
Float ($4)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Gunpoint (3/3+1a)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (4/4/ L6)
- Makeshift Rambaster
- Lobber (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 2
- Disc: 7
[B]Gold:[/B]
- Gold: 4
- Workers: 9
"
P2T6
StartingHand Workers
STARTING HAND
Wandering Mimic
Verdant Tree
Young Treant
Tiger Cub
Forest’s Favor
Wandering Mimic
WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
Rampant Growth
NextHand
Centaur (3/4 + A, Overpower)
Potent Basilisk
Tiny Basilisk (1/2 + A)
Moments Peace
Playful Panda (2/1)
Discard
Wandering Mimic
Forest’s Favor
Wandering Mimic
Tech 0 card(s)
Get Paid + float - ($12)
Rebuild Tech 2
Young Treant, Draw - ($10)
Verdent Tree - ($8)
Cal Kills Gunpoint
Tiger Cub - ($6)
Heros’s Hall - ($4)
Float ($4)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Young Treant (0/2)
-
[I]Technician[/I]: Tiger Cub (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (4/1, lvl 5, units have Resist 1)
- Verdant Tree (-/3, Healing 1)
[B]Buildings:[/B]
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
-
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 3
[B]Gold:[/B]
- Gold: 4
- Workers: 10
1 Like
"P1T7
StartingHand Workers
STARTING HAND
Chaos Mirror
Charge
Mad Man
Kidnapping
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster
NextHand
Brogre (3/2+1a)
Nautical Dog
Charge
Tech 0 card(s)
Get Paid + float - ($13)
Drakk + midband - ($8)
Mad Man - ($7)
Zane kilsl Tiger, I get a card
Kidnap Trent - ($2)
Chaos Mirror Rambaster and Cala - ($0)
Mad Mand (2) Lobber (3) and Rambaster (7) takes base to 1 Hp
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]: Drakk (2/3 L4)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane (4/2 from 2 dmg L6)
- Makeshift Rambaster
- Lobber (2/2)
- Mad Man (1/1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 9
"
1 Like
Sorry i messed up the drawing 1 card so had ot re-do and redraw but nothing much changed
1 Like
GG, I can’t stop the Lobber killing me next turn, my inability to draw my tech 1 units turn 3, my drawing of both Moments Peace T5, when I was unable to play midori (could suicide Cal, but not killing drak, and hence feeding levels is not a good strat, esp since I didn’t have to gold to level him up to survie the Zane + Drak Counter attack.). Feeding you Arg was also a road to defeat. I think I need to focus on using Verdent Tree and/or green’s spells more.
P1T1
StartingHand Workers
STARTING HAND
Verdant Tree
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant
WORKERS
Rich Earth
NextHand
Spore Shambler
Merfolk Prospector
Young Treant
Tiger Cub
Playful Panda
Discard
Verdant Tree
Forest’s Favor
Rampant Growth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[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
Thoughts
Planning on using Verdant Tree on T3/4 to help gaurentee my tech 2. Also going Growth as that seems to be the specs he has had the hardest time dealing with so far. No Cal / 1 drop to start but at least I have a Treant, just a shame all my combat tricks are in this hand.
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