[MMM1] WARM-UP: Green (Shadow Night Black) vs Red (Youngbuck)

P1T8


StartingHand Workers

STARTING HAND
Ferocity
Wandering Mimic #2 (4/1)
Centaur
Playful Panda (2/1)


WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Merfolk Prospector (1/1)
Potent Basilisk
Circle of Life


NextHand

Tiger Cub (3/1)
Wandering Mimic #1 (4/1)
Rampant Growth
Gemscout Owl (0/1, Flying, Can’t Attack, Resist 1+1)


Discard

Young Treant (0/2, Can’t Attack)
Ferocity
Wandering Mimic #2 (4/1)
Playful Panda (2/1)


Tech 0 card(s)
Get Paid + float - ($11)
Taxmen - ($10)
Scav x2 - ($12)
Rebuild Tech 2 (I wonder if I can get the spreadsheet to reproduce this line every turn after my tech 2 is built?)
Midband Cal - ($8)
Centaur - ($5)
Ferocity - ($3)
Water Ele kills Gunpoint Taxman

Float ($3)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Centaur (3 + 1/4, Over Power)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (3/4, All Units have Resist 1)
  • Water Elemental (3/2, Antiair)
    [B]Buildings:[/B]
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 4
  • Deck: 9
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
1 Like

"P2T8


Tech StartingHand Workers

TECH
Gunship
Gunship


STARTING HAND
Bombaster (2/1)
Glider
Glider


WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
Bombaster (2/1)


NextHand

Nautical Dog (1+1/1)
War Drums


Discard

BrOgre (3/2 +1A)
Crash Barrows
Gunpoint
Lobber
Chaos Mirror
Kidnapping
Charge
Choas Mirror
Lobber
Gunpoint (3/2 from 1 dmg)
Gunship
Gunship
Glider
Glider


Tech 2 card(s)
Get Paid + float - ($11)
Bombaster, Hasted - ($9)
Glider x 2 - ($7)
Glider 1 kills Centaur
Glider 2 takes Cala
Bombaster and Drakk take Tech 2, Base to 13 hp
Zane and Mad Mad take Tech 1, Base to 11 hp
Tech Lab Anarchy - ($5)

Float ($5)
Discard 0, draw 2


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/4 L6)
  • Bombaster (2/2)
  • Zane (4/4 L6)
  • Mad Man (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech Lab HP: 4

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

  • Hand: 2
  • Deck: 2
  • Disc: 14
    [B]Gold:[/B]
  • Gold: 5
  • Workers: 10
    "
1 Like

Thats GG from me, it was looking good until that second Kidnapping on my Mimic into Midori (I had to hope you didn’t have both kidnapping and a hasted source of damage). Neither Ferocity/Moment’s Peace seem to allow me the breathing room to actually get my feet underneath me (and keep that tech 2 alive), and I am really missing the nimble fencers from my old Balance, Growth, Finesse build. Green really can’t let itself fall behind or it just can’t get back on the board. I have no way of dealing with crashbarrows, so I have to deal with the tech 2 blood before it comes out. I don’t have good ways of using the gold advantage I have (4 gold more at the end of each P1 turn, X gold more at the end of TX as P2), to affect the board as everything I can do deals with big units/heros and relys on me having units on the board, not dealing with the army of small things you send at me. I don’t know what to try next to get around this problem.

1 Like

GG WP

It seems to me that the only way I am getting ahead in these match ups is through a plethora of haste units. I feel like from green side it has to be very difficult to plan much ahead turn to turn because Red can disrupt so much. I have been going down on card and econ fairly heavily as well, but from the vantage point of being able to respond through heroes and hasted units

This last game your econ and unit plays seemed very oppressive. But for a couple of opportune draws you would have flooded me out with units fairly quickly.

Will play next turn tomorrow, but what do you feel like has been different first 4 games vs last couple? I felt very helpless first couple of games, but haven’t felt like I have changed my play a lot besides better use of Heroes to buy me time

1 Like

Your much more willing to go down on resources to prevent me having units to hit back at you with (T3 last game, I had several combat tricks, but only 1 attackers survived you put a madman in SL, so it would have been a 3 to 1 gold trade, if you had instead killed the treant with the madman, then Drak would have died there and it would have been a very different game). Green has two ways of trying to keep units alive, big units that you have to sacrifice 2/3 units to kill (Centaurs at T1, Rhinos, bark coat bears etc at T2), but you are regularly teching kidnapping in your first 2 techs, so playing them (esp with centaurs overpower) will be you using 1 card and 4 gold to kill two of my units (one of them costing at least 3), you just use chaos mirror and then they are a punching bag. The other method green has is hiding behind a plethora of small units (murkwood allies, various pandas, Arg etc), and either buffing them as a counterattack, or hiding larger units behind. But the smallest buff I have that I can tech costs 4 gold, you never play units that costs more then 2 gold, so thats not a good strat, and during your turn you just kill most of them more minial losses your side (this is made worse by the fact you now have a good command of zane, me flooding the board can allow you to draw 2 cards of a maxband zane).
Without haste I can’t punish you for your small patrol zones, and kill your vital heros/techs (mainly Drak) with my few remaining units. without Readiness, every unit I send in to attack can’t defend, and everycard you teched last game was a hasty answer (excluding taxman), so having no patrol leads to my weakened units getting picked off. I can’t keep a tech 2 alive to save my life, so none of my tech 2’s matter (even then they only solver 1 problem, Potent Basilisk can’t be kidnapped, but crashbarrows/gliders still roll over them. Mimics may have haste, but when kidnapped they still eat my biggest units/heros with them.
Last game I had a chance, but only because I had incredably lucky draws, I drew both my tech 1 units turn 3, despite drawing one of them off the young treant. The following hand I drew the circle of life I had just teched, to give me a way in. The following hand I lucked out and redrew the Owl, to give me another shot at playing circle of life. I had been very lucky up til then, which had not put me in a winning position, just a “I hope red doesn’t have haste to kill these 3 1 hp units”.

1 Like

That makes good sense. From my limited time playing green, I definitely had a sense that I had very little opportunity to hit back, especially when playing against Red who is very willing to go down cards.

Kidnapping really does deter you from going for a unit heavy plan. I mean, getting a Rhino or Elephant stolen, after spending so much G on makes it a very undesirable play. I still feel like flooding the board with small units is a viable strat.

Finesse with Green specs is nasty. The haste really shores up the weaknesses in Greens kit, and syngerizes well with that damn MoLaC.
"P1T1


StartingHand Workers

STARTING HAND
Mad Man
Bombaster
Scorch
Nautical Dog
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Bloodburn
Charge
Pillage
Makeshift Rambaster
Bloodrage Ogre


Discard

Scorch
Bombaster
Nautical Dog


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Drakk - ($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]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (1/3 L1)
    [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
    "

P2T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Verdant Tree
Young Treant
Rampant Growth
Tiger Cub


WORKERS
Verdant Tree


NextHand

Playful Panda
Ironbark Treant
Merfolk Prospector
Rich Earth
Spore Shambler


Discard

Rampant Growth
Young Treant
Forest’s Favor


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Cal - ($0)

Float ($0)
Discard 3, draw 5


[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]: Calamandra (2/3, lvl 1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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
Thoughts

The only way this hand could be worse is if I swap the tiger cub for Rich Earth (at that point I would concede on the spot).

"P1T2


Tech StartingHand Workers

TECH
Lobber
Gunpoint


STARTING HAND
Makeshift Rambaster
Bloodburn
Pillage
Charge
Bloodrage Ogre


WORKERS
Careless Musketeer
Bloodburn


NextHand

Gunpoint
Bombaster
Makeshift Rambaster
Pillage
Lobber


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
BrOgre - ($2)
Nauty Dog and Drakk take Tiger Cub
Tech 1 - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: BrOgre (3/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (1/1 from 2 dmg L1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

Mind making a copy of your spreadsheet in this position? Theres an alternate line her for me I might want to explore later.

P2T2


Tech StartingHand Workers

TECH
Ferocity
Murkwood Allies


STARTING HAND
Ironbark Treant
Rich Earth
Merfolk Prospector
Spore Shambler
Playful Panda


WORKERS
Verdant Tree
Rich Earth


NextHand

Spore Shambler
Forest’s Favor
Murkwood Allies
Playful Panda (2/2)
Ferocity


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Cal, Cal kills Bro - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (3/1, lvl 3, Units have Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

to kill drak or not to kill drak…

Made a copy so we can go from there later if you chose!

P1T3


Tech StartingHand Workers

TECH
War Drums
Lobber


STARTING HAND
Lobber
Gunpoint
Bombaster
Makeshift Rambaster
Pillage


WORKERS
Careless Musketeer
Bloodburn
Pillage


NextHand

Scorch
Charge
War Drums
Nautical Dog


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Drakk - ($3)
Lobber - ($2)
Lobber and Drakk kill Ironbark
Rambaster - ($0)
Rambaster trades with Cala, Drakk maxbands

Float ($0)
Discard 2, draw 3, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/4 L6)
  • Lobber (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

P2T3


Tech StartingHand Workers

TECH
Ferocity
Tiny Basilisk


STARTING HAND
Murkwood Allies
Spore Shambler
Forest’s Favor
Ferocity
Playful Panda (2/2)


WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)


NextHand

Merfolk Prospector
Rampant Growth
Young Treant
Ironbark Treant (1/2 + AAA)
Tiger Cub (2/2 + A)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max Arg - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/5 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]: Water Ele (3/3, Antiair)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Always kill Drak

2 Likes

"P1T4


Tech StartingHand Workers

TECH
Kidnapping
Gunpoint


STARTING HAND
Nautical Dog
Charge
Scorch
War Drums


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch


NextHand

Lobber
BrOgre (3/2+1a)
Bombaster


Discard

Nautical Dog
Lobber (2/1)
Charge
Kidnapping
Gunpoint


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
War Drums - ($4)
Nautical Dog - ($3)
Naughty Dog and Drakk trade with Arg
Lobber trades with Elemental
Heroes Hal ($1)

Float ($1)
Discard 1, draw 3


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/3 from 1 dmg L6)
  • War Drums
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1: 5
  • :heart: Heroes Hall: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "

Dog has 1 + 2 (Frenzy 2) + 2 Attack (War drums) = 5 total. Arg has 5hp + 1 Armour

Ah yes I counted Drakk as a unit…hmmm that makes my play a little more difficult. I suppose I’ll leave the wisp and have Drakk be at 3/3. I’ll edit shortly

EDIT: Fixed techs (it had recorded the wrong techs and not put them in my discard)
P2T4


Tech StartingHand Workers

TECH
Tiny Basilisk
Huntress


STARTING HAND
Rampant Growth
Young Treant
Merfolk Prospector
Tiger Cub (2/2 + A)
Ironbark Treant (1/2 + AAA)
Ferocity


WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
Rampant Growth


NextHand

Tiny Basilisk
Murkwood Allies
Ferocity
Forest’s Favor


Discard

Ferocity
Tiger Cub (2/2 + A)
Tiny Basilisk
Huntress


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 1 - ($6)
Young Treant - ($4)
Ironbark - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + A)
  • :psfist: [I]Elite[/I]: Merfolk Prospector (1+1/1)
  • :ps_: [I]Scavenger[/I]: Ironbark Treant (1/2 + AA)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

"P1T5


Tech StartingHand Workers

TECH
Desperation
Crash Barrows


STARTING HAND
Lobber
BrOgre (3/2+1a)
Bombaster


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch


NextHand

Lobber (2/1)
Makeshift Rambaster
Gunpoint


Tech 2 card(s)
Get Paid + float - ($9)
Zane - ($7)
Brogre, Hasted - ($5)
Lobber - ($4)
Drakk kills Trent
Zane trades with Merfolk
Lobber kills Ironbark
Brogre kills Wisp
Tech 2 Blood - ($0)

Float ($0)
Discard 1, draw 2, 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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/4 L6)
  • War Drums
  • Lobber (4/2)
  • Brogre (5/1 from 1 dmg)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "
1 Like

Lobber should be 4/1, I think. Ironbark is feisty.

1 Like

P2T5


Tech StartingHand Workers

TECH
MoLaC
Huntress


STARTING HAND
Forest’s Favor
Tiny Basilisk
Murkwood Allies
Ferocity
Spore Shambler


WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
Rampant Growth
Murkwood Allies


NextHand

Tiny Basilisk
Tiger Cub (2/2 + A)
Merfolk Prospector (1+1/1)


Tech 2 card(s)
Get Paid - ($9)
Scav + Tech - ($10)
Cal - ($8)
Tiny Basilisk - ($6)
Spore Shambler - ($3)
Ferocity - ($1)
Worker - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2, Deathtouch, Swift Strike)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Spore Shambler (2/3, Swift Strike) ++
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (2/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

The plan is to play ferocity every turn until either I activate MoLaC, or I break his tech 2. How hard could it be?

Turn 1 on the ferocity plan, there is no ferocity, nor any draw.

"P1T6


Tech StartingHand Workers

TECH
Crash Barrows
Glider


STARTING HAND
Makeshift Rambaster
Gunpoint
Lobber (2/1)


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch


NextHand

Kidnapping
Desperation
Charge
Brogre (5/1 from 1 dmg)


Discard

Makeshift Rambaster
Crash Barrows
Glider


Tech 2 card(s)
Get Paid - ($8)
Lobber #2 - ($7)
Gunpoint - ($5)
Brogre returns to hand at end of turn

Float ($5)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Lobber #1(/1+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Lobber #2 (5/2)
  • :pschip: [I]Technician[/I]: Gunpoint (6/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/4 L6)
  • War Drums
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 5
  • Workers: 8
    "

P2T6


StartingHand Workers

STARTING HAND
Tiny Basilisk
Tiger Cub (2/2 + A)
Merfolk Prospector (1+1/1)


WORKERS
Verdant Tree
Rich Earth
Playful Panda (2/2)
Rampant Growth
Murkwood Allies


NextHand

Young Treant (0/2 + A)
Ferocity


Discard

Tiger Cub (2/2 + A)
Merfolk Prospector (1+1/1)
Spore Shambler (2/1) ++


Tech 0 card(s)
Get Paid - ($10)
Max Cal - ($6)
Discard 2, Cal gains Stealth
Cal kills Drak, War drums falls silent
Tiny Basilisk #2 - ($4)
Shambler kills SL Lobber
Shambler gives Basilisk #1 a rune, and dies
Basilisk kills Lobber #2
Tech 2 (Growth) - ($0)

Float ($0)
Discard 0, draw 2


[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]: Tiny Basilisk (1/2, Deathtouch)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Tiny Basilisk #1 (2/1, Deathtouch) +
  • Cal (4/2, lvl 5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 2
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10