"P2T3
Tech StartingHand Workers
TECH
War Drums
Gunpoint
STARTING HAND
Pillage
Charge
Mad Man
Bombaster
Kidnapping
Makeshift Rambaster
WORKERS
Careless Musketeer
Scorch
Pillage
NextHand
Nautical Dog
War Drums
Bloodburn
Gunpoint
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk and Ogre take Arg, Drak Maxbands
Kidnap Merfolk - ($2)
Merfolk trades with Glimmer
Mad Man takes Wisp
Bombaster - ($0)
Bombaster takes Trent
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[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]
- Drakk (3/4 from 1 dmg L6)
- Mad Man (1/1)
- Bombaster (2/1 From 1 dmg
[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: 8
"
1 Like
I usually donât go for kidnapping this early, as it mostly takes units that cost a lot less than it cost to play, and Iâm feeling tight on gold. But youâre showing how effective it can be, especially with mid or max Drakk, even on cheapies, as long as youâre only planning on playing one other card, and those cheapies have a lot of additional value.
You just spent 4 on the kidnapping to take out Prospector, which cost him 1 but would have gained him at least 1 more, and Glimmer, likewise, so youâre at least coming out even, while getting way ahead on board. Nicely done.
Oh, and Drakk should be at full health (3/4, 0 damage), since he healed when he maxxed.
2 Likes
Hey I found a way to have haste at tech1!
EDIT: @YoungBuck fixed turn, it should all add up now
P1T4
Tech StartingHand Workers
TECH
Gemscout
Potent Basilisk
STARTING HAND
Playful Panda
Tiger Cub
Circle of Life
Rampant Growth
Forestâs Favor
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
NextHand
Gemscout Owl (0/1, Flying, Canât Attack, Resist 1+1)
Ironbark Treant (1/2 + AAA)
Merfolk Prospector (1/1)
Circle of Life
Tech 2 card(s)
Get Paid - ($7)
Tech and Scav - ($8)
Gemscout Owl finds me some gold - ($9)
Midori - ($7)
Cirle of Life on Gemscout Owl, Summoning a Wandering Mimic, who has Haste from your Bombaster (given by your max band Drak) - ($4)
Mimic Kills Drak, my base to 19, Midori to lvl 3
Tiger Cub - ($2)
Playful Panda - ($0)
Skip Worker
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Tiger Cub (2/2 + A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Wisp (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Wandering Mimic (4/1)
- Midori (2/3, lvl 3)
- Playful Panda (2/2)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 7
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
Plan is a go! Tech 2 (Balance) next turn, so put the Basilisk in now (want to keep the other mimic in codex incase I top deck Galina/Gemscout for another circle of life play)
1 Like
"P2T4
Tech StartingHand Workers
TECH
Crash Barrows
Crash Barrows
STARTING HAND
Bloodburn
Gunpoint
Nautical Dog
Charge
WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
NextHand
BrOgre (3/1 from 1 dmg)
Kidnapping
Makeshift Rambaster
Discard
War Drums
Crash Barrows
Crash Barrows
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gunpoint - ($5)
Nautical Dog - ($4)
Tech 2 Blood - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Gunpoint (3/3+1a)
-
[I]Elite[/I]: Nautical Dog (1+1/1)
-
[I]Scavenger[/I]: Bombaster (2/1)
-
[I]Technician[/I]: Mad Mand (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 2
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 9
"
EDIT: Fixed lack of techs.
P1T5
Tech StartingHand Workers
TECH
Ferocity
Ferocity
STARTING HAND
Ironbark Treant (1/2 + AAA)
Circle of Life
Gemscout Owl (0/1, Flying, Canât Attack, Resist 1+1)
Merfolk Prospector (1/1)
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Merfolk Prospector (1/1)
NextHand
Potent Basilisk
Galina Glimmer (2/2)
Gemscout
Discard
Circle of Life
Gemscout Owl (0/1, Flying, Canât Attack, Resist 1+1)
Ironbark Treant (1/2 + AAA)
Ferocity
Ferocity
Tech 2 card(s)
Get Paid - ($7)
Gemscout Owl - ($6)
Circle of Life Owl into a Second Wandering Mimic - ($3)
Mimic # 2 kills Tax Man
Midori pops Nautical Dog
Midbandori - ($1)
Tiger kills Bombaster
Panda kills Mad man
Wisp and Mimic #1 break your tech 2
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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Wandering Mimic #1 (4/1)
- Midori (3/4, lvl 5)
- Wisp (1/2)
- Tiger Cub (3/1)
- Wandering Mimic #2 (4/1)
- Playful Panda (2/1)
[B]Buildings:[/B]
-
Base HP: 19
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 4
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 8
"P2T5
Tech StartingHand Workers
TECH
Glider
STARTING HAND
Makeshift Rambaster
BrOgre (3/1 from 1 dmg)
Kidnapping
Charge
WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
NextHand
Crash Barrows
Gunpoint (3/3+1a)
Gunpoint
Tech 1 card(s)
Get Paid - ($9)
Scvn - ($10)
Drakk - ($8)
Kidnap one of your Mimics - ($4)
Mimic kills Midori, Tiger cub dies, Drakk to L3
Makeshift Rambaster - ($2)
Rambaster trades with other Mimic
Brogre - ($0)
Rebuild Tech 2
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[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]
- Drakk (1/3 L3
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 9
"
1 Like
P1T6
Tech StartingHand Workers
TECH
Potent Basilisk
Centaur
STARTING HAND
Gemscout
Potent Basilisk
Galina Glimmer (2/2)
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Merfolk Prospector (1/1)
Potent Basilisk
NextHand
Young Treant (1/2, Canât Attack)
Circle of Life
Discard
Circle of Life
Gemscout Owl (0/1, Flying, Canât Attack, Resist 1+1)
Ironbark Treant (1/2 + AAA)
Ferocity
Ferocity
Wandering Mimic #1 (4/1)
Wandering Mimic #2 (4/1)
Tiger Cub (3/1)
Potent Basilisk
Centaur
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Balance) - ($3)
Galina Glimmer - ($2)
Gemscout owl - ($1)
Float ($1)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Wisp (0+1/1)
-
[I]Scavenger[/I]: Galina Glimmer (2/2)
-
[I]Technician[/I]: Playful Panda (2/1)
-
[I]Lookout[/I]: Gemscout Owl (0/1, Flying, Canât Attack, Resist 1+1)
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 19
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 2
- Disc: 10
[B]Gold:[/B]
- Gold: 1
- Workers: 9
Thoughts
Damn, hope he didnt have a another hasty damage apart from the kidnapping (or haste but no kidnapping), this is probably game for him, but lets see if I can make a comeback.
"P2T6
Tech StartingHand Workers
TECH
Lobber
Chaos Mirror
STARTING HAND
Gunpoint
Crash Barrows
Gunpoint (3/3+1a)
WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
NextHand
Mad Mand (1/1)
Charge
Kidnapping
Discard
BrOgre (3/2 +1A)
Crash Barrows
Gunpoint
Lobber
Chaos Mirror
Tech 2 card(s)
Get Paid - ($9)
Drakk kills Panda
Maxband Drakk - ($6)
Brogre trades with Glimmer
Gunpoint, Hasted - ($3)
Crashbarrow - ($0)
Crashbarrow kills Wisp, overpower to destroy Tech 2, Base to 17
Gunpoint kills Owl, steals 1 g - ($1)
Float ($1)
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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (3/4 LL6
- Gunpoint (3/3)
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 7
- Disc: 5
[B]Gold:[/B]
- Gold: 1
- Workers: 9
"
1 Like
P1T7
Tech StartingHand Workers
TECH
Moments Peace
Moments Peace
STARTING HAND
Circle of Life
Young Treant (1/2, Canât Attack)
Rampant Growth
Forestâs Favor
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Merfolk Prospector (1/1)
Potent Basilisk
Circle of Life
NextHand
Playful Panda (2/1)
Ferocity
Wandering Mimic #2 (4/1)
Centaur
Tech 2 card(s)
Get Paid + float - ($10)
Scav + Tech - ($11)
Robbery - ($10)
Rebuild Tech 2
Young Treant - ($8)
Max Arg - ($2)
Worker - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Arg (1/5 + A, lvl 5)
-
[I]Elite[/I]: Wisp (0/1)
-
[I]Scavenger[/I]: Young Treant (0/2, Canât Attack)
-
[I]Technician[/I]: Water Elemental (3/3, Antiair)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 13
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 10
Isnt Arg 1/5? Did I miss a forrest favor?
1 Like
ummm, no that may or may not have been the play until I remember you stole the gold needed for itâŚ
1 Like
"P2T7
Tech StartingHand Workers
TECH
Choas Mirror
Lobber
STARTING HAND
Kidnapping
Charge
Mad Mand (1/1)
WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn
NextHand
Bombaster (2/1)
Glider
Glider
Discard
BrOgre (3/2 +1A)
Crash Barrows
Gunpoint
Lobber
Chaos Mirror
Kidnapping
Charge
Choas Mirror
Lobber
Tech 2 card(s)
Get Paid + float - ($10)
Zane - ($8)
Mad Man - ($7)
Kidnap Water Elemental - ($3)
Elemental and Gunpoint kill Arg, Zane to L3, I steal 1 g - ($4)
Drakk kills Trent
Maxband Zane, Shove wisp to Scvn, I get another 1g - ($2)
Zane and Mad man take Tech 2, Base to 15 hp
Float ($2)
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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (3/4 L6)
- Gunpoint (3/2 from 1 dmg)
- Zane (4/4 L6)
- Mad Man (1/1)
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 4
- Disc: 9
[B]Gold:[/B]
- Gold: 2
- Workers: 9
"
2 Likes
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, Canât Attack, Resist 1+1)
Discard
Young Treant (0/2, Canât 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]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Centaur (3 + 1/4, Over Power)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Cal (3/4, All Units have Resist 1)
- Water Elemental (3/2, Antiair)
[B]Buildings:[/B]
-
Base HP: 15
-
Tech I HP: 5
-
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]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[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]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
-
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 didnât have both kidnapping and a hasted source of damage). Neither Ferocity/Momentâs 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 canât let itself fall behind or it just canât 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 donât 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 donât 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 havenât 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 canât 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 canât 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 canât keep a tech 2 alive to save my life, so none of my tech 2âs matter (even then they only solver 1 problem, Potent Basilisk canât 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 âI hope red doesnât have haste to kill these 3 1 hp unitsâ.
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]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Nautical Dog (1/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (1/3 L1)
[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
"
P2T1
StartingHand Workers
STARTING HAND
Forestâs 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
Forestâs 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]
-
[I]Squad Leader[/I]: Tiger Cub (2/2 + A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Calamandra (2/3, lvl 1)
-
[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: 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]
-
[I]Squad Leader[/I]: BrOgre (3/2+1a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (1/1 from 2 dmg L1)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 3
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 6
"