TECH
Death Rites
twilight baron (summoned to field)
STARTING HAND
Poisonblade Rogue
Deteriorate
bone collector
Skeleton Javelineer
liches bargain
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
poisonblade rogue
NextHand
Death Rites
liches bargain
Sacrifice the Weak
Pestering Haunt
liches bargain
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
mid garth - ($3)
Garth and Imp kill Water Elemental
max garth, heals, summon Twilight Baron from discard - ($0)
Bone Collector kills treant, makes SK, you get a gold
deteriorate merfolk
Tiger Cub
Moss Ancient
Moss Ancient
Spore Shambler
Tech 2 card(s)
Get Paid + float + scav - ($10)
Worker - ($9)
Play Stalking Tiger - ($6)
Play Stalking Tiger - ($3)
Float ($3)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Stalking Tiger (4/4+A)
Elite: Wisp (1/1)
Scavenger: L5 Arg (1/5)
Technician: Stalking Tiger (4/4)
Lookout:
In Play:
Verdant Tree HP: 3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 3
Workers: 9
Thoughts
I’m skipping the T-rexes for now and going for Rampaging Elephants in case he breaks Verdant Tree. I should have enough for Moss Ancient next turn if he kills Arg.
STARTING HAND
Pestering Haunt
liches bargain
Sacrifice the Weak
liches bargain
Death Rites
bone collector
Deteriorate
Skeleton Javelineer (1/1)
WORKERS
Summon Skeletons
Skeletal Archery
Jandra, the Negator
poisonblade rogue
NextHand
Hooded Executioner
Deteriorate
Death Rites
Sacrifice the Weak
bone collector
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Death Rites - ($3)
Liches Bargain, trash worker (now at 8), base to 16, summon Sk #2, Zom, Hor - ($1)
Garth makes SK #3 - ($0)
Garth sacrifice 3 Skeletons to draw 3. Death Rites kills Wisp and both Tigers
BC hits Arg for 3, summon SK #1, takes 1 back
Twilight Baron hits Arg for remaining 2, overpower 2 to tech 2, takes 1 back, lvls fizzle
Garth breaks verdant tree
Tech 2 card(s)
Get Paid - ($8)
Worker (9) - ($7)
Death rites - ($3)
Vandy - ($1)
Horror trades with Midori, Death Rites kills Tiger Cub, Vandy to lvl 3
Twilight Baron breaks tower, takes 1, your base to 18
Garth and Zombie break tech 3, your base to 16
BC breaks tech 2, your base to 14, make SK #2
Sk #1 hits tech 1 to 4
Garth makes Sk #3 - ($0)
Tiger Cub
Moment’s Peace
Young Treant
Verdant Tree
Playful Panda
Tech 0 card(s)
Get Paid - ($10)
Maxband Arg - ($4)
Play Merfolk Prospector - ($3)
Build a Tower - ($0)
Float ($0)
Discard 6, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3+A)
Elite: L5 Arg (2/5)
Scavenger:
Technician: Wisp (0/1)
Lookout:
In Play:
*
Buildings:
Base HP: 14
Tech I HP: 4
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I’m 99% dead here. My out is to hope that he doesn’t kill me this turn, and play Moment’s Peace + Verdant Tree next turn and hope that Tech 3 is enough to turn things around.
Tech 2 card(s)
Get Paid - ($8)
deteriorate wisp
death rites - ($4)
garth, sacrifice Sk #3 to draw, death rites kils Elemental
max vandy, boost BC - ($2)
BC kills Arg, makes Sk #3
Vandy (4), Baron (4), SK #1 (1), Sk #2 (1), Garth (3), Zombie (2) hit your base for 15 and the game!
GG! I got too greedy trying to tech rush. I might have had a better chance if I had drawn either of the Tigers on turn 3.
P1T1
StartingHand Workers
STARTING HAND
Playful Panda
Ironbark Treant
Tiger Cub
Rampant Growth
Merfolk Prospector
WORKERS
Ironbark Treant
NextHand
Rich Earth
Young Treant
Forest’s Favor
Verdant Tree
Spore Shambler
Discard
Tiger Cub
Rampant Growth
Playful Panda
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Argagarg - ($1)
Play Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Merfolk Prospector (1/1)
Technician: Wisp (0/1)
Lookout:
In Play:
L1 Argagarg (1/3)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 5
Thoughts
Hm. I have Prospector, but I don’t have Cub or Panda in my next hand, so if I open with Prospector + Cal I don’t have anything good to follow it up with. I’m going to try and max Arg next turn and go for Spirit of the Panda.
well, jandra can cause some problems for his tiny b’s, plus, just short of his taking a big hit to a hero, i should be able to get two attacks out of her.
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($5)
mid orpal - ($0)
jandra hits arg for armor and 2
pestering haunt
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Orpal , lvl 4, (2/4+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Jandra, the Negator (3/2)
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
based off of last time around, negative runes seem to be the way to go. plague spitters and sickness for my mid game, and i think disease should do nicely as a well rounded tech choice. maybe abomination/gorgons for tech 2’s…
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Play Spirit of the Panda on Spore Shambler - ($2)
Midband Arg - ($0)
Exhaust Arg to give Spore Shambler +1/+1
Spore Shambler kills Orpal, armor aborsbs 1 and it loses a +1/+1 rune, Arg maxbands and gives me a Water Elemental - ($1)
Move a rune from Spore Shambler to Prospector - ($0)
Prospector trades with Jandra, Haunt is destroyed
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout:
In Play:
Water Elemental (3/3)
Spore Shambler (2/3)
L5 Argagarg (1/5)
Spirit of the Panda (attached to Spore Shambler)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Good turn. Next turn I can play a spell and tech up.
Young Treant
Merfolk Prospector
Potent Basilisk
Wandering Mimic
Tech 2 card(s)
Get Paid + float - ($9)
Water Elemental heals
Worker - ($8)
Play Midori - ($6)
Spore Shambler attacks Orpal - ($7)
Arg buffs the elemental
Water Elemental kills Orpal, Midori to L3
Play Centar - ($4)
Play Dothram Horselord - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (0/1)
Technician: Dothram Horselord (6/5)
Lookout: Centaur (3/4)
In Play:
Water Elemental (2/2) -
Spore Shambler (0/1) - -
L5 Argagarg (0/4) -
Spirit of the Panda (attached to Spore Shambler)
L3 Midori (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 9
Thoughts
I’m already pretty well equipped to fight against any of the Disease units, so all I think I need to worry about is Plague Lab followed up by Spreading Plague on the following turn. I’m going to tech Potent Basilisk, because untargetable seems pretty good, as well as a Mimic to go with it.
STARTING HAND
Polymorph: Squirrel
Forest’s Favor
Fairie Dragon
Rampant Growth
WORKERS
Ironbark Treant
Rich Earth
Verdant Tree
Tiger Cub
Playful Panda
NextHand
Dothram Horselord
Wandering Mimic
Spirit of the Panda
Spore Shambler
Tech 2 card(s)
Get Paid + float + scav - ($11)
Play Faerie Dragon, putting a feather rune on Gorgon. It dies to Abomination and you draw a card. - ($7)
Play Polymorph Squirrel on Abomination - ($4)
Dothram Horselord kills Abomination and overpowers to break your Tech 2. Your base to 18.
Midband Midori - ($2)
Midori + Water Elemental break Tech 1. Your base to 16.
Arg buffs Centaur
Centaur hits your base to 12