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[XCAFS18] CarpeGuitarrem MonoRed vs Dreamfire [Discipline]/Feral/Necro


#1

@Dreamfire GLHF!

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Nautical Dog
Bloodburn
Careless Musketeer
Mad Man


WORKERS
Bloodburn


NextHand

Charge
Pillage
Makeshift Rambaster
Scorch
Bombaster


Discard

Careless Musketeer
Mad Man
Bloodrage Ogre


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Captain Zane - ($1)
Zane smacks your base for 2 (=> 18)
Summon Nautical Dog - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (frenzy) 1/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Captain Zane (haste) L1 2/2
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 5
Thoughts

Rule #1 against a white-based deck, especially this opening: keep the board clear. Musketeer + Zane and BRO + Zane both cost too much gold. BRO + Naughty Dog puts me down on cards but lets me Zane on the following turn while slowing down my cycle considerably. Next turn, I Worker + Zane + Tech 1 + float a gold? Could be worth it to keep the board in check; that Naughty Dog lets me smack down any extra card from Dis/Fer/Necro. And I think that if I keep the board down, I win this matchup with tempo.

On the other hand, summoning Zane now actually lets me triple-level next turn to deal with a bigger threat (nothing can get bigger than 2 health + 1 armor) while also summoning Naughty Dog. I’ll go with that.

None of the starter White spells are able to do anything effective without a board.


Red Strategy
#2

GL HF!

P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Grappling Hook
Smoker
Aged Sensei
Snapback


WORKERS
Smoker


NextHand

Fox Primus
Savior Monk
Safe Attacking
Morningstar Flagbearer
Fox Viper


Discard

Snapback
Sensei’s Advice
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Make a skeleton - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite: Aged Sensei (2/1)
  • :ps_: Scavenger: Garth lvl 1 (1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Looks like Carpe might be gunning for a base race, which means I won’t be able to rely on Lich’s Bargain to stop early aggression. But since I didn’t draw any 2-drops, I’ll play Garth anyway, to put up as much of a wall as I can.


#3

Don’t forget to note your base damage so far!

P1T2


Tech StartingHand Workers

TECH
Firebat
Firebat


STARTING HAND
Scorch
Pillage
Charge
Makeshift Rambaster
Bombaster
Firebat


WORKERS
Bloodburn
Bombaster


NextHand

Firebat
Nautical Dog
Bloodrage Ogre
Mad Man
Careless Musketeer


Discard

Pillage
Charge
Scorch
Firebat
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Nautical Dog trades into the Squad Lead skellie
Level up Zane three times to L4; he midbands - ($1)
Zane kills Garth, giving both of us a gold, levelling up twice, maxbanding, and healing - ($2)
Maxband Zane shoves Sensei into Technician and deals 1 damage to him, killing him; we both draw a card
Build Tech 1 - ($1)
Pillage your base (no gold to steal), dealing 1 damage to it (=> 17) - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Captain Zane (haste) L6 MAX 4/4
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

My answer seems pretty simple. Naughty Dog the skellie, Level up Zane thrice so he takes out Garth and maxes, bop Aged Sensei into Technician and draw a card. This risks drawing a teched card, but it also means I cycle into my Tech 1 unit guaranteed next turn. The whole thing costs (3), Tech 1 costs (1), worker costs (1), I float a gold unless I luck into Naughty Dog or Mad Man on the technician draw. Having a 4/4 maxband hero seems pretty good going into this, though, and I even come out ahead if Dream drops Snapback.

So, what do I tech? A strong T1 unit. I think I go Firebat to get around Skeleton blocking.


#4

Actually, I have a brand new scav gold for you to steal.

Edit: @CarpeGuitarrem does that change your turn anyhow?


#5

Oh yeah! I uh actually forgot about that, when it should be a nice dirty trick for me. Doesn’t change the turn, I’ll just float a gold.


#6

Sorry about the base damage, fixed now.

P2T2


Tech StartingHand Workers

TECH
Rambasa Twin
Huntress


STARTING HAND
Safe Attacking
Fox Viper
Morningstar Flagbearer
Savior Monk
Fox Primus
Sensei’s Advice


WORKERS
Smoker
Fox Primus


NextHand

Snapback
Huntress
Morningstar Flagbearer
Sensei’s Advice
Grappling Hook


Tech 2 card(s)
Get Paid - ($6)
Technician draw before teching
Worker - ($5)
Tech 1 - ($3)
Savior Monk - ($1)
Safe Attacking - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

That was brutal. Not sure I can recover.


#7

P1T3


Tech StartingHand Workers

TECH
Captured Bugblatter
Captured Bugblatter


STARTING HAND
Bloodrage Ogre
Careless Musketeer
Firebat
Mad Man
Nautical Dog


WORKERS
Bloodburn
Bombaster
Bloodrage Ogre


NextHand

Captured Bugblatter
Captured Bugblatter
Mad Man
Makeshift Rambaster


Tech 2 card(s)
Get Paid +float - ($7)
Worker - ($6)
Zane kills Monk, takes 2 damage
Summon Firebat (need a light?) - ($4)
Summon Careless Musketeer - ($2)

Float ($2)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Firebat 3/3
  • :pschip: Technician:
  • :target: Lookout: Careless Musketeer 2/1
    In Play:
  • Captain Zane (haste) L6 MAX 4/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0
    Gold:
  • Gold: 2
  • Workers: 7
Thoughts

Easy freebie for me, which lets me develop my board. Safe Attacking isn’t something I’m currently worried about, and it basically means I’m getting free tempo, so I can continue to build a better board than the defender. I think I can safely move into Blood, with Bugblatters to explode damage to the base. Turn early for Tech II, sadly.

I’m annoyed with myself for springing for Pillage over building a Heroes’ Hall.

…CURSE MY LUCK


#8

P2T3


Tech StartingHand Workers

TECH
Versatile Style
Nether Drain


STARTING HAND
Snapback
Grappling Hook
Huntress
Sensei’s Advice
Morningstar Flagbearer


WORKERS
Smoker
Fox Primus
Grappling Hook


NextHand

Sensei’s Advice
Rambasa Twin
Morningstar Flagbearer
Aged Sensei
Fox Viper


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Huntress - ($4)
Calamandra - ($2)
Heroes’ Hall - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Calamandra lvl 1 (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Looks like a setup for Hotter Fire, so I’ll tech Versatile Style (which could also help in a base race). Not sure when (or if) I’ll get a chance to tech up, so I’ll get a HH and another spell, and see if I can weather the storm.


#9

P1T4


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Mad Man
Captured Bugblatter
Makeshift Rambaster
Captured Bugblatter


WORKERS
Bloodburn
Bombaster
Bloodrage Ogre
Mad Man


NextHand

Scorch
Nautical Dog
Charge
Firebat


Discard

Careless Musketeer
Captured Bugblatter
Captured Bugblatter
Shoddy Glider
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Build Tech 2 - Blood - ($4)
Firebat exhausts to deal 2 damage to Huntress - ($3)
Musketeer trades into Huntress
Zane trades into Cal; we each get a gold - ($4)
Summon Jaina - ($2)
Summon Makeshift Rambaster; it deals 3 damage to your Tech I - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Jaina Stormborne (sparkshot) L1 2/3
    In Play:
  • Firebat 3/3
  • Makeshift Rambaster (haste) 1/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

For the low, low price of 1 gold (which I get back from Scavenger), I can trade Musketeer and ping Huntress, then take out Cal with Zane, who I think has done more than his fair share of work. With 8 gold remaining, I can build Tech II, and then I can hero up, and either Rambaster or Heroes’ Hall. Rambaster lets me halfway break Tech I, which makes it unlikely that Tech II gets built. HH is less necessary since I have Tech II up next turn. I could also float 2 gold again, because I really want to cycle quickly. This lets me potentially throw a hasted unit out with Drakk maxband. On the other hand, I can break Tech 1 guaranteed next turn (as long as Firebat lives).

Teching: probably the Glider in order to hit priority targets.


#10

P2T4


Tech StartingHand Workers

TECH
Ferocity
Young Lightning Dragon


STARTING HAND
Fox Viper
Aged Sensei
Rambasa Twin
Sensei’s Advice
Morningstar Flagbearer


WORKERS
Smoker
Fox Primus
Grappling Hook
Fox Viper


NextHand

Snapback
Nether Drain
Versatile Style
Young Lightning Dragon
Savior Monk


Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Rambasa Twins - ($4)
Tech 2 (Discipline) - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

#11

"P1T7


Tech StartingHand Workers

TECH
Bloodlust
Bloodlust


STARTING HAND
Scorch
Nautical Dog
Charge
Firebat


WORKERS
Bloodburn
Bombaster
Bloodrage Ogre
Mad Man
Nautical Dog


NextHand

Scorch
Pillage
Captured Bugblatter


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Zane, he trades into your Technician Rambasa and sends it into your Codex; you draw a card - ($5)
Firebat pings down your other Rambasa; you gain a gold - ($4)
Summon another Firebat and cast Charge on it - ($0)
Jaina destroys Tech I (your base => 15 HP)
Firebat and Rambaster hit your base for 7 damage (your base => 8 HP)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Firebat 3/3
  • Makeshift Rambaster (haste) 1/2
  • Firebat 3/3
  • Jaina Stormborne (sparkshot) L1 2/3
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

A little tricky here. I have OPTIONS.

A: level up Jaina to Max (2 gold remaining), exhaust her to take out a Rambasa, Firebat the other Rambasa (1 gold remaining), worker, and Rambaster Tech I down. End state: 5 card draw in new hand, I get four draws into the remaining eight cards and two of them are Bugblatters. That’s 1/4 * 1/7 = 1/28 odds of drawing both, and I have two units on my side that can potentially die. Blast, I forgot teched cards. Well, no matter.

B: sacrifice Zane into one Rambasa (either draw Pillage or gain a gold) (6 gold remaining, 7 gold if scav), Firebat the other Rambasa (5 gold remaining, 6 gold if scav), Jaina smashes Tech I, Rambaster deals 3 to Tech II, I have 5/6 gold to play with. I think this line is overall better, so let’s dive more into it.

I can Firebat + Charge to down Tech II. This leaves me with 1/2 gold. I can then worker Naughty Dog if I hit Technician, and I still draw 4 cards.

Okay, seems like a good line. I’ll tech double Bloodlust to use with Drakk and a potential Bugblatter turn next turn.

Okay, so I forgot that Zane needs midband for card draw, oops. STILL. Next turn I get 9 gold. 6 to max Jaina (3 damage), 2 for both Firebat pings (4 damage), Pillage is 1 damage. That’s actually guaranteed lethal. Okay, I like this line of play a LOT.


#12

Edit: @CarpeGuitarrem turn withheld, awaiting your edit as per the comments below.


#13

Sorry to intrude, but as Zane died on P1T4, he can’t be summoned back until P1T6; so your T5 isn’t legal afaik.

(Nice game to watch btw !)


#14

Zane can’t be summoned here. He died the previous turn. Zane is on ice for a whole turn.

Edit: Oh, marto beat me to it.

Please roll back to P1T5 and redo. Note it says P1T7 instead of P1T5 in your post.


#15

I can fix that when I get back to my computer later today.


#16

Turn now fixed @Dreamfire @zhavier

P1T5


Tech StartingHand Workers

TECH
Crash Bomber
Desperation


STARTING HAND
Pillage
Scorch
Captured Bugblatter
Nautical Dog


WORKERS
Bloodburn
Bombaster
Bloodrage Ogre
Mad Man
Nautical Dog


NextHand

Crash Bomber
Shoddy Glider
Makeshift Rambaster
Pillage
Captured Bugblatter


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Drakk and level to L4 (midband) - ($2)
Firebat pings your Scavenger Rambasa - ($1)
Frenzied Rambaster trades into your Technician Rambasa
Jaina breaks your Tech I (your base => 15)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Drakk Ramhorn (resist 1, frenzy 1 aura) L4 2/3
    In Play:
  • Firebat 3/3
  • Jaina Stormborne (sparkshot) L1 2/3
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 9

#17

P2T5


Tech StartingHand Workers

TECH
Mind-Parry Monk
Vigor Adept


STARTING HAND
Nether Drain
Versatile Style
Savior Monk
Snapback
Young Lightning Dragon
Sensei’s Advice


WORKERS
Smoker
Fox Primus
Grappling Hook
Fox Viper
Sensei’s Advice


NextHand

Huntress
Savior Monk
Ferocity
Morningstar Flagbearer
Aged Sensei


Tech 2 card(s)
Get Paid - ($9)
Technician draw and scav gold - ($10)
Rebuild tech 1
Worker - ($9)
Garth - ($7)
Nether Drain from Drakk to Garth, paying resist 1 - ($5)
Garth to maxband, fetch Mind-Parry Monk from discard - ($1)
Make a skeleton - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garth lvl 7 (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician: Mind-Parry Monk (5/4)
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

#18

P1T6


Tech StartingHand Workers

TECH
Bloodlust
Crash Bomber


STARTING HAND
Pillage
Crash Bomber
Makeshift Rambaster
Captured Bugblatter
Shoddy Glider


WORKERS
Bloodburn
Bombaster
Bloodrage Ogre
Mad Man
Nautical Dog
Makeshift Rambaster


NextHand

Careless Musketeer
Captured Bugblatter
Charge


Discard

Captured Bugblatter
Firebat
Shoddy Glider
Pillage
Bloodlust
Crash Bomber


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Maxband Drakk - ($5)
Summon Captured Bugblatter; it gains Haste - ($2)
Frenzied Bugblatter kills Garth; your base takes 1 damage, Jaina levels up 2x to Level 3
Frenzied Firebat kills Mind Parry Monk; you draw
Jaina kills skellington; you gain a gold
Summon Shoddy Glider - ($1)
Shoddy Glider and Drakk hit your base for 7 (=> 6)
Summon Crash Bomber - ($0)
Shoddy Glider dies

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Crash Bomber (resist 1) 2/2
    In Play:
  • Jaina Stormborne (sparkshot) L3 2/2
  • Drakk Ramhorn (frenzy 1 aura) L6 MAX 3/4
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 6
    Gold:
  • Gold: 0
  • Workers: 10

#19

I have my base at 7 HP, after the ping by Bugblatter (15=>14) and the attacks by Shoddy Glider (14=>10) and Drakk (10=>7).

P2T6


StartingHand Workers

STARTING HAND
Ferocity
Aged Sensei
Morningstar Flagbearer
Huntress
Savior Monk
Rambasa Twin


WORKERS
Smoker
Fox Primus
Grappling Hook
Fox Viper
Sensei’s Advice


NextHand

Young Lightning Dragon
Versatile Style
Vigor Adept
Snapback


Discard

Mind-Parry Monk
Ferocity
Rambasa Twin
Aged Sensei


Tech 0 card(s)
Get Paid - ($10)
Technician draw and scav gold - ($11)
Calamandra - ($9)
Huntress - ($7)
Morningstar Flagbearer - ($4)
Savior Monk - ($2)
Ferocity - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Huntress (3/3A), swift strike
  • :psfist: Elite: Savior Monk (3/2), swift strike
  • :ps_: Scavenger: Calamandra lvl 1 (2/3)
  • :pschip: Technician: Morningstar Flagbearer (2/2), swift strike
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 7
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I think this is actually an ok setup, given the circumstances. Carpe needs a Jaina spell or a beefy tech 2 unit to get through, and I’m hoping those haven’t been teched. Maxband Zane could also work, but would require sacrificng Jaina first.


#20

You’re right, sorry, miscounted somewhere.

P1T7


StartingHand Workers

STARTING HAND
Charge
Careless Musketeer
Captured Bugblatter


WORKERS
Bloodburn
Bombaster
Bloodrage Ogre
Mad Man
Nautical Dog
Makeshift Rambaster


NextHand

Shoddy Glider
Scorch
Desperation


Discard

Captured Bugblatter
Firebat
Shoddy Glider
Pillage
Bloodlust
Crash Bomber
Charge


Tech 0 card(s)
Get Paid - ($10)
Summon Bugblatter, it gains haste - ($7)
Maxband Jaina - ($3)
Jaina exhausts to kill Flagbearer; you draw a card and Bugblatter deals 1 to your base
Summon Careless Musketeer - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk Ramhorn (frenzy 1 aura) L6 MAX 3/4a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Careless Musketeer 2/1
  • :target: Lookout: Crash Bomber (resist 1) 2/2
    In Play:
  • Jaina Stormborne (sparkshot) L7 MAX 4/3
  • Captured Bugblatter 4/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7
    Gold:
  • Gold: 1
  • Workers: 10