P1, Turn 3
- Nimble Fencer (2/3)
- Young Treant — Tech 0 (discarded)
- Tiger Cub — Tech 0 -> Worker
- Spore Shambler — Tech 0
- Centaur (3/4)
I have 2, 2 attack and
Pay 2 for 2 (fencer)
Pay 5 for ++ (shambler)
Pay 2 for +, twice (level up)
Pay 1 for 1 (prospector)
and 8 total gold, so I can get up to +5 attack, for 9 total
Frozen has 3, 1 // 3, 5 defense. So, I could break Tech I if I did this:
8 gold (8)
Nimble Fencer (6)
Spore Shambler, move rune to Fencer (2)
Fencer kills Imp
Prospector trades with Jav
Level Cal (0)
Cal & Panda break tech 1.
But that seems pretty bad, skipping a worker and losing the Prospector!
Let’s just break the Graveyard instead.
I could use either Spore Shambler or Nimble Fencer to get in, but Spore Shambler leaves me with a 3/3 and a 1/1 in the back line (with a 0/1 on patrol), whereas Nimble Fencer leaves 2 2/2s on the back line, and costs 2 less gold #smirk.
I could make a Centaur by letting the Graveyard live, but that seems like it just gets me hit in the face with another Imp.
Tech choice getting shuffled in here, knowing I’m drawing 2x spell next turn and a reshuffle of 2 3 cost guys and the Treant, I think I want to go for more swarmy cheap stuff, since I’ll likely have Cal to get the cards back with Tigers and a Tech II to build.
Tech for Might of Leaf and Claw + Galina Glimmer
6 gold (7), Tech 2 cards, Discard 1
Level Cal to 3 (5)
Cal kills Imp
Nimble Fencer (3)
Fencer kills Javelineer
Panda & Prospector team up to break Graveyard
Worker (2)
Discard 2, Draw 3, rs, Draw 1. Float 2 gold.
All units have Resist 1 from Cal Midband
Technician - Wisp (0/1)
Merfolk Prospector (1/1)
Playful Panda (2/2)
Nimble Fencer (2/2)
L3 Calamandra Moss (3/2)
Base - 20
Tech I - 5
7 workers, 2 gold
Hand: 4
Deck: 4
Discard: 0
Next Hand
Verdant Tree — Tech 0
Rampant Growth — Magic
Forest’s Favor — Magic
Centaur (3/4)