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[XCAFS18] FrozenStorm [Necro]/Blood/Fire vs Marto [Necro]/Present/Balance


#1

Maybe I should have warmed up on this deck a little more. GL HF @Marto !

XCAFS Round 2 Player 1, Turn 1

P1 [Necro]/Blood/Fire vs P2 [Necro]/Present/Balance

Starting Hand

Graveyard
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Jandra, the Negator

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Jandra, the Negator (1)
  • Worker (0)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Jandra, the Negator (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Skeleton Javelineer
Skeletal Archery
Summon Skeletons
Pestering Haunt
Thieving Imp

End of Turn Discard

Deteriorate
Sacrifice the Weak
Graveyard

My Thoughts

This is a stinky opening hand. I don’t love running the Graveyard-centric plan against Midori, so I think I’ll probably lean towards skeleton swarm. Tiny B makes an issue for that, though… Idk, going to go with Jandra for maximum board pressure. Next turn probably laying Jav



#2

Have fun ! Garth will prevail, but which one ?

"P2T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Skeletal Archery
Deteriorate
Pestering Haunt
Jandra, the Negator


WORKERS
Jandra, the Negator


NextHand

Graveyard
Summon Skeletons
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak


Discard

Skeletal Archery
Skeleton Javelineer
Deteriorate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Garth - ($2)
Skeleton - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Garth 1/3+A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Pestering Haunt
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 1
  • Workers: 6
    "

#3

XCAFS Round 2 Player 1, Turn 2

P1 [Necro]/Blood/Fire vs P2 [Necro]/Present/Balance

Starting Hand

Skeleton Javelineer
Skeletal Archery
Summon Skeletons
Pestering Haunt
Thieving Imp

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber x2


Main:

  • Skeleton Javelineer (4)
  • Worker (3)
  • Tech 1 (1)
Workers

Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Summon Skeletons
Thieving Imp
Lobber
Skeletal Archery
Deteriorate

End of Turn Discard
My Thoughts

What to tech? Bone Collector + Bloodlust? Ember Sparks + Lobber? Lich’s Bargain? I think Lobbers make the most sense, honestly… Plan for Drakk to come and party next turn, but maybe Garth instead. With him having Garth out already, I expect I can work a graveyard for long enough to buy value.



#4

You mention playing a Pestering Haunt, but it doesn’t appear in your board state summary, and you said you discarded 3, so did you play it ?


#5

Thought about playing Haunt but decided against it, sorry for the confusion!


#6

P2T2


Tech StartingHand Workers

TECH
Lich's Bargain
Lich's Bargain


STARTING HAND
Thieving Imp
Summon Skeletons
Graveyard
Sacrifice the Weak
Poisonblade Rogue


WORKERS
Jandra, the Negator
Poisonblade Rogue


NextHand

Skeletal Archery
Deteriorate
Lich's Bargain
Sacrifice the Weak
Graveyard


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Thieving Imp, you discard #2 - ($3)
skeleton - ($2)
Tech I - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:
    In Play:
  • Pestering Haunt
  • lvl 1 Garth 1/3
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 7
Thoughts

Many ways for Frozenstorm to blast my board away. Having Deteriorate T1 and StW T2 was the worst that could happen in this situation. Now, I’m weak to Lobbers, Jaina spells, and so on. If Garth survives though, I should Tech II + LB (high odds I draw one), which is basically the usual play as P2T3.


#7

XCAFS Round 2 Player 1, Turn 3

P1 [Necro]/Blood/Fire vs P2 [Necro]/Present/Balance

Starting Hand

Summon Skeletons
Thieving Imp (discarded)
Lobber
Skeletal Archery
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Molting Firebird x2
Lobber x2


Main:

  • Drakk + Midband (2)
  • Lobber, trades with Imp (1)
  • Javelineer snipes your scav, you get a gold
  • Jandra overpowers techn, kills Garth, you get a card, Drakk maxbands
  • Worker (0)
Workers

Skeletal Archery, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4+1armor lvl 6)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jandra, the Negator (3/2)
  • Skeleton Javelineer (1/1, no rune)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Graveyard
Lobber
Summon Skeletons

End of Turn Discard
My Thoughts

Ya, mid Drakk to wipe him clean aside from Haunt feels like a good move, I’ll probably lose Jandra and Jav to Haunt + Spells but that’s fine



#8

No big surprise, but still, that hurts :frowning:

P2T3


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Deteriorate
Skeletal Archery
Graveyard
Lich’s Bargain
Sacrifice the Weak


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery


NextHand

Thieving Imp
Now!
Graveyard
Lich's Bargain
Summon Skeletons


Tech 2 card(s)
Get Paid - ($7)
Scav + Techn, I gain 1 and draw 1 - ($8)
Worker - ($7)
Summon Geiger - ($5)
Deteriorate Jandra, paying 1 for colour penalty - ($4)
Haunt trades with Jandra, destroying Javelineer as collateral damage
Skeleton Javelineer - ($3)
Heroes’ Hall - ($1)

Float ($1)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Geiger 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer 1/1
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall: 4

Economy Info:
Cards:

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

Supposing Frozenstorm teched 2x Lobber, and that the last card he drew isn’t a 3/3 Tech I unit (basically BC), he’ll need two units to kill SQL Geiger, both dying, and with no benefit as he can’t summon any new hero. So I guess he’ll just set up on next turn, try and protect Drakk, then smash mypatrol with barrows and octopuses. Anyway, it means I should be relatively safe on next turn. I can go for Tech II Balance, but I’m unsure they’ll benefit from haste without my own Now!s, as Drakk’s haste last until the end of turn only. Alternatively, Hyperions offer solid draw, but I may lack the gold to abuse with Geiger and all on next turn, and it might very well be too late after that. Else, Garth + LB offers a decent line-up to counter Blood tech II sith sheer numbers. Maybe 2x Now! could do, as I know I’ll draw one LB on next turn, and redraw from 7 cards after that, that’s roughly 70% chances to have one. Maybe should I skip Tech II, and favor Heroes’ Hall, so I could play Javelineer (else I’d discard 4) and still save gold ? Delaying Tech II is hardly ever a good plan, but to spend 4 for nough and eventually lose it sounds even worse. So I guess I’ll try that.

Erratum: After disc/draw I saw that I draw 3 from 8 and not 7 (forgot to count Haunt), so the odds to draw Now! were only 65%.


#9
For Marto

AFAIK, Drakk’s maxband gives a unit haste indefinitely.


#10

Hmmm, seems you’re right, after re-reading the card !
(no incidence on my turn)


#11

Likewise, though I was still hoping you bottom-decked the deteriorate XD

XCAFS Round 2 Player 1, Turn 4

P1 [Necro]/Blood/Fire vs P2 [Necro]/Present/Balance

Starting Hand

Sacrifice the Weak
Graveyard
Lobber
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hotter Fire, Ember Sparks
Molting Firebird x2
Lobber x2


Main:

  • Lobber (6)
  • Worker (5)
  • Tech 2 Fire (1)
Workers

Summon Skeletons, Skeletal Archery, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (3/4 lvl 6)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Thieving Imp
Molting Firebird
Lobber
Molting Firebird

End of Turn Discard

Jandra, the Negator
Skeleton Javelineer
Hotter Fire
Ember Sparks
Graveyard
Sacrifice the Weak

My Thoughts

Likely Drakk will be dying here, either by means of Now! + Hoodie / BC or Doom Grasp (I’m hoping the latter). But I had better lay Lobber as a blocker so I definitely keep the tech 2. That way, I can throw down one or both Firebirds (if I really feel like it). Teching Hotter Fire and Ember Sparks. I can assess if another Hotter Fire is wise next turn, probably next tech is Lich’s Bargain or Hoodie + another Ember Sparks



#12

P2T4


Tech StartingHand Workers

TECH
Nether Drain
Doom Grasp


STARTING HAND
Lich's Bargain
Summon Skeletons
Now!
Graveyard
Thieving Imp


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery


NextHand

Now!
Pestering Haunt
Sacrifice the Weak
Lich's Bargain


Discard

Lich's Bargain
Now!
Graveyard
Thieving Imp
Nether Drain
Doom Grasp


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Summon Garth - ($6)
Lich's Bargain, my base down to 16hp - ($4)
Now! on Horror - ($3)
skeleton with Garth - ($2)
Javelineer uses its javelin to smite Lobber's armor
Geiger kills Lobber
Horror trades with Drakk; Garth level 3

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zombie 2/2+1
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:
    In Play:
  • lvl 1 Geiger 2/1
  • Skeleton Javelineer 1/1 (no rune
  • lvl 3 Garth 1/3
    Buildings:
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6
    Gold:
  • Gold: 2
  • Workers: 8
Thoughts

That’s very good news. First, I can kill Drakk with Now! on Horror (sadly I fail to see any way that keeps Horror alive…). Besides, Fire tech II has no hasty things, so whatever comes won’t hit immediately, unlike, say, Crashbarrows.
Sadly, with my bloated deck, I’ve no real chance to draw any on next turn (save midbanding Garth and killing skeletons), and anyway I’ve no spare gold for Tech II right now. Big downside: for now I’ve no way do deal with either Hotter Fire or Firebirds. Thankfully, I can use my long-cycling as an advantage: for now I’ll tech versatile stuff, and thenspecialize on next turn, with either Nature Reclaims, Wandering Mimic or Doom Grasp (maybe even Death Rites if I can secure Garth, which is quite unlikely).

I’m still unsure whether I should go for Balance or Present; Mimic is especially strong with Now! and red stuff, can block firebirds, but Faerie Dragon won’t be that good as 've litterally no tech Is. Hyperions and Tricycloids are great with both Garth and Geiger (not to mention TD and Now! on tricycloids), but as I must sac workers to LB, I’m pretty sure my eco won’t follow. WHY AIN’T I PLAYING NECRO BLOOD ???
Still, my situation seems OK. Hotter fire alone is not that a threat, and Firebirds can be dealt with using StW, as I should saly any ground patrol if any flier were to arrive.

For levelling: in this situation, I fail to see any hero kill save Doom Grasp or Flame Arrow, both killing wounded or healed heroes alike. Thus, I prefer leveling Garth for two reasons: if ever I face 2x Firebirds, I can StW and max Garth -> boosted executioner, and my ground units should clear his board and raze Tech II if he ever spends 8 in flyers. If he prefers Hotter Fire, I can easily suicide a 2/1 Geiger (after casting Now!, most probably) and have Midori instead, maybe even midbanded with my spare gold, so skeletons should hit hard. Maybe I won’t need any Tech II after all ?


#13

XCAFS Round 2 Player 1, Turn 5

P1 [Necro]/Blood/Fire vs P2 [Necro]/Present/Balance

Starting Hand

Thieving Imp
Molting Firebird
Lobber
Molting Firebird
Deteriorate (techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lich’s Bargain x2
Hotter Fire, Ember Sparks
Molting Firebird x2
Lobber x2


Main:

  • Molting Firebird (5)
  • Lobber (4)
  • Thieving Imp, discard #4 of 4 (1)
  • skip worker
Workers

Summon Skeletons, Skeletal Archery, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Lobber (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Molting Firebird (4/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Lobber
Jandra, the Negator
Lich’s Bargain
Lich’s Bargain

End of Turn Discard
My Thoughts

Lich’s Bargain + Now!, eh? Well, at least Firebird is the right unit for the job on that. Unfortunately, Sac the Weak and Hooded Executioner do threaten that. Best thing I can do I think, then, is to fight fire with fire. Two can play the Lich’s Bargain game, I’ll tech both and try to keep enough weak cover for Firebird to work an endgame, and Thieving Imp will help put hand pressure on using StW



#14

P2T5


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Pestering Haunt
Lich's Bargain
Sacrifice the Weak
Now!


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery
Pestering Haunt


NextHand

Deteriorate
Graveyard
Now!


Tech 2 card(s)
Get Paid + float - ($10)
Geiger charges lobber and dies. Garth kills it
Summon Midori, midband - ($4)
3/3 Zombie kills Imp
Both skeleton tokens and Javelineer destroy tech II
Sacrifice the Weak, killing Jav and Firebird - ($2)
Skeleton token - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: lvl 5 Midori 3/4
  • :target: Lookout:
    In Play:
  • lvl 3 Garth 1/1
  • Zombie 3/1
  • Skeleton 2/2
  • Skeleton 2/2
    Buildings:
  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Big hit with Imp. Seeing his board, another LB might've been quite unstoppable. Midbandori seems to be a good plan for now, as long as Frozenstorm didn't tech Doom Grasp, which I doubt he did: for now I've no key unit, except maybe Garth for token spam, but even so, losing him for one turn is no big deal. I hope he came to the same conclusion, and that I've a couple of turns free from being Doomed. With 9 gold, there are several ways for him to threaten me, especially with 5 cards. I hope he draws some tech IIs and Midori survives, else I'll have a hard time hitting through his tech II again…


#15

I’m floundering here…

XCAFS Round 2 Player 1, Turn 6

P1 [Necro]/Blood/Fire vs P2 [Necro]/Present/Balance

Starting Hand

Lobber
Jandra, the Negator
Lich’s Bargain
Lich’s Bargain
Deteriorate (techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hooded Executioner, Bone Collector
Lich’s Bargain x2
Hotter Fire, Ember Sparks
Molting Firebird x2
Lobber x2


Main:

  • Rebuild tech 2 (while I still have 8 workers)
  • Garth (7)
  • Deteriorate Zombie, it’s gone
  • Lich’s Bargain, base to 14, workers to 7 (5)
  • Lich’s Bargain, base to 10, workers to 6 (3)
  • Lobber (2)
  • Make a skeleton (1)
  • Worker (0)
Workers

Jandra, the Negator, Summon Skeletons, Skeletal Archery, Pestering Haunt, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Zombie (2/2+1armor)
  • :psfist: Elite: Skeleton (1+1/1)
  • :pspig: Scavenger: Zombie (2/2)
  • :exhaust: Technician: Lobber (2/2)
  • :target: Lookout: Horror (3/3)

In Play:

  • Garth (1/3 lvl 1)
  • Skeleton (1/1)
  • Skeleton (1/1)
  • Horror (3/3)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Hotter Fire
Molting Firebird

End of Turn Discard

Lich’s Bargain
Lich’s Bargain
Bone Collector
Hooded Executioner
Deteriorate
Lobber
Thieving Imp
Molting Firebird

My Thoughts

Well at least I drew really fortunately… This is going to be a tough climb back. Grabbing some generic tech 1 units b/c I don’t really know what else to tech, probably Kidnapping and Desperation would be good next choices. We’ll have to see what I draw next, and what I can muster. Really unfortunate he had the StW, could have really used that Firebird… Should have patrolled scav



#16

Oh my, is this real ? :hushed:

Edit: You starded your turn with 5 cards (4 + techn), played Lobber, Deteriorate, double LB and worker, so I assue you’ve 0 cards in hand right ?


#17

Indeed, I drew the 2x LB and I’m fighting fire(“balanced” undead) with actual fire(y blood-thirsty undead)

EDIT: Yea, discard 0 draw 2


#18

Hmmm, I think you overcounted your skeletons, as you’re supposed to have only 3 (1 from Garth, 2 from LBs), while you’ve one patrolling and 3 behind ?


#19

Right again, forgot I was patrolling one lol. Any other copypasta errors, assume they are what they look like, I’ll take one more peek as well


#20

I think I’m all good, but mistakes happen, so if I attacked twice with

P2T6


StartingHand Workers

Edit: teched Tiny Basilisk and Hooded Executioner this turn

STARTING HAND
Deteriorate
Now!
Graveyard


WORKERS
Jandra, the Negator
Poisonblade Rogue
Skeletal Archery


NextHand

Nether Drain
Lich’s Bargain
Doom Grasp
Bone Collector


Discard

Deteriorate
Lich’s Bargain
Now!
Graveyard


Tech 0 card(s)
Get Paid - ($9)
Midband Garth - ($8)
Skeleton - ($7)
Deteriorate SQL
Skeleton #1 kills SQL zombie, takes 1 damage
Sac it with Garth’s midband to draw 1
Maxband Midori - ($4)
Midori flies onto Lookout Horror and kills it
Garth kills Scav Zombie, taking 2 damage
Lich’s Bargain - ($2)
Skeleton #2 trades with Elite
Skeleton #3 patrolls with his fellows from Garth and LB

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zombie 3/3+A
  • :psfist: Elite: Skeleton 3/2
  • :ps_: Scavenger: Skeleton 2/2
  • :pschip: Technician: Skeleton 2/2
  • :target: Lookout: Horror 3/3
    In Play:
  • lvl 4 Garth 2/2
  • lvl 8 Midori 4/5
    Buildings:
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4
    Gold:
  • Gold: 2
  • Workers: 8
Thoughts

I’ll try some draw with Garth… With Doom Grasp and max Midori I can kill both Horrors. Nether Drain would allow me to hit with garth, then maxband and have one more blocker, then move levels to Mido and kill one Horror, having Garth ready for another maxmand on next turn if he endures. LB will provide blockers, but I’m unsure it will be enough… Just hoping those 2 cards frozen has in hand don’t include any Doom Grasp, as any one of my plans heavily relies on Max Midori… After draw from garth: LB is cool, but his Skeletons can benefit from Mid Drakk, with 2 other gold left for him, 3 if I kill scav. With Horror, Lobber and 3 skeletons still up, that’s huge to stop. maybe should I trade one Skeleton with one of his, as I still have 5 patrollers vs 4 attackers for him, 5 including Garth.