ARMed_Pirate [Balance]/Discipline/Fire vs. CesareB [Strength]/Truth/Past

Howdy there @ARMed_PIrate thanks so much for the game. I just picked the first thing on the list you shared, so you’ll be playing Dragon Disciples [Bal]/Dis/Fir. Also I rolled a 35 which puts me going first so here we go:

"P1T1


StartingHand Workers

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


WORKERS
Smoker


NextHand

Fox Primus
Safe Attacking
Fox Viper
Savior Monk
Morningstar Flagbearer


Discard

Sensei’s Advice
Snapback
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Aged Sensei - ($2)
Summon Garus Rook - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: lvl 1 Garus Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Pretty standard White opening, nice to draw Aged Sensei in the opening hand, makes Rook that much less fun to deal with. In case anyone is following along at home, the point of my codex choices is to get into the Truth ““safe space”” where I have access to Macciatus/Reteller/Whatever with as little fuss as possible. We’ll see if that’s practical; if not I guess I could go Past instead and see if I can’t get a Slow Time Generator going; that card has always amused me.

"

2 Likes

Great choice! I can’t remember the last time I’ve used Green starter, and I don’t think I’ve ever used Discipline! This should be fun!

P2T1


StartingHand Workers

STARTING HAND
Verdant Tree
Playful Panda
Ironbark Treant
Young Treant
Forest’s Favor

WORKERS

Forest’s Favor

NextHand

Rich Earth
Tiger Cub
Merfolk Prospector
Spore Shambler
Rampant Growth

Discard

Verdant Tree
Young Treant
Ironbark Treant

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Grave - ($2)
Recruit Playful Panda, and Wisp! - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave Stormborne, Lv. 1 (2/3, Sparkshot)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
So, this is the dragon deck. That means I want to play Faerie Dragon, YLD, and Cinderblast. That means playing a Tech Lab, destroying it, and playing a new one, and it means having a weak ground game. My first tech will probably be Ramabasa Twin and Tiny B, though Lobber is a possibility, as are Ember Sparks (to deal with Mirrors and Birds) and Nature Reclaims (to deal with Nest). Sparks goes nicely with Faerie Dragon, too.

It’s too bad Verdant Tree doesn’t affect Add-Ons! I’m keeping it around just in case I have trouble finding room to go to Tech II/III. I love Forest’s Favor, but it’s so expensive with Grave or Jaina.
[/spoiler]

[/details]

Came pretty close to clicking on your “Thoughts” section by force of habit haha. Luckily thought better of it.

Edit: adding Tech 1 HP

"P1T2


Tech StartingHand Workers

TECH
Stewardess of the Undone
Bird’s Nest


STARTING HAND
Safe Attacking
Morningstar Flagbearer
Savior Monk
Fox Primus
Fox Viper


WORKERS
Smoker
Fox Primus


NextHand

Fox Viper
Grappling Hook
Sensei’s Advice
Snapback
Stewardess of the Undone


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech 1 - ($3)
Summon Savior Monk - ($1)
Rook kills Wisp
Float 1 Gold

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Garus Rook 2/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
    Tech 1 HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Grave is annoying but manageable. He can quite possibly clear my board except for Rook but that would be mostly just annoying; I’m not in any hurry and I don’t see anything happening that I’ll have TOO much trouble coming back from. Teching Bird’s Nest and Stewardess because I mean obviously. Even if all the Nest does is get him to build a Tower I’ll call that a win. And given that I’m not planning on killing his units in the immediate future it probably won’t hurt to have the ability to bounce them, though against green starter I guess that’s a little dubious since they WANT to replay their starter units as often as possible. We shall see!

"

1 Like

When you play a multi-colour deck (i.e. one using 2 or more non-Neutral colours), you have to pay a ‘multicolor penalty’, which means that your first tech or addon building cost one more gold. So you need to pay 2 for building Tech I.

Oh right thanks. Luckily I had some gold leftover so it shouldn’t change anything from my end.

P2T2


Tech StartingHand Workers

TECH

Rambasa Twin
Ember Sparks


STARTING HAND
Spore Shambler
Merfolk Prospector
Rampant Growth
Rich Earth
Tiger Cub

WORKERS

Forest’s Favor
Tiger Cub

NextHand

Spore Shambler
Verdant Tree
Rambasa Twin
Rampant Growth

Tech 2 card(s)
Get Paid - ($6)
Upgrade to Rich Earth - ($3)
Worker
Build Tech I - ($1)
Recruit Merfolk Prospector - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Playful Panda (2/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :exhaust: [I]Technician[/I]: Grave Stormborne, Lv. 1 (2/3, Sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts]
And I drew the Twin! Great!

[/details]

@ARMed_PIrate is playing an econ game :astonished:

3 Likes

"P1T3


Tech StartingHand Workers

TECH
Spectral Wolf
Vortoss Emblem


STARTING HAND
Safe Attacking
Morningstar Flagbearer
Bird’s Nest
Grappling Hook
Spectral Wolf


WORKERS
Smoker
Fox Primus
Fox Viper


NextHand

Grappling Hook
Bird’s Nest
Safe Attacking
Snapback
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Stewardess of the Undone, bouncing Playful Panda - ($2)
Aged Sensei exhausts to boost Rook
Rook kills Grave, taking 1 damage and gaining 2 lvls, you draw
Savior Monk kills Merfolk Prospector, you gain 1 gold
Rook to lvl 5, midbanding and healing him - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Stewardess of the Undone 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 5 Garus Rook 3/5
  • Aged Sensei 1/1
  • Savior Monk 2/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Gotta love Stewardess. Clear the SQL AND leave a decently big body in front of my board? Yes please. I’m not sure I love pumping up both his hand size and cash reserves but clearing his entire board feels worth. Besides you can’t underestimate getting levels on Rook, he’s got to be worried about the threat of him hitting maxband next turn, though as it happens I think I’d rather get to my tech 2 sooner rather than later. Teching spectral wolf as a nice cheap illusion and vortoss emblem as a protective option for when I can’t get flagbearer out. He can possibly clear out stewardess and maybe monk or sensei if he has lobbers and rampant growth or fire dart. Alternatively rambasa twin with or without moment of peace could let him rebuild a bit of a board. Given that he’ll have most of his deck to play with this turn we’ll at least get some info as to his gameplan.

"

[details=Thoughts][spoiler]
Unfortunately, I can see no way to prevent Rook from breaking my Verdant Tree. He can guaranteed kill my Tech II, as well, by killing SQL Rambasa with Stewardess and Monk, then Sensei max Rook, who walks past. I really should have led with Jaina, so I could bring in midband Grave here.

Teching in a Faerie Dragon in case he doesn’t break my Tech II for some reason. Teching in a Fire Dart in case he does.
[/spoiler][/details]

P2T3


Tech StartingHand Workers

TECH

Faerie Dragon
Fire Dart


STARTING HAND
Rambasa Twin
Spore Shambler
Verdant Tree
Rampant Growth
Young Treant

WORKERS

Forest’s Favor
Tiger Cub
Verdant Tree

NextHand

Ironbark Treant
Ember Sparks
Spore Shambler
Rampant Growth
Fire Dart

Tech 2 card(s)
Get Paid - ($7)
Technician draw and Scav. bonus - ($8)
Worker
Recruit Rambasa Twin Jayna, who brings her brother Zan - ($4)
Build Tech II (Balance) - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin Jayna (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rambasa Twin Zan (3/2)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Afterthoughts]
Didn’t draw the dragon. If he goes conservative, at least I can burn things?

[/details]

Also, and you may have already realized this, but I just noticed that you were the last person I played on here months ago, you were playing a silly mirror shenanigans deck :slight_smile:

1 Like

I had forgotten about that! That was a fun game!

"P1T4


Tech StartingHand Workers

TECH
Earthquake
Spectral Roc


STARTING HAND
Bird’s Nest
Morningstar Flagbearer
Safe Attacking
Grappling Hook
Snapback


WORKERS
Smoker
Fox Primus
Fox Viper
Safe Attacking


NextHand

Vortoss Emblem
Spectral Wolf
Earthquake
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Savior Monk heals self, has fool for a patient
Rook casts Bird’s Nest, summoning Woody and Winnie Woodpecker - ($4)
Grappling Hook SQL Rambasa to Elite
Savior Monk trades with Elite Rambasa, back to the Codex with you.
Maxband Rook - ($1)
Aged Sensei boosts Rook
Rook unstoppably breaks Tech 2, your base to 18
Float $1

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Stewardess of the Undone 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 8 Garus Rook 4/6
  • Aged Sensei 1/1
  • Bird’s Nest
  • Woody 1/1
  • Winnie 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Yeah, Rambasa, of course. Decent answer to my board I guess, clearable in a variety of ways but none of them super clean. Adding to the complexity is whether or not I even WANT a full clear, given the way Rambasa works. In the long run it’s probably better to leave it in his cycle but in the short run it’s going to be a threat when it comes back. Basically, I have 2 decisions here A) would I rather kill both Rambasas or have more defenders? B) would I rather build my Tech II (Truth) or maxband Rook?

I went through a whole bunch of permutations but I eventually decided that the biggest problem for me in the coming turns would be Wandering Mimics, likely hasted by Lobbers. They’d also be flying if I put down my Bird’s Nest (which I would prefer given my current hand) and possibly Stealth from Chameleons. Since that’s my big problem, I figured if possible I should hit it at the source, that being his Tech II. And the only way that I can see to do that immediately is Aged Sensei boosting maxband Rook. So that settles decision B.

As for decision A, well, if I’m committing Rook and Sensei to breaking the Tech, then the only way I actually kill the remaining Rambasa is by trading it for Stewardess, and with his Tech II broken, I think it’s actually BETTER for me to get both Rambasa’s back in his codex, since if he only has access to Tech 0 & I, not having access to arguably the strongest single Tech I unit is brutal. Yeah it’d be nice to cycle Stewardess but it’s not as important I think as PREVENTING him from cycling the Twin. So, that’s where we are.

I still plan on going for Tech II Truth next turn, so to avoid getting too far behind on Teching I’ll throw in a Spectral Roc, and since I’m going to have a Bird’s Next and maxband Rook in play next turn, well Earthquake is gonna be viable.

Great draw as it turns out, getting EQ immediately and I SERIOUSLY doubt he can put up anything that’s going to stop a whole bunch of base and building damage next turn, PLUS Roc didn’t show up so I have the option of skipping a worker to hit Tech II and having something to show for it. Fingers crossed!

"

1 Like

Hah! I’m so hosed! Did you draw EQ? or double-EQ?

P2T4


Tech StartingHand Workers

TECH

Cinderblast Dragon
Cinderblast Dragon


STARTING HAND
Ember Sparks
Ironbark Treant
Rampant Growth
Fire Dart
Spore Shambler

WORKERS

Forest’s Favor
Tiger Cub
Verdant Tree
Spore Shambler

NextHand

Playful Panda
Merfolk Prospector
Faerie Dragon
Young Treant

Discard

Rampant Growth
Fire Dart
Ember Sparks
Cinderblast Dragon
Cinderblast Dragon

Tech 2 card(s)
Get Paid - ($8)
Worker
Rebuild Tech II
Summon Midori - ($6)
Midori casts Rampant Growth on Twin Zan - ($4)
Zan safely kills Stewardess
Build Tech Lab (Fire) - ($3)
Recruit Ironbark Treant - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2+aaa)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Midori, Lv. 1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Rambasa Twin Zan (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Fire)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts]
Firedart and Ember Sparks are terrible against a single SQL patroller.

[/details]

1 Like

Just the one :stuck_out_tongue:

But then 2 would’ve been a bit silly with only $9 to work with, no?

Edited my Thoughts after reconsidering board state and to add my Tech II to the board.

"P1T5


Tech StartingHand Workers

TECH
Reteller of Truths
Earthquake


STARTING HAND
Spectral Wolf
Sensei’s Advice
Vortoss Emblem
Earthquake


WORKERS
Smoker
Fox Primus
Fox Viper
Safe Attacking


NextHand

Morningstar Flagbearer
Snapback
Grappling Hook
Savior Monk
Spectral Roc


Discard

Stewardess of the Undone
Earthquake
Sensei’s Advice
Spectral Wolf
Vortoss Emblem
Reteller of Truths
Earthquake


Tech 2 card(s)
Get Paid + float - ($9)
Skip Worker
Woody hits Tech II
Winnie hits Tech I
Rook casts EQ, breaks Tech I & II, your base to 10 - ($4)
Aged Sensei buffs Rook
Rook safely kills Ironbark Treant
Tech II Truth - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 8 Garus Rook 4/6
  • Aged Sensei 1/1
  • Bird’s Nest
  • Woody 1/1
  • Winnie 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Yay EQ. Halfway to winning the game but more importantly he has to defend with just tech 0s and a hero or 2. Given how he went for Econ and an early Tech II his deck is probably mostly tilted toward units he’ll be unable to build for a while. Unfortunately I wasn’t specifically aiming for a rush game so I don’t have anything in particular worth doing at the moment, so I’m thinking I’ll skip my worker to go up to Tech II. Normally I wouldn’t BUT since I only have a 5 card deck I know exactly what I’ll be drawing and 8 money will easily pay for a worker, my Roc, and whichever of Flagbearer or Snapback seems most fruitful. Tech Lab is… um… interesting. I mean I get that Fire Tech IIs would be nice for him but he knew there was a more than decent chance of Bird/EQ combo so it seems pretty… optimistic… to put even more of his eggs in the tech II basket. I mean I guess it is only just one gold but still, I’ll have to ask the rationale. Given that he won’t have tech II for 2 more turns I’m PRETTY sure there’s no good answer for Roc. I guess Midori and the remaining Rambasa break my tech II and/or put some hurt on Rook. Guess we’ll see where his priorities lie. Teching Reteller because if I do manage to keep my Tech II up for any reasonable amount of time I need to actually get some value out of it, and EQ because it appears to be my best chance at a wincon so why not have 2?

"

1 Like

Yeah, that’s good game. Rematch?

Yeah absolutely. I’d like to keep on with the same codex. Would you like to change?

Same deck. It seems interesting. (:

P1T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Tiger Cub
Spore Shambler
Playful Panda
Rampant Growth

WORKERS

Tiger Cub

NextHand

Rich Earth
Young Treant
Verdant Tree
Merfolk Prospector
Ironbark Treant

Discard

Rampant Growth
Playful Panda
Forest’s Favor

Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Spore Shambler - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Spore Shambler (2/3, Resist 1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=Thoughts]
Boo. Third game in a row with no Prospector Turn 1.

[/details]

1 Like

Hahahaha I just read your thoughts, I was WAY overthinking things it would seem. I would’ve loved to see you go full dragon mode but I was so worried about the threat of Hasted Flying Wandering Mimics I couldn’t let you keep your tech buildings. I think you definitely could’ve delayed for a long time but I see why you felt the need to call GG; you weren’t realistically going to both kill Rook and my Tech II, and one or the other probably gets you eventually. Was fun taking this deck for a spin, it’s something I’ve been thinking about for a little while.

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Fox Viper
Snapback
Safe Attacking
Savior Monk


WORKERS


NextHand

Smoker
Fox Primus
Aged Sensei
Morningstar Flagbearer
Grappling Hook


Discard

Safe Attacking
Snapback
Sensei’s Advice
Fox Viper


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Savior Monk - ($2)
Summon Garus Rook - ($0)

Float ($0)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garus Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Savior Monk 2/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Pretty sure Rook is as solid as ever in this position, as Green lacks units with haste and you can’t cast Fortune’s Favor on a Spore Shambler. So sure we’ll summon him, give him a monk for backup, and call it a day. Going in a slightly different direction with my teching though, gonna see what I can get done with an earlier Spectral Hound. As P2 I should have an easier time keeping a flagbearer around so the hope is that I can keep it alive. If he brings out Jaina I may regret it but I suppose that’s the risk of playing with illusions.

"

It looks like you forgot to actually move a card to your worker column last turn. You’ve already seen my turn, so it’s a bit of a cheat, but how about you roll it back and worker the card you think you would’ve workered, so you get $6 to work with on your turn (esp. since you paid for the worker).

P1T2


Tech StartingHand Workers

TECH

Flame Arrow
Flame Arrow


STARTING HAND
Young Treant
Merfolk Prospector
Rich Earth
Ironbark Treant
Verdant Tree

WORKERS

Tiger Cub
Rich Earth

NextHand

Flame Arrow
Young Treant
Playful Panda
Verdant Tree
Merfolk Prospector

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Ironbark Treant - ($1)
Shambler pays to move a rune to Treant - ($0)
Shambler exhausts to move a rune to Treant

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (3/4+aaa)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spore Shambler (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts]
This Shambler->Loaded Ironbark opening seems fun. Next turn: shoot Rook’s ass down.

[/details]

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