@bravo840
Let’s get this thing going! I am around all day to take my turns.
P1T1
StartingHand Workers
STARTING HAND
Careless Musketeer
Pillage
Charge
Makeshift Rambaster
Scorch
WORKERS
Scorch
NextHand
Bloodburn
Mad Man
Nautical Dog
Bombaster
Bloodrage Ogre
Discard
Pillage
Charge
Makeshift Rambaster
Tech 0 card(s)
Collect Gold - (4)
Worker - (3)
Play Careless Musketeer - (1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Careless Musketeer (2/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 1
- Workers: 5
@PointyFinger
And we’re off! Have fun!
P2T1
StartingHand Workers
STARTING HAND
Pestering Haunt
Jandra, the Negator
Summon Skeletons
Skeleton Javelineer
Deteriorate
WORKERS
Jandra, the Negator
NextHand
Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue
Graveyard
Discard
Deteriorate
Skeleton Javelineer
Summon Skeletons
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Deteriorate Careless Musketeer (it dies, you get $1) - ($2)
Pestering Haunt - ($2)
Skeleton 1 via Garth - ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skeleton 1 (1/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Garth Torken (1/3, Level 1)
- Pestering Haunt (1/1 Unstoppable, Cant patrol)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 3
[B]Gold:[/B]
- Gold: 1
- Workers: 6
Thoughts
I didn’t really want to go down to 4 cards on my first turn but getting rid of Careless was a priority. Madman + Zane on turn 2 could have killed Garth otherwise with Careless clearing the patroller I can summon. Deteriorate is card neutral and net 1 less gold so I feel pretty good about the use of it. Hopefully I can establish a defensive footing early against Red.
P1T2
Tech StartingHand Workers
TECH
Crash Bomber
Detonate
STARTING HAND
Nautical DogåBloodrage Ogre
Bombaster
Bloodburn
Mad Man
WORKERS
Scorch
Bloodburn
NextHand
Crash Bomber
Mad Man
Bombaster
Careless Musketeer
Pillage
Tech 2 card(s)
Get one gold from Scavenger - (1)
Collect Gold + Float - (7)
Worker - (6)
Summon Zane - (4)
Play Mad Man - (3)
Mad Man trades into Skeleton, you get a gold
Mid band Zane - (1)
Zane takes out Garth, level to 6 and heal
Build Tech 1 - (0)
Float (0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane lvl 6 (4/4), exhausted
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 6
P2T2
Tech StartingHand Workers
TECH
Doom Grasp
Crash Bomber
STARTING HAND
Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue
Graveyard
WORKERS
Jandra, the Negator
Skeletal Archery
NextHand
Thieving Imp
Deteriorate
Doom Grasp
Graveyard
Tech 2 card(s)
Get Paid + float + scavenger - ($8)
Worker - ($7)
Poisonblade Rogue - ($5)
Tech 1, paying multicolor tax - ($3)
Tower - ($0)
Pestering Haunt attacks Tech 1 (Tech 1 to 4HP) - ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Poisonblade Rogue (2+1/1)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Pestering Haunt (1/1 Unstoppable, Cant patrol)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Thoughts
Well that was a suboptimal turn 1 for me. Doom Grasp should let me clear Zane. Tower is not what I wanted to be playing, hopefully it stays up this turn but it is also sort of decoying for my T1. Crash Bomber is cheap and helps on defense.
P1T3
Tech StartingHand Workers
TECH
Lobber
Flame Arrow
STARTING HAND
Crash Bomber
Mad Man
Careless Musketeer
Bombaster
Pillage
WORKERS
Scorch
Bloodburn
Pillage
NextHand
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Charge
Discard
Mad Man
Careless Musketeer
Bombaster
Lobber
Flame Arrow
Tech 2 card(s)
Collect Gold - (6)
Worker - (5)
Play Mad Man - (4)
Mad Man takes out Poisonblade Rogue
Zane destroys your tower, your base takes 2
Build a Tower - (1)
Crash Bomber - (0)
Float (0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Crash Bomber (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane lvl 6 (4/3), exhausted
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 4
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 1
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 7
P2T3
Tech StartingHand Workers
TECH
Crash Bomber
Porcupine
STARTING HAND
Thieving Imp
Deteriorate
Doom Grasp
Graveyard
WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
NextHand
Crash Bomber
Sacrifice the Weak
Summon Skeletons
Discard
Pestering Haunt (1/1 Unstoppable, Cant patrol)
Deteriorate
Doom Grasp
Crash Bomber
Porcupine
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth - ($4)
Skeleton 1 via Garth - ($3)
Thieving Imp (you discard at Random (#3) - ($0)
Deteriorate Crash Bomber - ($0)
Pestering Haunt trades with Crash Bomber (you Draw 1) - ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]: Thieving Imp (2+1/2)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Skeleton 1
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Garth (1/3, Level 1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 1
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 8
Thoughts
I’m going for something different here. Going to try Ninjutsu’s Tech 2 hoping porcupine gives me some defense. Glorious Ninja can still come in for some suprise damage from Garth’s maxband. Him building Tower last turn was a surprise to me. He had a lot of aggression going on and trades the gold for defense. Maybe this is the breather I was looking for.
your base should be at 17. 2 from tower destroy, 1 from crash bomber trigger, and your tower is dead
Ah yes. Updating my building info is my weakspot in these forum games. Do you want me to edit my post or you can play on as you stated and I will fix it in my next one.
P1T4
Tech StartingHand Workers
TECH
Firebat
Surprise Attack
STARTING HAND
Charge
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Detonate
Makeshift Rambaster
WORKERS
Scorch
Bloodburn
Pillage
Nautical Dog
NextHand
Crash Bomber
Lobber
Firebat
Surprise Attack
Careless Musketeer
Discard
Charge
Makeshift Rambaster
Detonate
Tech 2 card(s)
Random.org discards Makeshift Rambaster
Technician draws me a card
Collect Gold - (7)
Zane takes out your Skeleton, you draw a card
Zane triggers, I reshuffle and draw a card
Play Bloodrage Ogre - (5)
Build Tech II (Anarchy) - (1)
Worker - (0)
Float (0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane lvl 6 (4/2), exhausted
Buildings:
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Anarchy)
-
Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 3
Gold:
- Gold: 0
- Workers: 8
I think I have the buildings right this time.
P2T4
Tech StartingHand Workers
TECH
Porcupine
Bloodlust
STARTING HAND
Crash Bomber
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer
WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Skeleton Javelineer
NextHand
Crash Bomber
Porcupine
Crash Bomber
Bloodlust
Technician Draws me a card before I Tech
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Skeletons - ($4)
Tech 2 (Ninjutsu) - ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Skeleton 1
-
[I]Elite[/I]: Thieving Imp (2+1/2)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Skeleton 2
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Garth (1/3, Level 1)
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 9
Thoughts
Bloodlust and Porcupine might help be turn this around. I considered Kidnapping but Bloodlust gives me more flexability and doesn’t rely on him playing things I want to Kidnap. Kidnapping on his side though would be problematic. I hope my Tech 2 lives.
P1T5
Tech StartingHand Workers
TECH
Chameleon Lizzo
Marauder
STARTING HAND
Lobber
Careless Musketeer
Surprise Attack
Crash Bomber
Firebat
WORKERS
Scorch
Bloodburn
Pillage
Nautical Dog
NextHand
Bombaster
Flame Arrow
Mad Man
Firebat
Detonate
Tech 2 card(s)
Collect Gold - (8)
Bloodrage Ogre takes out SQL Skeleton
Play Lobber - (7)
Lobber takes out Technician Skeleton, you draw a card
Play Surprise Attack - (2)
One Shark trades into Thieving Imp
Summon Jaina - (0)
Other Shark trades into Garth, level Jaina twice
Zane attacks your Tech II for 4
Float (0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Jaina lvl 3 (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane lvl 6 (4/2), exhausted
- Bloodrage Ogre (3/1), exhausted
- Lobber (2/1), exhausted
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 5 (Anarchy)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 7
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
P2T5
Tech StartingHand Workers
TECH
Glorious Ninja
Fox’s Den School
STARTING HAND
Crash Bomber
Porcupine
Crash Bomber
Bloodlust
Pestering Haunt
WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Skeleton Javelineer
NextHand
Doom Grasp
Deteriorate
Porcupine
Discard
Bloodlust
Crash Bomber
Crash Bomber
Pestering Haunt
Glorious Ninja
Fox’s Den School
Tech 2 card(s)
Get Paid - ($9)
Porcupine - ($6)
Drakk - ($4)
Crash Bomber 1 - ($3)
Crash Bomber 2 - ($2)
Bloodlust both Crash Bombers - ($0)
Crash Bomber 1 Trades with Jaina (you draw a card, Drakk gains 2 Levels) - ($0)
Crash Bomber 1’s death deals 1 to Tech 2 (4HP)
Crash Bomber 2 Trades with Zane (Drakk gains another 2 levels and midbands) - ($0)
Crash Bomber 2’s death deals 1 to Tech 2 (3HP)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Porcupine
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk (2/3, Level 5, Units get Frenzy 1 | Dies deals 1 to your base)
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 1 (Ninjutsu)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 2
- Disc: 6
[B]Gold:[/B]
- Gold: 0
- Workers: 9
Thoughts
I think teching the Crash Bombers and Bloodlust paid off. Hopefully Porcupine is meaty enough to live and keep my Tech 2, which is almost dead now, safe for another turn. Teching Glorious because he is pretty good and the School can be quite a surprise with Drakk’s Maxband or with Garth’s.
P1T6
Tech StartingHand Workers
TECH
Bloodlust
Steam Tank
STARTING HAND
Flame Arrow
Mad Man
Bombaster
Firebat
Detonate
Surprise Attack
WORKERS
Scorch
Bloodburn
Pillage
Nautical Dog
Detonate
NextHand
Careless Musketeer
Crash Bomber
Marauder
Chameleon Lizzo
Discard
Flame Arrow
Surprise Attack
Bloodlust
Steam Tank
Tech 2 card(s)
Collect Gold - (8)
Worker - (7)
Exhaust Lobber to destroy your Tech II, your base takes 2
Play Mad Man - (6)
Play Bombaster - (4)
Play Firebat - (2)
Return Bloodrage Ogre to hand after draw/discard
Float (2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Bombaster (2/2+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Mad Man (1/1)
-
[I]Technician[/I]: Firebat (3/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Lobber (2/1), exhausted
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 3 (Anarchy)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 4
[B]Gold:[/B]
- Gold: 2
- Workers: 9
P2T6
Tech StartingHand Workers
TECH
Speed of the Fox
Glorious Ninja
STARTING HAND
Doom Grasp
Deteriorate
Porcupine
WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Skeleton Javelineer
Doom Grasp
NextHand
Sacrifice the Weak
Summon Skeletons
Bloodlust
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rebuild Tech 2 - ($8)
Deteriorate Lobber (paying 1 for wrong color hero) - ($7)
Surplus - ($2)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Porcupine
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Drakk (2/3, Level 5, Units get Frenzy 1 | Dies deals 1 to your base)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 2
- Workers: 10
Thoughts
Forgot about Lobber’s ability…Ugh…
Hoping to patrol enough to keep Tech 2 up this turn and I worked to 10 to prevent getting too bloated. Surplus either gets me a bunch of cards or distracts him from my Tech 2; either way, I think it is the right move. Second Glorious and Speed of the Fox to get soem surprise damage out of Setsuki which might help considering he doesn’t have many large units. I need to keep him off of Gunship and her Ultimate might be the way to do that.
P1T7
Tech StartingHand Workers
TECH
Steam Tank
Chameleon Lizzo
STARTING HAND
Marauder
Crash Bomber
Chameleon Lizzo
Careless Musketeer
Bloodrage Ogre
WORKERS
Scorch
Bloodburn
Pillage
Nautical Dog
Detonate
Careless Musketeer
NextHand
Steam Tank
Chameleon Lizzo
Charge
Makeshift Rambaster
Chameleon Lizzo
Tech 2 card(s)
Collect Gold + Float - (11)
Worker - (10)
Summon Drakk - (8)
Play Chameleon Lizzo - (4)
Chameleon Lizzo sneaks past Porcupine to take out Drakk, my Drakk levels twice
Pay 1 to midband Drakk - (3)
Firebat receives frenzy from Drakk and attacks Porcupine for 4, and then dies
Bombaster frenzies and trades with Porcupine
Play Marauder - (0)
Marauder destroys your Tech II, 2 to your base
Mad Man attacks your Surplus for 2
Chameleon Lizzo returns to hand hafter draw/discard
Float (0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Drakk lvl 4 (2/3)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Marauder (4/3), exhausted
- Mad Man (1/1), exhausted
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 4
-
Tech II HP: 3 (Anarchy)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 9
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 10
P2T7
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Summon Skeletons
Bloodlust
Crash Bomber
Speed of the Fox
WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Skeleton Javelineer
Doom Grasp
NextHand
Glorious Ninja
Pestering Haunt
Glorious Ninja
Porcupine
Discard
Porcupine
Speed of the Fox
Summon Skeletons
Bloodlust
Sacrifice the Weak
Tech 0 card(s)
Get Paid + float - ($12)
Draw from Technician - ($12)
Draw from Surplus - ($12)
Rebuild Tech 2 - ($12)
Setsuki - ($10)
Speed of the Fox - ($8)
Midband Setsuki (Level 1 to 4) - ($5)
Setsuki attacks and kills Drakk (Set gains 2 levels and Maxbands) - ($5)
Crash Bomber - ($4)
Summon Skeletons (paying 1 more for wrong color hero) - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Crash Bomber (2/2+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skeleton 1
-
[I]Technician[/I]: Skeleton 2
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Setsuki (3/4, Level 6, Pay $1 to attack her)
[B]Buildings:[/B]
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
Surplus HP: 2
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 10
Thoughts
Well Chameleon Lizzo is going to kill Setsuki but i think this setup gives my T2 the best chance of living. Lizzo will die in the trade too and it will cost him an extra gold, for what that is worth. Hopefully T2 does lvie and I have Glorious Ninja in hand to setup something up. Tower is going to be mandatory next turn I think, he might have another Lizzo. If he leaves anything alive, midbanding Drakk next turn could swing this in my favor.
P1T8
StartingHand Workers
STARTING HAND
Makeshift Rambaster
Charge
Chameleon Lizzo
Steam Tank
WORKERS
Scorch
Bloodburn
Pillage
Nautical Dog
Detonate
Careless Musketeer
Charge
NextHand
Flame Arrow
Surprise Attack
Bloodlust
Lobber
Discard
Chameleon Lizzo
Mad Man
Chameleon Lizzo
Steam Tank
Tech 0 card(s)
Collect Gold - (10)
Summon Zane - (8)
Play Chameleon Lizzo - (4)
Chameleon Lizzo sneaks past patrollers and trades into Setsuki, I pay one gold to do so - (3)
Setsuki dies and Zane levels to 3
Marauder attacks Crash Bomber, my base takes 1
Mad Man trades into Technician Skeleton, you draw a card
Level Zane to midband - (2)
Zane attacks Scavenger Skeleton, we both get a gold - (3)
Play Makeshift Rambaster - (1)
Makeshift Rambaster attacks your Surplus for 2, desotrying it and dealing 2 to your base
Worker - (0)
Float (0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Marauder (4/2), exhausted
- Makeshift Rambaster (1/1)
- Zane lvl 4 (3/2)
[B]Buildings:[/B]
-
Base HP: 19
-
Tech I HP: 4
-
Tech II HP: 3 (Anarchy)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 4
[B]Gold:[/B]
- Gold: 0
- Workers: 11
P2T8
StartingHand Workers
STARTING HAND
Crash Bomber
Fox’s Den School
Sacrifice the Weak
Pestering Haunt
Porcupine
Fox’s Den School
WORKERS
Jandra, the Negator
Skeletal Archery
Graveyard
Skeleton Javelineer
Doom Grasp
NextHand
Crash Bomber
Glorious Ninja
Summon Skeletons
Crash Bomber
Pestering Haunt
Tech 0 card(s)
Get Paid + Scavenger - ($11)
Draw from Technician - ($11)
Glorious Ninja - ($6)
Tower - ($3)
Porcupine - ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Porcupine
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
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[I]Technician[/I]: Glorious Ninja (4+1/3, Swiftstrike)
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[I]Lookout[/I]:
[B]In Play:[/B]
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[B]Buildings:[/B]
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Base HP: 11
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Tech I HP: 5
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Tech II HP: 5 (Ninjutsu)
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Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 10
Thoughts
I feel like I have just barely been holding on all game. I think I need to move to T3 or grab Set’s ult with School out to protect her.
Looking to clarify the +1 on your ninja