P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)
(noting my previous turn incorrectly listed 5 workers, should have been 6.)
Tech 2 cards. (5 discards)
- Rampant Growth
- Young Treant
- Merfolk Prospector
- Tiny Basilisk
- Centaur
Player 2, Turn 2
Workers make 6g. (6g)
Upgrade earth to Rich Earth for 3g. (3g, 4 cards)
Pay 2g to raise Calamandra to level 3, midband. (1g)
Begin construction of Tech I for 1g. (0g)
Hire 7th worker for free.. (3 cards)
- Forest’s Favor
3/4 Calamandra Moss attacks and kills Jandra, taking 5 damage and dying.
Jandra destroys Pestering Haunt on death.
Tiger Cub attacks Tower, dealing 2 damage to it and taking 1.
Discard 3, shuffle 8, draw 5.
Patrols:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
Tiger Cub (2 , 1 of 2 )
Rich Earth
Base: 20
Tech I (5 )
0g banked, 7 workers.
5 cards in hand
- Young Treant
- Playful Panda
- Ironbark Treant
- Rampant Growth
- Verdant Tree
3 cards in deck
- Centaur
- Merfolk Prospector
- Tiny Basilisk
0 cards in discard
Thoughts
4g tower, skipping Tech I? What the hell?
That gives me the space to build economy with Rich Earth, and I’ll gladly pay 1g to bury two cards.
With no Tech I, Tiny Basilisk is invincible against anything they can play next turn, and should threaten a likely hero play. It’s also a very good target for Kidnapping, so I don’t think I should take both. Centaur is always good. I think I’m going to want to go Growth, maybe? 5 attackers for MoLaC is probably doable with that kind of opening, and if not Blooming Elm + Tiny Basilisk is a cute combo. With no Discord, I could even go Murkwood Allies + Might of Leaf and Claw… ?
No idea what you would tech when skipping Tech I with those specs. Bloodlust is the only spell you could cast without skipping Tech I again or going down a worker… guessing it’s going to be a Garth & Skeletons turn, maybe stocking a necro spell + unit or two units for later.