@zhavier should be good now
P2T7
Tech StartingHand Workers
TECH
Moments Peace
Wandering Mimic
STARTING HAND
Potent Basilisk
Moments Peace
Wandering Mimic
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Forest’s Favor
NextHand
Ironbark Treant (2/2 +AA)
Discord
Wandering Mimic
Tiger Cub (2/2+A)
Rampant Growth
Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech 2
Summon River, Last Bastion of Hope! - ($8)
Playful panda kills your wisp, MoLaC @ 5, Activates!
Max River - ($4)
Destroy my tower, building a Balance Tech lab - ($3)
Float ($3)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: River (8/9 + A, lvl 5)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: wisp (5/6)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- MoLaC (4 runes)
- Playful Panda (7/7)
[B]Buildings:[/B]
-
Base HP: 14
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
-
Tech Lab HP: 4 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 6
- Disc: 0
[B]Gold:[/B]
- Gold: 3
- Workers: 10
Thoughts
okay, MoLaC is active, now just to worry about that Anarchy Tech 3. I can’t kill it this turn, so I’m letting arg live to limit his draws, Balance tech lab is active now to allow for wandering mimics (any flying/haste that will let me deal with Gunships/kill him is good by me, hence the tech of moments peace (gunships can’t attack, and his heros don’t scare me apart from as delaying tactics).
NEW Hand: Not as good as the last, still have wandering mimic which is nice, but no young treant means I can’t dig for haste if he doesn’t give it to me. Also now having River rather then Arg hurts my patrol zone badly, and my counter attack next turn.