[Casual] charnel_mouse [Necromancy]/Finesse/Strength vs. dwarddd [Discipline]/Demonology/Present

P1T4


Tech StartingHand Workers

TECH
Chronofixer
Immortal


STARTING HAND
Martial Mastery
Sensei’s Advice
Aged Sensei
Snapback
Fox Viper
Savior Monk


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper


NextHand

Gargoyle
Grappling Hook
Immortal


Discard

Sparring Partner(2/2)
Martial Mastery
Sensei’s Advice
Snapback


Tech 2 card(s)
Get Paid + float - ($9)
Martial Mastery, discard, draw 2, look at ur hand - ($8)
Tech 2 Present - ($4)
Grave kills imp, taps to sword Garth, no more bargains please
Sensei’s advice spartner - ($3)
Spartner trades with Horror
Hire Saviour Monk - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk(2/2)
  • :target: Lookout:

In Play:

  • L7 Grave(4/3) sparkshot, readiness, sword

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

he can kill grave now and its a shame spartner had to go before runeing anyone but tech 2 will stand and im a worker ahead so looking good from here

P2T4

Starting hand: 3

Summon Skeletons
Lich’s Bargain
Sacrifice the Weak

Thoughts

Ouch, I had Sensei’s Advice in the back of my mind but forgot to patrol for it. I could use Sacrifice the Weak to kill Grave here, but at the expense of my entire board, leaving only a hero on patrol. Not ideal against Present II. I think I’m better off getting the Thieving Imp back down to reduce his hand size.

Teched cards: 2

T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer


Get paid - ($7)
Worker - ($6)
Thieving Imp returns from Graveyard, you discard card #1 of 3 - ($3)
Tower - ($0)
Pestering Haunt suicides into Grave for 1 damage
Discard 2, reshuffle, draw 4


:psblueshield: Squad Leader: Thieving Imp 2/2+1A
:psfist: Elite: Skeleton 1+1/1 (Skeletal Archery)
:exhaust: Technician: Zombie 2/2

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Graveyard HP: 3 (Pestering Haunt)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tower HP: 4


Hand: 4

Skeleton Lord
Necromancer
Sacrifice the Weak
Morningstar Pass

Deck: 4

Lich’s Bargain
Deteriorate
Hooded Executioner
Summon Skeletons

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
1 in Graveyard
4 in hand
4 in deck
0 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Lich’s Bargain
1 lost to Lich’s Bargain

P1T5


Tech StartingHand Workers

TECH
Research & Development
Mind-Parry Monk


STARTING HAND
Gargoyle
Grappling Hook
Immortal


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook


NextHand

Chronofixer
Aged Sensei


Discard

Sparring Partner(2/2)
Martial Mastery
Sensei’s Advice
Snapback
Gargoyle
Research & Development
Mind-Parry Monk


Tech 2 card(s)
Get Paid + float, Grave is healed 1, discard number 1 - ($9)
Worker - ($8)
Hire Immortal - ($2)
Hire Max - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a) indestructible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk(2/2)
  • :target: Lookout:

In Play:

  • L7 Grave(4/3) sparkshot, readiness, sword
  • Max(2/3) sparlshot

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

weak counter to a possible entangling vines is Max’s maxband, alsoI want him so I can RnD my hand back up and tap him next turn if I don’t draw the lovely card-neutral hyperion

Grave no longer has his sword.

P2T5

Starting hand: 4

Skeleton Lord
Necromancer
Sacrifice the Weak
Morningstar Pass

Thoughts

Whoof, I’ve got no way to deal with Immortal outside of going around it. I might need to shoot for Tech III here. I’ll try delaying with Necromancers and Catapults, but I’m completely out of my depth playing Necromancy II.

Teched cards: 2

T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancy


Get paid - ($8)
Worker - ($7)
Tech II Necromancy - ($3)
Thieving Imp suicides into Immortal for 1+1A damage
Thieving Imp returns from Graveyard, you discard card #2 of 2 - ($0)
Discard 3, draw 4. reshuffle, draw 1


:psblueshield: Squad Leader: Thieving Imp 2/2+1A
:ps_: Scavenger: Skeleton 1/1 (Skeletal Archery)
:target: Lookout: Zombie 2/2 (resist 0+1)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Graveyard HP: 3 (Pestering Haunt)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)
:heart: Tower HP: 4


Hand: 5

Hooded Executioner
Summon Skeletons
Deteriorate
Lich’s Bargain
Corpse Catapult

Deck: 4

Necromancer
Skeleton Lord
Necromancer
Sacrifice the Weak

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
1 in Graveyard
5 in hand
4 in deck
0 in discard
5 in workers
Total: 18


Gold: 0
Workers: 9

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Lich’s Bargain
1 lost to Lich’s Bargain
T5: Morningstar Pass

P1T6


Tech StartingHand Workers

TECH
Tricycloid
Research & Development


STARTING HAND
Chronofixer
Aged Sensei


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook


NextHand

Safe Attacking
Hyperion


Discard

Sparring Partner(2/2)
Martial Mastery
Sensei’s Advice
Snapback
Gargoyle
Research & Development
Mind-Parry Monk
Aged Sensei
Savior Monk(2/2)
Tricycloid
Research & Development


Tech 2 card(s)
Get Paid, monk heals grave and immortal - ($9)
hire Chronofixer - ($7)
Grave kills imp takes 3 (eugh this damn imp…)
Savior monk trades with Zombie
max kills skele, i midband to heal - ($5)
Immortal destroys your tech 2 building
build a surplus - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave(4/1a) sparkshot, readiness
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Chronofixer(1/1) untargetable, your heroes cant level up
  • :target: Lookout:

In Play:

  • L3 Max(2/4) sparlshot
  • Immortal(5/5) indestructible

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

weak counter to a possible entangling vines is Max’s maxband, otherwise I want him so I can RnD my hand back up

Oof, not looking good.
Your Immortal has tower damage, by the way.

P2T6

Starting hand: 5

Hooded Executioner
Summon Skeletons
Deteriorate
Lich’s Bargain
Corpse Catapult

Thoughts

Well, at least the Saviour Monk’s gone. Hopefully this is enough of a board to keep my Tech II up for next turn, when I draw most of my Tech II units. Necromancers might be decent for attacking into Immortal, since they have long range. Teching in second Skeleton Lord and a Bone Collector, since I might as well try to get more Skeletons out there at this point: even if Skeletal Archery gets destroyed, they can still feed a Catapult if I can get it down. Going for the Imp over Summon Skeletons, to deal with Geiger’s sparkshot better. Workering Deteriorate over Summon Skeletons, hopefully the threat of it is enough to discourage Warp Gate Disciple.

No point going for Tech III, I think: if I’ve got enough board presence for it to help, I’ve probably stabilised enough to win anyway, as long as I can keep this Immortal under control.

Teched cards: 2

T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancy
T6: Bone Collector, Skeleton Lord


Get paid + Scavenger - ($10)
Rebuild Tech II
Worker - ($9)
Garth Torken - ($7)
Lich’s Bargain, my base to 10, horde arrives - ($5)
Hooded Executioner - ($3)
Thieving Imp returns from Graveyard, you discard card #1 of 2 - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Thieving Imp 2/2+1A
:psfist: Elite: Zombie 1+2/2
:ps_: Scavenger: Horror 3/3 (deathtouch)
:exhaust: Technician: Hooded Executioner 3/3

Skeleton 1/1 (Skeletal Archery)
Garth L1 1/3

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Graveyard HP: 3 (Pestering Haunt)

:heart: Base HP: 10
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)
:heart: Tower HP: 4


Hand: 4

Skeleton Lord
Necromancer
Necromancer
Sacrifice the Weak

Deck: 0
Discard: 5

Bone Collector
Skeleton Lord
Lich’s Bargain
Summon Skeletons
Corpse Catapult

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
4 on board
1 in Graveyard
4 in hand
0 in deck
5 in discard
6 in workers
Total: 20


Gold: 0
Workers: 9

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Lich’s Bargain
T5: Morningstar Pass
T6: Deteriorate
2 lost to Lich’s Bargain

P1T7


Tech StartingHand Workers

TECH
Dark Pact
Temporal Distortion


STARTING HAND
Safe Attacking
Hyperion
Research & Development
Dark Pact
Aged Sensei


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook


NextHand

Safe Attacking
Gargoyle
Snapback
Savior Monk(2/2)
Temporal Distortion


Discard

Aged Sensei
Dark Pact
Research & Development


Tech 2 card(s)
Get Paid, discard number 1 (i gotta say you are getting awefully unlucky with your imp discards) surplus draw - ($9)
Hire Hyperion, it kills your imp, i draw - ($4)
Immortal kills Horror and refreshes
Grave trades with Zombie, Garth is stuck as an inexperienced youth
maxband Max to reload Hyperion - ($2)
Hyperion kills Executioner takes 4, i draw
Max destroys your Graveyard (no more imps!)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy(2/3a) sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Max(3/3) sparlshot
  • Immortal(5/5) indestructible
  • Chronofixer(1/1) untargetable, your heroes cant level up
  • Hyperion(4/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

surplus draw was RnD, the SMALL chance of this exact thing happening was why I didn’t bother maxbanding max last turn

P2T7

Starting hand: 4

Skeleton Lord
Necromancer
Necromancer
Sacrifice the Weak

Technician draw after reshuffle: 1

Lich’s Bargain

Thoughts

Deck’s getting rather bloated here. I think I add Fencers here for hasted damage and cheap Necromancer fuel.

I think I Sacrifice the Weak to hit Chronofixer here, then I can midband Garth to kill Vandy. 3 gold for Skeleton Lord, 2 for StW, and 3 gold to midband makes 8 gold, so I’ll have enough for two of worker, maxband, and Skeleton. Or Lich’s Bargain, it’s painful when my workers and Base are already low but I might need the bodies.

Teched cards: 2

T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancer
T6: Bone Collector, Skeleton Lord
T7: 2 x Nimble Fencer


Get paid + Scavenger - ($10)
Skeleton Lord - ($7)
Skeleton hits Vandy down to 2 HP
Sacrifice the Weak, Skeleton dies, Chronofixer dies - ($5)
Midband Garth - ($2)
Garth kills Vandy, takes 2 damage, hits level 6
Lich’s Bargain, my base to 6, horde arrives - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Zombie 2/2+1A
:psfist: Elite: Skeleton 1+2/2 (Skeletal Archery, Skeleton Lord)
:ps_: Scavenger: Horror 3/3
:exhaust: Technician: Skeleton Lord 3/3 (Skeletons get +1/+1)

Garth L6 2/2 (2 damage)

Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 6
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)
:heart: Tower HP: 4


Hand: 4

Bone Collector
Skeleton Lord
Summon Skeletons
Corpse Catapult

Deck: 0
Discard: 10

Graveyard
Pestering Haunt
Thieving Imp
Hooded Executioner
Nimble Fencer
Nimble Fencer
Sacrifice the Weak
Lich’s Bargain
Necromancer
Necromancer

Card-count check (opponent-viewable)

Expected: 10 + 12 teched = 22
2 on board
4 in hand
0 in deck
10 in discard
6 in workers
Total: 22


Gold: 0
Workers: 8

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Lich’s Bargain
T5: Morningstar Pass
T6: Deteriorate
3 lost to Lich’s Bargain

P1T8


Tech StartingHand Workers

TECH
Temporal Distortion
Dark Pact


STARTING HAND
Temporal Distortion
Gargoyle
Savior Monk(2/2)
Safe Attacking
Snapback
Sensei’s Advice
Martial Mastery


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker(1/1) runs when spotted
Fox Viper
Grappling Hook
Safe Attacking


NextHand

Sparring Partner(2/2)
Mind-Parry Monk
Tricycloid
Research & Development
Hyperion(4/1)


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hyperion trades with Zombie, i draw
Immortal kills Skeletal Lord takes 4
Temporal Distortion Immortal into hyperion - ($6)
Max trades with Horror, sparkshot kills skele
Hyperion deals 4 to your base, leaves it on 2, i draw
Rehire immortal - ($0)

Float ($0)
Discard 5, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a) indestructible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hyperion(4/4) attacks: draw

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

P2T8

Starting hand: 4

Bone Collector
Skeleton Lord
Summon Skeletons
Corpse Catapult

Technician draw after reshuffle: 1

Necromancer

Thoughts

I hadn’t really accounted for how expensive most Necromancy II units are if I’m recovering from Lich’s Bargains draining my worker count, and Garth’s maxbanding misfiring on dwarddd’s turn makes this even worse. Not sure there’s much I can do here, a Tricycloid can end things on the spot. I think getting the Catapult swinging on the base is the only chance I’d have here.

Teched cards: 2

T2: 2 x Lich’s Bargain
T3: Morningstar Pass, Skeleton Lord
T4: Hooded Executioner, Necromancer
T5: Corpse Catapult, Necromancer
T6: Bone Collector, Skeleton Lord
T7: 2 x Nimble Fencer
T8: Ardra’s Boulder, Corpse Catapult


Garth maxbands on Geiger death, fetch whiffs
Get paid + Scavenger - ($9)
Skeleton Lord - ($6)
Summon Skeletons, two Skeletons arrive - ($3)
Corpse Catapult - ($0)
Skip worker!
Discard 2, draw 4


:psblueshield: Squad Leader: Skeleton #1 2/2+1A (Skeletal Archery: anti-air, long range; Skeleton Lord aura)
:ps_: Scavenger: Garth L7 3/4
:exhaust: Technician: Skeleton #2 2/2 (Skeletal Archery: anti-air, long range; Skeleton Lord aura)

Skeleton Lord 3/3 (Skeletons have +1/+1)
Corpse Catapult 1/4
Skeletal Archery (Skeletons have anti-air and long range)

:heart: Base HP: 2
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Necromancy)
:heart: Tower HP: 4


Hand: 4

Thieving Imp
Necromancer
Sacrifice the Weak
Nimble Fencer

Deck: 6

Graveyard
Pestering Haunt
Hooded Executioner
Nimble Fencer
Lich’s Bargain
Skeleton Lord

Discard: 5

Ardra’s Boulder
Corpse Catapult
Summon Skeletons
Bone Collector
Necromancer

Card-count check (opponent-viewable)

Expected: 10 + 14 teched = 24
3 on board
4 in hand
6 in deck
5 in discard
6 in workers
Total: 24


Gold: 0
Workers: 8

5 x start
T1: Poisonblade Rogue
T2: Jandra, the Negator
T3: Skeleton Javelineer
T4: Lich’s Bargain
T5: Morningstar Pass
T6: Deteriorate
3 lost to Lich’s Bargain

I hire a tricycloid and it pings ur base to death, GG! Lich’s bargain is always scary but ive often found purple can counter it fairly well

1 Like

GG WP! Yeah, it seems so. Really, though, I think the problem is this deck has no obvious way to deal with / get around Immortal; even Entangling Vines gets countered by flicker / Temporal Distortion. In hindsight, I should’ve gone for the Catapults earlier instead of going for Necromancers, since their ability to attack buildings directly was probably the best option I had at that point.

yeah immortal is almost a MOLAC-level card in that if you don’t have a counter specifically for it once it’s on the field it’s all downhill xd
molac’s still better though once activated, but there are plenty of upgrade counters that can clear it

Yep, although I don’t have any of those either. Want to go again, I start?

I think necro/finesse’s counter to everything is get ahead so fast that they dont have time to respond xd
But yh go ahead im up for another game

1 Like

GL HF!

P1T1

Starting hand: 5
Thoughts

P1 against White starter seems the best time to try opening with Jandra.


Get paid - ($4)
Worker - ($3)
Jandra, the Negator - ($0)
Pestering Haunt
Discard 2, draw 4


Jandra, the Negator 3/3 (overpower, dies from combat damage: allied non-demon units die)
Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Base HP: 20


Hand: 4

Poisonblade Rogue
Summon Skeletons
Deteriorate
Skeletal Archery

Deck: 1

Graveyard

Discard: 2

Thieving Imp
Sacrifice the Weak

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers
Total: 10


Gold: 0
Workers: 5

4 x start
T1: Skeleton Javelineer

P2T1


StartingHand Workers

STARTING HAND
Sensei’s Advice
Safe Attacking
Aged Sensei
Morningstar Flagbearer
Snapback


WORKERS
Morningstar Flagbearer


NextHand

Grappling Hook
Smoker
Savior Monk
Fox Viper
Fox Primus


Discard

Safe Attacking
Aged Sensei
Snapback
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
hire and midband Vandy - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Vandy(3/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

P1T2

Starting hand: 4

Poisonblade Rogue
Summon Skeletons
Deteriorate
Skeletal Archery

Thoughts

Vandy makes sense, I think I’m fine to go for Birds though.

Teched cards: 2

T2: Bird’s Nest, Nimble Fencer


Get paid - ($5)
Worker - ($4)
Tech I - ($2)
Garus Rook - ($0)
Pestering Haunt hits your base to 19
Discard 3, draw 1, reshuffle, draw 4


:psblueshield: Squad Leader: Rook L1 2/4+1A
:exhaust: Technician: Jandra, the Negator 3/3 (overpower, dies from combat damage: allied non-demon units die)

Pestering Haunt 1/1 (unstoppable, can’t patrol or be sacrificed, attack capped at 1)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 5

Graveyard
Nimble Fencer
Summon Skeletons
Thieving Imp
Bird’s Nest

Deck: 3

Sacrifice the Weak
Poisonblade Rogue
Deteriorate

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
5 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Skeleton Javelineer
T2: Skeletal Archery

P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Metamorphosis


STARTING HAND
Fox Viper
Savior Monk
Smoker
Grappling Hook
Fox Primus


WORKERS
Morningstar Flagbearer
Fox Primus


NextHand

Snapback
Metamorphosis
Aged Sensei
Fox Viper
Grappling Hook


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling hook Garus to lookout
Vandy kills Jandra, sparkshot pings Rook, Haunt is destroyed, you draw
Maxband Vandy - ($3)
Tech 1 - ($1)
Pay for grappling hook ($0)
Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Vandy(4/5) sparlshot, resist 1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

this or a Vandy-grabbed shadow blade are the only ways I kill something here; this way Vandy ends up maxbanded meaning Rook can’t safely attack her without being midbanded and if he midbands Rook he can’t fencer and worker.
oh and its 1g cheaper

playing a white spell with a black hero costs gold