[Casual Draft] charnel_mouse vs FrozenStorm

P1T7


Tech StartingHand Workers

TECH
Stampede
Oathkeeper of Kor Mountain


STARTING HAND
Deteriorate
Thieving Imp
Jefferson DeGrey, Ghostly Diplomat


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Thieving Imp


NextHand

Dark Pact
Gargoyle
Sacrifice the Weak


Discard

Ardra’s Boulder
Soul Stone
Dinosize
Dark Pact
Deteriorate
Jefferson DeGrey, Ghostly Diplomat
Stampede
Oathkeeper of Kor Mountain


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Vandy Anadrose - ($6)
Deteriorate, Nimble Fencer is 1/2+1A
Argagarg boosts Jandra
Jandra kills Nimble Fencer and Drakk, you draw, Vandy hits level 3 (midband), my base to 18
Gargoyle activates - ($5)
Galina Glimmer returns - ($4)
Maxband Vandy, Wisp is doomed - ($2)
Water Elemental and Wisp destroy Tech III, your base to 17
Gargoyle hits Tech II down to 2

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer 4/4+1A (1 gold per 2 green units, Mythmaking aura)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy L5 4/5 (sparkshot, resist 1)
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Jandra, the Negator 5/2 (overpower, non-demon allied units die on death, Mythmaking aura, 3 damage)
  • Water Elemental 3/3+1A (anti-air)
  • Gargoyle 3/2 (flying)
  • Wisp 2/3 (doomed)
  • :heart: Graveyard HP: 3
  • Mythmaking (my legendaries get +2/+2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

That worked out OK. Time to retaliate? I’m facing 7 health with at least 9 attack if I don’t get Jandra killed in the process. Activate the Gargoyle, and that’s 5 extra attack to take down the Tech III. Deteriorate gets another, and I could also maxband Vandy to doom something. That’s 3 extra damage, not enough. The Deteriorate lets me keep everything alive, though.

Do I maxband Vandy, or play DeGrey? The latter gets the Elemental and Wisp killed, so swapping a 0/1 and a 3/3 for a 6/5. If Wisp and Galina survive, I get extra income and am guaranteed Dark Pact in hand, and Stampede is better if I draw into that. Tough choice, but I think I want a larger hand size here. Ah, but maxbanding Vandy means I need to Doom something, so I lose the Wisp but do 2 damage to the Tech II now. I can live with that. Or I could a worker and do both… No, I’m reshuffling next turn so now’s a good time to stop teching.

Game 3, Player 2, Turn 7

P1 [Demon]/Strength/Growth vs P2 [Anarchy/Blood]/Finesse

Starting Hand

Pirate Gunship
Gunpoint Taxman
Steam Tank
Disguised Monkey
Discord (techn, eh)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • no techs
All Teched Cards

Discord, Steam Tank
Pirate Gunship x2
Kidnapping, Steam Tank
Disguised Monkey x2
Gunpoint Taxman, Nimble Fencer


Main:

  • Rebuild tech 3
  • Steam Tank (8)
  • Gunpoint Taxman (6)
  • Disguised Monkey (4)
  • River (2)
Workers

Pillage, Makeshift Rambaster, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 2 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite: River (2+1/3)
  • :pspig: Scavenger: Disguised Monkey (3/3)
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Steam Tank
Pirate Gunship
Mad Man
Disguised Monkey

End of Turn Discard
My Thoughts

Ughhhh lol maybe I needed to tech lab for blood? This is rough…


Hmm, does Galina income happen before the Wisp dies from Doom?

I think it’s your choice probably, like how Gargoyle and Doom interact?

1 Like

P1T8


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Dark Pact
Gargoyle
Oathkeeper of Kor Mountain
Jefferson DeGrey, Ghostly Diplomat


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Thieving Imp


NextHand

Dark Pact
Stampede
Soul Stone


Discard

Dark Pact
Sacrifice the Weak
Oathkeeper of Kor Mountain


Tech 0 card(s)
Get Paid + float + Galina - ($13)
Wisp dies from doom
Dark Pact, my base to 16, I draw 2
Water Elemental suicides into Steam Tank for 2+1A damage
Galina Glimmer kills Steam Tank, takes 3 damage
Sacrifice the Weak, Galina dies, Gunpoint Taxman dies, you draw - ($11)
Argagarg boosts Jandra
Jandra trades with Disguised Monkey and River, you get a gold, levels fizzle
Activate Gargoyle - ($10)
Gargoyle and Vandy destroy Tech III
Gargoyle #2 - ($7)
Jefferson DeGrey, Ghostly Diplomat - ($4)
Galina Glimmer returns - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer 4/4+1A (1 gold per 2 green units, Mythmaking aura)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Jefferson DeGrey, Ghostly Diplomat 6/5 (resist 0+1, Mythmaking aura)

In Play:

  • Argagarg L5 1/5
  • Vandy L5 4/5 (sparkshot, resist 1)
  • Gargoyle #1 3/2 (flying)
  • Gargoyle #2 0/2 (indestructible)
  • :heart: Graveyard HP: 3 (Jandra, the Negator)
  • Mythmaking (my legendaries get +2/+2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

16 health to get through, 20 attack on the board including Gargoyle. Best way to go, I think, is boost the Water Elemental so it survives the Steam Tank, than Sacrifice the Weak. That gets me up to the equivalent of 23 attack, 7 more than needed. Can I get more? I think not, sadly. Besides, that doesn’t work because I run into problems with Jandra dying. So maybe I’m best off suiciding the Gargoyle into the Taxman, then Saccing the Water Elemental to kill the Tank. That’s the equivalent of 24 attack, 8 extra damage to hit buildings with. I only need 7, so I could afford to Shadow Blade something and keep my stuff alive.

Gargoyle on Taxman, WE for Tank, Shadow Blade River or Taxman… can’t split the damage up properly like that. How about boost WE to hit Tank down to 3, StW on Taxman, I have Vandy (5/2), Galina (4/4), and Jandra (4/5) to kill River (2/3) and Tank (3/3). I don’t think I can hit Tech II this turn. Nuts.

Oh, or how about I kill the Tank with WE and Galina, then StW Galina and Taxman? Then I have Argagarg boost (1), Jandra (5), Gargoyle (3), Vandy (4), to kill two 3s and hit buildings. Difference would be that I could safely get Jandra killed before I activate Gargoyle. Maybe that’s worth the bother.

FrozenStorm has enough to maxband Zane and bring out Drakk and Kidnapping, in no particular order. I don not want DeGrey to get stolen, even with debuffs he’s got enough to destroy the Graveyard. He doesn’t have enough to take DeGrey if I put him in Lookout, and stealing Galina at 1/1 is pretty pointless, so I think I put Galina in front for 5 total health in case of midband Drakk + Monkey, with DeGrey in Lookout behind. At worst, my patrol dies, I think.

Jandra would actually be the one to die from StW here, but you could have easily reversed the order and nothing would have changed.

The question I have, though, is whether Jandra dying causes the gargoyle to “die”. It should be “destroyed” (as it is not a demon), and I believe that means its indestructable-ness would prevent that and it must be exhausted (so it couldn’t attack).

The case for Vandy doom triggering the death feels very similar to the Jandra case Rules Questions thread - #408 by Pooh_Bear, and thus I think your attack with the Gargoyle is illegal. Thoughts?

1 Like

I realised Jandra would get sacrificed just after I posted, but I agree, “killing” the Gargoyle would exhaust it, and I completely forgot about that. I’ll redo from the Dark Pact.

1 Like

OK, hopefully this is legal. I’ll be sad if it isn’t.

P1T8


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Dark Pact
Gargoyle
Oathkeeper of Kor Mountain
Jefferson DeGrey, Ghostly Diplomat


WORKERS
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Thieving Imp


NextHand

Deteriorate
Soul Stone
Ardra’s Boulder


Discard

Dark Pact
Gargoyle
Sacrifice the Weak
Oathkeeper of Kor Mountain


Tech 0 card(s)
Get Paid + float + Galina - ($13)
Wisp dies from doom
Dark Pact, my base to 16, I draw 2
Activate Gargoyle - ($12)
Gargoyle trades with Gunpoint Taxman, you draw
Sacrifice the Weak, Water Elemental dies, Steam Tank dies - ($10)
Galina Glimmer kills River, levels fizzle, takes 3 damage
Jandra kills Disguised Monkey, overpowers to destroy Tech II, your base to 15, you get a gold, Jandra and Galina Glimmer die
Vandy and Argagarg destroy Tech III, your base to 13
Jefferson DeGrey, Ghostly Diplomat - ($7)
Gargoyle #2 - ($4)
Galina Glimmer returns - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Galina Glimmer 4/4+1A (1 gold per 2 green units, Mythmaking aura)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Jefferson DeGrey, Ghostly Diplomat 6/5 (resist 0+1, Mythmaking aura)

In Play:

  • Argagarg L5 1/5
  • Vandy L5 4/5 (sparkshot, resist 1)
  • Gargoyle #2 0/2 (indestructible)
  • :heart: Graveyard HP: 3 (Gargoyle #1, Jandra, the Negator)
  • Mythmaking (my legendaries get +2/+2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

This turn is messy. I’ve got 20 damage on the board against 16 health, so if I want to get through I need to at least make use of Vandy’s sparkshot, and probably use Sacrifice the Weak. I’d like to do it with the following constraints:

  • Use StW on Water Elemental so it doesn’t hit Jandra, ideally to kill the Steam Tank
  • Get Jandra safely killed with no losses from her ability, i.e. Gargoyle dies first because it’ll be exhausted otherwise
  • At least destroy Tech III

So here’s the plan, after seeing my draws from Dark Pact: Trade Gargoyle with Gunpoint Taxman, StW on Water Elemental and Steam Tank. That leaves me Argagarg boost (1), Jandra (5/2 overpower), Vandy (4/5), Galina (4/4), against 2 3/3s, so an excess of 8 but I need to attack with Galina before Jandra. So Galina kills one, Jandra kills the other and destroys Tech II, and my heroes destroy Tech III. Sorted.

Reviving Galina to help patrol, then if the Graveyard stays up I might be in a position to bring Jandra back in with a Soul Stone. Kidnapping and Fencers are what I have to worry about here, kidnapped Galina is a useless 1/1 and deGrey is 3/2, and Zane can’t be co-present with Tech II down. He could take out Galina ready for a deGrey steal, but deGrey can’t do much by himself. Galina in Squad Leader can trade 2-for-1 no matter what, I think. Sticking deGrey in Lookout, just in case.

1 Like

Checks out to me, and I drew pretty rough for that double break (I draw kidnapping and suddenly things look different!), so I think it’s time to scoop :slight_smile: GG WP! You read the Monkey play well and I didn’t draw both when I needed to, so Jandra got huge value with Mythmaking there.

I’m up for another, your turn to pick first if you do!

1 Like

GG WP! You got some rough draws there, I was really worried about double Monkeys all the way through, and Two Step on the last few turns when you had a board could have hurt too. Not sure what I’d have done differently, outside of drafting some upgrade removal. Maybe Gliders over Monkeys, but that’s not a sure bet against Gargoyles and a Graveyard.

1 Like

I agree, I think Blood w/ Gliders would have been a safer bet that I could have transitioned into Tech 3 just as easily

Aye. Might have been a game for spamming defenders with Harmony and Bugblatters, too.

I’m up for more! Let’s see… how about Green/Strength?

[Demon]/Finesse back to you

[Feral/Growth]/Strength

[Demon/Necro]/Finesse it is for me then! GL HF :slight_smile:

Game 4, Player 1, Turn 1

P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength

Starting Hand

Thieving Imp
Skeletal Archery
Deteriorate
Graveyard
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Skeleton Javelineer (1)
  • Worker (0)
Workers

Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Skeleton Javelineer (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Safe Attacking
Grappling Hook
Sensei's Advice
Aged Sensei
Snapback

End of Turn Discard
My Thoughts

Well I would have liked to have Imp or Graveyard (or deteriorate) in my next hand, but Vandy + Jav is still a decent start (as would be Imp). We can roll from here, next turn do HH or Midband + Haunt +
T1.


GL HF!

P2T1


StartingHand Workers

STARTING HAND
Verdant Tree
Rich Earth
Spore Shambler
Ironbark Treant
Tiger Cub


WORKERS
Rich Earth


NextHand

Merfolk Prospector
Playful Panda
Forest’s Favor
Young Treant
Rampant Growth


Discard

Tiger Cub
Spore Shambler
Ironbark Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Verdant Tree - ($2)
Garus Rook - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Opening with Calamandra loses to Deterioate or Sacrifice the Weak, so I’ll open with Rook and plan for Birds, plus a Centaur to block against Necromancy units. Do I want to open with Verdant Tree instead of a Tiger Cub behind Rook? I could threaten midband Rook on Turn 2 to walk past patrol, or Rampant Growth. Haven’t used Verdant Tree much before, might as well give it a go.

Game 4, Player 1, Turn 2

P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength

Starting Hand

Jandra, the Negator
Summon Skeletons
Pestering Haunt
Sacrifice the Weak
Poisonblade Rogue

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Dark Pact, Shadow Blade


Main:

  • Midband Vandy (3)
  • Pestering Haunt
  • Tech 1 (2)
  • Worker (1)
Workers

Jandra, the Negator, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Vandy (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Graveyard
Deteriorate
Shadow Blade
Summon Skeletons
Dark Pact

End of Turn Discard
My Thoughts

Vandy’s Kryptonite, her old pal Rook… Shadow Blade ought to give me what I need to get rid of him, so tack that along with DP and lean towards a HH next turn accompany it (so I can Harmony spam maybe? he doesn’t have great hero hate).


P2T2


Tech StartingHand Workers

TECH
Huntress
Bird’s Nest


STARTING HAND
Merfolk Prospector
Forest’s Favor
Rampant Growth
Young Treant
Playful Panda
Bird’s Nest


WORKERS
Rich Earth
Playful Panda


NextHand

Tiger Cub
Spore Shambler
Huntress
Ironbark Treant


Discard

Forest’s Favor
Rampant Growth


Tech 2 card(s)
Get Paid - ($6)
Young Treant, I reshuffle and draw - ($4)
Bird’s Nest, Birds arrive - ($2)
Merfolk Prospector - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout: Rook L1 2/4 (resist 0+1)

In Play:

  • Bird #1 1/1 (flying)
  • Bird #2 1/1 (flying)
  • Bird’s Nest (channeled by Rook)
  • :heart: Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’d like to do a quick switch to Calamandra for Murkwood Allies and fast Gigadons, but I don’t think it’s affordable in time. Do I just skip over Tech I units? I’d be getting a Thunderclap instead if I want to ensure being able to afford both teched cards next turn on a 4-gold budget, that’s sort of useful against those Skeletons but doesn’t help me with board problems. Centaur’s tempting due to its health requiring StW or 2-card kills to prevent healing, but that leaves 1 gold for playing something else, unless I put Prospector in Scavenger this turn, which I probably should. OK, going with Centaur. Alternatively, I could put in a Huntress and gamble on Young Treant, then I can afford a quick Tech I to play the Huntress if I draw it. Going with that.

… Nice, I draw into Birds. Workering the Playful Panda, since I suspect Discord to be appearing pretty sharpish. I can’t put anyone in Technician this turn if I want to quickly get more teched cards in, but I’m trying to avoid sparkshot anyway, so that’s fine. I do need to get my tech buildings up next turn, though, before the Haunt destroys my Verdant Tree.

Game 4, Player 1, Turn 3

P1 [Demon/Necro]/Finesse vs P2 [Feral/Growth]/Strength

Starting Hand

Graveyard
Deteriorate
Shadow Blade
Summon Skeletons
Dark Pact

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except for turn 1)
All Teched Cards

Nimble Fencer, Metamorphosis
Dark Pact, Shadow Blade


Main:

  • Dark Pact, base to 18 draw 2
  • Shadow Blade YT, you discard #4 of 4 (4)
  • Graveyard (2)
  • Vandy and Haunt kill Rook, Vandy maxbands and dooms Jav + MP
  • Deteriorate Bird 2
  • Worker (1)
Workers

Poisonblade Rogue, Jandra, the Negator, Skeletal Archery

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)
  • Graveyard (3hp, holding haunt)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Sacrifice the Weak
Nimble Fencer
Thieving Imp
Metamorphosis

End of Turn Discard
My Thoughts

Bold move for him rushing Birds, it pays off (kinda) but I just get an easy kill and only one Bird survives (which I can easily StW out of the way in short order afterwards). Teching Meta and a Fencer, hoping to set up the Meta for turn after next
… No StW on DP so can’t do it now, but nbd I can drop Graveyard for now and StW next turn hopefully. He’ll probably respond with Arg, maybe maxband?

Oof drew meta right away… Well w/e I’ll still tech up, maybe HH maybe Imp, and play for a wrap-around. He’s down on cards so Imp hurts a lot.


P2T3


Tech StartingHand Workers

TECH
Spirit of the Panda
Barkcoat Bear


STARTING HAND
Tiger Cub
Ironbark Treant
Spore Shambler
Huntress


WORKERS
Rich Earth
Playful Panda
Tiger Cub


NextHand

Forest’s Favor
Young Treant
Rampant Growth


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Instant Tech I - ($4)
Huntress - ($2)
Bird hits Vandy down to 4
Argagarg Garg, Wisp arrives - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Huntress 1+3/3 (anti-air, sparkshot)
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Merfolk Prospector 3/3 (doomed)
  • :target: Lookout:

In Play:

  • Argagarg L1 1/3
  • Bird 1/1 (flying)
  • :heart: Verdant Tree HP: 3 (healing 1, exhaust to build tech buildings instantly)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

(Discarding Ironbark Treant)

Got to assume there’s a Metamorphosis on the way. Hopefully between Spirit of the Panda for if the Bird survives, and Barkcoat Bear for decent stats that can’t be Deteriorated, I’ll find an out.