Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
garth - ($5)
Doomgrasp, sac wisp, kill boulder - ($1)
Basilisk trades with Rook
Scribe kills Inspector
Panda deals 2 to tech 1
Merfolk prospector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L3 Garth(1/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Merfolk Prospector(1/1)
Playful Panda(2/2)
Scribe(1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
nearly clear their board, but go behind on tech 2… I’ll take it; funnily enough i don’t want to draw either card i’m teching, so let’s drop on cards for a merfolk over a skeleton
Okay, now I need to commit to a spec choice, and frankly, each has some appeal. Hmm… I think Glorious Ninja is my best option for a powerful swing play, so I’ll try for that. Let’s see how well Quince can stall…
Tech 2 card(s)
Get Paid - ($8)
Scribe, i draw - ($6)
Tech 2 Balance - ($2)
Worker - ($1)
make a skeleton - ($0)
Merfolk and old scribe kill SQL
Panda dies to Quince
Garth kills Quince and midbands
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Scribe(1/3)
Technician: Skeleton(1/1)
Lookout:
In Play:
Merfolk Prospector(1/1)
Scribe(1/2)
L5 Garth(2/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
ninjitsu, scary glorious ninjas, dothram to cheaply (hopefully) trade, injunction to otherwise hold them down till i get to tech 3, with their chosen deck i don’t think there’s too much risk of stealing a horselord
bruh with the scribe draw i drew the other teched card i didn’t want yet, lovely stuff
ooh when planning this turn with the scribe draw i forgot forest favour costs extra… welp was planning to tap merfolk and buff garth but nvm
Squad Leader: Glorious Ninja (4/3A) Haste, swift strike
Elite:
Scavenger: Mirror Illusion (0/1)
Technician: Spectral Aven (2/2) Flying
Lookout:
In Play:
Mythmaking
L1 Setsuki Hiruki (1/3) Tax
Reputable Newsman (0/3) $2
Buildings:
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
I think I’ll give up on the Jail/Pass plan. Sadly, it looks like I won’t be able to stop the Potent Basilisk from destroying Mythmaking, but if I’m lucky, I might be able to kill it before it can kill any of my stuff.
Now I’m just desperately scrambling to protect my backline by any means available. If Setsuki survives, I’ll be able to scramble more cards and maybe punish something with a swift attack.
With this, Nether Drain can’t rob Rook of two lives this turn. Should be enough to slow the bleeding, but not being able to rebuild my Tech II really hurts. In hindsight, I should have built a Heroes’ Hall to counter the unit suppression. Better late than never, I hope.
Tech 1 card(s)
Get Paid - ($10)
Tap merfolk - ($11)
T-Rex, kill Aven and one worker - ($3)
Injunction on tech 1 - ($0)
Basilisks trade with Rook, Bigby maxbands
Bigby, scribe and scribe deal 5 dmg to your base
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Merfolk Prospector(1/1)
Scribe(1/2)
Tyrannosaurus Rex(10/10) overpower, resist 2
Scribe(1/3)
L5 Bigby(3/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
ah, t-rex can’t do heroes! well, they’re still a pretty big unit XD
It did not, sorry, when i changed my plans i changed the amount of dmg but not the list of attackers… i am rushing the typing of these turns i think - I’ll slow down and be more careful
I had a Spectral Flagbearer in my cycle but didn’t draw it in time to prevent that, haha… opening with Mythmaking and the Boulder turned out to be a big mistake.