[Casual] gozik vs zhavier

@zhavier Good luck and have fun!

Player 1, Turn 1

P1 Blood/Anarchy/Feral vs P2 Feral/Present/Anarchy

[details=Starting Hand]
Scorch
Nautical Dog
Bombaster
Bloodrage Ogre
Charge
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No tech turn 1

[details=All Teched Cards]
None
[/details]


###Main:

  • Play Nautical Dog (3)
  • Play Calamandra Moss(1)
  • Worker up (0)

[details=Workers]
Bombaster
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Float 0g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog (2/1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Calamandra Moss (1 lvl, 2/3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Careless Musketeer
Bloodburn
Mad Man
Makeshift Rambaster
Pillage
[/details]

[details=End of Turn Discard]
Charge
Bloodrage Ogre
Scorch
[/details]

[details=My Thoughts][spoiler]
I’m looking for bugblatter frogs. Stealth from behind the ferns with hasty damage is also looks cool. Stealth sharks! That sounds terrifying.

I think start with Dog/Moss is one of the most agressive with this deck. So just go for it. What can go wrong?

Also keep scorch for now as it could help to reach lethal in base race. Probabbly will worker it next cycle though.

Patrol dog as elite to prevent Zane attack. There is no other way to kill it I think.
[/spoiler][/details]

"P2T1


StartingHand Workers

STARTING HAND
Tiger Cub
Forest’s Favor
Spore Shambler
Playful Panda
Verdant Tree


WORKERS
Spore Shambler


NextHand

Rampant Growth
Young Treant
Rich Earth
Ironbark Treant


Discard

Verdant Tree
Forest’s Favor


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Playful Panda - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

Player 1, Turn 2

P1 Blood/Anarchy/Feral vs P2 Feral/Present/Anarchy

[details=Starting Hand]
Careless Musketeer
Bloodburn
Mad Man
Makeshift Rambaster
Pillage
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards

[details=All Teched Cards]
Behind the ferns, Murkwood Allies
[/details]


###Main:

  • Play Mad man (4)
  • Play Careless musketeer(2)
  • Worker up (1)
  • Mad man and Calamandra kill tiger

[details=Workers]
Bombaster
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Float 1g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Nautical Dog (2/1)
  • :pspig: Scavenger: Careless Musketeer (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Calamandra Moss (1 lvl, 2/3, 2 damage)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Pillage
Behind the ferns
Murkwood Allies
Scorch
[/details]

[details=End of Turn Discard]
None
[/details]

[details=My Thoughts]
I could clear his board, but that would open Zana / Cal trade for him. I’m not in position to lose her now,
so I choose more defensive option.
[/details]

"P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Ironbark Treant
Rich Earth
Rampant Growth
Young Treant


WORKERS
Spore Shambler
Rich Earth


NextHand

Forest’s Favor
Verdant Tree
Merfolk Prospector
Young Treant


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Ironbark Treant - ($2)
Tech 1 - ($0)
panda trades with musketeer

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Ironbark Treant 1/2+2A
  • :pschip: [I]Technician[/I]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

Player 1, Turn 3

P1 Blood/Anarchy/Feral vs P2 Feral/Present/Anarchy

[details=Starting Hand]
Pillage
Behind the ferns
Murkwood Allies
Scorch
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6) + 1 float + 1 scavenge
  • Tech 2 cards

[details=All Teched Cards]
Murkwood Allies, Kidnapping
Behind the ferns, Murkwood Allies
[/details]


###Main:

  • Play Murkwood Allies: summon bunch of frogs (3)
  • Play Behind the ferns(1)
  • Worker up (0)
  • Calamandra kills wisp
  • Nautical dog sneaks past patrol and hits tier 1 for 2 damage

[details=Workers]
Pilage
Bombaster
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Float 0g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Frog 4 (1/1A)
  • :psfist: Elite: Frog 1 (2/1)
  • :pspig: Scavenger: Frog 2 (1/1)
  • :exhaust: Technician: Frog 3 (1/1)
  • :target: Lookout:

####In Play:

  • Calamandra Moss (1 lvl, 2/3, 2 damage)
  • Behind the ferns
  • Nautical dog (1/1, Frenzy)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Makeshift Rambaster
Bloodrage Ogre
Mad Man
[/details]

[details=End of Turn Discard]
Careless Musketeer
Murkwood Allies
Scorch
Murkwood Allies
Kidnapping
[/details]

[details=My Thoughts][spoiler]
That extra gold from scavenge is very handy. Could level up Moss instead, but that would mean discarding BtF. I think this card will apply lot of pressure to my opponent now.

Teching two expensive spells is probabbly bad idea, but I kinda like an option to go for hero’s hall instead of tier 1. Moss can summon tigers without tech requirement and stealth frogs with frenzy is a huge treat.

Let’s see where I thought it wrong. [/spoiler][/details]

"P2T3


Tech StartingHand Workers

TECH
Surprise Attack
Ready or Not


STARTING HAND
Merfolk Prospector
Verdant Tree
Forest’s Favor
Young Treant
Gunpoint Taxman


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor


NextHand

Rampant Growth
Tiger Cub
Young Treant
Playful Panda
Gunpoint Taxman


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman 3/3 - ($4)
Tech 2 Anarchy - ($0)
Ironbark kills SQL frog
I may have problems here.

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Gunpoint Taxman 3/3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Ironbark Treant 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

Lot of options. Should consider what I can do.

[details=Thoughts][spoiler]
There are several decisions to be made: Do I want to destroy both tier I and tier II, should I skip a worker now to make more dangerous board, probabbly I should go face and setup almost lethal next turn (with reach of Scorch and Drakk), probabbly I need hero’s hall to be able to attack with stealth frenzy swarm. Also I do want to clear his board - that is 2 gold fol Moss and minus 1 frog.

Let’s make some assumtions: I do need Calamandra to keep stealth on my small units and continue treatening to his building. So I must play around Zane+sharks. That means, I need 3 patrollers or 2 patrollers and Moss with 4 or more health.
Also that means that I need to remove tier II. 5 damage from Rambaster and Nautical dog (2 more gold, 4 total).

So now his base at 18, he does not have board, tier I at 3 hp. Tier II down.
I have 3-1 3rd lvl Moss, attacked: rambaster, dog, moss. Not attacked: 2 frogs. Hand: madman and ogre. 3 gold remaining.

So If i just drop everything down and defend with Ogre and double f rogs then I have 7 gold next turn, his base at 17 and I have 15 stealth damage (Moss 4, +2 dog, +2 frogs, +3 rambaster, + 3 ogre, +1 madman). And +1 from last card in deck - charge. Ah actually not - I need 2 cards for stealth Calamandra. May be I have an option to keep madman in hand and have 3 cards in next turn. I really don’t want to draw Scorch in 2 cards hand…
I will have 5 spare gold and no cards in Hand - I can build tier I and Hero’s hall. And wait for crash bombers andscorch to finish this.

Now the option with midband drakk next turn.
After clearing the board and tier II I build hero’s hall and discard 2 cards at the end of turn. My board is 3-1 Cal 2 frogs in tech/scavenge, dog, rambaster.
If he play sharks that probabbly means he does not patroll. With 8 gold and 4 cards I will probably have about 12 damage (zane, frenzy dog and rambaster). Drakk’s deathrattle - one more. Still worser then first option.

I did spend lot of time about thinkig of worker options before I wrote all this, but now it’s clear that I should choose first option and just go all-in. Prolonging this match and spending resourses for building/workers is no in my favor anymore.
[/spoiler][/details]

Player 1, Turn 4

P1 Blood/Anarchy/Feral vs P2 Feral/Present/Anarchy

[details=Starting Hand]
Makeshift Rambaster
Bloodrage Ogre
Mad Man
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards

[details=All Teched Cards]
Desperation, Desperation
Murkwood Allies, Kidnapping
Behind the ferns, Murkwood Allies
[/details]


###Main:

  • Frog 3 trades with Treant
  • Midband Calamandra. (5)
  • She kills Taxman. You can draw.
  • Play Makeshifter Rambaster (3)
  • Play Madman (2)
  • Play Bloodrage Ogre (0)
  • Skip worker
  • Rambaster and Dog kill tier II. Your base suffers 2 damage.
  • Madman pings your base.

[details=Workers]
Pilage
Bombaster
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 1 RS Draw 1
  • Float 0g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Bloodrage ogre (3/2A, resist)
  • :psfist: Elite:
  • :pspig: Scavenger: Frog 1 (1/1, resist)
  • :exhaust: Technician: Frog 2 (1/1, resist)
  • :target: Lookout:

####In Play:

  • Calamandra Moss (3 lvl, 3/4, 3 damage)
  • Behind the ferns
  • Nautical dog (1/1, Frenzy, resist)
  • Makeshift Rambaster (1+2 to bld/2, haste, resist)
  • Mad man (1/1, resist)

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Charge
Desperation
[/details]

[details=End of Turn Discard]
None
[/details]

[details=My Thoughts][spoiler]
I forget to consider his tower. It prevents 1 damage from frog. So I need 3 not 2 damage to finish this.
So the question what to tech… Best options I think Desperation or Crash Bomber. But what to choose?
Both will do nothing if I draw them next turn. Not sure what will be better after this. I wanna find a scorch faster but what if I discard it next turn with Moss ability?

Fun fact: if i draw desperation with desperation and don’t have an option to pay for 2 other cards I can discard them with Moss ability, even if she already did it this turn. Ok let’s go with double Desperation for that funny synergy.[/spoiler][/details]

Sorry for the delay. Focused on CAMS

P2T4


Tech StartingHand Workers

TECH
Disguised Monkey
Disguised Monkey


STARTING HAND
Rampant Growth
Tiger Cub
Playful Panda
Gunpoint Taxman
Young Treant
Ready or Not


WORKERS
Spore Shambler
Rich Earth
Forest’s Favor


NextHand

Merfolk Prospector
Playful Panda
Verdant Tree
Ironbark Treant
Surprise Attack


Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech 2
Geiger - ($6)
Gunpoint Taxman - ($4)
Ready or Not, slows down all those little things - ($0)
Watches all my things burn.

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Geiger 2/3, lvl 1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
1 Like

Player 1, Turn 5

P1 Blood/Anarchy/Feral vs P2 Feral/Present/Anarchy

[details=Starting Hand]
Charge
Desperation
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards

[details=All Teched Cards]
Crash bomber, Crash Bomber
Desperation, Desperation
Murkwood Allies, Kidnapping
Behind the ferns, Murkwood Allies
[/details]


###Main:

  • Blood rage ogre trades with Geiger. Moss maxbands and heals.
  • Moss summons Stalking Tiger from codex. (3)
  • Moss casts Charge into tiger (0)
  • Tiger kills Taxman

[details=Workers]
Pilage
Bombaster
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Float 0g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Frog 1 (1/1, resist)
  • :exhaust: Technician: Frog 2 (1/1, resist)
  • :target: Lookout:

####In Play:

  • Calamandra Moss (5 lvl, 4/5)
  • Behind the ferns
  • Nautical dog (1/1, Frenzy, resist)
  • Makeshift Rambaster (1+2 to bld/2, haste, resist)
  • Mad man (1/1, resist)
  • Stalking tiger (4/4, 3 damage, invisible)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Kidnapping
Scorch
Desperation
[/details]

[details=End of Turn Discard]
Bloodrage Ogre
Charge
Desperation
Crash Bomber
Crash Bomber
[/details]

[details=My Thoughts]
Ok, that should not be a huge problem I hope
[/details]

Nope thats game. GG

Not sure what I should have done with this codex.

GG, thats turn 2 scavenge gold was crutial. It allows me to play both Murkwood and Behind the ferns. From that point it was almost impossible to recover with your codex I think.

Yea but the musketeer was a bit more threatening, but I suppose I could have done the math. Drawing both techs is less than likely, though.

Would you like to switch sides or play another codex?

I suspect this codex is just entirely deficient at player 2. Let’s find out if there are similar problems as player 1.

"P1T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Ironbark Treant
Verdant Tree
Rich Earth
Playful Panda


WORKERS
Rich Earth


NextHand

Young Treant
Forest’s Favor
Rampant Growth
Tiger Cub
Spore Shambler


Discard

Verdant Tree
Ironbark Treant
Playful Panda


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Calamandra 2/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
    "

Glhf

Player 2, Turn 1

P1 Feral/Present/Anarchy vs P2 Blood/Anarchy/Feral

[details=Starting Hand]
Nautical Dog
Bloodrage Ogre
Scorch
Charge
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No tech turn 1

[details=All Teched Cards]
None
[/details]


###Main:

  • Play Nautical Dog (4)
  • Play Bloodrage Ogre(2)
  • Worker up (1)

[details=Workers]
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Float 0g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Bloodrage ogre (3/2A)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1, frenzy)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Nothing else


###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Bombaster
Makeshift Rambaster
Mad Man
Pillage
[/details]

[details=End of Turn Discard]
Charge
Scorch
[/details]

[details=My Thoughts]
Ok we both know what can Calamandra do as player one. I have to answer this agression, so I go down on cards on first turn, but that will allow me to play a hero turn later I hope.
[/details]

P1T2


Tech StartingHand Workers

TECH
Murkwood Allies
Ferocity


STARTING HAND
Forest’s Favor
Young Treant
Spore Shambler
Rampant Growth
Tiger Cub


WORKERS
Rich Earth
Spore Shambler


NextHand

Verdant Tree
Murkwood Allies
Forest’s Favor
Young Treant


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Prospect - ($5)
Rampant Growth, Cal kills Ogre - ($3)
Tiger Cub - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector 1/1
  • Calamandra 2/2, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

I made some errors in my previous post. I’m floating 1 gold, not 0.

Does it affect your turn?

I will assume, that it was not crutial for your decision making, but if not feel free to rewind and redo your turn.

Player 2, Turn 2

P1 Feral/Present/Anarchy vs P2 Blood/Anarchy/Feral

[details=Starting Hand]
Bombaster
Makeshift Rambaster
Mad Man
Pillage
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+1 float)
  • Tech 2 cards

[details=All Teched Cards]
Bloodlust, Kidnapping
[/details]


###Main:

  • Drakk joins the party (5)
  • Midband Drakk (2)
  • Play Madman (1)
  • Worker up (0)
  • Dog with help of frenzy 2 trades with Tiger, Madman frenzy 1 trades with Calamandra. Drakk maxbands.

[details=Workers]
Pillage
Bloodburn
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Float 0g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4A)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Nothing else


###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Mad Man
Careless Musketeer
kidnapping
Bombaster
[/details]

[details=End of Turn Discard]
None
[/details]

[details=My Thoughts]
Red starter is good in trading up…
As he does not have a tier 1, I assume there were 2 Calamandra spells teched.
[/details]

P1T3


Tech StartingHand Workers

TECH
Stalking Tiger
Now!


STARTING HAND
Murkwood Allies
Verdant Tree
Forest’s Favor
Young Treant
Playful Panda


WORKERS
Rich Earth
Spore Shambler
Forest’s Favor


NextHand

Stalking Tiger
Ironbark Treant
Ferocity
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($7)
Young Treant - ($5)
Geiger - ($3)
Prospect - ($4)
Verdant Tree - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant 0/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Geiger 2/3, lvl 1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector 1/1
  • Verdant Tree :heart: 3
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7