Casual: Kaelii [Finesse]/Ninjutsu/Discipline vs Shadow_Night_Black [Growth/Balance]/Finesse

@Shadow_Night_Black

P1T1


StartingHand Workers

STARTING HAND
Timely Messenger
Bloom
Helpful Turtle
Granfalloon Flagbearer
Fruit Ninja


WORKERS
Helpful Turtle


NextHand

Spark
Wither
Brick Thief
Older Brother
Tenderfoot


Discard

Granfalloon Flagbearer
Bloom
Fruit Ninja


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Timely Messenger - ($2)
River - ($0)
Doink your base for 1 with Messenger

Float ($0)
Discard 3, draw 5


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Timely Messenger (1/1)
  • River level 1 (2/3)
    [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

GL, HF!

P2T1


StartingHand Workers

STARTING HAND
Young Treant
Forest’s Favor
Playful Panda
Verdant Tree
Merfolk Prospector


WORKERS
Verdant Tree


NextHand

Rich Earth
Tiger Cub
Spore Shambler
Rampant Growth
Ironbark Treant


Discard

Young Treant
Playful Panda
Forest’s Favor


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg - ($2)
Merfolk Prospector - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp(0/1 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg(1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

P1T2


Tech StartingHand Workers

TECH
Discord
Harmony


STARTING HAND
Brick Thief
Wither
Older Brother
Spark
Tenderfoot


WORKERS
Helpful Turtle
Wither


NextHand

Fruit Ninja
Bloom
Granfalloon Flagbearer
Brick Thief


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Spark Prospector - you gain a gold - ($3)
Older Brother - ($1)
River kills wisp
Timely messenger doinks your base for 1 – down to 18
Tech 1 - ($0)

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


[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]: Older Brother (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Timely Messenger (1/1)
  • River level 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Tiny Basilisk


STARTING HAND
Spore Shambler
Tiger Cub
Ironbark Treant
Rich Earth
Rampant Growth


WORKERS
Verdant Tree
Rich Earth


NextHand

Ironbark Treant (1+1/2+AA)
Forest’s Favor
Young Treant
Spore Shambler
Nimble Fencer


Tech 2 card(s)
Get Paid + float - ($7)
scav - ($8)
Worker - ($7)
Tech 1 - ($6)
Arg hits older brother for 1
Tiger cub - ($4)
Max arg - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A)
  • :psfist: [I]Elite[/I]: Tiger Cub (2+1/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg(1/5, lvl 5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts
1 Like

P1T3


Tech StartingHand Workers

TECH
Sparring Partner
Nimble Fencer


STARTING HAND
Brick Thief
Granfalloon Flagbearer
Bloom
Fruit Ninja


WORKERS
Helpful Turtle
Wither
Fruit Ninja


NextHand

Spark
Tenderfoot
Harmony


Discard

Older Brother
Bloom
Timely Messenger
Brick Thief
Sparring Partner
Nimble Fencer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloom river - ($3)
River + Timely Messenger kills Water Elemental
Older Brother kills Tiger Cub
Granfalloon Flagbearer - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Granfalloon Flagbearer (2/2+A) Flagbearer
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • River level 1 (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

P2T3


Tech StartingHand Workers

TECH
Two Step
Nimble Fencer (2/1)


STARTING HAND
Ironbark Treant (1+1/2+AA)
Nimble Fencer
Spore Shambler
Young Treant
Forest’s Favor
Rampant Growth


WORKERS
Verdant Tree
Rich Earth
Spore Shambler


NextHand

Playful Panda
Forest’s Favor
Merfolk Prospector (1/1)
Tiny Basilisk
Nimble Fencer (2/1)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Nimble Fencer - ($4)
Fencer and Arg kill Flag bearer
Young Treant - ($2)
Hero’s Hall - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg(1/3, lvl 5)
  • Nimble Fencer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

P1T4


Tech StartingHand Workers

TECH
Glorious Ninja
Glorious Ninja


STARTING HAND
Harmony
Tenderfoot
Spark


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Spark


NextHand

Granfalloon Flagbearer
Brick Thief
Discord
Tenderfoot


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Midband River - ($4)
Tech 2, Ninjutsu - ($0)

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]:
  • :pschip: [I]Technician[/I]: River level 3 (3/5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

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

P2T4


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Merfolk Prospector (1/1)
Playful Panda
Tiny Basilisk
Nimble Fencer (2/1)
Forest’s Favor


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)


NextHand

Two Step
Rampant Growth
Nimble Fencer (2/1)
Ironbark Treant (1+1/2+AA)
Tiger Cub (2+1/2)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Balance) - ($3)
Tiny Basilisk - ($1)

Float ($1)
Discard 3, draw 4, 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]: Nimble Fencer (2/1)
  • :pschip: [I]Technician[/I]: Arg(1/3, lvl 5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Tiny Basilisk (1/2, deathtouch)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Glorious Ninja’s are a problem and so are porcupines and Flying Fox. Tower kills the later, while Wandering mimics deal with the first and second, while potent basilisks provides defence. Finesse doesn’t offer much, and the main strength of growth in this deck (MoLaC) gets shut down by grave and Versatile Style.

P1T5


Tech StartingHand Workers

TECH
Hidden Ninja
Porcupine


STARTING HAND
Discord
Tenderfoot
Granfalloon Flagbearer
Brick Thief


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Spark
Tenderfoot


NextHand

Sparring Partner
Bloom
Glorious Ninja


Discard

Discord
Brick Thief
Hidden Ninja
Porcupine


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Granfalloon Flagbearer - ($4)
Grave - ($2)
River sidelines Nimble Fencer
Discord kills nimble fencer - ($0)

Float ($0)
Discard 1, draw 3


[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]: Grave (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • River level 3 (3/5)
  • Granfalloon Flagbearer
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

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

  • Hand: 3
  • Deck: 5
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

P2T5


Tech StartingHand Workers

TECH
Stampede
Wandering Mimic


STARTING HAND
Rampant Growth
Tiger Cub (2+1/2)
Two Step
Ironbark Treant (1+1/2+AA)
Nimble Fencer (2/1)


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2+1/2)


NextHand

Wandering Mimic
Playful Panda
Potent Basilisk
Forest’s Favor


Discard

Nimble Fencer (2/1)
Ironbark Treant (1+1/2+AA)
Rampant Growth
Stampede
Wandering Mimic


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
River - ($7)
Midorir - ($5)
Nimble Fencer - ($3)
Two Step Tiny Basilisk + Nimble Fencer - ($1)
Niimble Fencer kills Grave, Midori to lvl 3)
Tiny Basilisk kills River, Midori to Mid

Float ($1)
Discard 2, draw 4


[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]:
  • :pschip: [I]Technician[/I]: Arg(1/3, lvl 5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Tiny Basilisk (3/1, deathtouch)
  • Nimble Fencer (4/3)
  • Two Step
  • River (2/3, lvl 1)
  • Midori (3/4, lvl 5)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

MMMM.
MMMHMMM…
I think I see the problem here.
The problem is you have a lot of stuff and I don’t.
Relatedly – I’m probably bork’d.

P1T6


Tech StartingHand Workers

TECH
Jade Fox
Jade Fox


STARTING HAND
Sparring Partner
Bloom
Glorious Ninja
Older Brother


WORKERS
Helpful Turtle
Wither
Fruit Ninja
Spark
Tenderfoot
Bloom


NextHand

Timely Messenger
Harmony
Glorious Ninja


Discard

Discord
Brick Thief
Hidden Ninja
Porcupine
Jade Fox
Jade Fox
Glorious Ninja


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 3 - ($3)
Sparring Partner - ($2)
Older Brother - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Sparring Partner (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Granfalloon Flagbearer (2/2) Flagbearer
  • :pschip: [I]Technician[/I]: Older Brother (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Tech III HP: 5

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

  • Hand: 3
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

Yeah, and my stuff is pretty nice.

P2T6


StartingHand Workers

STARTING HAND
Playful Panda
Potent Basilisk
Forest’s Favor
Wandering Mimic


WORKERS
Verdant Tree
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Tiger Cub (2+1/2)


NextHand

Nimble Fencer (2/1)
Forest’s Favor
Wandering Mimic
Ironbark Treant (1+1/2+AA)


Tech 0 card(s)
Get Paid + float - ($11)
Wandering Mimic - ($7)
Max Midori - ($4)
Nimble Fencer kills Sparing Partner
River kills Flagbearer
Arg Buffs Mimic
Mimic kills Tech 3
Forest Favour Midori - ($2)
Midori kills Tech 2
Midband River - ($0)

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


[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]:
  • :pschip: [I]Technician[/I]: Tiny Basilisk (3/1, deathtouch, Dancing)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer (4/1, Dancing)
  • Two Step (Tint Basilisk and Nimble Fencer are Dancing, don’t ask about the size difference)
  • River (2/4, lvl 3)
  • Midori (5/6, lvl 8)
  • Arg(1/3, lvl 5)
  • Wandering Mimic (4/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Yup I’m Ded. Gg.

GG, want a rematch? I don’t really know what your build is trying to do, so can’t really offer much advise into what went wrong. T5 sidelining my Fencer rather then just killing my treant meant I could use it to chump block later, and it prevent you playing Glorious ninja, as killing a treant with it is not very valuable, without that treant, arg becomes vunerable, and then I can’t kill both tech building (too many units it 2/4 attack in my specs :frowning: ) Going down on cards early really hurt you though, as it lead to several turns where you had to play nothing to recover on handsize (slowing teching and giving me tempo) and what allowed me to build my board and utilise the many buffs my specs offer.

I’m won’t be able to take a turn for several hours, so if you want another game, feel free to go first, otherwise just say and I’ll go when I wake up in the morning.

Definitely was a mistake to leave up the chumpy for denying you an gold.

The other mistakes were probably:
T1: Opening river, just not as good as grave much of the time.
T2: Sparking Prospector instead of trading TM for it. 1 base damage wasn’t worth the card unless I was somehow contriving to kill Arg (a steep order). Teching in double River spells (especially as one wasn’t two-step) was also pretty greedy (major problem I’m finding with this deck is that the starter cards don’t offer much variety and struggle to really put HP/Damage on the board at card cost as soon as it is T3/4 where Tech 1 or maxband heroes start showing up. 2/2s for 3 just don’t hold up. Most other starters at least offer some form of deck thinning with upgrades/buildings or some sort of card that tends to at least threaten to stick around a bit from the starter (null, mox, battlesuits, prospector, aven, savior monk, Jandra, pestering haunt, graveyard, javelineer etc).
Outside of Bloom or Wither there are no cards in the neutral starter that are sticky and stay out once anything bigger starts getting played. And almost everything else that exists is either bigger or better at sticking on the board than a bunch of (1/1 for 1 to 2/2 for 3)

The thing I’ve been trying to figure out is how the hell one actually casts and uses Harmony to any decent effect.

My ideas are somewhere in the range of:
Grave + River. Martial Mastery + Harmony. Probably Bloom as well.
Setsuki + River. Hidden Ninja + Harmony + Discord + Two Step. Sets maxband + Fox’s Den Students. Tech 2 Finesse for NF/Starlet/Tenderfoot base damage.
Drakk + River. Pillage + Charge + Harmony + Two Step Red Starters? + damage on death of units
Jaina + River. Pillage + Charge + Ember Sparks + Harmony + Discord/Two Step + Lobbers

I might swap to the white starter, but that also drops brick thief and tenderfoot which are both excellent additions to a Tech 2 Finesse Maestro plan for locking out enemy tech buildings frees up gold for dumping into Hidden Ninja/Max Sets/Fox’s Den Students.

So my typical Final set of cards for Finesse+Sets+River probably looks something like Tenderfoot, Brick Thief, (Bloom <–> Sparring Partner), (Morningstar Flagbearer, Fruit Ninja?), Nimble Fencer #1, Nimble Fencer #1, Maestro #1, Maestro #2, Hidden Ninja, Fox’s Den Students #1, Fox’s Den Students #2, Harmony?
2 Starter cards are basically never worker and two are optional, and 4 tech pairs accounted for of 5-6.

If I go for Tech 2 Ninjutsu it probably runs something like NF x1, Hidden Ninja x1, and then either Glorious Ninjas, Flying Fox, or Masked Raccoons as the ‘lockdown’ choices. Probably should have a two-step or two factored in here (works well with glorious ninja, flying fox, and masked raccoons). Might be possible to fit in Rambasa Twin for some more body production? I think that the white starter is probably better if I go for Ninjutsu as Snapback, Fox Viper, Aged Sensei, Sensei’s Advice, Safe Attacking, and possibly grappling hook are likely going to scale far better than tenderfoot+Brickthief+(bloom? lol)

1 Like

Hopefully me being less stupid runback!

P1T1


StartingHand Workers

STARTING HAND
Helpful Turtle
Wither
Older Brother
Brick Thief
Granfalloon Flagbearer


WORKERS
Helpful Turtle


NextHand

Bloom
Spark
Fruit Ninja
Tenderfoot
Timely Messenger


Discard

Granfalloon Flagbearer
Wither
Brick Thief


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Older Brother - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Older Brother (2/2)
  • :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: 1
  • Workers: 5

The neutral starter is actually quite powerful, having key heros withered/bloomed is very hard to deal with, and espically for my deck where I have 0 removal and a lot of buffs, flagbearer was really oppressive. But the white starter does combo very well with Harmony. I’ve yet to see someone use it effectively yet, so I am looking forward to that.

GL HF!
P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Spore Shambler
Playful Panda
Tiger Cub
Merfolk Prospector


WORKERS
Rich Earth


NextHand

Verdant Tree
Young Treant
Rampant Growth
Forest’s Favor
Ironbark Treant


Discard

Tiger Cub
Playful Panda
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg - ($2)
Merfolk Prospector - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Arg(1/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp(0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

The only way he can kill arg is two of Bloom/Wither/Spark/TM. with the exception of Spark/TM, that leaves him with not enough for worker and T1, and is two gold for 2-4 gold and two cards. Arg living allows me to max him next turn and rampant growth/Forest’s Favour for a nice tempo swing. Teching in Spirit of the Panda with me Fencers to give me that healing and gold economy. If arg dies the probs Ironbark and teching in two step instead.

P1T2


Tech StartingHand Workers

TECH
Fuzz Cuddles
Two Step


STARTING HAND
Spark
Fruit Ninja
Tenderfoot
Timely Messenger
Bloom


WORKERS
Helpful Turtle
Fruit Ninja


NextHand

Timely Messenger
Two Step
Brick Thief
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
River - ($3)
Timely Messenger - ($2)
Spark Arg - ($1)
OB + TM kill Arg, River to midband
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: River Level 3 (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Older Brother (2/1)
    [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: 6