I forgot to random while Looking, then when I saw your post I also randomed 58, then as a tiebreaker, I randomed 1 of 2 to determine my player number and it came up as 1. GL HF @charnel_mouse!
P1T1
StartingHand Workers
STARTING HAND
Verdant Tree
Forest’s Favor
Tiger Cub
Merfolk Prospector
Rampant Growth
WORKERS
Tiger Cub
NextHand
Rich Earth
Ironbark Treant
Spore Shambler
Playful Panda
Young Treant
Discard
Rampant Growth
Verdant Tree
Forest’s Favor
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandra Moss - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 Calamandra Moss (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I can identify 2 general threats from his build: flooding the board with tokens to sacrifice and trigger Captured Bugblatter / Pirate-Gang Commander, and using haste to charge Might of Leaf and Claw. Morningstar Pass should provide my base with a strong defense from Blood damage, so he’ll probably go for MoLaC. I can’t remove it once it’s in play, but I do have several tools to shut down tech progress, if only I can manage to deploy one before MoLaC drops. Since speed is key, I should probably open with stealth. If MoLC does land, I can try to prevent it from charging by empowering patrollers with swift strike, though Ninjutsu also has access to a fair bit of swift strike, limiting the viability of that defense.
1 Like
Nice, first time I’ve seen a tie! GLHF!
P2T1
StartingHand Workers
STARTING HAND
Bombaster
Pillage
Careless Musketeer
Nautical Dog
Bloodburn
WORKERS
Bloodburn
NextHand
Charge
Mad Man
Scorch
Makeshift Rambaster
Discard
Careless Musketeer
Pillage
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Nautical Dog - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Bombaster 2/2+1A
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog 1/1 (frenzy 1)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Biggest problem I’ll have here is that I’ve given myself no way to deal with heroes, and Nekoatl’s heroes are really good. IVPs should be able to hold the line, then I can pick up Porcupines at Tech II if I don’t just rush him down.
P1T2
Tech StartingHand Workers
TECH
Behind the Ferns
Ferocity
STARTING HAND
Spore Shambler
Rich Earth
Ironbark Treant
Young Treant
Playful Panda
WORKERS
Tiger Cub
Playful Panda
NextHand
Ferocity
Behind the Ferns
Young Treant
Forest’s Favor
Tech 2 card(s)
Get Paid - ($5)
Merfolk prospects - ($6)
Rich Earth - ($3)
Worker
Ironbark Treant - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Ironbark Treant (2/2AA)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rich Earth
- L1 Calamandra Moss (2/3A)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
I don’t see an efficient way to maintain pressure if I spend $2 on a Tech I building, so I’ll delay it for 1 turn and and try to get more value from it after teching in 4 tech I cards.
P2T2
Tech StartingHand Workers
TECH
Inverse Power Ninja
Inverse Power Ninja
STARTING HAND
Charge
Scorch
Mad Man
Makeshift Rambaster
WORKERS
Bloodburn
Scorch
NextHand
Bombaster
Inverse Power Ninja
Bloodrage Ogre
Mad Man
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Bombaster and Nautical Dog trade with Ironbark Treant
Argagarg, Wisp arrives - ($2)
Makeshift Rambaster - ($0)
Makeshift Rambaster hits your base down to 17
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Wisp 0/1+1A
-
Elite:
-
Scavenger: Argagarg L1 1/3
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Initiative’s back to me with Rich Earth played, so I’m still liking IVPs here. Hidden Ninja also seems good for killing Cal, and I might be able to go for a base rush from there. On the other hand, I could give it Spirit of the Panda, since he has no removal outside of Grappling Vines. Well, I can tech both in now, block with Argagarg, and see if he lives (probably not). Either I midband Argagarg now to help him live, or I hit something with Mad Man or Rambaster. I think do the latter to start the rush, then I can put behind the Wisp. Calamandra can still kill him if she gets stealth, but Nekoatl’s already down on cards as it is.
Next turn I can start bringing in Hidden Ninjas to put on the IVPs, or just Red units, or I could think about Tech II. We’ll see.
… Great, got a split on the Ninjas.
P1T3
Tech StartingHand Workers
TECH
Ardra’s Boulder
Mythmaking
STARTING HAND
Young Treant
Behind the Ferns
Forest’s Favor
Ferocity
Verdant Tree
WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
NextHand
Rampant Growth
Ironbark Treant
Spore Shambler
Ardra’s Boulder
Tech 2 card(s)
Get Paid - ($6)
Merfolk prospects - ($7)
Young Treant - ($5)
Verdant Tree - ($3)
Expensive Tech I - ($1)
Worker
Calamandra kills Wisp
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Young Treant (0/2)
-
Lookout:
In Play:
- Rich Earth
- Verdant Tree (3) Healing 1
- L1 Calamandra Moss (2/3A)
- Merfolk Prospector (1/1)
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I should have seen that coming. Awkward choice of card to worker here, ditching Ferns because having a 2nd copy would be redundant.
P2T3
Tech StartingHand Workers
TECH
Hidden Ninja
Hidden Ninja
STARTING HAND
Bloodrage Ogre
Inverse Power Ninja
Bombaster
Mad Man
WORKERS
Bloodburn
Scorch
Bombaster
NextHand
Careless Musketeer
Nautical Dog
Pillage
Inverse Power Ninja
Discard
Bloodrage Ogre
Mad Man
Hidden Ninja
Hidden Ninja
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Inverse Power Ninja - ($3)
Heroes’ Hall - ($1)
Makeshift Rambaster hits Young Treant for 1
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Argagarg L1 1/3+1A
-
Elite:
-
Scavenger:
-
Technician: Inverse Power Ninja 4/4 (-1/-1 per ally)
-
Lookout:
In Play:
- Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Hmm, thinking I should’ve teched in a Hidden Ninja last turn. I need to get the base kill going quickly after this turn. Probably going for Porcupines or Crashbarrows next.
P1T4
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Spore Shambler
Rampant Growth
Ironbark Treant
Ardra’s Boulder
WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
Spore Shambler
NextHand
Mythmaking
Forest’s Favor
Discard
Rampant Growth
Ironbark Treant
Overeager Cadet
Overeager Cadet
Tech 2 card(s)
Get Paid + float - ($8)
Worker
Ardra’s Boulder - ($6)
Merfolk prospects - ($7)
Maxband Calamandra - ($3)
Discard to stealth Calamandra
Calamandra breaks Heroes’ Hall, your base to 18 HP
Float ($3)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2A) Resist 1
-
Elite:
-
Scavenger:
-
Technician: Ardra’s Boulder (0/6) Resist 1
-
Lookout:
In Play:
- Rich Earth
- Verdant Tree (3) Healing 1
- L5 Calamandra Moss (4/5)
- Merfolk Prospector (1/1) Resist 1
Buildings:
-
Base HP: 17
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
He built a Heroes’ Hall this close to being able to afford a Tech II building? Looks like he really wants some other hero in play next turn, in which case I’ll deny him.
P2T4
Tech StartingHand Workers
TECH
Stampede
Stampede
STARTING HAND
Pillage
Inverse Power Ninja
Careless Musketeer
Nautical Dog
WORKERS
Bloodburn
Scorch
Bombaster
NextHand
Charge
Bloodrage Ogre
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($9)
Skip worker!
Careless Musketeer - ($7)
Expensive Pillage, I steal 2 gold, your base goes to 15
Maxband Argagarg, Water Elemental arrives - ($3)
Inverse Power Ninja #2 - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Water Elemental 3/3+1A (anti-air)
-
Elite:
-
Scavenger: Careless Musketeer 2/1 (can shoot a non-hero by damaging my base)
-
Technician: Argagarg L5 1/5
-
Lookout:
In Play:
- Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)
- Inverse Power Ninja #1 1/1 (-1/-1 per ally)
- Inverse Power Ninja #2 1/1 (-1/-1 per ally)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Huh, that’s an expense Heroes’ Hall destruction, what did he think I was going for? A Kidnapping? Well, I can just maxband Argagarg now, if he survives again I can go for Stampedes instead of Hidden Ninjas. Not much offense potential from Nekoatl’s board yet.
… Ugh, no spell draw. Might have to go for Tech II.
P1T5
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Forest’s Favor
Mythmaking
WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
Spore Shambler
NextHand
Flagstone Garrison
Overeager Cadet
Forest’s Favor
Ferocity
Tech 2 card(s)
Get Paid + float - Pillage - ($9)
Merfolk prospects - ($10)
Fast Tech II: Peace - ($6)
Garus Rook - ($4)
Calamandra fetches a Stalking Tiger - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2A) Resist 1
-
Elite: Ardra’s Boulder (1/6) Resist 1
-
Scavenger:
-
Technician: L1 Garus Rook (2/4)
-
Lookout:
In Play:
- Rich Earth
- Verdant Tree (3) Healing 1
- L5 Calamandra Moss (4/5)
- Merfolk Prospector (1/1) Resist 1
- Stalking Tiger (4/4) Invisible, Resist 1
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
I need to recover hand size, so Garrisons it must be, despite the threat from Stampede. Holding my cards in hand to maxmize chances of a successful draw. Throwing out Rook and Tiger as threats that don’t require card plays, if Rook goes down it’s actually good for me because he won’t get free levels and I’ll get a draw… not to mention the perk of getting Young Treant back into my cycle.
P2T5
Tech StartingHand Workers
TECH
Porcupine
Porcupine
STARTING HAND
Charge
Bloodrage Ogre
Nautical Dog
WORKERS
Bloodburn
Scorch
Bombaster
Bloodrage Ogre
NextHand
Hidden Ninja
Hidden Ninja
Stampede
Mad Man
Discard
Nautical Dog
Charge
Porcupine
Porcupine
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Tech II Ninjitsu - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Water Elemental 3/3 (anti-air)
-
Elite:
-
Scavenger: Careless Musketeer 2/1 (can shoot a non-hero by damaging my base)
-
Technician: Argagarg L5 1/5
-
Lookout:
In Play:
- Makeshift Rambaster 1/2 (haste, can’t patrol, +2 attack vs. buildings)
- Inverse Power Ninja #1 1/1 (-1/-1 per ally)
- Inverse Power Ninja #2 1/1 (-1/-1 per ally)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Ninjutsu)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
P1T6
Tech StartingHand Workers
TECH
Behind the Ferns
Mythmaking
STARTING HAND
Ferocity
Overeager Cadet
Flagstone Garrison
Forest’s Favor
Mythmaking
WORKERS
Tiger Cub
Playful Panda
Behind the Ferns
Spore Shambler
Mythmaking
NextHand
Flagstone Garrison
Overeager Cadet
Discard
Behind the Ferns
Mythmaking
Ferocity
Forest’s Favor
Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Overeager Cadet
Ferocity - ($3)
Stalking Tiger swiftly strikes Water Elemental
Forest’s Favor on Calamandra - ($1)
Calamandra kills Argagarg
Worker
Merfolk prospects - ($2)
Midband Rook - ($0)
Rook kills IP Ninja
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2A) Resist 1, swift strike
-
Elite: Ardra’s Boulder (1/6) Resist 1, swift strike
-
Scavenger: Overeager Cadet (2/2) Resist 1, swift strike
-
Technician:
-
Lookout:
In Play:
- Rich Earth
- Verdant Tree (3) Healing 1
- Flagstone Garrison (4)
- L5 Calamandra Moss (5/4) [1+, 2 damage]
- L5 Garus Rook (3/1) [4 damage]
- Stalking Tiger (4/3) Invisible, resist 1, swift strike [1 damage]
- Merfolk Prospector (1/1) Resist 1, swift strike
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
It would be too costly to take down the Tech II, and I’m still worried about Stampede, so I’ll burst down Argagarg instead.
Pfft, I’m just going to resign here, I messed up the beginning pretty badly.
P1T1
StartingHand Workers
STARTING HAND
Bombaster
Nautical Dog
Bloodrage Ogre
Charge
Pillage
WORKERS
Bombaster
NextHand
Careless Musketeer
Makeshift Rambaster
Mad Man
Bloodburn
Discard
Pillage
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Nautical Dog 1/1 (frenzy 1)
- Bloodrage Ogre 3/2
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
OK, IPNs aren’t are good here as I thought they would be, Red 0 units fills up my board too much. In that case, I’m better off focusing on Blood.
Your board felt threatening, so if that was you messing up, I’m nervous to see what happens when your plans are working as intended.
P2T1
StartingHand Workers
STARTING HAND
Ironbark Treant
Rampant Growth
Verdant Tree
Merfolk Prospector
Forest’s Favor
WORKERS
Merfolk Prospector
NextHand
Rich Earth
Tiger Cub
Spore Shambler
Playful Panda
Young Treant
Discard
Forest’s Favor
Verdant Tree
Rampant Growth
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Ironbark Treant (2/2AA)
-
Scavenger:
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Wow, that’s an aggressive T1, but luckily I have Ironbark in my opening hand, for a 1 card advantage on the trade. As much as I appreciated the Merfolk’s gold generation last game, I don’t want to give up my basic spells or the Tree, so he has to be conscripted. It might be for the best anyway, as I struggled to maintain a competitive board presence last game; maybe I should also worker Rich Earth so I don’t end up as starved for units.
1 Like
P1T2
Tech StartingHand Workers
TECH
Inverse Power Ninja
Hidden Ninja
STARTING HAND
Mad Man
Bloodburn
Makeshift Rambaster
Careless Musketeer
WORKERS
Bombaster
Bloodburn
NextHand
Makeshift Rambaster
Scorch
Charge
Mad Man
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Mad Man - ($1)
Mad Man and Bloodrage Ogre trade with Ironbark Treant
Nautical Dog hits your base down to 18
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Nautical Dog 1/1 (frenzy 1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Actually, no, I’m going to see if IPNs can work here, now I’m player 1.
P2T2
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Tiger Cub
Rich Earth
Spore Shambler
Young Treant
Playful Panda
WORKERS
Merfolk Prospector
Rich Earth
NextHand
Forest’s Favor
Overeager Cadet
Ironbark Treant
Verdant Tree
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Expensive Tech I - ($4)
Tiger Cub - ($2)
Calamandra Moss - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Tiger Cub (2/2A)
-
Elite:
-
Scavenger: L1 Calamandra Moss (2/3)
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
P1T3
Tech StartingHand Workers
TECH
Hidden Ninja
Crashbarrow
STARTING HAND
Scorch
Charge
Makeshift Rambaster
Mad Man
WORKERS
Bombaster
Bloodburn
Scorch
NextHand
Pillage
Inverse Power Ninja
Bloodrage Ogre
Careless Musketeer
Discard
Nautical Dog
Mad Man
Charge
Makeshift Rambaster
Hidden Ninja
Crashbarrow
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Mad Man - ($5)
Heroes’ Hall - ($3)
Argagarg Garg, Wisp arrives - ($1)
Nautical Dog and Mad Man trade with Tiger Cub
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Wisp 0/1+1A
-
Elite:
-
Scavenger:
-
Technician: Argagarg L1 1/3
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
4 more damage needed for the kill, can’t afford it. Let’s see if Nekoatl’s willing to go for the hero kill.
P2T3
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Overeager Cadet
Forest’s Favor
Ironbark Treant
Spore Shambler
Verdant Tree
WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
NextHand
Playful Panda
Young Treant
Overeager Cadet
Forest’s Favor
Rampant Growth
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Overeager Cadet
Calamandra kills Wisp
Tech II: Strength - ($2)
Tech Lab: Peace - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Strength)
-
Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
It’s tempting to pick of Argagarg before he pops out a Water Elemental to deal with, but I kind of want to wait until I get a draw engine up to fuel Calamandra’s stealth.
P1T4
Tech StartingHand Workers
TECH
Crashbarrow
Shoddy Glider
STARTING HAND
Pillage
Careless Musketeer
Inverse Power Ninja
Bloodrage Ogre
WORKERS
Bombaster
Bloodburn
Scorch
Careless Musketeer
NextHand
Hidden Ninja
Crashbarrow
Hidden Ninja
Nautical Dog
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Inverse Power Ninja - ($4)
Tech II Blood - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Inverse Power Ninja 5/5+1A (-1/-1 per ally)
-
Elite:
-
Scavenger:
-
Technician: Argagarg L1 1/3
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Eh, looks like I’ll have to go Tech II again. Crashbarrows should make this a lot easier to pull off, though.
P2T4
Tech StartingHand Workers
TECH
Morningstar Pass
Mythmaking
STARTING HAND
Rampant Growth
Playful Panda
Overeager Cadet
Young Treant
Forest’s Favor
Verdant Tree
WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Playful Panda
NextHand
Tiger Cub
Ironbark Treant
Discard
Morningstar Pass
Mythmaking
Forest’s Favor
Verdant Tree
Rampant Growth
Tech 2 card(s)
Get Paid + float - ($9)
Young Treant - ($7)
Forest’s Favor to Calamandra - ($5)
Maxband Calamandra - ($1)
Worker - ($0)
Discard 2 to stealth Calamandra
Calamandra breaks Tech II, your base to 18
Overeager Cadet
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Young Treant (0/2A)
-
Elite:
-
Scavenger: Overeager Cadet (2/2)
-
Technician: Overeager Cadet (2/2)
-
Lookout:
In Play:
- L1 Calamandra Moss (5/6) [1+]
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Strength)
-
Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Blood this time? I guess I was really off when worrying about MoLaC. Well, the standard go-to for T2Blood is Crashbarrows… maybe the plan is to establish a fair bit of haste before considering MoLaC. It’s a real shame I failed to draw a Garrison this turn, though. Guess I’ll try for a YT pull…no dice. I’ll just try to stall, and I figure it’s less risky to drop to 2 draws than to leave myself with only 1 patroller. … @$^! Well, maybe I’ll get lucky and he’ll down my Technician.