[Casual] Nekoatl (mono-purple) vs. Vivanter (mono-black)

No worries, we were all new once, and I still make mistakes from time to time myself (like forgetting about Vandy’s resist).

P2T8


Tech StartingHand Workers

TECH
Now!
Ready or Not


STARTING HAND
Battle Suits
Tinkerer
Argonaut
Shimmer Ray
Knight of the Conclave


WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
Plasmodium
Neo Plexus


NextHand

Temporal Distortion
Temporal Research
Rewind


Discard

Seer
Fading Argonaut
Seer
Tinkerer
Now!
Ready or Not


Tech 2 card(s)
Get Paid + Scavenger - ($12)
Vir Garbarean - ($10)
Peek
Tower - ($7)
Knight of the Conclave
Argonaut - ($4)
Battle Suits - ($2)
Shimmer Ray - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vir Garbarean (2/3A)
  • :psfist: Elite: Argonaut (5/4) Readiness
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Max Geiger (2/4) Sparkshot
  • :target: Lookout:

In Play:

  • Battle Suits
  • Second Chances
  • Shimmer Ray (3/4) Flying [2 time]

Future:

  • Knight of the Conclave [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 11

Thoughts

This is looking really bad now, but maybe I can turn things around with Rewind.

P1T9


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Jandra, the Negator
Doom Grasp
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge
Dark Pact


WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak


NextHand

Voidblocker
Metamorphosis
Voidblocker
Soul Stone
Bone Collector
Deteriorate


Discard

Zarramonde, the Obliterator
Doom Grasp
Dark Pact


Tech 0 card(s)
Get Paid - ($10)
Garth makes a skeleton, sacs it to draw. - ($9)
Orpal - ($7)
Dozer 1 kills SQL, overpowers to Elite. Orpal > L3
Dozer 2 kills Technician, overpower kills elite. Orpal > L5
Vandy breaks tower, uses up detection
Garth breaks tech 2
Shrine of Forbidden Knowledge - ($4)
Jandra, the Negator - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 6 (thanks to temple)


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Jandra, the Negator (3/3) dies from combat: destroy all non-demons
  • :pschip: Technician: L7 Garth (5/1),demon, invisible, ready
  • :target: Lookout:

In Play:

  • L5 Vandy (6/4) demon, invisible, resist 1, ready
  • Blackhand Dozer (7/3) dies trigger
  • Blackhand Dozer (7/3) dies trigger
  • L5 Orpal (2/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5
  • :heart: Shrine of Forbidden Knowledge: 5

Economy Info:
Cards:

  • Hand: 6
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

The big issue with the all demons plan is that its a real house of cards. Jandra is basically there to take a bullet for one of the dozers. I feel good about this position if I can just close out the game.

P2T9


Tech StartingHand Workers

TECH
Now!
Yesterday’s Golgort


STARTING HAND
Temporal Research
Rewind
Temporal Distortion
Shimmer Ray


WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
Plasmodium
Neo Plexus


NextHand

Argonaut
Rememberer
Slow-Time Generator
Knight of the Conclave
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($12)
Rebuild Tech II
Prynn Pasternaak, maxband - ($4)
Shimmer Ray deals 3 damage to Shrine
Rewind, Shimmer Ray gets a second chance - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: L7 Prynn Pasternaak (4/5) [4 time]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Second Chances
  • Shimmer Ray (3/4) Flying [2 time]

Future:

  • Knight of the Conclave [2 time]

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

Thoughts

Rewind is a go, but I think it’s too little too late.

If I’m not mistaken, I believe I win on board. Happy to go thru the motions of filling out the spreadsheet, but:

  1. Jandra (3/3) punches Prynn and dies.
  2. Blackhand Dozer 1 (7/3) trades with Prynn and deals 5 overpower damage to your base. Dozer 1’s death trigger kills Dozer 2.
  3. Vandy (6/4) and Garth (5/1) deal lethal damage to your base.

That was quite a game! Well played! Another?

Rewind returned all your units to your hand, so they can’t attack this turn, but I feel like you’re probably still going to win, if not this turn, then very soon.

Ah apologies. For some reason I had Time Spiral and Rewind mixed up. In any case, GG!

P1T10


StartingHand Workers

STARTING HAND
Bone Collector
Metamorphosis
Soul Stone
Voidblocker
Voidblocker
Deteriorate
Blackhand Dozer
Blackhand Dozer
Jandra, the Negator


WORKERS
Skeleton Javelineer
Graveyard
Pestering Haunt
Skeletal Archery
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak


NextHand

Metamorphosis
Voidblocker
Deteriorate
Soul Stone
Summon Skeletons


Tech 0 card(s)
Get Paid - ($11)
Take 1 from Shrine
Metamorphosis - ($5)
Vandy, Garth, & Orpal, all invisible, attack your base for lethal.


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Vandy (6/4) demon, invisible, resist 1, ready
  • L7 Garth (5/1),demon, invisible, ready
  • L6 Orpal (4/7) demon, invisible, ready

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5
  • :heart: Shrine of Forbidden Knowledge HP: 2

Economy Info:
Cards:

  • Hand: 6
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 11

Yep, that’ll do it, GG WP!

I’d be up for another game tomorrow, but I’d prefer to switch off of Purple. Is there a particular build you’d like to play against?

Same! I’ll definitely make fewer unforced errors with fresh eyes. :stuck_out_tongue_winking_eye:

I don’t have any particular build in mind. I’m still very much learning what cards do, so perhaps I’d like to switch to another mono-color? Let’s say… mono-green - unless you have a specific deck in mind. I’m happy to play against anything that strikes your fancy.

In that case, I’ll stick with mono-colors as well… I guess White. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Fox Primus
Fox Viper
Aged Sensei
Morningstar Flagbearer
Sensei’s Advice


WORKERS
Fox Viper


NextHand

Safe Attacking
Snapback
Grappling Hook
Smoker
Savior Monk


Discard

Sensei’s Advice
Morningstar Flagbearer
Fox Primus


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave Stormborne - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Hmm… I’m kinda in the mood to go Ninjas, but I feel like that’s a bad choice against Green because of how useful DeGrey’s token clear is against Growth and Feral, and because of the risk of feeding abilities to Mimic. Maybe I’ll try going with Legendaries and using Setsuki’s maxband to work around Oathkeeper’s downside? Guess it’s worth a shot, but I’ll need to try to play around Nature Reclaims. Flagbearer is particularly good against Green, but I don’t necessarily want to lead with it… ideally, I should wait until he builds a Tech II in case he’ll be locked into Growth, but I may need to play it sooner if I’m worried about Rampant Growth or Spore Shambler… and also, if he’s wary of DeGrey, he’ll avoid Tech II Growth anyway, so I shouldn’t place too much emphasis on waiting for his Tech II, but at the very least, playing Flagbearer on T1 would be a mistake. I’ll go with the standard Grave/Sensei opening, especially with Grappling Hook and Safe Attacking in deck.

GL HF to you too!

P2T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Tiger Cub
Merfolk Prospector
Playful Panda
Ironbark Treant


WORKERS
Tiger Cub


NextHand

Rich Earth
Rampant Growth
Young Treant
Spore Shambler
Verdant Tree


Discard

Merfolk Prospector
Forest’s Favor
Ironbark Treant


Get Paid - ($5)
Worker - ($4)
Playful Panda (and Wisp) - ($2)
Argagarg (and wisp) - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)
  • L1 Argagarg (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Ah, Grave + Sensei is a fair amount of pressure. Too much for me to sit back and rest on prospector I think. If Cala sticks, maybe we go feral, but for now I’m content to just see more cards before laying out a plan. EDIT: Forgot a line of text on playful, so switched to Arg. Really relying on a good rampant growth next turn now.

Playful Panda can’t patrol the turn you play it because it arrives exhausted.

Ah, I knew there was a reason why I had it out of the patrol on my spreadsheet. Revised my turn to go with Arg instead with wisps patrolling.

P1T2


Tech StartingHand Workers

TECH
Ardra’s Boulder
Mythmaking


STARTING HAND
Grappling Hook
Safe Attacking
Snapback
Smoker
Savior Monk


WORKERS
Fox Viper
Smoker


NextHand

Morningstar Flagbearer
Safe Attacking
Sensei’s Advice
Ardra’s Boulder


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grappling Hook Scavenger to Elite
Grave kills SQL, sparkshot kills Elite
Savior Monk - ($2)
Tech I - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk (2/2) Healing 1
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

That’s a nice defense. I was feeling good about my starting play, but now I think I might have been better off taking the Flagbearer. As is, there doesn’t seem to be any way I can guarantee the survival of both Grave and the Sensei. In fact, I think the only way I can protect Grave is to offer up 2 sacrifices, but at least I’ll recoup partial value from them. I’m aiming for a powered-up Boulder to solve my defense woes, if it gets Reclaimed, I guess I’ll retool for Discipline. Maybe.

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Centaur


STARTING HAND
Rampant Growth
Rich Earth
Young Treant
Spore Shambler
Verdant Tree
Tiny Basilisk


WORKERS
Tiger Cub
Rich Earth


NextHand

Merfolk Prospector
Forest’s Favor
Ironbark Treant
Rampant Growth
Centaur


Tech 2 card(s)
Get Paid - ($6)
Young Treant (draws a card) - ($4)
Worker - ($3)
Tech I - ($2)
Argagarg kills Technician
Rampant Growth on Playful Panda - ($0)
Playful Panda kills Scavenger

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • L1 Argagarg (1/2)
  • Playful Panda (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Alas, lost the coinflip on grappling hook. Went for an aggressive line, rather than being bullied by Grave for the next two turns. The only other choice really was to run out… Verdant tree?

P1T3


Tech StartingHand Workers

TECH
Fuzz Cuddles
Martial Mastery


STARTING HAND
Ardra’s Boulder
Safe Attacking
Morningstar Flagbearer
Sensei’s Advice
Fox Primus


WORKERS
Fox Viper
Smoker
Fox Primus


NextHand

Mythmaking
Martial Mastery
Grappling Hook
Snapback


Tech 2 card(s)
Get Paid + float + Scavenger - ($8)
Worker - ($7)
Ardra’s Boulder - ($5)
Grave kills Treant
Morningstar Flagbearer - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (0/6A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer (2/2) Tempting target
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

Thoughts

Why does he want so many cards? Maybe he’s planning to drop lots of $1 cards like Prospector and Owls. Owls in particular could be difficult to deal with. Versatile Style is an option, of course, but it’s an extremely inefficient one. Bird’s Nest would be better, but that would require an emergency Heroes’ Hall… which maybe isn’t such a bad idea. Then again, I’m pretty close to being able to build a Tech II, and I might need tech II units pretty quickly. Guess I’ll take Martial Mastery to help me get a read on what to prepare for. And… a Cuddles to help heal the Boulder, I guess.

P2T3


Tech StartingHand Workers

TECH
Galina Glimmer
Tiny Basilisk


STARTING HAND
Merfolk Prospector
Centaur
Forest’s Favor
Ironbark Treant
Rampant Growth
Tiny Basilisk


WORKERS
Tiger Cub
Rich Earth
Ironbark Treant


NextHand

Spore Shambler
Young Treant
Verdant Tree
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tiny Basilisk - ($4)
Centaur - ($1)
Merfolk Prospector - ($0)
Panda and Argagarg hit Ardra’s Boulder for 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2A) deathtouch, ignores 0s
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur (3/4) overpower
  • :target: Lookout:

In Play:

  • L1 Argagarg (1/2)
  • Playful Panda (2/2)
  • Merfolk Prospector (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, going so heavy on card advantage means I can really dump my hand now. This line delays seeing any tech 2s for a long time… but at least I have a route past the boulder?

P1T4


Tech StartingHand Workers

TECH
Ardra’s Boulder
Sparring Partner


STARTING HAND
Snapback
Mythmaking
Grappling Hook
Martial Mastery
Fuzz Cuddles
Savior Monk


WORKERS
Fox Viper
Smoker
Fox Primus
Savior Monk


NextHand

Aged Sensei
Sensei’s Advice
Safe Attacking


Discard

Martial Mastery
Snapback
Ardra’s Boulder
Sparring Partner
Grappling Hook
Fuzz Cuddles


Tech 2 card(s)
Get Paid + float - ($9)
Martial Mastery - ($8)
Worker - ($7)
Mythmaking - ($5)
Grappling Hook Basilisk to Lookout
Grave trades with Basilisk, sparkshots Centaur, Argagarg midbands
Setsuki Hiruki - ($3)
Tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (2/6A) [2 damage]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Morningstar Flagbearer (2/2) Tempting target
  • :target: Lookout:

In Play:

  • Mythmaking
  • L1 Setsuki Hiruki (1/3) Taxes attackers

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Oh, man, the Basilisk/Centaur combo was bad enough on its own, but there’s another Basilisk coming next turn too… I didn’t want to have to do this, but I need to sacrifice Grave and bring in Setsuki to swiftly strike them down. I’ll invest in a Tower because I’m feeling the pressure, besides, it could come in handy later to deal with Green’s stealth & invisible, or better yet, discourage them altogether.

P2T4


Tech StartingHand Workers

TECH
Potent Basilisk
Fairie Dragon


STARTING HAND
Verdant Tree
Spore Shambler
Tiny Basilisk
Young Treant


WORKERS
Tiger Cub
Rich Earth
Ironbark Treant
Verdant Tree


NextHand

Young Treant
Galina Glimmer
Rampant Growth
Forest’s Favor


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Tech II (balance) - ($1)
Merfolk Prospector exhausts for gold - ($2)
Maxband Argagarg (summons elemental) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Elemental (3/3A) antiair
  • :psfist: Elite:
  • :ps_: Scavenger: Playful Panda (2/2)
  • :pschip: Technician: Centaur (3/3) overpower
  • :target: Lookout:

In Play:

  • L5 Argagarg (1/5)
  • Merfolk Prospector (1/1)
  • Tiny Basilisk (1/2) deathtouch, ignores 0s

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

So with only 3 cards, I am willing to bet that they don’t have anything that can hit the new tiny basilisk this turn. Tech in big basilisk to deal with mythmaking and faerie dragon to start picking off that pesky tower / heroes.

P1T5


Tech StartingHand Workers

TECH
Jefferson DeGrey, Ghostly Diplomat
Whitestar Grappler


STARTING HAND
Aged Sensei
Safe Attacking
Sensei’s Advice


WORKERS
Fox Viper
Smoker
Fox Primus
Savior Monk
Safe Attacking


NextHand

Sparring Partner
Sensei’s Advice
Jefferson DeGrey, Ghostly Diplomat
Grappling Hook


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Strength - ($3)
Midband Setsuki - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (2/6A) [2 damage]
  • :psfist: Elite:
  • :ps_: Scavenger: L4 Setsuki Hiruki (2/3) Taxes attackers
  • :pschip: Technician: Morningstar Flagbearer (2/2) Tempting target
  • :target: Lookout:

In Play:

  • Mythmaking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Yeah… this is tough. Given my plays so far, Balance is the obvious choice, but I don’t exactly have a great plan to deal with that. I mean, Daigo would be ideal, provided I can soak his Reclaims first, but he might just decide to use Potent & T-Rex to deal with it. Mtymaking or no, Strength seems to have some useful units for dealing with Balance, so I’ll go with that for now.

P2T5


Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Moment’s Peace


STARTING HAND
Galina Glimmer
Forest’s Favor
Rampant Growth
Young Treant


WORKERS
Tiger Cub
Rich Earth
Ironbark Treant
Verdant Tree
Young Treant


NextHand

Fairie Dragon
Tiny Basilisk
Potent Basilisk
Spore Shambler


Discard

Tiny Basilisk
Playful Panda
Forest’s Favor
Rampant Growth
Galina Glimmer
Tyrannosaurus Rex
Moment’s Peace


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Midori - ($6)
Tiny Basilisk trades with Ardra’s Boulder
Forest’s Favor on Centaur - ($4)
Centaur kills Setsuki. 1 damage overpowers to Flagbearer. Midori > L3
Playful Panda trades with Flagbearer
Exhaust Argagarg to give Elemental +1/+A
Elemental destroys tower.
Exhaust Merfolk Prospector for gold - ($5)
Tech 3 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Midori (2/3)
  • :target: Lookout:

In Play:

  • L5 Argagarg (1/5)
  • Merfolk Prospector (1/1)
  • Centaur (4/1) overpower, rune
  • Elemental (3/3) antiair

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Alright, we’re in a good spot. Strength has some scary threats, but none of them scale great against TRex so we’re still on that plan even if it is extremely telegraphed now. Gonna tech Moment’s Peace as an answer to the scary strength tech 3. Next turn, maybe Midori’s ult to start regaining cards?