no, it’s not. EQ first checks for dmgd buildings and deals 4 (so your healthy base gets skipped) then it checks for healthy buildings (but your base took 6) so no dmg again. So it was at 14. It confused me as well at first, but it has been ruled out that you execute the lines in order and without repetiton.
I am interested in playing this deck more, but I’m also kinda tired at the moment. Anyway, here’s the basic idea:
The goal is to produce lots of units, enhance those units, and punish the opponent when those units die. Each faction in the deck has some ability to cheat in units (Skeletal Lord, Feral Strike, and Pirate-Gang Commander), but P-GC is Blood-only, so I avoid spec’ing into Blood. The choice between Necromancy and Feral, I consider to be rather minor, so I just greedily aim for whatever seems most immediately helpful and maybe build a Tech Lab to cover the other later, if I feel like it. (In this game, I wanted Catapults and Wights to derail your aggression, but I couldn’t martial them quickly enough to save me. Drakk maxband-hasting a Wight is scary stuff!) There’s a lot of synergies in this deck, but also a conflict between Behind the Ferns and Drakk’s midband, because so many of these units have 3 attack. Rewind is probably the biggest obstacle for this deck, and faced with it, I would probably try to rush Tech IIIs, get P-GCs out, and then trade/sacrifice my lower-tech units as quickly as possible to trigger P-GC’s damage ability.
You’d think, and I’ve tried that pairing before with other specs (Growth and Past come to mind), but the idea of rushing out Bone Collectors with Behind the Ferns was pretty tempting. It never seems to work out quite as well as I imagine, though that may be just lack of skill/experience on my part.
Whoops, seems I was partially mistaken about the interaction between Behind the Ferns and Drakk Ramhorn. Let’s say I have 2 (3/3) Bone Collectors, midband Drakk, and my opponent has a Tower and a full patrol zone. My first Bone Collector can only attack the SQL and takes a shot from the Tower; the second can attack anything, but also takes a shot from the Tower. Kinda weird, but makes sense. I like this deck a bit more now.