[Casual] Nekoatl [Necromancy]/Growth/Blood vs FrozenStorm [Peace]/Future/Feral

… Yes… Garth damages Verdant Tree, then… <.<’

Almost better for me if the tree does die lol, could at least freshen it up then

Game 4 Player 2, Turn 4

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Spore Shambler
Merfolk Prospector
Forest’s Favor
Second Chances
Shimmer Ray (techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Yesterday’s Golgort, Rememberer
Seer, Second Chances
Shimmer Ray x2


Main:

  • Worker
  • Second Chances (7)
  • Midori (5)
  • Bigby (3)
  • Spore Shambler (0)
Workers

Shimmer Ray, Playful Panda, Ironbark Treant, Rampant Growth

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST

In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Midori (2/3 lvl 1)
  • :exhaust: Technician: Bigby (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Second Chances
  • Verdant Tree (1hp)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Seer
Shimmer Ray
Merfolk Prospector
Forest’s Favor

End of Turn Discard
My Thoughts

This is very silly indeed


"P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Elm


STARTING HAND
Deteriorate
Skeleton Javelineer
Giant Panda
Blooming Ancient
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons


NextHand

Blooming Elm
Skeletal Archery
Sacrifice the Weak
Bone Collector
Giant Panda


Tech 2 card(s)
Get Paid - ($8)
Level Garth, resurrect Blooming Ancient - ($7)
Blooming Ancient - ($3)
Skeleton - ($2)
Argagarg Garg - ($0)
Deteriorate Shambler
Bone Collector kills Shambler
Haunt hits Bigby for 1, is replayed from Graveyard
Garth kills Midori, you get $1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Argagarg Garg (1/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Blooming Ancient (2/4) [4+]
  • :pschip: Technician: Blooming Ancient (2/4) [5+]
  • :target: Lookout:

In Play:

  • Graveyard (3)
  • L7 Garth Torken (3/2) [2 dmg]
  • Bone Collector (3/1) [2 dmg]
  • Skeleton (1/1)
  • Pestering Haunt (1/1) Unstoppable
  • Wisp (0/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

All 3 of his heroes have spells that can completely shut down my units, but a flying Midori can get free hero kills even without spells, not to mention he has the unique potential to permanently take away my Graveyard, so he’s my kill priority.

"

All I can say to this game so far is “lul”

Game 4 Player 2, Turn 5

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Spore Shambler
Merfolk Prospector
Forest’s Favor
Second Chances
Shimmer Ray (techn)

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Bigby heals 1
  • Tech 2 cards in (except turn 1)
All Teched Cards

Judgment Day, Ebbflow Archon
Yesterday’s Golgort, Rememberer
Seer, Second Chances
Shimmer Ray x2


Main:

  • Prynn Max (2)
  • Seer, give Prynn an extra rune (1)
  • Prynn banishes the Ancients
  • Shimmer Ray (0)
  • Worker
Workers

Merfolk Prospector, Shimmer Ray, Playful Panda, Ironbark Treant, Rampant Growth

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST

In Patrol:

  • :psblueshield: Squad Leader: Bigby (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Seer (2/1)
  • :exhaust: Technician: Prynn (3/5 lvl 7 fade 1)
  • :target: Lookout:

In Play:

  • Shimmer Ray (3/4 fade 2)
  • Second Chances
  • Verdant Tree (1hp)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Yesterday’s Golgort
Young Treant
Tiger Cub

End of Turn Discard
My Thoughts

There’s no way this should work, yet based on last game, perhaps it will??


Where is your Shimmer Ray?

Backline I guess? I’m not sure it matters does it?

If you had patrolled it, I might have taken a pot shot at it.

"P1T6


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Might of Leaf and Claw


STARTING HAND
Bone Collector
Giant Panda
Skeletal Archery
Blooming Elm
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons
Sacrifice the Weak


NextHand

Blooming Elm
Giant Panda
Skeleton Javelineer
Deteriorate


Discard

Giant Panda
Bone Collector
Might of Leaf and Claw
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($8)
Skeletal Archery - ($6)
Skeleton snipes Bigby
Garth trades with Bigby
Bone Collector trades with Seer, you get $1
Replay Bone Collector from Graveyard - ($4)
Blooming Elm - ($1)
Worker - ($0)
Pestering Haunt breaks Verdant Tree

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3A) Anti-air
  • :psfist: Elite:
  • :ps_: Scavenger: L5 Argagarg Garg (1/5)
  • :pschip: Technician: Skeleton (1/1) Long-range, anti-air
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Graveyard (3)
  • Bone Collector (3/3)
  • Pestering Haunt (1/1) Unstoppable
  • Skeleton (1/1) Long-range, anti-air
  • Wisp (0/1)

Trashed:

  • Blooming Ancient
  • Blooming Ancient

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

I think he’s trying to pop my Graveyard via overpopulation. Well, that’s fine if he does; it’s already earned its gold cost. But for now, I’ll prioritize non-unit support over adding new non-token units to the field.

"

This deck is so weird lol

Game 4 Player 2, Turn 6

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Yesterday’s Golgort
Young Treant
Tiger Cub
Rememberer (YT)

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Choose to Tech 2 cards in
  • Prynn fades out, you get your Ancients back and can’t discard/draw next turn
All Teched Cards

Seer, Judgment Day
Judgment Day, Ebbflow Archon
Yesterday’s Golgort, Rememberer
Seer, Second Chances
Shimmer Ray x2


Main:

  • Yesterday’s Golgort (8)
  • Young Treant, Draw 1 (6)
  • Shimmer Ray trades with BC after taking splashes and arrows
  • Tech 3 (1)
Workers

Merfolk Prospector, Shimmer Ray, Playful Panda, Ironbark Treant, Rampant Growth

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort (6/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Young Treant (0/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Second Chances
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Rememberer
Judgment Day
Spore Shambler
Seer

End of Turn Discard
My Thoughts

¯_(ツ)_/¯ Next turn we nuke stuff!


"P1T7


Tech StartingHand Workers

TECH
Corpse Catapult
Corpse Catapult


STARTING HAND
Bone Collector
Giant Panda
Skeletal Archery
Blooming Elm
Sacrifice the Weak


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Deteriorate


NextHand

Giant Panda


Discard

Giant Panda
Bone Collector
Might of Leaf and Claw
Might of Leaf and Claw
Corpse Catapult
Corpse Catapult


Tech 2 card(s)
Get Paid - ($9)
Worker ($8)
Replay Bone Collector from Graveyard ($6)
Skeleton Javelineer ($5)
Blooming Elm ($2)
Drakk Ramhorn ($0)
Move 3 runes to Skeleton
Argagarg blesses Skeleton
Skeleton (5/4A) snipes Golgort
Move 2 runes to Wisp
Wisp (2/3) kills Treant, you get $1
Move 1 rune to Water Elemental
Water Elemental (4/4) and Haunt break your Tech III, base to 18 HP
Blooming Elm buffs Skeleton
Move 1 rune to Skeleton
Skeleton (5/5) breaks your Tech II, your base to 16 HP
Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Blooming Ancient (2/4)
  • :pschip: Technician: Blooming Ancient (3/5) [1+]
  • :target: Lookout: Skeleton Javelineer (1/1) Long-range, anti-air, resist 1 [javelin]

In Play:

  • Skeletal Archery
  • Blooming Elm (4)
  • Blooming Elm (4)
  • Graveyard (3)
  • L5 Argagarg Garg (1/5)
  • L1 Drakk Ramhorn (1/3)
  • Pestering Haunt (1/1) Unstoppable
  • Skeleton (5/5) Long-range, anti-air [4+]
  • Skeleton (4/4) Long-range, anti-air [3+]
  • Water Elemental (4/4) Anti-air [1+]
  • Wisp (2/3) [2+]

Buildings:

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

Economy Info:
Cards:

  • Hand: 1
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Going over the 5 unit limit for the sake of getting the extra rune to break the Tech II. Postponing my Tech Lab, since I won’t be drawing cards this turn anyway.

"

1 Like

I’m reasonably certain the Ancients are allowed to attack (having been given back to you before your turn started), which means you certainly had lethal last turn. But, in case I’m wrong (or just for funsies), let’s hit the reset button and see where this goes :slight_smile:

Game 4 Player 2, Turn 7

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Rememberer
Judgment Day
Spore Shambler
Seer

Events of Turn:


Upkeep:

  • Get Gold (10+1float+1scav)
  • No techs
All Teched Cards

Seer, Judgment Day
Judgment Day, Ebbflow Archon
Yesterday’s Golgort, Rememberer
Seer, Second Chances
Shimmer Ray x2


Main:

  • Max Bigby, he brings Judgment Day, you get a card and a gold and an overflown graveyard (3)
  • Spore Shambler (0)
Workers

Merfolk Prospector, Shimmer Ray, Playful Panda, Ironbark Treant, Rampant Growth

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tech3 HP: DOWN

In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bigby (3/4 lvl 5)
  • :target: Lookout:

In Play:

  • Second Chances
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Ebbflow Archon
Shimmer Ray
Judgment Day
Rememberer

End of Turn Discard

Young Treant
Yesterday’s Golgort
Judgment Day
Seer

My Thoughts

I’ll stash the rememberer and hope I draw the other seer!

No such luck, damn that’s a rough hand for next turn… Probably end up Maxing Prynn and banishing something, stashing the Archon… Possibly I suppose I’ll pass Judgement


1 Like

Right, I was thinking they had arrival fatigue for some reason… Also, I just now remembered that Elms give overpower to units and heroes with +1/+1 runes, which I certainly haven’t been taking advantage of.

"P1T8


Tech StartingHand Workers

TECH
Guargum, the Eternal Sentinel
Lord of Shadows


STARTING HAND
Deteriorate
Skeleton Javelineer
Giant Panda
Blooming Elm
Corpse Catapult


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Deteriorate


NextHand

Blooming Ancient
Might of Leaf and Claw
Blooming Ancient


Discard

Corpse Catapult
Guargum, the Eternal Sentinel
Lord of Shadows


Tech 2 card(s)
Get Paid + Scavanger - ($10)
Tech Lab - ($9)
Tech III - ($4)
Giant Panda - ($1)
Elms buff Panda and Wisp

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L5 Argagarg Garg (1/5)
  • :pschip: Technician: Wisp (3/4) Overpower [3+]
  • :target: Lookout:

In Play:

  • Skeletal Archery
  • Blooming Elm (4)
  • Blooming Elm (4)
  • L1 Drakk Ramhorn (1/3)
  • Giant Panda (5/7) Overpower [3+]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10

"

Can’t have 3 heroes without a tech 3 / HH :wink:

1 Like

Fixed.chars

Yea I was wondering why you weren’t utilizing Overpower at all :wink:

Game 4 Player 2, Turn 8

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Ebbflow Archon
Shimmer Ray
Judgment Day
Rememberer

Events of Turn:


Upkeep:

  • Get Gold (10)
  • No techs
All Teched Cards

Seer, Judgment Day
Judgment Day, Ebbflow Archon
Yesterday’s Golgort, Rememberer
Seer, Second Chances
Shimmer Ray x2


Main:

  • Midori (8)
  • Spore Shambler hits Arg to 3hp
  • Judgment Day, wisp and Panda die, you get a card, Shambler goes to discard then gets a second chance and reappears (5)
  • Rememberer (0)
Workers

Merfolk Prospector, Shimmer Ray, Playful Panda, Ironbark Treant, Rampant Growth

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Midori (2/3 lvl 1)
  • :exhaust: Technician: Bigby (3/4 lvl 5)
  • :target: Lookout:

In Play:

  • Rememberer (3/3 fading 3)
  • Second Chances
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Verdant Tree
Seer
Tiger Cub
Ebbflow Archon

End of Turn Discard

Young Treant
Yesterday’s Golgort
Judgment Day
Seer

My Thoughts

Keeping Arg on the field is generally good, I don’t want to give away gold, but might as well take a pot shot at him, since finally I get some use out of Second Chances! I’ll have just enough firepower here to plow down tech 3 next turn, hopefully it’s smooth sailing from here on out!


Also, overpower is not an optional ability, so every turn I failed to use it was not technically a legal turn. No point in worrying about it now, though.

"P1T9


Tech StartingHand Workers

TECH
Necromancer
Necromancer


STARTING HAND
Might of Leaf and Claw
Blooming Ancient
Blooming Ancient


WORKERS
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Deteriorate


NextHand

Corpse Catapult
Bone Collector
Graveyard


Discard

Corpse Catapult
Guargum, the Eternal Sentinel
Lord of Shadows
Giant Panda
Might of Leaf and Claw
Necromancer
Necromancer


Tech 2 card(s)
Get Paid + float - ($11)
Blooming Ancient - ($7)
Blooming Ancient - ($3)
Garth Torken - ($1)
Skeleton - ($0)
Ancients shuffle runes and accept 6 more from Elms

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (11/13A) Overpower [9+]
  • :psfist: Elite:
  • :ps_: Scavenger: L5 Argagarg Garg (1/5A)
  • :pschip: Technician: Blooming Ancient (2/4)
  • :target: Lookout: Skeleton (1/1) Long-range, anti-air, resist 1

In Play:

  • Skeletal Archery
  • Blooming Elm (4)
  • Blooming Elm (4)
  • L1 Drakk Ramhorn (1/3)
  • L1 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Necromancy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

"

Yea, you’ve got so many upgrades and buildings and token units in play, it’s pretty nuts how much you’re keeping track of with that deck :wink: It would be a hassle to play IRL with physical tokens and such, I’d think!

Game 4 Player 2, Turn 9

P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood

Starting Hand

Verdant Tree
Seer
Tiger Cub
Ebbflow Archon

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in
  • Rememberer fades 1, grabs another Rememberer
All Teched Cards

Rememberer, Ebbflow Archon
Seer, Judgment Day
Judgment Day, Ebbflow Archon
Yesterday’s Golgort, Rememberer
Seer, Second Chances
Shimmer Ray x2


Main:

  • Ebbflow Archon (2)
  • Seer, peel off 1 more from ready rememberer, she fetches another Ebbflow Archon (1)
  • One archon peels away your patrol zone, paying resist 1 on skeleton (0)
  • Other archon peels away garth and Drakk
  • Rememberer and Midori break your tech 3, your base to 18
  • Bigby and Spore Shambler break your tech 2, your base to 16
Workers

Merfolk Prospector, Shimmer Ray, Playful Panda, Ironbark Treant, Rampant Growth

  • :pspurpleshield: Patrol as below
  • Stash 1, Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Ebbflow Archon (9/9 fading 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Seer (2/1)
  • :exhaust: Technician:
  • :target: Lookout: Ebbflow Archon (7/7 fading 5)

In Play:

  • Rememberer (3/3 fading 1)
  • Rememberer (3/3 fading 3)
  • Spore Shambler (2/3)
  • Midori (2/3 lvl 1)
  • Bigby (3/4 lvl 5)
  • Second Chances
  • Rich Earth

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Forest’s Favor
Young Treant
Shimmer Ray
Judgment Day

End of Turn Discard
My Thoughts

This be gg!


1 Like

No way I’m getting through that, GG WP. Let me know if you want to play against this build again or a different one. (I expect to be even more busy this weekend than last, however.)

GG WP! Bit of an empty victory with you likely having lethal turn 7, but I’ll take it :wink:

I’m happy to keep playing against your deck, I can roll new ones, but if you wanna change it up or just take a break for awhile that’s cool too.

Certainly I think your current deck is very reliant on token swarm, which does make it susceptible to stuff like Past and Law, and when it isn’t hoarding units the upgrades and buildings are susceptible to stuff like Future and Balance. So really, my random decks so far have been decently well-equipped to deal with it XD

If we’re going again, my new roll was [Bashing]/Ninja/Fire, I suspect it will not fare as well :wink:

I dunno, there’s lots of single-target removal in there, including the ability to steal tech II units with Troq’s ultimate. I don’t have any upgrade removal either, so that Fire damage could get out of control, especially with Molting Firebird. I kind of want to see how the match plays out. It’ll definitely be a race against MoLaC, however. I guess I’ll start us off.

"P1T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Deteriorate


WORKERS
Poisonblade Rogue


NextHand

Graveyard
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Thieving Imp


Discard

Deteriorate
Sacrifice the Weak
Summon Skeletons


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer ($2)
Garth Torken - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garth Torken (1/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (1/1) [javelin]
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

"

It’s weird to me that so many people point to Troq’s Ulti as a scary thing, when IMO it’s mediocre at best (you’re probably only getting 1 or 2 of those effects off at once) AND it’s expensive AND AND it requires maxing out Troq (who is #notGreatBob)

But we’ll see if I can beat MoLaC to completion, GL HF!

Game 5 Player 2, Turn 1

P1 [Necromancy]/Growth/Blood vs P2 [Bashing]/Fire/Ninjutsu

Starting Hand

Granfalloon Flagbearer
Bloom
Tenderfoot
Brick Thief
Spark

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Tenderfoot (4)
  • Setsuki (2)
  • Worker (1)
Workers

Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Setsuki Hiruki (1/3 lvl 1)
  • Rich Earth

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Wither
Fruit Ninja
Helpful Turtle
Older Brother
Timely Messenger

End of Turn Discard

Spark
Bloom
Granfalloon Flagbearer

My Thoughts

I’m not sure what exactly a winning strategy is going to look like for me, but I’m imagining it’s going to involve high tempo around Sets max + Bloom and Lobbers, with Flagbearer for DG cover. Already that feels like a stretch, but I think that’s where MoLaC prevention lies for me (that or Ember Sparks?), so we’ll start out with some generic protection for Sets (I think If I bloom Sets right now, I give away my tactic a bit too hard, the 2hp cheap units like Older Brother and Tenderfoot are what I’m going to want for protection since Deteriorate messes with Brick Thief and Messenger too hard)