… 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
- Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PAST
In Patrol:
- Squad Leader: Spore Shambler (2/3+1armor)
- Elite:
- Scavenger: Midori (2/3 lvl 1)
- Technician: Bigby (2/3 lvl 1)
- 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:
- Squad Leader: L3 Argagarg Garg (1/4A)
- Elite:
- Scavenger: Blooming Ancient (2/4) [4+]
- Technician: Blooming Ancient (2/4) [5+]
- 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:
- Base HP: 20
- Tech I HP: 5
- 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
- Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PAST
In Patrol:
- Squad Leader: Bigby (2/3+1armor lvl 1)
- Elite:
- Scavenger: Seer (2/1)
- Technician: Prynn (3/5 lvl 7 fade 1)
- 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:
- Squad Leader: Water Elemental (3/3A) Anti-air
- Elite:
- Scavenger: L5 Argagarg Garg (1/5)
- Technician: Skeleton (1/1) Long-range, anti-air
- 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:
- Base HP: 20
- Tech I HP: 5
- 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
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PAST
- Tech3 HP: 5
In Patrol:
- Squad Leader: Yesterday’s Golgort (6/4+1armor)
- Elite:
- Scavenger: Young Treant (0/2)
- Technician:
- 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:
- Squad Leader: Bone Collector (3/3A)
- Elite:
- Scavenger: Blooming Ancient (2/4)
- Technician: Blooming Ancient (3/5) [1+]
- 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:
- Base HP: 20
- Tech I HP: 5
- 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.
"
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
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
- Patrol as below
- Stash 1, Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PAST
- Tech3 HP: DOWN
In Patrol:
- Squad Leader: Spore Shambler (2/3+1armor)
- Elite:
- Scavenger:
- Technician: Bigby (3/4 lvl 5)
- 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
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:
- Squad Leader:
- Elite:
- Scavenger: L5 Argagarg Garg (1/5)
- Technician: Wisp (3/4) Overpower [3+]
- Lookout:
In Play:
- Skeletal Archery
- Blooming Elm (4)
- Blooming Elm (4)
- L1 Drakk Ramhorn (1/3)
- Giant Panda (5/7) Overpower [3+]
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tech III HP: 5
- 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
Fixed.chars
Yea I was wondering why you weren’t utilizing Overpower at all
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
- Patrol as below
- Stash 1, Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 PAST
- Tech3 HP: 5
In Patrol:
- Squad Leader: Spore Shambler (2/3+1armor)
- Elite:
- Scavenger: Midori (2/3 lvl 1)
- Technician: Bigby (3/4 lvl 5)
- 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:
- Squad Leader: Blooming Ancient (11/13A) Overpower [9+]
- Elite:
- Scavenger: L5 Argagarg Garg (1/5A)
- Technician: Blooming Ancient (2/4)
- 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:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Growth)
- Tech III HP: 5
- 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 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
- Patrol as below
- Stash 1, Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 PAST
- Tech3 HP: 5
In Patrol:
- Squad Leader: Ebbflow Archon (9/9 fading 3)
- Elite:
- Scavenger: Seer (2/1)
- Technician:
- 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!
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
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
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:
- Squad Leader: L1 Garth Torken (1/3A)
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1) [javelin]
- Lookout:
Buildings:
- 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
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Tenderfoot (1/2+1armor)
- Elite:
- Scavenger:
- Technician:
- 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)