Game 3 Player 2, Turn 2
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Merfolk Prospector
Playful Panda
Young Treant
Tiger Cub
Forest’s Favor (YT)
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Young Treant (4)
-
Forest’s Favor Rook, kills Imp, takes 2 (1)
- Merfolk Prospector (0)
- Worker
Workers
Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Young Treant (0/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Merfolk Prospector (1/1)
-
Lookout:
In Play:
- Rook (3/3 lvl 1, +)
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Spore Shambler
Ironbark Treant
Verdant Tree
End of Turn Discard
My Thoughts
P1T3
Tech StartingHand Workers
TECH
Doom Grasp
Nether Drain
STARTING HAND
Poisonblade Rogue
Pestering Haunt
Skeletal Archery
Summon Skeletons
Nether Drain
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
NextHand
Doom Grasp
Graveyard
Deteriorate
Nether Drain
Pestering Haunt
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Skeletal Archery - ($3)
Skeleton - ($2)
Tech I - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Skeleton (1/1A) Long-range, anti-air
-
Elite:
-
Scavenger: Skeleton (1/1) Long-range, anti-air
-
Technician: Skeleton Javelineer (1/1) Long-range, anti-air [javelin]
-
Lookout:
In Play:
- Skeletal Archery
- L1 Garth Torken (1/3) Reanimate
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Wanna kill the Treant, but that would leave Garth too vulnerable to counterattack.
Game 3 Player 2, Turn 3
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Spore Shambler
Ironbark Treant
Verdant Tree
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Rook kills sql
- Verdant Tree (6)
- Tech 1 (4)
- Tower (1)
- Worker
Workers
Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Young Treant (0/2)
-
Technician: Merfolk Prospector (1/1)
-
Lookout:
In Play:
- Rook (3/2 lvl 1, +)
- Verdant Tree (3hp)
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodlust
Forest’s Favor
Playful Panda
End of Turn Discard
My Thoughts
We’ll see if Neko comes hard for rook, going tower for that archery nonsense though. Going for Tech 2 Strength to combat LB / skeles
P1T4
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Graveyard
Deteriorate
Doom Grasp
Pestering Haunt
Nether Drain
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
NextHand
Summon Skeletons
Doom Grasp
Nether Drain
Thieving Imp
Discard
Skeleton Javelineer
Doom Grasp
Deteriorate
Nether Drain
Graveyard
Bone Collector
Bone Collector
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Doom Grasp, sacrifice Javelineer to kill Rook. - ($2)
Midband Garth - ($1)
Garth kills Treant.
Deteriorate kills Merfolk Prospector.
Skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Skeleton (1/1) Long-range, anti-air
-
Technician: Skeleton (1/1) Long-range, anti-air
-
Lookout:
In Play:
- Skeletal Archery
- L4 Garth Torken (2/3) Reanimate, sacrifice
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Choosing to sacrifice the Javelineer so I can worker it. I’ll gladly take this chance to preempt Bird’s Nest here. I am worried about leaving the Tree intact, especially against Blood, but I don’t see a way around it.
Game 3 Player 2, Turn 4
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Bloodlust
Forest’s Favor
Playful Panda
Bird’s Nest (techn)
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Midori (7)
- Playful Panda (5)
- Worker
Workers
Forest’s Favor, Ironbark Treant, Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Midori (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Playful Panda (2/2)
- Verdant Tree (3hp)
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Doubling Barbarbarian
Young Treant
Bloodlust
Whitestar Grappler
End of Turn Discard
My Thoughts
I don’t think Neko will get to my Verdant, so I’m gonna save big and keep the techs a secret. We’ll see how that plays out
P1T5
Tech StartingHand Workers
TECH
Death Rites
Death Rites
STARTING HAND
Summon Skeletons
Doom Grasp
Nether Drain
Thieving Imp
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Thieving Imp
NextHand
Deteriorate
Nether Drain
Summon Skeletons
Death Rites
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Skeleton - ($6)
Doom Grasp, sacrifice Skeleton to kill Midori. - ($2)
Maxband Garth, raise a Bone Collector - ($1)
Skeleton trades with Wisp.
Garth breaks Verdant Tree.
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton (1/1) Long-range, anti-air
-
Lookout:
In Play:
- Skeletal Archery
- L7 Garth Torken (3/3) Reanimate, sacrifice
- Bone Collector (3/3) Reanimate
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I reallly want to destroy that Tree and delay his Tech II… but to do so, I have to delay my own Tech II. But, I don’t have anything in cycle yet that requires a Tech II, so I think it’s worth it? In which case, I’ll be maxbanding, and should probably go for Garth’s ultimate.
Booo why you break my tree???!? :_(
Game 3 Player 2, Turn 5
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Doubling Barbarbarian
Young Treant
Bloodlust
Whitestar Grappler
Bloodlust (techn)
Events of Turn:
Upkeep:
- Get Gold (9+5float)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
War Drums, Doubling Barbarbarian
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Tech 2 Strength (10)
- Drakk (8)
- Young Treant, draw 1 (6)
-
Bloodlust Drakk and Panda (4)
- Drakk kills skele, you draw 1
- Panda trades with Garth, Drakk to level 3
- Merfolk Prospector (3)
- skip worker, Drakk takes 1 from lust
Workers
Forest’s Favor, Ironbark Treant, Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Young Treant (0/2)
-
Technician: Merfolk Prospector (1/1)
-
Lookout:
In Play:
- Drakk (1/1 lvl 3)
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Jefferson Degrey, Ghostly Diplomat
Bird’s Nest
Bloodlust
War Drums
Playful Panda
End of Turn Discard
My Thoughts
Well poop, guess I should have built the tech building… oh well, I still like this position, DG was expensive there for what it got. Teching War Drums and DB, hoping to draw neither next turn but we’ll see
Mostly to provoke you into building your Tech II so I could see your spec before planning what to add to my next cycle.
P1T6
Tech StartingHand Workers
TECH
Temporal Distortion
Temporal Distortion
STARTING HAND
Summon Skeletons
Nether Drain
Deteriorate
Death Rites
Graveyard
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Summon Skeletons
NextHand
Death Rites
Nether Drain
Doom Grasp
Skeleton Javelineer
Discard
Deteriorate
Death Rites
Nether Drain
Temporal Distortion
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech II: Present - ($5)
Bone Collector kills Young Treant.
Max Geiger - ($3)
Expensive Deteriorate kills Prospector. - ($2)
Graveyard - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Skeleton (1/1A) Long-range, anti-air
-
Elite:
-
Scavenger:
-
Technician: L1 Max Geiger (2/3) Sparkshot
-
Lookout:
In Play:
- Skeletal Archery
- Graveyard (3)
- Bone Collector (3/2) Reanimate
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Maybe I should go for Hyperions to increase my chances of having the right spells at the right times. They’re fetchable, though, so maybe delay teching them. More immediately, I’ll prepare to shuffle them out for other stuff. I’ll try to keep his unit could low, 'cuz Drakk makes them extra-scary. Guess I’ll splurge for a Graveyard while I’m at it, since my average unit quality is increasing.
Well yes, I did want to hide it a little XD
Game 3 Player 2, Turn 6
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Jefferson Degrey, Ghostly Diplomat
Bird’s Nest
Bloodlust
War Drums
Playful Panda
Doubling Barbarbarian
Events of Turn:
Upkeep:
- Get Gold (9+3float+1scav)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Crash Bomber, Desperation
War Drums, Doubling Barbarbarian
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Rook (11)
- Jefferson Degrey, Ghostly Diplomat, SQL dies (8)
- Bird’s Nest (6)
- Doubling Barbarbarian (3)
-
Bloodlust Big Bird and Barb (1)
- Midband Drakk (0)
- Bird kills Geiger, Drakk maxbands
- Barb breaks your tech2, your base to 18
- Drakk breaks the graveyard
- Big Bird dies to the lust, Barb takes 1
- skip worker again
Workers
Forest’s Favor, Ironbark Treant, Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Rook (2/4 lvl 1)
-
Elite:
-
Scavenger: Jefferson Degrey, Ghostly Diplomat (4/3)
-
Technician: Tweetie Bird (1/1)
-
Lookout:
In Play:
- Drakk (3/4 lvl 6)
- Doubling Barbarbarian (3/4)
- Bird’s Nest
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Doubling Barbarbarian
Whitestar Grappler
Bloodlust
Verdant Tree
End of Turn Discard
My Thoughts
Yea not too worried here, I’m set up now. Probably get doom grasped but I can survive it
P1T7
Tech StartingHand Workers
TECH
Immortal
Immortal
STARTING HAND
Skeleton Javelineer
Nether Drain
Death Rites
Doom Grasp
Bone Collector
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Summon Skeletons
Skeleton Javelineer
NextHand
Doom Grasp
Immortal
Immortal
Graveyard
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Rebuild Tech II
Garth Torken - ($7)
Skeleton - ($6)
Doom Grasp, sacrifice Skeleton to kill Drakk. - ($2)
Bone Collector - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Bone Collector (3/3A) Reanimate
-
Elite: L3 Garth Torken (2/3) Reanimate
-
Scavenger:
-
Technician: Bone Collector (3/2) Reanimate
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
His deck truly does counter mine well. Now I have to decide which Hero to Doom Grasp. I really want to clear away Rook, but I think Drakk is the bigger threat. Upside is, despite losing board advantage, I’m gaining resource advantage. Guess I’ll tech in Immortals, since they’re not fetchable and since I could use some durable blockers.
Poor Drakk
Game 3 Player 2, Turn 7
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Doubling Barbarbarian
Whitestar Grappler
Bloodlust
Verdant Tree
Events of Turn:
Upkeep:
- Get Gold (9)
- Big Bird revives
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake x2
Crash Bomber, Desperation
War Drums, Doubling Barbarbarian
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Degrey trades with SQL
- Rook kills techn, you draw 1, takes 3
- Barb kills Garth, Rook to level 3
- Doubling Barbarbarian (6)
- Maxband Rook (1)
- Tweetie Bird hits tech2 to 4
- Worker
Workers
Verdant Tree, Forest’s Favor, Ironbark Treant, Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Doubling Barbarbarian (3/5+2armor)
-
Elite:
-
Scavenger:
-
Technician: Big Bird (1/1)
-
Lookout:
In Play:
- Rook (4/6 lvl 8)
- Tweetie Bird (1/1)
- Doubling Barbarbarian (3/2)
- Bird’s Nest
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Young Treant
Jefferson Degrey, Ghostly Diplomat
Whitestar Grappler
Merfolk Prospector
End of Turn Discard
My Thoughts
Hrmph that actually makes me way slower than I anticipated. Well I guess I may have to deal with Hyperion or Tri flickers, we’ll see
It’s his own fault for being too scary! Not that Rook isn’t plenty scary himself…
P1T8
Tech StartingHand Workers
TECH
Free Speech
Free Speech
STARTING HAND
Doom Grasp
Immortal
Immortal
Graveyard
Death Rites
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Summon Skeletons
Skeleton Javelineer
Graveyard
NextHand
Nether Drain
Nether Drain
Temporal Distortion
Doom Grasp
Temporal Distortion
Discard
Bone Collector
Bone Collector
Doom Grasp
Immortal
Death Rites
Free Speech
Free Speech
Tech 2 card(s)
Get Paid - ($11)
Worker - ($10)
Immortal - ($4)
Sirus Quince - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Immortal (5/5A) Indestructible
-
Elite: L1 Sirus Quince (2/3) Mirror
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Skeletal Archery
- Mirror Illusion (0/1)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 4 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Did not want to draw both Immortals on the same turn… and here’s hoping he didn’t draw Earthquake. Patrolling Immortal as SQL in part to ensure it doesn’t take Overpower damage instead of direct attacks, and in part because I want Rook to hit it and be left with 1 health for Nether Drain. Considred skipping a worker to build a Tech III, but that wouldn’t really help me, and would leave my buildings more exposed to attacks. Also just realized that Immortals are excellent choices for Quince’s maxband, as the Illusions would be quite robust, with Quince unfortunately as the weak link.
Immortals (lost to 100T today in Valorant, shout outs to the boomer Hiko)
Game 3 Player 2, Turn 8
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Young Treant
Jefferson Degrey, Ghostly Diplomat
Whitestar Grappler
Merfolk Prospector
Earthquake (off YT, yasss)
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- No techs
All Teched Cards
Earthquake x2
Crash Bomber, Desperation
War Drums, Doubling Barbarbarian
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Young Treant, draw 1 (9)
- Whitestar Grappler (6)
- Big Bird hits your tech1 to 4hp
- Tweetie Bird kills illusion
-
Earthquake, your tech buildings collapse, your base to 10 (1)
Workers
Verdant Tree, Forest’s Favor, Ironbark Treant, Tiger Cub, Rampant Growth
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 STRENGTH
- Tower HP: 4
In Patrol:
-
Squad Leader: Doubling Barbarbarian (3/5+2armor)
-
Elite:
-
Scavenger:
-
Technician: Young Treant (0/2)
-
Lookout: Rook (4/6 lvl 8)
In Play:
- Big Bird (1/1)
- Tweetie Bird (1/1)
- Doubling Barbarbarian (3/2)
- Whitestar Grappler (3/5)
- Bird’s Nest
- Rich Earth
Economy Info:
Cards:
Gold:
End of Turn Hand
Crash Bomber
Playful Panda
Bloodlust
Bloodlust
End of Turn Discard
My Thoughts
Let’s see if we can’t fish up a lust or EQ with YT
…
Success, we break buildings. Immortal is a nuissance, we’ll tech Vines if it looks like we won’t finish without it
I was really hoping you wouldn’t have that spell in hand that turn.
P1T9
Tech StartingHand Workers
TECH
Now!
Now!
STARTING HAND
Doom Grasp
Temporal Distortion
Nether Drain
Temporal Distortion
Nether Drain
WORKERS
Sacrifice the Weak
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt
Thieving Imp
Summon Skeletons
Skeleton Javelineer
Graveyard
NextHand
Deteriorate
Immortal
Temporal Distortion
Death Rites
Nether Drain
Tech 2 card(s)
Get Paid + float - ($14)
Rebuild Tech I
Quince suicides into SQL
Garth Torken - ($12)
Nether Drain moves levels from Rook to Garth. - ($11)
Skeleton - ($10)
Doom Grasp, sacrifice Skeleton to kill Rook. - ($6)
Tower - ($3)
Float ($3)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Immortal (5/5A) Indestructible
-
Elite:
-
Scavenger:
-
Technician: L5 Garth Torken (2/4) Reanimate, sacrifice
-
Lookout:
In Play:
Buildings:
-
Base HP: 10
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Sigh… no help for it, then, just gotta patiently rebuild. At least he didn’t put the Treant in SQL, I’d have been in real trouble if he had. Guess I’ll build a Tower to hopefully clean up the leftover Birds, though they’ll still be able to hit my buildings, which means one more Earthquake is probably enough to bury me.
Rook’s in lookout so the drain and DG are taxed 1 each, but you have the float so I’ll assume you’re good with that
1 Like
GG WP
Game 3 Player 2, Turn 9
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Crash Bomber
Playful Panda
Bloodlust
Bloodlust
Events of Turn:
Upkeep:
- Get Gold (10+1float)
- No techs
All Teched Cards
Earthquake x2
Crash Bomber, Desperation
War Drums, Doubling Barbarbarian
Whitestar Grappler, Bloodlust
Jefferson Degrey, Ghostly Diplomat, Doubling Barbarbarian
Bird’s Nest, Bloodlust
Main:
- Drakk + midband (6)
-
Bloodlust Barbs (4)
-
Bloodlust Barbs again (2)
- Grappler tackles immortal to sideline it, dies
- Injured Barb kills Garth and overpowers 5 to your base, Drakk maxbands
- Crash Bomber, hasted (1)
- Bomber, birds, other Barb deal 17 to your base, GG WP!
Hmm perhaps a bit of an invalid game there, I seem to have lost track of Spore Shambler; not even sure where I started operating on a falsely thinned deck
GG WP. Not sure how much of a difference the missing Shambler would have made, but I’m not gonna worry about it. It felt like by far the most balanced of the 3 games to me, though.
I’m out of viable ideas to make this matchup work from my end, so if you want to keep playing, I think one of us should switch decks. If you want to stick with yours, I could switch to an as-yet untested variant on Law/Past with [Law]/Past/Present.
I’m down to play smore, I’ll grab another one from the the “option 3” list: [Ninjitsu]/Anarchy/Future
rolled 35, or shall I just go first?
1 Like
I’m not particular about who starts, but I’ll take the lead since the ball’s in my court. GL HF! (No Birds! Huzzah!)
P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Graveyard
Skeleton Javelineer
Deteriorate
WORKERS
Graveyard
NextHand
Summon Skeletons
Poisonblade Rogue
Pestering Haunt
Jandra, the Negator
Thieving Imp
Discard
Skeletal Archery
Deteriorate
Sacrifice the Weak
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Skeleton Javelineer - ($2)
Max Geiger - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 Max Geiger (2/3A) Sparkshot
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1) [javelin]
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Haha, seems like every matchup I have with this deck is either facing Balance or Future, makes it very hard to take advantage of buildings/upgrades/ongoings. Ninjas have easy access to flying and stealth, too, as well as haste. Well, at least with this one, I don’t have to worry about overpowered Birds, so maybe I’ll have time to set up some counterplay.
1 Like