[Casual] Nekoatl vs Dreamfire

"P1T6


Tech StartingHand Workers

[spoiler]TECH
Second Chances
Second Chances


STARTING HAND
Plasmodium
Stewardess of the Undone
Temporal Research
Time Spiral


WORKERS
Nullcraft
Forgotten Fighter
Battle Suits
Neo Plexus

----------[/spoiler]

NextHand

[spoiler]Ready or Not
Rememberer
Fading Argonaut
Seer
Second Chances

----------[/spoiler]

Tech 2 card(s)
Get Paid - ($8)
Prynn Pasternaak - ($6)
Level Prynn, trash Skeletal Lord - ($0)
Knight kills Skeleton
Knight trades with Executioner, Necromancer creates a Skeleton
Max kills Scavanger and Technician, you get $1 and raw 1
Tinkerer kills Lookout
Mox kills Midori

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L7 Prynn Pasternaak (3/5) [2 time]
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Hardened Mox (1/1) Indestructible
  • L3 Max Geiger (2/4) Sparkshot
  • Tinkerer (1/1) [1 dmg]
  • Knight of the Conclave (4/3) Resist 1
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Past)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Okay, this is getting out of hand. Time for drastic action.

"

P2T6


StartingHand Workers

STARTING HAND
Bone Collector
T-Rex
Skeleton Javelineer
Death Rites (technician draw)
Sacrifice the Weak (Garth draw)


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


NextHand

Skeletal Archery
Blackhand Resurrector
Deteriorate


Discard

Hooded Executioner
Death Rites
Blackhand Resurrector
Skeleton Javelineer
T-Rex


Tech 0 card(s)
Get Paid - ($10)
Scav gold and technician draw - ($11)
Grave - ($9)
Death Rites - ($5)
Exhaust and sac Resurrector to fetch maxband Midori, Tinkerer is destroyed, Necro makes a skeleton
Old skeleton suicides into Prynn, Knight is destroyed
Necromancer kills Prynn from long range, you draw, Grave to lvl 3, Skeletal Lord returns
Skeleton Javelineer - ($4)
Garth sacs Javelineer, I draw, Necro makes a skeleton
Worker - ($3)
Bone Collector - ($1)
Garth makes a skeleton - ($0)
Garth hits your base for 3 damage

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3A)
  • :psfist: [I]Elite[/I]: Skeleton (4/3)
  • :ps_: [I]Scavenger[/I]: Skeleton (3/3)
  • :pschip: [I]Technician[/I]: Skeleton (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth lvl 7 (3/2)
  • Midori lvl 8 (4/5)
  • Grave lvl 3 (3/4)
  • Necromancer (3/3)
  • Skeletal Lord (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

You appear to be giving your Skeletons an extra +1/+1. Did you originally play the other Lord, remove it from your turn, and then forget to reduce the Skeletons’ stats?

They’re being buffed both by Skeletal Lord and by Midori’s midband.

1 Like

Yeah, I should have seen that coming, but with the quirkiness of Midori’s midband ability, especially in conjunction with Calamandra’s, I tend to disregard it when devising strategies. However, how did you manage to summon 3 heroes without a Tech III or Heroes Hall?

2 Likes

It’s my understanding that Blackhand Resurrector’s ability circumvents all the normal restrictions on summoning heroes, including when they died and how many are already in play.

Edit: found the ruling below

2 Likes

In retrospect, I should have done a number of things differently, but I think it’s too late to dig myself out of this hole, so I’ll resign. GG, WP. Are you up for a rematch?

GG WP!

And yeah, I’m up for another. I’m assuming we’ll alternate who starts, so my P1T1 is posted below. GL HF!

P1T1


StartingHand Workers

STARTING HAND
Skeleton Javelineer
Skeletal Archery
Summon Skeletons
Sacrifice the Weak
Graveyard


WORKERS
Summon Skeletons


NextHand

Deteriorate
Thieving Imp
Jandra, the Negator
Poisonblade Rogue
Pestering Haunt


Discard

Skeletal Archery
Sacrifice the Weak
Graveyard


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave lvl 1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

I feel like Grave deserves some time in the spotlight, after spending almost all of last game on the bench. I might regret that if I need Deteriorate next turn, but I don’t know what I’ll want to do with my measly 2 gold anyway…

GL HF!

"P2T1


StartingHand Workers

STARTING HAND
Hardened Mox
Time Spiral
Neo Plexus
Battle Suits
Nullcraft


WORKERS
Nullcraft


NextHand

Forgotten Fighter
Fading Argonaut
Temporal Research
Plasmodium
Tinkerer


Discard

Time Spiral
Neo Plexus
Battle Suits


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hardened Mox - ($1)
Tech I - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

This time, I’ll plan to play Battle Suits as Reclaims bait, go for Rewind instead of Stewardesses, and try to delay my forecasted units until just after the Rewind rather than trying to rush them alongside other units. I’m building Tech I early as bait to reduce the damage my base takes.

"

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Tiny Basilisk


STARTING HAND
Jandra, the Negator
Deteriorate
Poisonblade Rogue
Thieving Imp
Pestering Haunt


WORKERS
Summon Skeletons
Poisonblade Rogue


NextHand

Jandra, the Negator
Bone Collector
Deteriorate
Graveyard
Thieving Imp


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Heroes’ Hall - ($0)
Pestering Haunt

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 1 (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

That early tech 1 makes me think Nekoatl might go for an early reshuffle with Temporal Research. But even if he draws into his teched cards, the only ones he could afford are KotC and Seer, which aren’t really fearsome tempo plays at this point. I feel pretty safe setting up a second hero and teching aggressive units for next turn. Unfortunately, Sparring Partner is out in this match-up since Origin Story and Undo render him pretty weak.

"P2T2


Tech StartingHand Workers

TECH
Knight of the Conclave
Knight of the Conclave


STARTING HAND
Forgotten Fighter
Temporal Research
Tinkerer
Fading Argonaut
Plasmodium


WORKERS
Nullcraft
Forgotten Fighter


NextHand

Fading Argonaut
Neo Plexus
Knight of the Conclave
Knight of the Conclave
Tinkerer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Plasmodium - ($3)
Vir Garbarean - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir Garbarean (2/3)
  • :target: Lookout:

In Play:

Future:

  • Plasmodium [3 time]

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Playing Vir as a stall tactic, even though I expect him to die. I also want to increase my hand size this turn because I hope to play multiple cards next turn.

"

Edit: forgot to mark my skeleton token.

P1T3


Tech StartingHand Workers

TECH
Reversal
Skeletal Lord


STARTING HAND
Deteriorate
Bone Collector
Jandra, the Negator
Graveyard
Thieving Imp


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator


NextHand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
Deteriorate Mox to sideline it
Javelineer pings Vir from long range
Grave finishes Vir, midbands and heals, you draw
Garth makes a skeleton - ($2)
Bone Collector - ($0)
Haunt pings your tech 1 for 1 damage

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Garth lvl 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave lvl 3 (3/4)
  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1), runeless
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I’m going down a card and giving an extra one to Nekoatl, but I think it’s worth it for the advantageous board position. I can make up for it with Garth, if I really need to.
I’m going for Necro again since Training Grounds is susceptible to Assimilate, and I seem to be in a position to spam skellies again. Reversal is there in case I see an opening for a tech kill in the next couple of turns.
Next turn I’ll probably tech up behing Basilisk, and tech Resurrector, maybe with another Grave spell.

"P2T3


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Knight of the Conclave
Tinkerer
Neo Plexus
Knight of the Conclave
Fading Argonaut
Temporal Research
Time Spiral
Battle Suits
Seer


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus


NextHand

Time Spiral
Temporal Research
Seer
Tinkerer
Fading Argonaut


Tech 2 card(s)
Get Paid + float - ($8)
Knight of the Conclave
Knight of the Conclave
Worker - ($7)
Prynn Pasternaak - ($5)
Temporal Research - ($3)
Seer: add to Plasmodium - ($2)
Battle Suits - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn Pasternaak (1/3) [4 time]
  • :pschip: Technician:
  • :target: Lookout: Seer (3/1) Resist 1

In Play:

  • Battle Suits

Future:

  • Plasmodium [3 time]
  • Knight of the Conclave [3 time]
  • Knight of the Conclave [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

The plan is to let Prynn die this turn and resummon her to Rewind when the Forecasts have 1 time counter left.

"

@Nekoatl I edited my skeleton token into my patrol zone, does that change your turn somehow?

Nah, I’m not getting past that Bone Collector at the moment, but thanks for asking.

Edit: forgot to mark my tech2…

P1T4


Tech StartingHand Workers

TECH
Blackhand Resurrector
Death Rites


STARTING HAND
Sacrifice the Weak
Tiny Basilisk
Skeletal Archery
Thieving Imp


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp


NextHand

Reversal
Graveyard
Deteriorate
Skeletal Lord


Discard

Pestering Haunt
Skeletal Archery
Sacrifice the Weak
Blackhand Resurrector
Death Rites


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Necro) - ($2)
Grave sidelines Mox
Bone Collector kills Prynn, makes skeleton #2, Garth to lvl 3, you get 1 gold
Haunt trades with Seer
Garth hits your tech 1 for 1 damage
Tiny Basilisk - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2A)
  • :psfist: [I]Elite[/I]: Skeleton #2 (2/1)
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]: Skeleton #1 (1/1)
  • :target: [I]Lookout[/I]: Grave lvl 3 (3/2)
    [B]In Play:[/B]
  • Garth lvl 3 (1/3)
  • Bone Collector (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necro)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Teching Death Rites this early is a bit of a risk, but it’s really good value if I can land it. Ideally, I use next turn to maxband Garth and fetch a Necromancer or the 2nd Skelelord, and play Skelelord from hand (or possibly Reversal, if an opportunity presents itself). That will hopefully generate enough pressure to discourage Origin Story on Nekoatl’s T5. I’m kind of expecting that to be his big (i.e. expensive) timed attack turn anyway, with Geiger in to cast Now!.
I could’ve broken tech 1 this turn, but with 3/4 of Nekoatl’s teched cards showing, I’d rather conserve my hand size and make sure my patrol keeps Garth safe.

"P2T4


Tech StartingHand Workers

TECH
Rewind
Rewind


STARTING HAND
Seer
Fading Argonaut
Time Spiral
Tinkerer
Temporal Research


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research


NextHand

Rewind
Seer
Seer
Rewind
Time Spiral


Tech 2 card(s)
Get Paid + Scavanger - ($9)
Worker - ($8)
Fading Argonaut - ($6)
Vir Garbarean - ($4)

Float ($4)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Vir Garbarean (2/3) Sparkshot
  • :pschip: Technician: Fading Argonaut (3/3) [3 time]
  • :target: Lookout:

In Play:

  • Battle Suits

Future:

  • Plasmodium [2 time]
  • Knight of the Conclave [2 time]
  • Knight of the Conclave [2 time]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

Ditching Research due to awkward usage conditions. If I need draws later, hopefullly I can manage R&D. I’m doubling up on Rewind because I can’t afford to miss this chance on an unlucky discard. I’ll probably worker one of them in the near future. I’m worried that by not building a Tech II this turn, I’m tipping my hand, but I don’t see any way around that. With luck, it’ll go unnoticed and Garth will maxband something into play.

"

P1T5


Tech StartingHand Workers

TECH
Necromancer
T-Rex


STARTING HAND
Skeletal Lord
Reversal
Deteriorate
Graveyard
Pestering Haunt (Garth draw)
Death Rites (Garth draw)


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Graveyard


NextHand

Blackhand Resurrector
Sacrifice the Weak
T-Rex
Skeletal Archery
Skeleton Javelineer


Discard

Deteriorate
Bone Collector
Pestering Haunt
Death Rites
Reversal


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth to midband - ($6)
Garth sidelines Mox
Garth to maxband, he heals, fetch Necromancer from discard - ($3)
Garth sacs Javelineer, I draw, Necro makes skeleton #3
Garth sacs skeleton #3, I draw
Skeletal Lord - ($0)
Deteriorate Fargo
Skeleton #2 trades with Fargo, you draw
Bone Collector trades with Vir, makes new skeleton #2, Necro makes new skeleton #3, Grave to lvl 5, you get 1 gold
Grave breaks your tech 1

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2A)
  • :psfist: [I]Elite[/I]: Grave lvl 5 (4/2)
  • :ps_: [I]Scavenger[/I]: Skeleton #1 (2/2)
  • :pschip: [I]Technician[/I]: Skeleton #2 (2/2)
  • :target: [I]Lookout[/I]: Skeleton #3 (2/2)
    [B]In Play:[/B]
  • Garth lvl 7 (3/4)
  • Skeletal Lord (3/3)
  • Necromancer (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Nekoatl is definitely setting up a big next turn with all that floating gold, but hopefully I can put a damper on that by clearing his board and breaking his tech 1.
I would’ve played Reversal, if I didn’t have actually decent odds of drawing a freshly-teched T-Rex using Garth’s midband, and dropping it immediately with Skelelord.

Whiffed it on the 1st try. I can try just one more time, since I could still have enough skeletons to tap T-Rex in.

Whiffed it again, and drew Death Rites a turn early, to boot. I guess that’s what I get for gambling… In that case, I’ll keep TinyB to patrol rather than trading him for an extra skelly. I should still have a few good options next turn, even if my Skelelord gets trashed or I lose all my skellies or w/e. Maxband Grave/Resurrector + Midbandori are a couple that spring to mind.

"P2T5


Tech StartingHand Workers

TECH
Vortoss Emblem
Origin Story


STARTING HAND
Rewind
Time Spiral
Rewind
Seer
Seer
Tinkerer


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox


NextHand

Fading Argonaut
Rewind
Time Spiral
Seer
Vortoss Emblem


Tech 2 card(s)
Get Paid + float + Scavanger - ($14)
Rebuild Tech I
Prynn Pasternaak - ($12)
Mox can’t attack Basilisk, so it’ll crawl past and kill Grave
Max Prynn - ($8)
Rewind - ($4)
Worker - ($3)
Time Spiral: remove from Plasmodium - ($2)
Plasmodium kills Garth
Tinkerer - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L7 Prynn Pasternaak (3/5) [4 time]
  • :pschip: Technician: Tinkerer (1/2)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Plasmodium (4/1) Haste

Future:

  • Knight of the Conclave [1 time]
  • Knight of the Conclave [1 time]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I wasn’t expecting to pull off a full board clear; this gives me some flexibility in my tech choices. I’m not thrilled with my remaining Tech I options, so I’ll go for spells, and since Prynn has 2 methods of unit removal right now, I’ll take an Emblem and a Story.

"

Wow! In retrospect I probably should’ve seen that coming, but I definitely did not. Very well played, and probably game-ending, but I’ll try to hold out a few more turns.

P1T6


Tech StartingHand Workers

TECH
Doom Grasp
Moment’s Peace


STARTING HAND
Skeleton Javelineer
T-Rex
Skeletal Archery
Blackhand Resurrector
Sacrifice the Weak


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Graveyard
Skeletal Archery


NextHand

Deteriorate
Skeletal Lord
Necromancer
T-Rex
Reversal


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tiny Basilisk - ($6)
Blackhand Resurrector - ($4)
Skeleton Javelineer - ($3)
Midori - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Midori lvl 1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Tiny Basilisk (1/2)
    [B]In Play:[/B]
  • Blackhand Resurrector (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Ouch.