Nah, you’re fine. I make mistakes sometimes too, and it’s very helpful to have them pointed out when I do. Besides, any time rules questions get hashed out, the whole community benefits.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech III - ($3)
Garus Rook - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L1 Garus Rook (2/4)
Lookout:
In Play:
Mythmaking
Safe Attacking
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Tech III will be an important investment, but I don’t expect it to survive this turn, so I’ll save Jade Fox for next cycle. Same principle for Students, Setsuki won’t be ready in time for the reshuffle. I could perhaps keep the Tech III intact with 1 Health by SQL’ing Rook, but the odds of getting Jade Fox in hand next turn aren’t great, so I don’t think it’s worth it.
Twilight Baron
Voidblocker
Thieving Imp
Jandra, the Negator
Dark Pact
Tech 0 card(s)
Get Paid + float - ($14)
Doomed Baron Dies.
Play Dark Pack. My Base Takes 2 and I draw 2.
Play Shadow Blade on Grave, he dies. You discard then draw. Garth Torken levels twice. - ($11)
Play Zarramonde, the Obliterator to destroy Fuzz Cuddles - ($1)
Worker. - ($0)
Vandy, Garth, and Orpal all attack and destroy your tech 3. Your base takes 2.
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Zarramonde, the Obliterator. 10/10. Armor.
Elite:
Scavenger: Skeleton 1/1.
Technician:
Lookout:
In Play:
Vandy. 2/3. Level 1. Res. 1.
Garth Torken. 2/4. Level 5.
Orpal. 1/3. Damage via -1/-1 tokens.
Buildings:
Base HP: 13
Tech I HP: 4
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Went better than expected. Not sure what shenaigans could be coming though.
Shadow Blade
Voidblocker
Blackhand Dozer
Sacrifice the Weak
Deteriorate
Discard
Dark Pact
Jandra, the Negator
Thieving Imp
Voidblocker
Twilight Baron
Tech 0 card(s)
Get Paid - ($11)
Worker - ($10)
Vandy Max Bands and gives Skeleton +2/+2. Cannot target the invisible Ninja. - ($6)
Level Orpal to level 4. - ($3)
Skeleton and Orpal attack and Kill Rook. Orpal gains 2 free levels to maximum.
Zarramonde and Vandy attack and deal 14 damage to destroy your base.
Float ($3)
Discard 5, draw 5
Board Info: In Patrol:
Squad Leader: Zarramonde, the Obliterator. 10/10. Armor.
Elite:
Scavenger: Skeleton 1/1.
Technician:
Lookout:
In Play:
Vandy. 2/3. Level 1. Res. 1.
Garth Torken. 2/4. Level 5.
Orpal. 1/3. Damage via -1/-1 tokens.
Buildings:
Base HP: 13
Tech I HP: 4
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 5
Gold:
Gold: 3
Workers: 11
Thoughts
Went better than expected. Not sure what shenaigans could be coming though.
Alright, I’ll give [Necromancy]/Discpline/Present a try, then. I don’t really care how turn order is decided, but we can roll if you want. I hilariously rolled a 1.
Green’s burst potential is no joke, but if he pays cards to stealth Calamandra to kill Garth, at least that will limit his options. I’m less worried about maxband Tiger summoning than I otherwise would be, due to potential for unit sacrifices.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Discard two cards to give Moss Stealth.
Play forests’s Favor on Moss to put a +1/+1 counter on her. - ($2)
Moss attacks Garth Torken. Killing him. Moss levels to 3 and heals.
Build Tech Level 1. - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra Moss 4/5. lvl. 3. Has a +1/1 token. My units have resist 1.
Stealing levels from Calamandra wouldn’t be too helpful, but killing her outright would be. I’ll try to keep the Imp in play until I can deploy the Graveyard.