"P1T6
Tech StartingHand Workers
TECH
Doom Grasp
Drill Sergeant
STARTING HAND
Playful Panda
Bone Collector
Ironbark Treant
Drill Sergeant
Overeager Cadet
Spore Shambler
WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Merfolk Prospector
Ironbark Treant
NextHand
Rampant Growth
Young Treant
Spore Shambler
Playful Panda
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Get a gold for Oni’s death. Healing gives Bone Collector a health back. - ($8)
Summon Garth - ($6)
Skeleton attacks and kills Zane. Garth gets 2 levels. Bloodburn gets a rune.
Bone Collector (5/3) attacks and kills Tech II (Present). I get a gold and a skeleton. Your base takes 2 damage. - ($7)
Hire Drill Sergeant - ($4)
Hire Overager Cadet, D.S. gets a rune.
Hire Bone Collector ‘T’, D.S. gets a rune. - ($2)
Garth makes a skeleton - ($1)
Garth gains a level. - ($0)
Garth sacs a skeleton -> Draw a card.
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Drill Sergeant++ (5/5+A)
- [I]Elite[/I]: Skeleton (2/1)
- [I]Scavenger[/I]: Bone Collector ‘T’ (3/3)
- [I]Technician[/I]: Overeager Cadet (2/2)
-
[I]Lookout[/I]: Wisp (0/1)
[B]In Play:[/B] - Spirit of the Panda attached to Bone Collector
- Bone Collector ‘P’ (5/3), Healing 1, exhausted.
- L4 Garth (2/4)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 4 (Peace)
- Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 6
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 9
Thoughts
Ok, well I have a big wall of dudes now so the game feels firmly in my favor. I was able to take out Tech II without much resistance so I don’t have to stress Hyperion and I neutralized Zane so he seems like he’s on limited options. Bloodburn gives him a small amount of inevitability, but my token force is growing rather quickly (and Arg is available again next turn!). I tech’d a Doom Grasp as a just-in-case moment, but I’m not sure it will even be good. I think I just got tech units online faster than he did and now it’s an arms-race he can’t match.