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Casual: payprplayn vs zhavier

P1T4


Tech StartingHand Workers

TECH
Captured Bugblatter
Crashbarrow


STARTING HAND
Scorch
Kidnapping
Pillage
Makeshift Rambaster


WORKERS
Bloodburn
Careless Musketeer
Bombaster
Scorch


NextHand

Kidnapping
Dinosize
Pillage
Crashbarrow


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk to lvl 4 - ($5)
Ogre trades with Hound
Tech 2 (Blood) - ($1)
Drakk kills Mirror
Pillage to take that 1 gold floating

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk 2/2, lvl 4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Knock out the mirror, let him cast lots of cards, probably a Free Speech. But that tower play seems a bit odd. He should have gone for Tech 2 something, probably disease again instead of the tower. As it is, he cant effectively attack me with anything this turn, and I will be able to bring out big guns Tech 2 next turn, more than likely.

Note your base is at 18 now.

Player 2 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Reteller of Truths
Spectral Tiger


STARTING HAND
Tiger Cub
Free Speech
Centaur
Forest’s Favor
Merfolk Prospector
Plague Spitter


WORKERS
Rich Earth
Verdant Tree
Playful Panda
Tiger Cub


[/spoiler][/details]

[details=NextHand]

[spoiler]Spectral Tiger
Spore Shambler
Rampant Growth
Ironbark Treant
Reteller of Truths


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II (Illusion) - ($3)
Merfolk Prospector - ($2)
Free Speech - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Merfolk Prospector (2/1)
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Quince lvl 1 (1/3)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

I’m probably about to get crashbarrowed. Not much I can really do about it, though. I need to figure out how to deal with drakk if I want to prove this is a useable build.
[/details]

Edit: @zhavier fixed.

Building heroes hall will break the tower and deal 2 to your base.

1 Like

Oh, crap, it’s been so long I forgot about the Tower. Do you mind if I redo?

Go ahead. Thats why I didnt post my turn :slight_smile:

P1T5


Tech StartingHand Workers

TECH
Shoddy Glider
Shoddy Glider


STARTING HAND
Pillage
Kidnapping
Crashbarrow
Dinosize


WORKERS
Bloodburn
Careless Musketeer
Bombaster
Scorch
Pillage


NextHand

Charge
Crashbarrow
Captured Bugblatter
Bloodrage Ogre


Discard

Crashbarrow
Dinosize
Kidnapping
Shoddy Glider
Shoddy Glider


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Orpal - ($6)
Drakk kills Young Treant
Crashbarrow kills Merfolk, 5 Overpower breaks Tech 2, base to 16 - ($3)
Plague Spitter kills Quince, Drakk to Max and heals

Float ($3)
Discard 2, draw 4


[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]: Orpal 1/3, lvl 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk 3/4, lvl 6
  • Plague Spitter 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9

OK, I think that’s pretty decisive. GG. I’m still not quite sure how to deal with the early aggression in this build… or generally, tbh. I’ve struggled in pretty much every game I’ve played against the red starter. Drakk just makes matters worse. I do think I’m learning, though. Up for another?

Yea, haste in particular I think gives a lot of people problems. When you plan your turn, haste means the other guy can surprise you with big hits. Drakk and Zane are both very problematic to plan around. Zane is more problematic for the sudden punch and single devestating turn, while drakk tends to just get worse and worse the longer he sticks around.

You didn’t need that tower, in my opinion. You could have just opted for the Tech 2 right there, and tried to bring 2 heroes to bear. My stuff tends to be so fragile that sickness should be decent, and free speech locks up all the drakk shenanigans very well. My answer to free speech is overwhelming force at Tech 2, so making it so I can’t defend tech 2 is important. Your only source of surprise damage is sickness and mirrors, which are both pretty problematic. Sickness plus hallucination, or 2 hallucinations could do some damage to me, but that also means keeping your stuff alive long enough to attack once you clear my stuff, otherwise it is just expensive removal. Also neither of those actually solve the drakk problem, but that’s what free speech is for.

Your turn to go first :smiley:

Alright. I guess I’ll go with this codex one more time. I also need to continue workshopping the [Demonology]/Strength/Finesse codex I was using against Hobusu. I’m still pretty sure it can be good if I pilot it properly. This one I’m less sure about, but I figure it warrants at least one more try.

Player 1 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Verdant Tree
Rampant Growth
Playful Panda
Ironbark Treant
Spore Shambler


WORKERS
Verdant Tree


[/spoiler][/details]

[details=NextHand]

[spoiler]Forest’s Favor
Merfolk Prospector
Rich Earth
Young Treant
Tiger Cub


[/spoiler][/details]

[details=Discard]

[spoiler]Ironbark Treant
Rampant Growth
Playful Panda


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Spore Shambler - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+A, 2 +1/+1 runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :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

P2T1


StartingHand Workers

STARTING HAND
Careless Musketeer
Charge
Bombaster
Pillage
Nautical Dog


WORKERS
Careless Musketeer


NextHand

Mad Man
Bloodrage Ogre
Scorch
Makeshift Rambaster
Bloodburn


Discard

Pillage
Nautical Dog
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Drakk - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bombaster 3/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk 1/3, lvl 1
    [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: 6

Wow, so I misread spore shambler. I thought it could put runes on heroes. I know better, but I was temporarily under the impression that I could have a high-stat hero this turn that retained the ability to heal. That would be too good, of course. I’m not sure I have any options which don’t leave me vulnerable to the same shenanigans you pulled in game 1. At least, I don’t know if I have any that get me to tech 1 this turn.
Player 1 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
Ferocity
Ferocity


STARTING HAND
Merfolk Prospector
Young Treant
Tiger Cub
Forest’s Favor
Rich Earth


WORKERS
Verdant Tree
Rich Earth


[/spoiler][/details]

[details=NextHand]

[spoiler]Playful Panda
Young Treant
Ironbark Treant
Ferocity
Ferocity


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Midband Cala - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3+A resist 1, 2 +1/+1 runes)
  • :psfist: [I]Elite[/I]: Cala lvl 3 (4/4)
  • :ps_: [I]Scavenger[/I]:
  • :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: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

[details=Thoughts]

Nothing in the red starter has more than 2 health. Ferocity should let me trade better for at least a round and give calla a chance to snipe Drakk.
[/details]

"P2T2


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Mad Man
Bloodburn
Bloodrage Ogre
Scorch
Makeshift Rambaster


WORKERS
Careless Musketeer
Bloodburn


NextHand

Mad Man
Scorch
Pillage
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Bloodrage Ogre - ($1)
Mad Man and Bombaster and Drakk kill Spore Shambler - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bloodrage Ogre 4/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk 1/1, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I’m not teching Drakk spells because it is too easy for cala to just stealth and kill Drakk whether he attacked or not so it just needs to be expensive to do. So now I just have to plan for the future. Probably just Blood shenanigans.

"

Player 1 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Centaur
Feral Strike


STARTING HAND
Ferocity
Playful Panda
Young Treant, Draw
Ironbark Treant
Ferocity
Tiger Cub (from Young Treant)


WORKERS
Verdant Tree
Rich Earth
Playful Panda


[/spoiler][/details]

[details=NextHand]

[spoiler]Merfolk Prospector
Rampant Growth
Ferocity
Forest’s Favor


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Young Treant - ($3)
Tech 1 - ($1)
Discard 2 cards to give Cala stealth
Cala kills drakk and maxes

Float ($1)
Discard 2, draw 3, 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]: Young Treant (0/2 resist 1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Cala lvl 5 (4/5)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 4
  • Deck: 6
  • Disc: 0

[B]Gold:[/B]

  • Gold: 1
  • Workers: 7

[details=Thoughts]

I should stabilize nicely if I can play Ferocity + Tiger on my next turn. I don’t love letting him get a creature majority, but I’m hoping I can make it up with Feral Strike.

Your base went to 19 from Drakk.

"P2T3


Tech StartingHand Workers

TECH
Kidnapping
Crashbarrow


STARTING HAND
Makeshift Rambaster
Pillage
Mad Man
Scorch


WORKERS
Careless Musketeer
Bloodburn
Pillage


NextHand

Bombaster
Charge
Crash Bomber
Crash Bomber
Nautical Dog


Discard

Makeshift Rambaster
Mad Man
Scorch
Kidnapping
Crashbarrow


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tower - ($3)
Argagarg - ($1)
Ogre kills Young treant

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre 3/2
  • Argagarg 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

ugh missed the draw on crash Bomber. ah well chances weren’t that good anyway. tech 2 or tower… I don’t need tech 2 yet so tower it is.

"

Wow, it really feels like my draws never work out right. Of the six cards in my deck, I wanted to draw any of them except the one that I did. I think I can make it work, though. Maybe.

Player 1 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Gorgon
Abomination


STARTING HAND
Rampant Growth
Merfolk Prospector
Forest’s Favor
Ferocity
Ferocity (Technician)


WORKERS
Verdant Tree
Rich Earth
Playful Panda
Rampant Growth


[/spoiler][/details]

[details=NextHand]

[spoiler]Tiger Cub
Feral Strike
Spore Shambler
Centaur


[/spoiler][/details]

[details=Discard]

[spoiler]Young Treant
Forest’s Favor
Ferocity
Ferocity
Gorgon
Abomination


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Merfolk Prospector - ($6)
Forest’s Favor on Prospector - ($4)
Disease Tech 2 - ($0)

Float ($0)
Discard 2, draw 4


[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]: Merfolk Prospector (2/2 w/ 1 +1/+1 rune, resist 1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Cala lvl 5 (4/5)

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 6

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

[spoiler]There’s a good chance he was expecting me to kill drakk, so I have to assume he teched dinosize/polymorph. I really should have put the Treant in Scavenger, so I could build Tech 2 this turn. I wanted to play a Tiger with Ferocity, and maybe that’s the play still, but Dinosize could negate that completely. On the other hand, if I can build tech 2 and keep Cala alive for 1 turn, I can play 2 Gigadons next turn. Skipping the tiger, if I’m not mistaken, actually decreases the number of ways he can kill me, because he can’t suicide Argagarg with a merfolk prospector, and if I put it in SQL, he can’t kill it with Arg either. The only way I can think of that he could kill her would be to kill the Prospector with the Ogre, then Suicide Arg into Cala, play Drakk and either max him an play a Crypt Crawler (which I doubt he specced) or play bloodlust and 2 units. The second seems more likely so I want to make it as costly as possible. If I play Forest’s Favor on the Prospector, I can make it trade with the Ogre and prevent him from killing it with Arg. I would have to patrol it in Technician to be sure of drawing Feral Strike next turn, but he can usually be counted on to make those plays. I think that’s what I’m going for. I’d feel a lot more comfortable with all of this if I hadn’t drawn my other Ferocity with the Treant. Having that in my next hand would have been a really nice security blanket in case Cala does die. I still die to double dinosize, but I doubt he specced that, and if he did, he deserves props.

Edit: After review, I realize that he can also kill Cala with max Drakk + Nautical Dog + Mad Man. Also, bloodlust can target Drakk, so he’d only need to play one unit along with. This seems like something he might do, and it’s a little concerning, but hopefully if he does, I can wall off for a turn and rely on my tech advantage. That play would spend all his money and leave him unable to build tech 2 until the following turn, Meaning I’d know that crashbarrows weren’t coming yet. Losing Cala would be a huge blow, though. I hope it doesn’t happen. I may have outsmarted myself here. I’m now wishing I’d just gone Tiger+Ferocity like I’d originally planned. The one bright spot is that if I can keep my tech 2 up for a couple of turns, I have access to Gorgon+Ferocity, which is an amazing wall.
[/spoiler][/details]

P2T4


Tech StartingHand Workers

TECH
Kidnapping
Shoddy Glider


STARTING HAND
Nautical Dog
Charge
Crash Bomber
Crash Bomber
Bombaster


WORKERS
Careless Musketeer
Bloodburn
Pillage
Nautical Dog


NextHand

Mad Man
Shoddy Glider
Kidnapping
Crash Bomber
Charge


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bombaster, sac to kill Merfolk, pay resist - ($4)
Tech 2 (Blood) - ($0)
Bloodrage Ogre hits Calamandra for 3

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Wisp 1/1
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I really want Calamandra dead. If he was smart, he would have teched a feral Strike by now, so anything could be coming next turn. I wonder if Orpal would have been a better choice last turn. I can get 2 damage for 4g in bombaster, then I have 1 and 3 to hit Calamandra, or for 4 more gold, I get a dead Calamandra… Take some chances.

Player 1 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Behind the Ferns
Cursed Crow


STARTING HAND
Spore Shambler
Tiger Cub
Feral Strike
Centaur
Ironbark Treant


WORKERS
Verdant Tree
Rich Earth
Playful Panda
Rampant Growth


[/spoiler][/details]

[details=NextHand]

[spoiler]Ferocity
Young Treant
Tiger Cub
Feral Strike
Cursed Crow


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Feral Strike (Boosted) - put 2 Gigadons into play - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Gigadon (8/8+A overpower, Resist 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Gigadon (8/8 overpower, Resist 1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Cala lvl 5 (4/2)

[B]Buildings:[/B]

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 5
  • Deck: 9
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

You know what’s scary right now? Kidnapping. Barring that, I’m well set up for Predator Tiger/Ferocity next turn to wipe his board, then, ideally, Behind the Ferns and Abomination to let it hit his workers. If he kidnaps I Might be in trouble, but I can try another Feral Strike next turn to put down an abomination and, say, a Gorgon. We’ll see how it goes. Hopefully, though, he didn’t tech kidnapping. It seems unlikely that he would, after all. He’s only Teched 6 cards so far this game. I figure that includes at least 2 Tech 1 units and 2 Tech 2 units. That leaves 2 possible slots for spells. I have to imagine that one of those is bloodlust. I suspect the other is either another copy of bloodlust or a Dinosize. At least that’s the hope.
[/details]

Note: You didn’t mark the disease spec choice in the sheet, so it isn’t showing up.

P2T5


Tech StartingHand Workers

TECH
Crashbarrow
Dinosize


STARTING HAND
Shoddy Glider
Kidnapping
Mad Man
Charge
Crash Bomber


WORKERS
Careless Musketeer
Bloodburn
Pillage
Nautical Dog
Charge


NextHand

Bloodrage Ogre
Bombaster
Makeshift Rambaster
Scorch


Discard

Shoddy Glider
Kidnapping
Crash Bomber
Mad Man
Crashbarrow
Dinosize


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Drakk lvl 2 - ($5)
Shoddy Glider, kills Calamandra, Drakk to lvl 4 - ($4)
Kidnapping SQL gigadon, trades with Scav Gigadon, overpower 1 onto base - ($0)
Arg hits your base to 17

Float ($0)
Discard 2, draw 4


[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]: Wisp 0/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Argagarg 1/3, lvl 1
  • Drakk 2/3, lvl 4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Huh, went for 2 gigadons, interesting. Given drakk, I would have expected a bear, or really lots of other things. But I think bear is the only thing that would have given any pause to kidnapping.

Odd. I did mark it. Sometimes my changes don’t post properly, though. I was really hoping you didn’t tech kidnapping, or at least didn’t draw it. I actually came really close to summoning Abomination/Gigadon, with the abomination in SQL to blunt exactly this kind of play, forcing you to choose between killing Cala and finishing off the Gigadon. As it is, though, that’s probably enough of a tempo loss to break me. I’d play another turn, but given my economy, I don’t think I could do much more than delay the inevitable, and I’d rather get another game started. It’s your turn to go first. I’m switching to [Demonology]/Finesse/Strength.