I kill your patroller in technician slot, then I play a card that allows me to look at your hand, hence I asked what your technician draw was.
I’m not supposed to know your tech choices! Fortunately you didn’t provide me with secret knowledge that I’m not putting to as you had both of these cards in your hand.
About your turn 1: well yeah, the card is incredibly strong. But probably a 2/3 hero in SL is better than a 2/2 hero in scavenger which my hero can easily kill directly. At least let me have to work for a hero kill ![]()
And with you now being able to kill grave, it probably wasn’t that bad got you, except for my cycle to be very small which let’s me do a better planning for the next cycle. But that advantage is not too strong. Your additional worker definitely is going to pose a big threat in the long run.
testing brown game2 P1T3
P1 [Bashing]/Ninjutsu/Discipline vs. P2 [Evolution]/Primal/Swarm
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Training Grounds (4)
Revolver Ocelot (3/3)
STARTING HAND
Spark
Helpful Turtle (1/2)
Martial Mastery
Brick Thief (2/1)
Revolver Ocelot (3/3)
Wither
WORKERS
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Brick Thief (2/1)
NextHand
Bloom
Revolver Ocelot (3/3)
Martial Mastery
Training Grounds (4)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
grave attacks SL
spark kills SL - ($4)
brother & tenderfoot kill queen, both take 1 damage, you draw
turtle - ($2)
Martial Mastery, nothing to discard, draw 2, look at your hand - ($1)
messenger pings tech 1
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader: Helpful Turtle (1/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Grave (3/1, lvl3)
- Tenderfoot (1/1)
- Older Brother (2/1)
- Timely Messenger (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7