STARTING HAND
Flagstone Garrison
Overeager Cadet
Forest’s Favor
Merfolk Prospector
Flagstone Garrison
Young Treant
Bone Collector
Verdant Tree
Rampant Growth
STARTING HAND
Bone Collector
Overeager Cadet
Drill Sergeant
Bone Collector
Verdant Tree
Rampant Growth
Drill Sergeant
Young Treant
Overeager Cadet
Flagstone Garrison #2
Tech 0 card(s)
Get Paid - ($10)
Assimilate your Garrison - ($7)
Nullcraft, I Draw - ($5)
Yesterday’s Golgort, I Draw - ($2)
Shimmer Ray, I Draw - ($1)
Knight of the Conclave, I Draw
Seer, I Draw, Rune to Prynn - ($0)
Nullcraft kills Garth, Vir to lvl 3
Bone Collector (3/3)
Moment’s Peace
Bone Collector (3/3A)
Doom Grasp
Doom Grasp
Overeager Cadet #1
Fairie Dragon
Fairie Dragon
Tech 2 card(s)
Get Paid - ($10)
Moment’s Peace - ($8)
Skellie and Bone collector kill golgort, generate a skellie
Bone Collector kills Seer, get a skellie
Onimaru - ($6)
Tech Lab - Balance - ($5)
Overeager Cadet
Prospecter digs for 1 gold - ($6)
Midori Trades with Shimmer Ray
Tech 1 card(s)
Get Paid - ($10)
Scav + Tech - ($11)
KotC, I Draw
Yesterday’s Golgort, I Draw - ($8)
Seer, Rune to Prynn, I Draw - ($7)
Shimmer Ray, I Draw - ($6)
Prynn + Vir break your tech 2, Two runes to golgort, and 1 to Prynn
Worker - ($5)
Discard a card to Shimmer ray
Tech 3 - ($0)
The point when you realise that you forgot the KotC are soldiers, battle suits give them 5 attack, and therefore your opponents merfolk prospector should have died at least 3 turns ago…
I am. you must give levels to those who can. U have a choice only if there are multiple options. like, it there was a lv 1 vandy and a lv1 rook u could pick.
From the rule book itself
"And speaking of heroes dying, whenever a hero dies, one (in-play) opposing hero levels up twice for free. The active player chooses which hero if there are multiple opposing heroes, and they can only choose a hero that actually can level up at least once"
It is one of the more powerful anti building/upgrade cards, but then it is something quite easy to plan around. Going against it, is like trying to do an Art of War build against the white starter. Mostly I find it gets no use, as against starter building/upgrades it is far too slow. Plus the only reason garrison worked for me is because I did a build that can take advantage of it. The normal Present/Future lines cant make good use of it, and which case it is a worse nature reclaims as they can get their garrison back.
The best way to counter Assimilate is to not play Tech 1/2 Upgrades/Buildings that your opponent can use (Ongoing spell rarely fall into this category, but I have used it against an opponents Mind Control on my Immortal).
Every colour has powerful options that you have to play around, it is the same way you wouldn’t play a single large blocker against black, as Sac the weak or Hooded Executioner can ruin your day. Or pump a lot of gold and cards into a Hero against white due to Snapback.
Now given Assimilate is a spell, you can also do the normal anti spell options, IE kill the hero that casts it. That a) makes me have to put another 2 gold to take your garrisons (which just becomes levels for you, and reduces the amount I can make use of the garrison when I take it), and b) gives you a safe turn when you know it can’t be taken (and if my draws are bad, that can easily extend to 2/3 turns…)
TBH I don’t think Assimilate is stronger than Nature Reclaims. In most cases it is weaker, as it clogs up your deck if they can’t remove their own upgrade/building, and if they can, then you have to keep playing/cycling correctly to have it at the right times, and costs more gold. In the small cases when you can also make use of the upgrade/building (as was the case here, when I chose to not do my normal Tech 2 Present rush, so that I could make use of an assimilated garrison), then it is stronger, but most of the time, your opponent doesn’t play the upgrade/spell, so you’ve committed a resource to counter nothing…
An Art of War build is where you focus on Oni’s ultimate spell. Given a 6/7 Swift striking, Unblockable, Frenzy, Readiness hero can easily destroy your opponents tech/base, and defend easily, it can be very hard for a codex with no hero removal to deal with. A good example would be my last game in the King of the Hill series. I chose a strat that couldn’t answer it, and was forced to watch my base get destroyed.
Thanks Shadow, that makes sense. I wonder if I’d just avoided Garth going to 1 health in P2T7 (I forgot about nullcraft) whether the next turns Doom Grasp would have swung things in my favour as I wouldn’t have had to trade Midori and could have used him to remove your stolen Garrison?