Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
I didn’t actually float a gold last turn because tech 1 costs 2 for a multi color - ($5)
Technician draw
Merfolk trades with bro
Playful panda - ($3)
brave knight - ($0)
overeager cafet
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Calypso - ($5)
Jaina Exh: 1 to Squad Lead
Ember Sparks: 3 to Squad Lead (does not return to hand) - ($2)
Float ($2)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Calypso (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
Ember Sparks continues to shine. We are going down on cards here, but having an active Jaina in play is worth it. I need these Crashbarrows to hit him hard in a couple turns.
STARTING HAND
Rich Earth
Rampant Growth
Forest’s Favor
Tiger Cub
WORKERS
Young Treant
Verdant Tree
Spore Shambler
Rich Earth
NextHand
Overeager Cadet
Ironbark Treant
Brave Knight
Discard
Brave Knight
Rampant Growth
Playful Panda
Forest’s Favor
A moment’s Peace
Flagston Garrison
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Panda trades with your Tech Calypso
Midori - ($4)
Midori casts rampant growth the cadet - ($2)
Cadet kills Jaina, Midori levels
Tiger Cub - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Wisp 1/1
[I]Scavenger[/I]:
[I]Technician[/I]: Tiger Cub 2/2
[I]Lookout[/I]:
[B]In Play:[/B]
Overeager Cadet 2/1
Midori L3, 2/3
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I debated whether to midband Midori or play the Cub. both cost 2 gold, both give me 2 extra HP before he can kill Midori (because midbanding will give +1 to the Wisp). The cost of the Tiger is that I am going down one more card, which is not at all great. My tech 2 is kind of far now. The issue is, I can assume he has some haste in hand even though he doesn’t yet have tech 2 so no Crashbarrows yet. Killing Jaina was key because he seemed to have teched spells for her. He always has Zane for Haste and he’s likely to have one more unit for haste, but I doubt he’ll have 3 hasted units or overpower just yet, and I want to keep Midori safe. (he can always use Zane + crash on a unit + dog, and he may have Lobber, but that’s at least 3 cards).
STARTING HAND
Overeager Cadet
Ironbark Treant
Brave Knight
WORKERS
Young Treant
Verdant Tree
Spore Shambler
Rich Earth
Ironbark Treant
NextHand
Merfolk Prospector
Rampant Growth
Playful Panda
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 peace - ($3)
Midori midbands - ($1)
Cadet trades with bombaster
Tiger cub kills Drakk, my base takes 1 damage and Midori to L7
Midori maxbands - ($0)
Midori and Wisp break your tech 2, your base to 18
Overeager cadet
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Overeager Cadet 3/3A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Midori L8, 4/5
Tiger Cub 3/2
Wisp 1/2
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
I’d love to get a card from a techintian but I worry about Shark Attack and whatnot. It seems like 3 damage is much easier for him to get on one attacker than 4. Here’s to hoping there’s a bunch of dead cards in his hand this turn (anyone says Crashbarrows?)