I love my IPNs but again it seems like you chose your counter tech wisely - now suprise me again with your tech 2 choice
casual zango vs dwarddd game 3 P1T4
P1 [Bashing]/Discipline/Ninjutsu vs. P2 [Balance]/Feral/Growth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Shuriken Hail
Young Lightning Dragon (3/3)
STARTING HAND
Bloom
Granfalloon Flagbearer (2/2)
Wither
Inverse Power Ninja (6/6)
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Spark
Brick Thief (2/1)
Inverse Power Ninja (6/6)
NextHand
Older Brother (2/2)
Timely Messenger (1/1)
Helpful Turtle (1/2)
Training Grounds (4)
Training Grounds (4)
Discard
Wither
Granfalloon Flagbearer (2/2)
Bloom
Tenderfoot (1/2)
Shuriken Hail
Young Lightning Dragon (3/3)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
grave readily kills SL
wither MP (I really really don’t like that guy) - ($6)
tech 2 - ($2)
hh - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Inverse Power Ninja (5/5)
Elite: Grave (4/4, lvl3)+
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
Thoughts
that line up nicely. I’m a bit afraid of his synergy plan for the frogs unless he just used them for stalling so let’s try to reduce his gold count. the patrol is chosen sich that he can’t attack anything with Cal and let her survive AND build tech 2