WELL, that didn’t take long for me to forget something important.
ANYWAY, lets see how this turns out.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Merfolk Prospector - ($5)
Ironbark Treant - ($2)
Verdant Tree - ($0)
Discard 1, reshuffle, draw 3
[I]Elite[/I]: Ironbark Treant (2/2+AA)
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Playful Panda (2/2)
Verdant Tree :3
- Merfolk Prospector (1/1)
Base HP: 20
- Hand: 3
- Deck: 3
- Disc: 0
- Gold: 0
- Workers: 7
Verdant Tree is a little squishy, but he needs to hit deteriorate or sac the weak to break patrol zone for rook (sac/deteriorate the wisp, toss dudes into my panda) or to have teched copies of thunderclap to walk rook into it. And I still keep my ironbark.
If he doesn’t have deteriorate and sac the weak I get to threaten tech 2, but I couldn’t really afford to play anything even if I did.
I got Arg coming back up so maybe I should be teching dinosize because I will probably have things on the board, but possibly not enough that I can actually threaten one/both of rook’s lives and I’m not sure if it is worth going too ham after a possible tech 1 break just yet.
I do need to deal with rook sometime so I don’t get earthquake’d to death but a single EQ actually isn’t that scary without damaged buildings so I should have some time before he starts actually trying to hammer me with EQ’s.
I sorta expect a mythmaking sometime this game, but early galina could still earn me some cash and I’m really hoping to get that gargoyle down soon so I can threaten lockdown on a tech until he gets something.
I expect my deck won’t stick around size 6 for long, but I’m fairly certain I get to keep a pretty decent board.[/details]