Casual Zhavier vs Kaelii

"P1T3


Tech StartingHand Workers

TECH
Gargoyle
Overeager Cadet


STARTING HAND
Playful Panda
Spore Shambler
Rampant Growth
Young Treant
Spirit of the Panda
Verdant Tree


WORKERS
Forest’s Favor
Tiger Cub
Spore Shambler


NextHand

Ironbark Treant
Galina Glimmer
Merfolk Prospector
Overeager Cadet
Gargoyle


Tech 2 card(s)
Get Paid - ($6)
Tech 1 - ($4)
Water Elemental kills squad leader skeleton
Arg gives wisp +1/+A
Wisp pops javelineer skeleton loses an armor, draw a card.
Playful Panda - ($2)
Young Treant - ($0)
Worker

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Water Elemental (3/2)
  • Wisp-a-Garg (1/1)
  • Arg (1/5)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

Note the wisp loses the atk at the end of your turn.

Also my skeletal Archery didn’t show In Play for some reason.

P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Bird’s Nest


STARTING HAND
Sacrifice the Weak
Bone Collector
Thieving Imp
Summon Skeletons
Pestering Haunt


WORKERS
Jandra, the Negator
Poisonblade Rogue
Thieving Imp


NextHand

Bone Collector
Bird’s Nest
Deteriorate
Graveyard
Blooming Ancient


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Tech 2 (Growth) - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Garth 1/3, lvl 1
  • :pschip: [I]Technician[/I]: Skeleton 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skeletal Archery
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]This looks like a fairly typical garth maxband for blooming ancient then liches bargain, though he could also just be hauling in a fat rino.

I can clear bone via water-ele+arg midband, panda plays with the skeleman.
Garth vs young treant wisp wisp arg, an injured panda and whatever I play this turn.
If I am patrolling the treant and wisps he shoudn’t be able to get to arg.
He has 8 gold
He’s got 4 teched cards I need to worry about, and I see one as bone collector.
With a 6 card hand he can afford an extra spell/unit and not go down on cards.

6 will maxband garth; 4-5 if he has 1-2 nether drains (which means he’s probably only got bone collector or lich’s left).

  1. That puts him to 3/4 garth, 2/4 blooming. Lich’s is the scary thing bringing in all of 9 more attack and uses 2 more gold putting him at 6-8 used. Garth can take out treant in squad lead as easily as in elite. Sac/deteriorate can only really hit wisps or treant so not worried there.
    (Bone C, Bone C, Lich, Lich techs?, maybe swap a bone C for nether drain)
    ** A non-unreasonable alternative for him would be looking to get out birds and blooming for a flying doom, but seems less likely.

  2. If it is a rino instead he has 3/4 garth and 7/8 rino, and 2-4 gold to play with.

So my play definitely wants the gargoyle as I can have panda and/or rampant available, which means it WILL be able to hit for 6-8, which is 3 of my gold this turn, and its target is going to be Garth next turn to stop additional things.
Worker the ironbark probably.
Need to decide tech 2 or heroes hall; heroes hall means I could drop Galina Glimmer, and I should have some of my current green units alive next turn, as the most he could do to kill them off in the lich plan is deteriorate injured panda, bop the young treant, left with wisp wisp, so I could ALSO drop prospector to bump myself up to 4 green units expected. That puts me at discarding 1 however which means I only see rampant and spirit of the panda no chance of what I tech, if I just go tech 2 I get 1-2 shots at drawing what I tech as part of my next hand (overeager still optional).
With Garth, possible summon skeles, probable Bargains, at least one bone collector, possible haunt/javelineers sticking around I think my best plan is to go for Peace Tech 2.

He relies heavily on skeletal archery anti-air and garth to keep me out of the air as he basically only has birds to actually stop air attacks. DS, Air hammer, and flagstone garrison are all extremely solid versus growth-necro especially with my early techs, but I think right now it is probably more important for me to tech in dinosize and stampede, as I want to be killing some of the stuff Garth should be bringing to town. DS vs Garrison vs Air Hammer probably depends on exactly what I’m drawing after this turn and what things look like in my next turn.
[/details]

P1T4


Tech StartingHand Workers

TECH
Dinosize
Stampede


STARTING HAND
Galina Glimmer
Ironbark Treant
Overeager Cadet
Gargoyle
Merfolk Prospector


WORKERS
Forest’s Favor
Tiger Cub
Spore Shambler
Ironbark Treant


NextHand

Rampant Growth
Overeager Cadet
Spirit of the Panda
Galina Glimmer
Verdant Tree


Tech 2 card(s)
Get Paid - ($7)
Worker
Gargoyle - ($4)
Tech 2, Peace - ($0)
Arg buffs Water elemental who ruin’s a some poor guy’s Bone Collection.
Panda plays with the skeleman, you draw a card.

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Wisp-a-Garg (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Arg (1/5)
  • Playful Panda (2/1)
  • Gargoyle (0/2 indestructable)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts post turn

Nuts missed both my techs. Oh well, maybe I’ll draw from a wisp. I can still do maxband vandy for 6 to get some extra damage soon with likely heroes hall at the same time.

P2T4


Tech StartingHand Workers

TECH
Lich’s Bargain
Might of Leaf and Claw


STARTING HAND
Bird’s Nest
Blooming Ancient
Deteriorate
Graveyard
Bone Collector
Pestering Haunt


WORKERS
Jandra, the Negator
Poisonblade Rogue
Thieving Imp


NextHand

Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak
Bone Collector


Tech 2 card(s)
Get Paid - ($8)
Blooming Ancient - ($4)
Rook, BA+1 - ($2)
Bird’s Nest, BA+2 - ($0)
Pestering Haunt, BA+1
Garth casts Deteriorate on Panda
Move 2 Runes to Bird #1
Garth Kills Wisp-a-garg, you get 1g

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bird #1 3/3+A, +2 Runes
  • :psfist: [I]Elite[/I]: Rook 3/4, lvl 1
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skeletal Archery
  • Bird #2 1/1
  • Bird’s Nest
  • Pestering Haunt 1/1
  • Blooming Ancient 4/6, +2 Runes
  • Garth 1/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I need cards again.

P1T5


Tech StartingHand Workers

TECH
Air Hammer
Air Hammer


STARTING HAND
Spirit of the Panda
Verdant Tree
Rampant Growth
Overeager Cadet
Galina Glimmer


WORKERS
Forest’s Favor
Tiger Cub
Spore Shambler
Ironbark Treant
Verdant Tree


NextHand

Merfolk Prospector
Dinosize
Stampede


Discard

Playful Panda
Gargoyle
Rampant Growth
Air Hammer
Air Hammer


Tech 2 card(s)
Get Paid + scavenger - ($9)
Worker
The Spirit of the deteriorated panda infuses the wisp - ($5)
Rampant Growth Panda-wisp - ($3)
A wild Vandy Appears - ($1)
Wisp SMASH puny rook losing 2 armor in the process, bird’s nest dies, vandy to level 3 - ($2)
Activate Gargoyle - ($1)
Arg buffs gargoyle, it trades with squadlead bird
Tell the recuit about this party. He shows up uninvited

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Overeager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Arg (1/5)
  • Vandy (3/4)
  • Panda spirit Wisp (2/2)
  • Spirit of the Panda (Wisp)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

P2T5


Tech StartingHand Workers

TECH
Stampede
Blooming Ancient


STARTING HAND
Sacrifice the Weak
Summon Skeletons
Skeleton Javelineer
Bone Collector


WORKERS
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Summon Skeletons


NextHand

Lich’s Bargain
Might of Leaf and Claw
Deteriorate


Discard

Bird’s Nest
Sacrifice the Weak
Pestering Haunt
Skeleton Javelineer
Stampede
Blooming Ancient


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bone Collector, BA+1 - ($5)
Garth makes a Skeleton, BA+1 - ($4)
Argagarg + Wisp, BA+2 - ($2)
Sacrifice the Weak, Young Treant and my wisp die - ($0)
Pestering Haunt and Garth kill Overeager Cadet, you draw 1
Blooming Ancient kills Argagarg, takes 1, my Argagarg to lvl 3
Move 3 Runes to Bird #2, kill Vandy, my Argagarg to lvl 5, Water Elemental BA+1
Move a Rune to Skeleton

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton 2/2+A, +1 Rune
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Water Elemental 3/3
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Skeletal Archery
  • Bird #2 4/4, +3 Runes
  • Bone Collector 3/3
  • Argagarg 1/5, lvl 5
  • Blooming Ancient 5/6, +3 Runes
  • Garth 1/1, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

Well that’s PROBABLY game in the next two or so turns assuming you pull out BA#2 with garth and do something like stampede or even just Lich Bargain.
But lets see how it plays out.

P1T6


Tech StartingHand Workers

TECH
Patriot Griffon
Patriot Griffon


STARTING HAND
Merfolk Prospector
Dinosize
Young Treant (0/2+A)
Overeager Cadet


WORKERS
Forest’s Favor
Tiger Cub
Spore Shambler
Ironbark Treant
Verdant Tree
Stampede


NextHand

Playful Panda
Air Hammer
Galina Glimmer


Discard

Dinosize
Patriot Griffon
Patriot Griffon


Tech 2 card(s)
Get Paid, wisp heals 1 - ($9)
Worker
Young Treant - ($7)
Merfolk Prospector - ($6)
Overeager Cadet
Start tech 3 - ($1)
Attack panda wisp into skeleboy because gold and why not? - ($2)
Onimaru - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2+A)
  • :psfist: [I]Elite[/I]: Young Treant (1/2)
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]: Onimaru (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rich Earth
  • Panda spirit Wisp (2/1)
  • Spirit of the Panda (Wisp)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

P2T6


Tech StartingHand Workers

TECH
Doom Grasp
Doom Grasp


STARTING HAND
Deteriorate
Lich’s Bargain
Might of Leaf and Claw


WORKERS
Jandra, the Negator
Poisonblade Rogue
Thieving Imp
Summon Skeletons


NextHand

Graveyard
Bird’s Nest
Bone Collector


Tech 2 card(s)
Get Paid - ($9)
Deteriorate Merfolk Prospector, you get 1g
Might of Leaf and Claw - ($6)
Water Elemental Kills SQL, MoLC+1
Move +1 Rune to Skeleton, BA at +2
Skeleton kills Onimaru at long range, Garth to lvl 3, MoLC+1
Maxband Garth, heals, fetch a Blooming Ancient, BA+1 - ($2)
Bone Collector kills Young Treant, MoLC+1, Skeleton, BA+2
Arg hits Base to 19, MoLC+1
Lich’s Bargain, BA+6
Move 2 runes on BA#2 to BA#1, total of +9
BA#1 brings base to 8, MoLC +1, active
Bird finishes your base with 9 dmg, GG!

So, I would say that you should rely more on your Heroes’ inherent strength, especially in this matchup. Vandy and Onimaru are very strong combat heroes. Vandy and Oni both have good spells to support with that can help keep my board under control. I see you didn’t bring in drill sergeants/flagstones. I think you could have had some success with those, because there was a chance peace engine could compete with Blooming Ancients.

A weakness of your deck is lack of direct removal of anything. This means your heroes need to leverage their combat strengths to remove everything. Oni can boot camp to move things out of the way, and Vandy can shadow blade or maxband, but everything else requires you to have units in play ready to accept buffs. You could consider dropping a hero to bring in some red haste, or past for its various bounce effects.

I think I’m having issues rooted in bringing in Arg too early; I should be focusing more on trying to get some sort of trades out of my units rather than have them just keep sitting around as I don’t have terribly much removal, or I need to be much more aggressive about bringing in stampede if I have a maxband arg, so that everything I have on the board can actually do something. I should probably be pursuing a more aggressive Heroes hall plan with vandy or oni as my typical lead.

Vandy brings a couple really important tools for the deck - modest removal, a very good attachment for tiger, panda, and ironbark treant.

T4 and T5 I got kinda unlucky;
I could’ve had rampant growth, spirit of the panda on T4 (2/3 cards left in deck)
T4-T5 I again “Discard 3, draw 3, reshuffle, draw 2” and am left missing dino and stampede in deck, either of which does way better than my actual T5 (stampede, vandy, arg kills rook, garg activates kills bird, wisp pops garth, vandy is maxband on haunt/wisp, overeager in squad lead, vandy in technician?) Dinosize isn’t as good but I think there is a way I pop blooming with dinosize? Maybe depended on my T4 being better too.

Turn 5 you had 3 things that could attack, so I made a decision that you could either kill Garth or kill Blooming ancient if you somehow got both Arg and the wisp big enough to take down rook and then something in back. If you took Garth, I have only one ancient, if you took ancient I get it back with Garth.

I find green is very hard to figure out how to be aggressive vs defensive. At some point you have to go from defense to offense, but that can be pretty hard with Arg contributing only 1 damage. Basically Vandy can make some really good trades, frenzy gives Oni some good trades, he likes to eat other heroes especially.

I’m up for another one in a bit, if you’re still interested.

I am still pretty new to piloting this deck – I might start workering rampant growth//prospector a bit earlier than I have been, or maybe even just planning on trading out my prospector instead of trying to mine it for gold always.

I also probably underestimate the strength of Tech 2x stampede if I open like I did. (Stampede-worker with arg-wisp-water elemental isn’t amazing, but it also isn’t terrible either – doesn’t get garth but it puts a decent chunk of damage onto your base leaving you at 11 HP on your turn 3.)

11 HP and a likely near empty board. I am game for more games :smiley:

Random.org says I am player 2.

Thoughts on seeing hand

Rich Earth
Young Treant
Forest’s Favor
Verdant Tree
Rampant Growth

WORRY

P1T1


StartingHand Workers

STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Summon Skeletons
Deteriorate
Jandra, the Negator


WORKERS
Summon Skeletons


NextHand

Skeleton Javelineer
Graveyard
Pestering Haunt
Thieving Imp
Skeletal Archery


Discard

Poisonblade Rogue
Sacrifice the Weak
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jandra, the Negator - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jandra, the Negator 3/3
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

I am going to try the legendary strategy here, let’s see how it goes. Next turn is very likely Rook, Tech 1, and Pestering Haunt.

P2T1


StartingHand Workers

STARTING HAND
Rich Earth
Young Treant
Forest’s Favor
Verdant Tree
Rampant Growth


WORKERS
Rich Earth


NextHand

Merfolk Prospector
Tiger Cub
Ironbark Treant
Spore Shambler
Playful Panda


Discard

Rampant Growth
Verdant Tree
Young Treant
Forest’s Favor


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Heroes are not units
Heroes are not units
Heroes are not units
AAAA?

Float ($2)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Vandy Level 1 (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6
Thoughts

Having ONLY young treant is just a whole world of NOPE NOPE NOPE NOPE. I dodged a bullet with ONLY jandra hitting the board I think. I think the gold is just more useful next turn than it is this turn? Maybe I am literally crazy though. Thinking tech 1 + heroes hall +merfolk+worker+panda or I could be leveling vandy instead of tech 1 or something.

P1T2


Tech StartingHand Workers

TECH
Mythmaking
Mythmaking


STARTING HAND
Graveyard
Pestering Haunt
Thieving Imp
Skeleton Javelineer
Skeletal Archery


WORKERS
Summon Skeletons
Thieving Imp


NextHand

Deteriorate
Graveyard
Skeleton Javelineer
Mythmaking
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Tech 1 - ($0)
Pestering Haunt

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jandra, the Negator 3/3
  • Pestering Haunt
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Ok, so double mythmaking. Galina is not as good as Boulder with this setup. If I had the green starter, then maybe. I will probably tech 2 Boulder’s Next turn, or maybe Boulder Plus Bird’s Nest. One of my problems is that Gargoyle could be showing up and I didn’t get a bird’s Nest. It is also possible for Rampant Growth Vandy to kill Rook and maxband, but that would be 5 of 8 gold, leaving only 2 for tech 1 or a unit, which would be a pretty good deal for me.

P2T2


Tech StartingHand Workers

TECH
Metamorphosis
Shadowblade


STARTING HAND
Ironbark Treant
Spore Shambler
Playful Panda
Tiger Cub
Merfolk Prospector


WORKERS
Rich Earth
Ironbark Treant


NextHand

Tiger Cub
Rampant Growth
Forest’s Favor
Playful Panda
Young Treant


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Spore Shambler - ($4)
Vandy gets +2/+2 - ($2)
Midband Vandy - ($0)
Vandy smash puny Rook, gaining two levels - heals from maxband, dooming spore shambler and Jandra

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Spore Shambler (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy Level 5 (6/7) (2x +1/+1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts]Well I guess this is my plan now. I’m not shutting out all his options but this SHOULD be really painful for him.
He has next to no way to clear Vandy this turn – pestering haunt into vandy, summon garth (-2 gold), deteriorate spore crawler, overpower 3 onto vandy with Jandra, Nether Drain (-2 gold), Nether Drain (-2 gold) is ALL of his gold AND three cards, but doesn’t even kill her.
He can’t doomgrasp her as that costs 2+4+1 due to resist, and he has only 6 gold.

He’s got 6 power on board, so he CAN walk 3 damage into vandy with no cards, which is probably happening. Or walk the damage into my face.
He can’t even kill off jandra early outside of sac the weak, which is again at least 4 gold of his and doesn’t do much.

The only things he can have sticking around on board are heroes and
Arg is PROBABLY just food if he comes out.

He could drop a graveyard, which will be half full from units, or skeletal archery.
Maybe he goes tower+garth+worker float?

I’m PROBABLY looking at heroes hall and tech 1 next turn, looking for a two hero meta and close the game out real hard real fast.[/details]

Spore Shambler can only move runes to units.

Fdsf
So it would seem.
Rip dreams. Thought I checked that too.