[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).
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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.
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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]
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[I]Squad Leader[/I]:
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[I]Elite[/I]: Young Treant (1/2)
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[I]Scavenger[/I]: Wisp-a-Garg (0/1)
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[I]Technician[/I]: Wisp (0/1)
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[I]Lookout[/I]:
[B]In Play:[/B]
- Rich Earth
- Arg (1/5)
- Playful Panda (2/1)
- Gargoyle (0/2 indestructable)
[B]Buildings:[/B]
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Base HP: 20
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Tech I HP: 5
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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.