IsotopeX (Black) vs Payprplayn (Feral/Anarchy/Present)

Good luck, @payprplayn

"P1T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Skeleton Javelineer
Pestering Haunt
Skeletal Archery
Deteriorate


WORKERS
Skeletal Archery


NextHand

Poisonblade Rogue
Thieving Imp
Summon Skeletons
Graveyard
Sacrifice the Weak


Discard

Jandra, the Negator
Deteriorate
Pestering Haunt


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1 javelin rune)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Vandy Lv. 1 (2/3 Sparkshot)
  • :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: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
    "

Player 2 Turn 1


[details=StartingHand Workers]

[spoiler]STARTING HAND
Rampant Growth
Forest’s Favor
Ironbark Treant
Verdant Tree
Rich Earth


WORKERS
Verdant Tree


[/spoiler][/details]

[details=NextHand]

[spoiler]Young Treant
Merfolk Prospector
Playful Panda
Spore Shambler
Tiger Cub


[/spoiler][/details]

[details=Discard]

[spoiler]Ironbark Treant
Forest’s Favor
Rampant Growth


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Tech I - ($0)
Worker

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]

  • Rich Earth

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 3

[B]Gold:[/B]

  • Gold: 0
  • Workers: 6

[details=Thoughts]

So, this is not how I envisioned this Codex starting off, but few codices can start how they’d like against T1 Vandy. I’m honestly not even sure I can get by with this, but PetE just pulled a similar move against me in our game, and I’ve seen it before, so maybe it’ll work out. The basic idea of this codex is to abuse the ability to cheat expensive things into play. Theoretically, with a heroes’ hall, you could conceivably get by with never building any tech, Through the wombo combo of Cala maxband->Predator Tiger + Temporal Distortion + Warpgate Disciple+Now->for instance, Gigadon. In actual fact, I expect to build Tech I most games, and if I ever build Tech II, I can spec Anarchy and play Sanitorium for maximum shenanigans (I actually initially built this deck with the idea of playing for an early sanitorium, which combos really well with Geiger, since he can turn free ephemeral units into straight up free units. Anyway, before I can do anything, I have to figure out how to stall Vandy, so that will be my first order of business.

2 Likes

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Dark Pact


STARTING HAND
Poisonblade Rogue
Graveyard
Summon Skeletons
Thieving Imp
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Poisonblade Rogue
Deteriorate
Sacrifice the Weak
Bone Collector
Jandra, the Negator


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp - ($1)
Imp causes discard of card #1
Tech I - ($0)
Skeleton Javelineer and Vandy attack Tech I for 3 damage

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


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

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy Lv. 1 (2/3 Sparkshot)
  • Skeleton Javelineer (1/1 javelin rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

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

That was probably a bad decision on Turn 1. Time will tell, I guess.
Player 2 Turn 2


[details=Tech StartingHand Workers]

[spoiler]TECH
Surprise Attack
Surprise Attack


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


WORKERS
Verdant Tree
Tiger Cub


[/spoiler][/details]

[details=NextHand]

[spoiler]Ironbark Treant
Rampant Growth
Forest’s Favor
Merfolk Prospector


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker
Playful Panda - ($4)

Float ($4)
Discard 2, reshuffle, draw 4


[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]: Whisp
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Rich Earth
  • Playful Panda (2/2)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 4
  • Disc: 0

[B]Gold:[/B]

  • Gold: 4
  • Workers: 7

[details=Thoughts]

The problem with the slow start is I need to figure out a way back in. I really needed that Young Treant so I could drop a bunch of units without going down on cards. I kind of forgot that he could build tech I for 1, tbh. The best tries I can come up with are Surprise attack and Now, so I guess I’m going to try teching 2 copies of SA and hoping for the best. I honestly don’t know what else to do.
[/details]

I tend to think you needed more defense early. You’re heavy on gold, though, and that worries me.

P1T3


Tech StartingHand Workers

TECH
Plague Spitter (Tech I)
Shadow Blade (Demon Magic)


STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Deteriorate
Bone Collector
Jandra, the Negator


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue


NextHand

Shadow Blade (Demon Magic)
Thieving Imp (2/2)
Graveyard
Pestering Haunt
Dark Pact (Demon Magic)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bone Collector - ($3)
Skeleton Javelineer kills Wisp, you draw card
Vandy destroys your Tech I, your base takes 2 damage
Thieving Imp trades with Playful Panda
Heroes Hall - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3 makes skeletons)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy Lv. 1 (2/3 Sparkshot) exhausted
  • Skeleton Javelineer (1/1 javelin rune) (exhausted)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
    "

Player 2 Turn 3


[details=Tech StartingHand Workers]

[spoiler]TECH
Centaur
Temporal Distortion


STARTING HAND
Ironbark Treant
Merfolk Prospector
Forest’s Favor
Rampant Growth
Surprise Attack


WORKERS
Verdant Tree
Tiger Cub
Ironbark Treant


[/spoiler][/details]

[details=NextHand]

[spoiler]Surprise Attack
Young Treant
Spore Shambler
Surprise Attack
Forest’s Favor

[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Worker
Rebuild Tech 1
Maxband Zane. Shove BC to scav and deal it 1 damage. - ($4)
Zane kills BC - ($5)
Surprise Attack! Vandy and Skeleton killed in landlocked feeding frenzy! - ($0)

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]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Rich Earth
  • Zane lvl 6 (4/1)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 8

[details=Thoughts]

Well, that worked sufficiently well, if not as was hoping for. I have now assumed (or am close to assuming) the role of agressor, yet I maintain my economic advantage. I’m teching Centaur/TD because a) Centaur is good. and b) I can use TD to make him better. tbh, though, I’ll probably just surprise attack again next turn, and build a heroes’ hall. If I can get scav gold, I’ll play Cala as well.
[/details]

1 Like

Well, I didn’t expect the sharks. Fortunately you had to max out Zane before the spell so you didn’t get the free levels.

P1T4


Tech StartingHand Workers

TECH
Nether Drain (Necro Magic)
Plague Spitter (Tech I)


STARTING HAND
Dark Pact (Demon Magic)
Pestering Haunt
Graveyard
Thieving Imp (2/2)
Shadow Blade (Demon Magic)


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Graveyard


NextHand

Jandra, the Negator
Sacrifice the Weak
Plague Spitter (Tech I)
Deteriorate


Discard

Bone Collector (3/3 makes skeletons)
Skeleton Javelineer (1/1 javelin rune) (exhausted)
Dark Pact (Demon Magic)
Shadow Blade (Demon Magic)
Nether Drain (Necro Magic)
Plague Spitter (Tech I)


Tech 2 card(s)
Get Paid + float - ($8)
Thieving Imp - ($5)
Imp forces dicard of #3
Worker - ($4)
Garth - ($2)
Orpal Gloor - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Thieving Imp (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv. 1 (1/3)
  • Pestering Haunt (1/1 unstoppable can’t patrol)
  • Orpal Lv. 1 (1/3 dirty damage)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

In other words, the sharks were a… Surprise? :wink:

4 Likes

Quiet, you!

2 Likes

Yeah. I was too focused on the free gold, but free levels are effectively 2 free gold. In retrospect I would have been better off midbanding zane, then killing the BC with both sharks, then killing Vandy with Zane and maxing him. Your Skelly would’ve lived, but I’d have a 4/4 Zane at the end of it, rather than 4/1. Also, I’d have had a gold left over to float, and you wouldn’t have gotten the extra gold from Scav (which you forgot to note, btw.)

Player 2 Turn 4


[details=Tech StartingHand Workers]

[spoiler]TECH
Feral Strike
Now!


STARTING HAND
Surprise Attack
Young Treant
Spore Shambler
Surprise Attack
Forest’s Favor

WORKERS
Verdant Tree
Tiger Cub
Ironbark Treant
Spore Shambler


[/spoiler][/details]

[details=NextHand]

[spoiler]Rampant Growth
Temporal Distortion
Playful Panda
Merfolk Prospector


[/spoiler][/details]

[details=Discard]

[spoiler]Surprise Attack
Surprise Attack
Merfolk Prospector
Young Treant
Feral Strike
Now!


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker
More Sharks, slightly less surprising this time - ($3)
Zane trades with imp, we both get paid. Orpal gets 2 levels. - ($4)
Cala - ($2)
Both of your heroes are eaten by sharks, Cala maxbands- I guess they were tiger sharks.
Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Cala lvl 5 (4/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Rich Earth

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 1
  • Disc: 6

[B]Gold:[/B]

  • Gold: 0
  • Workers: 9

[details=Thoughts]

Hooray, free cala levels! Teching Feral Strike and Now!, preparing to shenaniganize.
[/details]

Also, please mark your tech 1 on your spreadsheet. I didn’t realize you had it. I don’t think it would’ve changed my turn, but still, it’s good form.

So I just realized I forgot to put playful panda back in my deck when you killed it (I just deleted it). I’ve reshuffled since then, so since this is a casual game, we can handle it a couple of ways: either I go back to before the reshuffle and redraw, then redo my last turn, or just leave my previous hand as-is, and just redraw my current hand. If we go back, it’s unlikely to change anything. I actually had two copies of Surprise Attack in my hand (one from before the reshuffle, one from after), so the only way my turn would change is if a) after adding back the panda and redrawing, I don’t draw the other SA, and b) the other SA winds up in slot 2 and gets discarded by your imp. The probability of that happening is 1/7, or about 14%.

No point going back, redrawing the current hand makes sense.

"P1T5


Tech StartingHand Workers

TECH
Cursed Crow (Tech II Disease)
Gorgon (Tech II Disease)


STARTING HAND
Deteriorate
Jandra, the Negator
Plague Spitter (Tech I)
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Graveyard
Jandra, the Negator


NextHand

Skeleton Javelineer (1/1 javelin rune) (exhausted)
Gorgon (Tech II Disease)
Deteriorate
Plague Spitter (Tech I)


Tech 2 card(s)
Get Paid+2 scavenger gold (turn 3 and 4) - ($10)
Worker - ($9)
Plague Spitter - ($6)
Tech II (Disease) - ($2)
Pestering Haunt damages Tech I for 1 damage
Vandy - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Plague Spitter (3/3+1A dirty damage)
  • :psfist: [I]Elite[/I]: Vandy Lv. 1 (2+1/3 Sparkshot)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1 unstoppable can’t patrol)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

I actually did go back, just to see what would happen. As I suspected, nothing relevant changed in my previous hand, so that turn stands, but my current hand is significantly different (worse). I’ll go back to my previous posts and edit in the changes, just for continuity.

Player 2 Turn 5


[details=Tech StartingHand Workers]

[spoiler]TECH
Sanitorium
Feral Strike


STARTING HAND
Playful Panda
Rampant Growth
Merfolk Prospector
Temporal Distortion


WORKERS
Verdant Tree
Tiger Cub
Ironbark Treant
Spore Shambler
Playful Panda


[/spoiler][/details]

[details=NextHand]

[spoiler]Centaur
Temporal Distortion
Forest’s Favor
Sanitorium


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker
Cala Maxband for Predator Tiger - ($5)
Prospector - ($4)
Tech II (Anarchy) - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Predator Tiger (4/4+A resist 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Merfolk Prospector (1/1 resist 1)
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Rich Earth
  • Cala lvl 6 (4/5)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 7
  • Disc: 0

[B]Gold:[/B]

  • Gold: 0
  • Workers: 10

[details=Thoughts]

So without the Centaur, this hand is considerably worse. Centaur is almost as big as the tiger, costs less, and can be played without tapping Cala. I need
[/details]

"P1T6


Tech StartingHand Workers

TECH
Plague Lab
Cused Crow


STARTING HAND
Skeleton Javelineer (1/1 javelin rune) (exhausted)
Plague Spitter (Tech I)
Deteriorate
Gorgon (Tech II Disease)
Shadow Blade (Demon Magic)
Thieving Imp (2/2)


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Graveyard
Jandra, the Negator
Skeleton Javelineer (1/1 javelin rune) (exhausted)


NextHand

Sacrifice the Weak
Dark Pact (Demon Magic)
Bone Collector (3/3 makes skeletons)
Cursed Crow (Tech II Disease)
Nether Drain (Necro Magic)


Discard

Deteriorate
Plague Lab
Cused Crow
Dark Pact
Pestering Haunt
Plague Spitter (Tech I)
Shadow Blade (Demon Magic)
Thieving Imp (2/2)


Tech 2 card(s)
Get Paid - ($9)
Vandy levels to midband - ($7)
Vandy exhausts to use her midband ability, discards, fetches Dark Pact - ($6)
Vandy uses Dark Pact, my base goes to 18
Gorgon - ($3)
Worker - ($2)
Pestering Haunt trades with Prospector, you draw a card
Vandy levels to maximum, cast DOOOM upon the Plague Spitter - ($0)
Plague Spitter (now 5/5) kills Predator Tiger, takes 4 damage

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Gorgon (2/4+1A Deathtouch Draws card on death)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Vandy Lv. 5 (4/5 Sparkshot Resist 1) exhausted
  • Plague Spitter (5/1 DOOOOOOMED dirty damage) exhausted
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

That’s slick using my own Resistance against me.

No, it’s just that Vandy’s maxband only works on Tech 0 or 1 units.

1 Like

Holy smoke, I didn’t realize that.
Player 2 Turn 6


[details=Tech StartingHand Workers]

[spoiler]TECH
Research & Development
Pirate Gunship


STARTING HAND
Centaur
Forest’s Favor
Sanitorium
Temporal Distortion
Young Treant
Surprise Attack


WORKERS
Verdant Tree
Tiger Cub
Ironbark Treant
Spore Shambler
Playful Panda


[/spoiler][/details]

[details=NextHand]

[spoiler]Surprise Attack
Feral Strike
Rampant Growth


[/spoiler][/details]

[details=Discard]

[spoiler]Predator Tiger (4/4)
Merfolk Prospector (1/1)
Forest’s Favor
Surprise Attack
Temporal Distortion
Sanitorium
Research & Development
Pirate Gunship


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($10)
Young Treant. I draw. - ($8)
Forest’s Favor on Cala - ($6)
Geiger - ($4)
discard 2-> give Cala Stealth
Cala kills Vandy, Geiger Midbands.
Centaur - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A, resist 1)
  • :psfist: [I]Elite[/I]: Centaur(4/4 resist 1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:

[B]In Play:[/B]

  • Rich Earth
  • Cala lvl 5 (5/2)+
  • Geiger lvl 3 (2/4)

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 3
  • Deck: 2
  • Disc: 8

[B]Gold:[/B]

  • Gold: 1
  • Workers: 10

[details=Thoughts]

[spoiler]This seems like the best way to keep the pressure up (Treant was probably sub-optimal, but it would’ve been great if I drew into a Feral Strike). If Cala lives (only way she dies that I can think of is Doom Grasp or Sickness+Spreading Plague. I guess any combination of 2 Sickness/Nether Drain works as well. And for that matter a single Nether Drain will stop Feral Strike, though I doubt he’d do that, since it gives lets Cala Heal back to a 5/6), I’ll probably have an answer for the Gorgon next turn.

I wonder if it would have been better to play the Sanitorium instead of the Centaur, and patrol Geiger in Technician. Assuming Cala lived, That would have given me the opportunity for (unboosted) Feral Strike + sanitorium ability-> Fetch 2 immortals (or an immortal and a Rampaging Elephant) -> Immotal kills gorgon, Elephant kills other things. As it is, (boosted) Feral Strike for 2 immortals is still really strong, just not as strong.
[/spoiler][/details]