GLHF!
"P1T1
StartingHand Workers
STARTING HAND
Spore Shambler
Merfolk Prospector
Forest’s Favor
Rampant Growth
Ironbark Treant
WORKERS
W1 - Ironbark Treant
NextHand
Verdant Tree
Rich Earth
Playful Panda
Tiger Cub
Young Treant
Discard
Rampant Growth
Forest’s Favor
Spore Shambler
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Cal - ($1)
Summon Merfolk Prospector - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]:
- [I]Elite[/I]:
- [I]Scavenger[/I]: Merfolk Prospector (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B] - Cal, lvl 1, (2/3)
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
Necro, Present, Fire. Well, the first thing that comes to mind is running a strong tech 1 presence via Graveyard and Lobbers. I imagine he will try and patrol fodder with garth and skeletons. Green doesnt have a whole lot of immediate ways to deal with this, but stealth Cal should be a good threat, it not some sort of rampant growth wisp or something. I also need to watch out for him gunning for tech 2, to drop those hyperions as quick as he can.
Cal / MP opening. as ideal as can be. well rounded, lots of options moving forward.
worker-ing Ironbark treant as he has wall only use, and i would prefer to have spore shambler in case i need his runes later.
"