[details=Discard][spoiler]
Bone Collector
Bone Collector
Playful Panda
Predator Tiger
[/spoiler][/details]
Tech 0 card(s)
Get Paid + float + scav - ($12)
Young Treant, I draw - ($10)
Pirate Gunship, kills Rook, Garth to lvl 3 - ($4)
Lich’s Bargain, my Base to 15HP - ($2)
Garth makes a Skeleton
Garth to mid - ($1)
Garth deals 2dmg to your Base, to 16HP
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2 + 1)
[I]Elite[/I]: Zombie (3/2)
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Horror (3/3), death touch
[I]Lookout[/I]: Skeleton (1/1)
[B]In Play:[/B]
Garth lvl 4 (2/4)
Pirate Gunship (7/6), flying
[B]Buildings:[/B]
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Feral)
Tech III HP: 5
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts][spoiler]
Playing Lich’s Bargain and making a Skeleton for blocker spam while I wait for Gunships to come round. But can also generate up to three additional draws (Young Treant, Garth’s mid on 2 Skeletons) to fish for a Gunship this turn, combined chance ~60% of hitting at least one.
The thing is none of them have even close to the same board impact the turn it comes down, and the ones that come even close cost nearly twice as much. It’s a poorly balanced card.
Agree with both of these. Gunships are the strongest of the Tiii bunch, and by quite a margin. But playing an Ebbflow Archon, Zarramonde, Liberty Gryphon, Moss Ancient, Oathkeeper, Guargum or T Rex instead at this point would still usually be enough to win the game. Also, Anarchy Tech 2 is OK but not dominating in the way some really strong Tech 2 specs are, so that’s a “cost” to set against the low cost of a Gunship. Or if using a Tech Lab, not being able to use the add-in slot for a Tower or Heroes Hall, and having a 4HP rather than 5HP building that the opponent need to destroy to stop you are also costs.