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Random Map/Deck Bonanza: YoungBuck and FrozenStorm

#Player 1, Turn 3 (Random Bonanza! Game 2)
P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

Starting Hand
Events of Turn:

[details=Starting Hand]
Sharks
Birds
RG
RE
Panda
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+2float+2)
  • Tech 2 cards

###Main:

  • Worker (9)
  • Zane (7)
  • Zane takes Sql, takes 1 dmg
  • Merolk Trades with Scn Solider, you get 1 g
  • Rook takes TechN Solider, you get 1 card
  • Surprise Sharks! (2)
  • Sharks Ravage Oni, Zane to L3
  • Birds Nest (0)

[details=Workers]
RE, Sham, Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 RS Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5
  • :HH 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Birdie (1/1)
  • :exhaust: Technician: Birdie (1/1)
  • :target: Lookout:

####In Play:
Rook (2/3 from 1 dmg, L1)
Zane (2/1 from 1 dmg, L1)
####Economy Info:

#####Cards:
Hand: 4
Deck: 6
Disc: 0

#####Gold:
Gold: 2
Workers: 7


[details=End of Turn Hand]
BN
RG
FF
VT
Trent
[/details]


[details=My Thoughts]
So sacrifing Zane here, but I think Ill be set up well with Birds
[/details]

Player 2, Turn 3 (Random Bonanza! Game 3)

P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

[details=Starting Hand]
Plague Spitter
Jandra, the Negator
The Art of War
Summon Skeletons
Deteriorate
Thieving Imp (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float+1scavenger+2map)
  • Tech 2 cards in

[details=All Teched Cards]
Death and Decay, Carrion Curse
The Art of War, Plague Spitter
[/details]


###Main:

  • Worker up (10)
  • Orpal (8)
  • Plague Spitter (5)
  • Thieving Imp, you dc 1 at random (2)
  • Haunt trades with Zane, Orpal to lvl 3
  • Midband Orpal (1)
  • Skeletal Javelineer smacks your Hero’s Hall to 3hp
  • Sacrifice Jav to put a -1/1 on Scavenger Tweetie, killing it

[details=Workers]
Jandra, the Negator, Poisonblade Rogue, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Float 1g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter (3/3+1armor, anti-air)
  • :psfist: Elite:
  • :pspig: Scavenger: Thieving Imp (2/2)
  • :exhaust: Technician: Orpal (2/4 lvl 4)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Graveyard
Sacrifice the Weak
The Art of War
Pestering Haunt
Summon Skeletons
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yikes! So much aggro. I guess this is fine though, I guess I take Carrion Curse to try to create bigtime card disadvantage, and D&D to play his Earthquake-style game if necessary. I can also get a Graveyard + Imp discard machine going too. Wish I had 1 more gold to get a hero’s hall here, I’ll grab tech 2 next turn probably
[/details]

#Player 1, Turn 4 (Random Bonanza! Game 2)
P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

Starting Hand
Events of Turn:

[details=Starting Hand]
RG
FF
Trent
VT - DC
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+2)
  • Tech 2 cards

###Main:

  • YUNG TRENT (7) Draw 1 card
  • Respawn 1 Birdie
  • Midori (5)
  • Rampant Growth and FF Birde (1) Now 4/2+2a
  • Birde takes PS, takes -1/-1 thru 2 armor
  • Worker (0)

[details=Workers]
Sham, Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5
  • :HH 4

####In Patrol:

  • :psblueshield: Squad Leader: TRENT (0/2+1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Midori (2/3 L1)
  • :exhaust: Technician:
  • :target: Lookout: Birdie 2 (1/1)

####In Play:
Rook (2/3 From 1 dmg L3)
Birdie 1 (1/1 ,+1/+1 and -1/-1 cancel out)

####Economy Info:

#####Cards:
Hand: 2
Deck: 3
Disc: 5

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
Ironbark
Merfol
[/details]


[details=My Thoughts]
Well going for the flying strategy I suppose!
[/details]

Player 2, Turn 4 (Random Bonanza! Game 3)

P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

[details=Starting Hand]
Graveyard
Sacrifice the Weak
The Art of War
Pestering Haunt
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float+2map)
  • Tech 2 cards in

[details=All Teched Cards]
Hive, Xenostalker
Death and Decay, Carrion Curse
The Art of War, Plague Spitter
[/details]


###Main:

  • Graveyard (9)
  • Tech 2 - Future (5)
  • Imp hits TRENT down to 1hp
  • Sacrifice Imp to put a -1/1 on TRENT, killing it
  • Orpal hits Midori, gives him -2/2
  • Maxband Orpal, healing him (3)
  • Tower (0)
  • Pestering Haunt (0)
  • Skip worker

[details=Workers]
Jandra, the Negator, Poisonblade Rogue, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FUTURE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Orpal (2/5 lvl 6)
  • Pestering Haunt (1/1)
  • Graveyard (3HP, Imp inside)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Skeleton Javelineer
Carrion Curse
Death and Decay
Deteriorate
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Ugh stupid birds… At least he’s card bankrupt, and he can’t take all of Tower, Tech2, Graveyard AND Orpal…
[/details]

#Player 1, Turn 5 (Random Bonanza! Game 2)
P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

Starting Hand
Events of Turn:

[details=Starting Hand]
IBT
Merfolk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+2)
  • Tech 2 cards

###Main:

  • Skip Worker (10)
  • Midori suicides into Orpal
  • Zane and Maxband (3)
  • Zane and Bird 1 kill Orpal, Zane takes -2/-2 and 1 dmg, Rook to L5
  • Maxband Rook (0)
  • Rook and Birdie 2 take Tech 2, Rook takes 1 dmg. Base to 18 hp

[details=Workers]
Sham, Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 RS Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5
  • :HH 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Rook (4/5 from 1 dmg, L8)
Zane (2/1 from 1 dmg and -2/-2)
####Economy Info:

#####Cards:
Hand: 4
Deck: 10
Disc: 0

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
BN
SA
RG
RE
Panda
[/details]


[details=My Thoughts]
Yeah I agree with zhavier’s assessment, im going for heroes here. And early max rook to defend, hopefully some birdies and earthquake as he does have great hero killing options (though carrion curse is going to be troublesome I imagine) Midori will make birds stronger, and moments peace can help me if he goes for heavy units.
[/details]

Player 2, Turn 5 (Random Bonanza! Game 3)

P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

[details=Starting Hand]
Skeleton Javelineer
Carrion Curse
Death and Decay
Deteriorate
Sacrifice the Weak
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+2map)
  • Tech 2 cards in

[details=All Teched Cards]
Void Star, The Art of War
Hive, Xenostalker
Death and Decay, Carrion Curse
The Art of War, Plague Spitter
[/details]


###Main:

  • Rebuild tech 2
  • Onimaru + 5 levels (3)
  • Skeletal Javelineer (2)
  • Haunt kills Zane, Oni Maxbands
  • Resurrect Haunt from Graveyard (2)
  • Worker Up (1)

[details=Workers]
Deteriorate, Jandra, the Negator, Poisonblade Rogue, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC FUTURE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Soldier (1+1/1)
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1
  • :target: Lookout:

####In Play:

  • Onimaru (4/5 lvl 8)
  • Skeleton Javelineer (1/1)
  • Pestering Haunt (1/1)
  • Graveyard (3HP, Imp inside)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Hive
Plague Spitter
Xenostalker
Summon Skeletons
The Art of War
[/details]

[details=End of Turn Discard]
Void Star
The Art of War
Sacrifice the Weak
Death and Decay
Carrion Curse
[/details]

[details=My Thoughts]
Okay, no immediate Earthquake threat, a turn of reprieve from birds, I should be okay here. He’ll go up to tech 2, but I’ll be dropping Hive + Art of War, that should get me in pretty good shape. Thunderclap is actually the biggest concern, I’ll want to plan a way around that at some point…
[/details]

#Player 1, Turn 6 (Random Bonanza! Game 2)
P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace

Map: Big Game Hunters: +2 gold each upkeep.

Starting Hand
Events of Turn:

[details=Starting Hand]
Sharks
Quake
Birds
Quake
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+2)
  • Tech 2 cards

###Main:

  • Birds re-develop
  • Earthquake x 2 (0) Tower, Tech 1, and Tech 2 all fall. Base takes 8 dmg from quakes and 6 dmg from buildings falling, so Base to 4 hp

[details=Workers]
Sham, Tiger Cub
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech 1: 5
  • :HH 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rook (4+1a/5 L8)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Birdie 1 (1/1)

####In Play:
Birdie 2 (1/1)
####Economy Info:

#####Cards:
Hand: 4
Deck: 5
Disc: 6

#####Gold:
Gold: 0
Workers: 8


[details=End of Turn Hand]
Merfolk
TRENT
AB
RG
[/details]


[details=My Thoughts]
Well Now I just gotta sqeeze in some flying hits and it should be game
[/details]

Graveyard also died to quakes.

Yup :wink: I can theoretically battle back for this turn, but I’m pretty satisfied with my defeat here :slight_smile: GG WP, didn’t think you’d have drawn both Earthquakes.

Ok, next roll below (wtf no tech or spell reqs??! I think Feral Strike and Burning Volley will end this quick?)

Player 1, Turn 1 (Random Bonanza! Game 4)

P1 [Necro]/Demonz/Feral vs P2 [Fire]/Growth/Bashing

Map: Lost Temple: Players Ignore all tech building requirements and hero requirements to cast spells

[details=Starting Hand]
Thieving Imp
Jandra, the Negator
Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • no techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Thieving Imp, dc 2 of 5 (1)
  • Worker Up (0)

[details=Workers]
Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Deteriorate
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Graveyard
[/details]

[details=End of Turn Discard]
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator
[/details]

[details=My Thoughts]
Need to float 2g next turn to get a Feral Strike off, against red that be dangerous but what can ya do? Hoping he has pillage in hand this turn :slight_smile:
[/details]

#Player 2, Turn 1 (Random Bonanza! Game 2)
P1 [Fire]/Growth/Bashing vs P2 [Necro]/Demonology/Feral

Map: Lost Temple: No tech requirements, spells don’t need heroes.

Starting Hand
Events of Turn:

[details=Starting Hand]
Bombaster
Scorch
Charge
Brogre
Mad Mad - DC
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Arg (2) + Wisp

[details=Workers]
Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Arg (1/3 L1)
####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 2
Workers: 6


[details=End of Turn Hand]
Rambaster
Musk
Pillage
Bloodburn
Naughty Dog
[/details]


[details=My Thoughts]
Welp think I gotta try to rush Fire spells yeah?
[/details]

Players, don't read this until after the game

Frozenstorm seems to have a megabroken combo here. Feral Strike --> Zarramonde + Lord of Shadows gives him 19 invisible damage. If he adds a Haunt or any other black unit that’s 20. He can swing with that on T4 or T5, depending when he draws Feral Strike.

I think YoungBuck’s deck has literally zero answers to that, other than base racing with Burning Volleys and Ember Sparks. I haven’t done the math to see if he can play enough before frozenstorm can do a 20 damage attack, but as P2 it’s going to be hard. This map is bonkers.

Player 1, Turn 2 (Random Bonanza! Game 4)

P1 [Necro]/Demonz/Feral vs P2 [Fire]/Growth/Bashing

Map: Lost Temple: Players Ignore all tech building requirements and hero requirements to cast spells

[details=Starting Hand]
Deteriorate
Skeleton Javelineer
Pestering Haunt
Summon Skeletons
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards from codex

[details=All Teched Cards]
Feral Strike, Dark Pact
[/details]


###Main:

  • Pestering Haunt (5)
  • Worker Up (4)

[details=Workers]
Summon Skeletons, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Imp (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 4
  • Workers: 6

[details=End of Turn Hand]
Feral Strike
Dark Pact
Skeleton Javelineer
Jandra, the Negator
Graveyard
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m dumb, I don’t need to build tech buildings lmao… Why risk it when I can just float enough gold to feral strike even with a pirate pillage!
[/details]

#Player 2, Turn 1 (Random Bonanza! Game 2)
P1 [Fire]/Growth/Bashing vs P2 [Necro]/Demonology/Feral

Map: Lost Temple: No tech requirements, spells don’t need heroes.

Starting Hand
Events of Turn:

[details=Starting Hand]
Musk
Pillage
Rambaster
Pillage
Bloodburn
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+2 float)

###Main:

  • Worker (7)
  • Careless Muskater (5)
  • Pillage (4), your base to 18 hp, I get 2 g from you (6)

[details=Workers]
Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 RS Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Arg (1/3 L1)
  • :psfist: Elite:
  • :pspig: Scavenger: Wisp (0/1)
  • :exhaust: Technician: Muskateer (2/1)
  • :target: Lookout:

####In Play:

####Economy Info:

#####Cards:
Hand: 4
Deck: 6
Disc: 0

#####Gold:
Gold: 6
Workers: 7


[details=End of Turn Hand]
Rambaster
Musk
Pillage
Bloodburn
Naughty Dog
[/details]


[details=My Thoughts]
Welp think I gotta try to rush Fire spells yeah?
[/details]

Player 1, Turn 3 (Random Bonanza! Game 4)

P1 [Necro]/Demonz/Feral vs P2 [Fire]/Growth/Bashing

Map: Lost Temple: Players Ignore all tech building requirements and hero requirements to cast spells

[details=Starting Hand]
Feral Strike
Dark Pact
Skeleton Javelineer
Jandra, the Negator
Graveyard
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6+2float)
  • Tech 2 cards from codex

[details=All Teched Cards]
Barkcoat Bear, Dark Pact
Feral Strike, Dark Pact
[/details]


###Main:

  • Feral Strike boosted, bring in Zzaramonde (no arrives trigger) and a Moss Ancient w/ 3 Squirrels (0)
  • Dark Pact, my base takes 2, draw 2 (0)
  • Deteriorate Musketeer, you get a card (0)
  • Two squirrels and Imp kill Arg
  • Last Squirrel and Haunt hit your base for 2

[details=Workers]
Summon Skeletons, Skeletal Archery
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 1 rs Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Zzaramonde (11/11 obliterate 4 untargetable)
  • :psfist: Elite:
  • :pspig: Scavenger: Moss Ancient (8/9 untargetable)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Pestering Haunt (1/1)
  • Imp (2/1 from 1 damage)
  • 1x Squirrel (1/1 invisible haste)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Poisonblade Rogue
Deteriorate
Feral Strike
Dark Pact
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yeap there’s the pillage and I’m sittin’ here DGAF, I don’t think there’s any way I don’t win next turn… I think these map cards might actually warrant a draft mode. Deal a map card, take turns pick/ban-ing? Might be a fun house-rule XD
[/details]

Also read this after the game

Troq ultimate with no troq?! That’s just great right next to burning volley+hotter fire, or MoLC and murkwood. I do agree feral strike is most bonkers though.

You listed pillage twice.

Haha well I knew thatFeral Strike had to be coming, but perhaps I have a trick up my sleeve as well?

#Player 2, Turn 1 (Random Bonanza! Game 2)
P1 [Fire]/Growth/Bashing vs P2 [Necro]/Demonology/Feral

Map: Lost Temple: No tech requirements, spells don’t need heroes.

Starting Hand
Events of Turn:

[details=Starting Hand]
Sentential
Harge
Mad Man
Dog
Dinosize
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+6 float+1 scvn)

###Main:

  • Guargum, Eternal Sentinel (4)
  • Charge (2) Guargum gets Hast
  • Dinosize Fo Free, Guargum gets +6/+6a
  • Guargum flexes, Obliterates everyone but ZZarramonde, but kills Zzara, taking 5 dmg thru 6 armor

[details=Workers]
BB, Scorch
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:
Guargum, Sasquatch (12/8 from 5 dmg, Resist 2, Obliterate 4)
####Economy Info:

#####Cards:
Hand: 4
Deck: 0
Disc: 7

#####Gold:
Gold: 2
Workers: 7


[details=End of Turn Hand]
Rambaster
Pilage
Brogre
Bombaster
[/details]


[details=My Thoughts]
Ahahahahahaha get to kill 2 Tech 3 units?!
[/details]

2 Likes

Obliterate 4 actually skips the Pestering Haunt, at least by the current rulings. So you obliterated 2 Tech 3 units, well done.

1 Like

Oh for real? Obliterate works the same as Sac the Weak?