Rampant Growth
Circle of Life
Dinosize
Dinosize
Blooming Elm
Tiger Cub
Blooming Elm
Circle of Life
Merfolk Prospector
Stampede
Stampede
Guargum, Eternal Sentinel
Tiny Basilisk
Gorgon
Gorgon
Tech 2 card(s)
Get Paid + Galina - ($11)
Guargum, Eternal Sentinel - ($1)
Free Spirit of the Panda on Galina Glimmer
Free Spirit of the Panda on Playful Panda
Argagarg buffs Panda
Panda kills Garth - ($2)
Galina breaks Tech Lab, your base to 16 HP - ($3)
Midori and Orpal break Tech III, your base to 14 HP
Tiny Basilisk - ($1)
Galina Glimmer (4/4) Healing 1 {Spirit of the Panda}
Playful Panda (4/3) Healing 1 [1 damage] {Spirit of the Panda}
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech III HP: 5
Tech Lab HP: 4 (Disease)
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 15
Gold:
Gold: 1
Workers: 10
Thoughts
I can take down the Lab and one tech building… Obliterate can take care of most units, but Juggernauts are stubborn, so it’s tempting to go after the tech II, but assuming Guargum survives, I expect to only need one more attack to win, in which case two-lives is irrelevant and their inability to patrol makes them negligible…
Tech 0 card(s)
Get Paid - ($11)
Bigby, max - ($5)
Insurance Agent, insure your Tiny Basilisk - ($4)
Judgement Day - all units but Guargum die - ($0)
I get 2 gold and a card from Basilisk Insurance - ($2)
Grave - ($0)
Rebuild Tech III
STARTING HAND
Polymorph: Squirrel
Polymorph: Squirrel
Galina Glimmer
Playful Panda
WORKERS
Ironbark Treant
Rich Earth
Spore Shambler
Verdant Tree
Young Treant
Forest’s Favor
NextHand
Dinosize
Circle of Life
Spirit of the Panda
Galina Glimmer
Discard
Polymorph: Squirrel
Polymorph: Squirrel
Plague Lord
Plague Lord
Tech 2 card(s)
Get Paid + float - ($11)
Galina Glimmer - ($10)
Playful Panda - ($8)
Argagarg buffs Guargum
Guargum kills Bigby, no units to obliterate!
Midori kills Grave
Orpal hits your base down to 12 HP
Impressive, he managed to hold out for a turn longer than expected, but surely next turn Guargum’ll break his base… (right before Doom Grasp kills Guargum and a Lawbringer Gryphon prevents attacking his base).
And that’s it - I didn’t draw back into the doom grasp so have no way of preventing you from killing Garth, obliterating any defences and then just stomping on my base next turn. GG! What a game. I am quite sad I forgot that Injunction can’t effect tech IIIs, as that led me down a rabbit hole for a while when I should have been concentrating on doom grasp as the answer; What I really wanted was to insure Gaurgum and then doom him, then use that gold to play a gryphon… but it was not to be
GG WP, and yeah, most Blue disable/removal mechanics specifically don’t interact with tech III (except, oddly, in the Blue starter deck), which can be quite frustrating, and I’ve forgotten about that myself on more than one occasion. Guargum is a terror, but you put up a good fight!