Since White starter was chosen over Green, despite having 2 Green heroes and Galina which powers up with Green units, I assume some White starter card is considered essential to this build, and most likely that’s Safe Attacking to protect token aggression, especially Birds, against a Tower. Probably the biggest threat in the opponent’s build is Balance, as advanced units from other factions can be shut down with Polymorph: Squirrel and/or Entangling Vines. Mythmaking could be extra effective as the opponent has Legendary Growth creatures in codex. Balance will surely interfere with my upgrades/buildings, but its capacity to do so is limited, and I have a lot of useful ones to choose from. Using Behind the Ferns to allow weenies to build charges on MoLaC is a standard Green strategy that should work here, and Growth runes can offset Disease runes.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech I - ($4)
Fox Primus - ($1)
Monk kills Shambler
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: Fox Primus (3/2) Frenzy 1, anti-air
Scavenger:
Technician:
Lookout:
In Play:
Savior Monk (2/2) Healing 1 [1 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Clearly should have spent that last gold on a maxband. Well, at least he used up his board to do it, and my Rook spells weren’t in hand. Hopefully he didn’t draw Circle of Life.
Circle of Life, Plague Spitter, Merfolk Prospector, Rampant Growth
Discard
Thinkerino
Guess I’ll just put more things on the board and tech up next turn. He has no haste and no upgrade destruction, so Might of Leaf and Claw should work for me here. Probably. Or something.
I can’t kill the Basilisk, but hopefully I can make him choose between trading it for Rook or trading it for a tech II unit. I could break the Tree instead of killing the Owl, but I think there’s better value in using CoL to convert the Own into a tech II than constructing the building and playing one from hand. The Flagbearer serves many useful purposes to thwart Green/Growth, just wish I could have gotten him in play before losing Rook, heh.
Hand: Circle of Life, Plague Spitter, Merfolk Prospector, Rampant Growth
Tech: Moment’s Peace, Blooming Ancient
Workers: Ironbark Treant, Rich Earth, Tiger Cub, Forest’s Favour, Circle of Life
Tech 2 cards
Get paid (+$8, $9)
Hire a worker ($8)
Summon Argagarg Garg ($6)
Tiny Basilisk trades with Rook, Arg gains two levels
Everything seems to be according to plan? Not sure why he just gave me that kill for free, but maybe he had no tech 1s to prevent it. But then why summon a hero anyway? Weird. Next turn, if my units stay alive, try to trigger the big Might. Otherwise, it’s RUNE TIME.
Can’t afford a tech II yet, so I’ll try to get Argagarg killed to make room for Rook. Dropping the Boulder now and doubling up on other Legendary-themed cards to try and get the trio in play ASAP.
Hand: Might of Leaf and Claw, Blooming Ancient, Playful Panda
Tech: Stampede, Blooming Elm
Workers: Skeletal Archery, Poisonblade Rogue, Summon Skeletons, Sacrifice the Weak, Jandra, the Negator
I’m in a very good position here. The silly flagbearer prevented me from activating this turn, but it will be pretty tough for him to prevent me next turn, and even if he does, Moment’s Peace basically guarantees I get an attack with something. So I’m pretty favoured to win here.
Plague Lab increases runes of any type, including +1/+1, sword, focus, etc. Also, putting +1/+1 runes on Plague Spitter / Orpal makes them more effective at disabling things, and healing allows them to recover afterward. That being said, I’ve found that spamming Plague Lab to boost runes is really only practical if you have an overclocked economy, e.g. Galina Glimmer.