Interesting codex you’ve got there. GLHF @Dreamfire
P1T1
StartingHand Workers
STARTING HAND
Tiger Cub
Rampant Growth
Ironbark Treant
Playful Panda
Forest’s Favor
WORKERS
Ironbark Treant
NextHand
Rich Earth
Merfolk Prospector
Young Treant
Spore Shambler
Verdant Tree
Discard
Tiger Cub
Forest’s Favor
Rampant Growth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda, Wisp arrives - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Wisp 0/1
- Technician:
- Lookout:
In Play:
- Playful Panda 2/2
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
Inane pre-match ramblings
I have no quick guesses about the idea behind this deck apart from some minor observations from the first two rounds, so I’ll just ramble here for a bit.
Vandy: The most likely main hero threat, with Soul Stones and Dark Pacts. Metamorphosis could also be nasty with Zane ready to join in on the the turn he comes in, but the threat of Tiny Basilisks from me might discourage going for that. Sacrifice the Weak means I need to have at least a few weenies out, otherwise those Dark Pacts will allow easy drawing into cheap skeletons or similar to take something big out. Dreamfire used Deteriorate in the last round to render Tiny Basilisks helpless, so I can’t rely on them to block. I also need to watch out for my key units being doomed.
Zane: Ugh. Apart from his haste-based nonsense, Chaos Mirror can pair really nastily with Terras Q for a quick base kill if I don’t guard against stealth and flyers, or get good board control going if he goes Demonology or Balance for Overpower. Probably the former.
Midori: Nature Reclaims, along with Potent Basilisk, make going for Might and Leaf and Claw pretty pointless. On top of that, Moment’s Peace helps to stall out for Tech III Anarchy, and Circle of Life could bring out some nasty Mimics with all the haste, stealth, and overpower in his codex.
Demonology: Banefire Golem makes Growth a bit risky if I let one hang around for an upkeep step, otherwise I could play Growth’s econ game and go for Blooming Ancients. Balance can make use of the lack of anti-air and all those big hitters being vulnerable to deathtouch, and could fly over to take out the Tech II to limit mirroried Terras shenanigans. Strength I’m not so sure about, but it doesn’t have weenies that are vulnerable to Banefire, and Grappler could be useful in the unlikely case where Voidblockers come out and he tries to Tech Lab into Gunships. His other main Tech II choices have Overpower, which will be nice with Mimics.
Anarchy: Some stealth and haste in there to worry about, but the main worry is that Dreamfire blocks up with Steam Tanks and goes for Gunships. Balance would be a mixed bag, a Gunpoint Taxman in Elite would limit Mimic aggression, but if Disguised Monkeys come out they could sneak past without being shot down. Growth could get Blooming Ancients running before Gunships turn up, but I’m not sure that would be enough. Steam Tanks could taken out of the way with Grapplers, Basilisks, or Polymorph, so maybe I don’t need to worry about that too much, and I should worry about stealth attacks instead.
Balance: Not sure here. Tiny Basilisk makes relying on heroes too risky, and Mimic and Fairie Dragon threaten a lot of flying damage, so that I’d need Birds and Water Elemental out to counter if I don’t go Balance myself. Problem is, Dreamfire’s hasted units and heroes will get Mimics running more quickly than I can, and combined with the player order that wouldn’t end well. Growth might do OK, because it doesn’t lend any abilities to Mimics apart from Blooming Elm’s Overpower. Strength would lend Overpower if I go for the usual Barbarbarians, but I could instead go for a Colossus or two to try to flatten the base, with Morningstar Pass up to slow down any flying counter-siege, and Grapplers to block, or kill any convenient targets with their fake swift strike. If I go this route, I probably also want to get out some Tier I legendaries, and one Mythmaking to help block up before the Basilisks come out, and I’d want Argagarg out too to buff the Colossi. DeGrey would be counterproductive, since any tokens appearing would be mine, or given to me by Terras / Final Showdown.
So, roughly, from Dreamfire’s PoV at Tech II:
Bal Gro Str
Dem: - 0 +?
Ana: - + -
Bal: + 0 -
So, no idea. I don’t have anything to put on pressure at Tech I, so my priority should be to get blockers up and try to work out what Dreamfire’s plan is. Until then, plan is to open with Bird’s Nest and Galina, then Boulder and Mythmaking if needed, because I can’t depend on Tech 0 blockers.
Other thoughts:
- The combination of Chaos Mirror and Mimics means that I ideally want to rely on i) a decent number of Tech I units for blocking that can’t be bypassed by Tiny Basilisk, and ii) units with decent special abilities that Mimic can’t copy. Outside of Tech III units, that means going for Grapplers and Colossi might be a good bet, so at the moment I’m leaning towards Colossi for a Tech II base rush, though, possibly with a Circle of Life or Two to slow down a flying counter-attack.
- This might be a codex where a lot of units are cheap enough that Thunderclap is worth bringing in.
- Polymorphed units might be best left instead of killed, depending on their abilities, due to Dark Pact letting them come back quickly.
- Rook will be good for defence on the first turn or two, but Argagarg could bring in extra units to block against non-Basilisks and let me get some economy with Galina, and Midori could be useful for bringing in Moment’s Peace to help me survive to Tech II.