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ascendingPrime [mono-green] vs DreamFire [mono-blue]


#21

So I just need 7 more turns like this I have got this in the bag …ugh.

P1T7


Tech StartingHand DrawDeck Workers

TECH
Gemscout Owl
Gemscout Owl


STARTING HAND
Nature Reclaims
Feral Strike
Ironbark (1/1+aaa; resist.1)
Centar
Ferocity
Merfolk (1/1; tap: gain a gold; resist.1) (surplus)


DRAW DECK (bottom of turn, unordered)
Potent Basilisk
Rampant Growth
Tiny Basilisk (1/2; deathtouch; unstoppable & unattackable by T0)
Forest Favor
Wandering Mimic
Gemscout Owl
Gemscout Owl
Feral Strike
Ferocity
Merfolk (1/1; tap: gain a gold; resist.1)


WORKERS
Playful Panda
Rich Earth
Tiger Cub
Young Treant
Verdent Tree
Ironbark (1/1+aaa; resist.1)


NextHand

Behind the Ferns
Wandering Mimic
Nature Reclaims


Discard

Tech 2 card(s)
Get Paid - ($9)
Surplus: Draw 1

Worker - ($8)

Cali casts Ferocity - ($6)
Summon Centar - ($3)
Buy 3 lvl for Midori (max-band, heal) - ($0)

Midori (flying) atk your tower
4dam to tower, destroyed, 2dam overflow to your main : Midori takes 1tower dam

Discard 2: Cali gains stealth
Cali sneaks past patrol, atk T3
5dam to T3, destroyed, 2dam overflow to your main

Tap Spore Shambler, tgt hound for +/+
hound dies from tgt, you draw 1

Patrol Huntress (SL)
Patrol Centar (tech)

Float ($0)
Discard 1, Draw 2, Reshuffle, Draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Huntress (5/1; sparkshot; anti-air; resist.1; 2.rune:+/+; swift strike; armor piercing)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Centar (3/4; readiness; resist.1; swift strike; armor piercing)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra (5/1; lvl.5; 1.rune:+/+)
  • Midori (4/4; lvl.8)
  • Spore Shambler (0/1; resist.1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Surplus HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 10
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
X - Centar + Ferocity
X - Potent Basilisk + Wandering Mimic
X - Feral Strike + Nature Reclaims
X - Behind the Ferns + Wandering Mimic


So I had 3 possible plays in mind.

  • boosted feral strike, prob bring in Farie Dragon + blooming ancient

  • lvl midori, smash tower, cali smash T3, centar, ferocity, 5atk huntress w/ swift strike, anti-air, AP in SL
    (puts me way down on cards, but is essentially invulnerable to everything but arrest)

  • what I did, which is actually a bit of a bluff. I’m hoping if he does get a griffon out,
    it goes for my T3. This would let me in turn summon a mimic next turn also w/ haste and flying.

…and then I remembered Quince could pop out and it wouldn’t be 1 hasted griffon it could be
up to 5. And I went the safer path.


#22

P2T7


Tech StartingHand Workers

TECH
Lawbringer Gryphon
Lawbringer Gryphon


STARTING HAND
Liberty Gryphon
Judgment Day
Manufactured Truth
Judgment Day
Reputable Newsman
Arrest (technician draw)


WORKERS
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director
Jail
Spectral Aven
Judgment Day


NextHand

Reputable Newsman
Lawful Search
Arrest
Liberty Gryphon
Macciatus, the Whisperer


Tech 2 card(s)
Get Paid - ($11)
Technician draw
Rebuild tech 3
Worker - ($10)

Arrest resistant Huntress - ($7)
Manufactured Truth on soldier #1, copies Centaur - ($6)
Oni powers through swift strike to kill Centaur, you draw

Quince + Mirror - ($4)
Soldier #2 trades with Cala, Quince to lvl 3
Soldier #1 (copying Centaur) and soldier #3 trade with Midori, Quince to lvl 5
Make an extra Mirror - ($2)
Tech Lab (Law) - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Oni lvl 8 (4/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mirror (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince lvl 5 (1/5)
  • Mirror (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 12
Thoughts

I think my patience has paid off.


#23

Oww, you pack a punch. See if I can shake it off.

P1T8


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Behind the Ferns
Wandering Mimic
Nature Reclaims
Forest Favor (tech draw)
Gemscout Owl (surplus draw)


DRAW DECK (bottom of turn, unordered)
Rampant Growth
Gemscout Owl
Ferocity


WORKERS
Playful Panda
Rich Earth
Tiger Cub
Young Treant
Verdent Tree
Ironbark (1/1+aaa; resist.1)


NextHand

Feral Strike
Potent Basilisk
Merfolk (1/1; tap: gain a gold; resist.1)
Tiny Basilisk (1/2; deathtouch; unstoppable & unattackable by T0)
Wandering Mimic


Discard

Behind the Ferns
Nature Reclaims
Forest Favor


Tech 0 card(s)
Get Paid - ($10)
Surplus: Draw 1

Summon Gemscout owl - ($9)
Summon Mimic - ($5)

Build T3 - ($0)

Patrol spore shambler (SL)
Patrol Owl (scav)
Patrol Mimic (lookout)

Float ($0)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (0/1+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Owl (0/1; flying; can’t atk; 1g @ upkeep; resist.1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Mimic (4/4; flying; sparkshot) - resist.1
    [B]In Play:[/B]
  • Huntress (5/1; sparkshot; anti-air; 2.rune:+/+) - Disabled

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

tentative tech plan (subject to change)
X - Huntress + Tiny Basilisk
X - Centar + Ferocity
X - Potent Basilisk + Wandering Mimic
X - Feral Strike + Nature Reclaims
X - Behind the Ferns + Wandering Mimic


Tech Lab Law… WTF does that mean?!?


#24

@ascendingPrime I made it to lethal by taking advantage of the fact that Mirrors are still Illusions when copying other units. Specifically, making my Liberty Gryphons unstoppable and getting buffed by Macciatus. Let me know if it doesn’t work that way, and I’ll redo my turn.

P2T8


StartingHand Workers

STARTING HAND
Arrest
Macciatus, the Whisperer
Liberty Gryphon
Reputable Newsman
Lawful Search
Judgment Day (Lawful Search draw)


WORKERS
Building Inspector
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director
Jail
Spectral Aven
Judgment Day


NextHand

Lawbringer Gryphon
Reteller of Truths
Liberty Gryphon
Manufactured Truth


Discard

Lawful Search
Arrest
Judgment Day
Reputable Newsman


Tech 0 card(s)
Get Paid + float - ($13)
Lawful Search your hand, I draw - ($12)

Arrest Spore Shambler - ($10)
Use Quince’s midband, Mirror #1 copies Huntress - ($8)
Liberty Gryphon, copied by Mirror #2 - ($5)
Macciatus, the Whisperer, buffs all my Illusions - ($3)

Oni, Quince and Mirror Huntress walk under your fliers and hit your base for 5+1+4
Liberty Gryphon and Mirror Gryphon, unstoppable thanks to Illusion Huntress, hit your base for 6+6 and lethal
Mirror Huntress is trashed at end of turn

GG!

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Oni lvl 8 (4/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Macciatus, the Whisperer (3/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince lvl 5 (1/5)
  • Mirror Gryphon (6/6)
  • Liberty Gryphon (6/6)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Law)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 12
Thoughts

Illusion shenanigans for the win! Though honestly, Arrest has done the most crucial work for me this game.


#25

Nope, it works that way. GG.

So my plan, which you never saw actually, was Behind the Ferns giving all my units stealth (centar, huntress, little-B, potent-B, mimic copies from any of them).

At least from my end, I think the decisive turn was T6. Right after you built your T3 I was on the fence about if I should build mine (b/c I had Feral Strike coming and 2 T-Rexs from codex for 8g is OP)… but I decided you probably had at least one griffon in hand and 5 flying haste damage is no joke (had forgotten about the unstoppable part).

Also, I’m not sure if you meant it this way or not, but the tech-lab totally threw me off. I didn’t have much gas left in the tank at that point, but it did make me think maybe I’d have a couple of easy turns to recover while your law cards cycled in.

Good game. --would you be up for another, same codexs but trading first-player? (I try to play games in “sets” since P1/P2 can play pretty differently)


#26

GG, and very well played! That was one of the tensest games I’ve played.

Personally, I think both turns 5 and 6 were decisive. You put a lot of gold into surplus and keeping your guys alive, and I was able to out-tech you and hold out with cheap, efficient cards. I don’t know if you’ll agree, but I think you would’ve been better off trading Huntress and Midori, and playing a couple of tech 2 units instead of the starter cards. I was also lucky to get some really good uses of Arrest a few turns almost back to back.

The Tech Lab I built, along with teching Lawbringers, just to increase my odds of drawing a tech 3 unit, and, well, because I had too much gold on my hands. I saw in your thoughts that you had Truth and Law mixed up for a while, that’s a bummer.

And sure, I’m up for a rematch. I’ll post P1T1 in a bit.


#27

@ascendingPrime GL HF, I hope it’ll be as good as the last one.

P1T1


StartingHand Workers

STARTING HAND
Bluecoat Musketeer
Traffic Director
Spectral Aven
Porkhand Magistrate
Building Inspector


WORKERS
Bluecoat Musketeer


NextHand

Jail
Arrest
Reputable Newsman
Lawful Search
Manufactured Truth


Discard

Porkhand Magistrate
Traffic Director
Spectral Aven


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bigby - ($1)
Building Inspector - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bigby lvl 1 (2/3)
  • Building Inspector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

I like Aven against green, but I find it more important to get the first hero in play. I’m not planning to be super-aggressive, so I’ll pick Bigby over Oni, and Building Inspector over Traffic Director. Bigby is not a bad scrapper, actually, plus I’ll have both spells in hand next turn, so I’m not especially worried about getting out-boarded. And if he turtles up, I’ll drop a Jail.
I’ll probably get Brave Knight as my first tech, since he’s so hard for green to get rid of, and he makes a good MTruth target. I might go for some early Bigby spells too, if I can keep him alive.


#28

P2T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Spore Shambler (0/1+a)
Rampant Growth
Forest Favor
Verdent Tree
Ironbark (1/1+aaa; resist.1)


DRAW DECK (bottom of turn, unordered)


WORKERS
Verdent Tree


NextHand

Playful Panda
Rich Earth
Tiger Cub
Young Treant
Merfolk (1/1; tap: gain a gold; resist.1)


Discard

Spore Shambler (0/1+a)
Rampant Growth
Forest Favor


Tech 0 card(s)
Get Paid - ($5)

Worker - ($4)

Summon Ironbark - ($1)

Patrol Ironbark (SL)

Float ($1)
Discard 3, Draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+aaa)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: -
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Hmm… so I actually really liked that plan. How can I do it better?

The obvious adjustment is to change the T2 timeing.
Hugh, building inspector will be a pain in the but to clear, what if I skip
Teching T1 units and try to do a tech race?

tentative tech plan (subject to change)
???



#29

P1T2


Tech StartingHand Workers

TECH
Brave Knight
Brave Knight


STARTING HAND
Lawful Search
Jail
Reputable Newsman
Arrest
Manufactured Truth


WORKERS
Bluecoat Musketeer
Jail


NextHand

Arrest
Porkhand Magistrate
Brave Knight
Manufactured Truth
Brave Knight


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Reputable Newsman, blocking $2 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Building Inspector (2/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bigby lvl 1 (2/3)
  • Reputable Newsman (0/3), blocking $2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

I could MTruth Inspector and trade with Ironbark. It’s favorable enough gold-wise, and I have good odds of getting a Brave Knight in hand next turn to keep the board in check. OTOH, Building Inspector can take his toll in gold in other ways.
Tamer, probably safer options would be Jail or Reputable Newsman on 2. Hmm, Cala is likely to come out next turn either way, and Newsman will prevent her and Ironbark from getting easy kills using combat spells. Newsman it is.
I’m planning to tech Injunction next turn. If I can put some pressure on ascendingPrime, Injunction would really help me out-tech him.

Edit: added my tech 1 to the board


#30

Fear the Loraxx!!!

P2T2


Tech StartingHand DrawDeck Workers

TECH
Galina
Gemscout


STARTING HAND
Playful Panda
Rich Earth
Tiger Cub
Young Treant
Merfolk (1/1; tap: gain a gold; resist.1)
Spore Shambler (0/1+a) (young treant draw)


DRAW DECK (bottom of turn, unordered)
Tiger Cub
Spore Shambler (0/1+a)


WORKERS
Verdent Tree
Merfolk (1/1; tap: gain a gold; resist.1)


NextHand

Rampant Growth
Forest Favor
Galina
Gemscout
Playful Panda


Discard

Tech 2 card(s)
Get Paid + Float - ($7)

Upgrade Rich Earth - ($4)
Worker (free)

Young Treant - ($2)
arrives: Reshuffle, draw 1

Build T1 - ($0)

Patrol Young Treant (SL)
Patrol Ironbark (lookout)

Float ($0)
Discard 3, Draw 4, Reshuffle, Draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+a; can’t atk)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Ironbark (1/2+aa) (resist.1)
    [B]In Play:[/B]
  • (upgrade) Rich Earth: my workers are free

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So what I am thinking, lean heavy into the eco; early hero Midori
Try to skimp T1 by Cicle + Gemscout into a big rhino (w/ midori mid-band)

Early T2 (I think w.tiger is weaker than o.tiger, but I want to trash a worker at least once in this game)
Then explode allies w/ gigadon
Go to T3 Moss and maybe Feral

Tentative Tech (subject to change)
X - Galina + Gemscout
W.Tiger + Circle of Life
Bear + Stampeed
Allies + Gigadon
~~Feral Strike + Moss

cost tallies

Dream-t.2
eco : arm : kill : kil/arm
$03 : $05 : $00 : 0.00

Me-t.2
eco : arm : kill : kil/arm
$05 : $05 : $00 : 0.00


#31

P1T3


Tech StartingHand Workers

TECH
Tax Collector
Injunction


STARTING HAND
Porkhand Magistrate
Arrest
Brave Knight
Brave Knight
Manufactured Truth


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate


NextHand

Manufactured Truth
Lawful Search
Traffic Director
Spectral Aven


Discard

Arrest
Tax Collector
Injunction


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Brave Knight X 2 - ($0)
Bigby and Inspector kill Young Treant

Float ($0)
Stash 1, Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Brave Knight (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bigby lvl 1 (2/3)
  • Reputable Newsman (0/3), blocking $2
  • Building Inspector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I’m going to get revenge on ascendingPrime for the previous game, by also playing both my tech 1 units on T3.
Rich Earth is going to let him get ahead in a few turns, so I need to capitalize on his current loss of tempo. Injunction would definitely help with that. I’ve never really played Tax Collector before, but I’m hoping he could help me keep pace economically.
I’m keeping MTruth in hand for a chance to score a tech building kill (or even 2?) next turn. Don’t feel the need for Arrest, as I can use Bigby’s midband for a similar effect.
Next turn I’ll need to make up my mind with regard to my own tech 2. ATM, leaning towards Truth for Eyes of the Chancellor and invisible Tigers.

Edit: added my tech 1 to the board


#32

FYI - b/c Knights don’t “die”, they don’t get the benefits of scav or tech.
Also need to add the marker for your T1 on your board :: neither matters this turn.

EDIT - stupid bureaucracy (edit turn to be legal; redrew my cards after the reshuffle b/c Gemscout was now mixed in)

P2T3


Tech StartingHand DrawDeck Workers

TECH
W.Tiger
Circle of Life


STARTING HAND
Rampant Growth
Forest Favor
Galina
Gemscout
Playful Panda


DRAW DECK (bottom of turn, unordered)
Circle of Life
Rampant Growth
W.Tiger


WORKERS
Verdent Tree
Merfolk (1/1; tap: gain a gold; resist.1)
Forest Favor


NextHand

Tiger Cub
Spore Shambler (0/1+a)
W.Tiger
Young Treant (0/2+a; can’t atk)

Playful Panda
Young Treant (0/2+a; can’t atk)
Gemscout Owl


Discard

Tech 2 card(s)
Get Paid - ($7)
Worker (free)

Summon Galina - ($6)
Summon Gemscout - ($5)
Summon Arg - ($4)
Arg arrives: summon 0/1 wisp

Build Tower - ($1)
Building Inspector tax - ($0)
Patrol Ironbark (SL)
Patrol wisp (elite)
Patrol galina (scav)
Patrol Arg (tech)

Float ($0)
Discard 2, Draw 2, Reshuffle, Draw 2
Discard 3, Draw 2, Reshuffle, Draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+aaa)
  • :psfist: [I]Elite[/I]: wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Galina (2/2; 1g/2 green-units)
  • :pschip: [I]Technician[/I]: Arg (1/3; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • (upgrade) Rich Earth: my workers are free
    * Gemscout (0/1; flying; can’t atk; resist.1; 1g / upkeep)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]
* Hand: 4

  • Hand: 5
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Tentative Tech (subject to change)
X - Galina + Gemscout
X - W.Tiger + Circle of Life
Bear + Stampeed
Allies + Gigadon
~~Feral Strike + Moss

Originally this was a bit of a feint
(Setting Arg up to die so I can bring in Midori and circle of life in a rhino)
That said, I didn’t draw Circle anyway so ehh.

Also, I just realized how strongly I’m fronting a T3 race.

cost tallies

Dream-t.3
eco : arm : kil : kil/arm
$04 : $11 : $02 : 0.18

Me-t.3
eco : arm : kil : kil/arm
$05 : $12*: $00 : 0.00
*counting Tower as an army unit


#33

Technically the Knight might get turned into a Squirrel or something and die in technician, but yeah, point taken.

P1T4


Tech StartingHand Workers

TECH
Injunction
Scribe


STARTING HANDManufactured Truth
Spectral Aven
Traffic Director
Lawful Search
Scribe
Injunction


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director


NextHand

Manufactured Truth
Tax Collector
Arrest
Injunction


Discard

Lawful Search
Injunction
Spectral Aven


Tech 2 card(s)
Get Paid - ($7)
Lawful Search your hand, I draw - ($6)
Scribe, I draw - ($4)
Worker - ($3)
Injunction on your tech 1, disabling it and Galina - ($0)
Brave Knight #1 hits the armor off Ironbark, and survives with 1 health after tower damage
Bigby finishes Ironbark, and survives with 1 health after tower damage
Brave Knight #2 kills Arg, Bigby to lvl 3 and heals, you draw

Float ($0)
Stash 1, Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight #1 (3/1A)
  • :psfist: [I]Elite[/I]: Brave Knight #2 (4/1)
  • :ps_: [I]Scavenger[/I]: Scribe (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bigby lvl 3 (2/4)
  • Reputable Newsman (0/3), blocking $2
  • Building Inspector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I would very much like to cast Injunction on ascendingPrime’s tech 1 this turn. So I’ll tech one more copy and a Scribe for cycling, and hope I can get the 50% draw with Lawful Search.

Got Scribe. I can take another shot at drawing Injunction, but if I do, I won’t be able to afford the MTruth I was planning to use to clear ascendingPrime’s board. Still, I think it’s worth it.

There we go! The really great thing is that I can be sure to cast it again next turn, while teching up myself.
With that out of the way, am I willing to trade Inspector for Wisp, just to deny him 1 Galina gold? Inspector’s tax isn’t going to come into play this turn, so it’s reasonable gold-wise. OTOH, I’m enjoying my super-thin deck, and see no reason to bloat it with Inspector. I’ll even go ahead and stash MTruth again, to keep the Injunction spacing right.

For next turn, Truth tech 2 is looking less attractive. Eyes of the Chancellor is clearly off the table now that tower’s up (and I hadn’t thought about Nature Reclaims and Potent Basilisk). Maybe Law for Censorship Council? That would make ascendingPrime’s turns almost impossible, hmm…

Edit: added my tech 1 to the board


#34

ok, here are the strats i witnessed:
balance: against most decks the top cards are basilisks, mimic and faerie drgon. It has a double purpose: getting a flier and making another unit (that arrived a previous turn), ot to insta kill opponen’s tech I/II . Since the target unit becomes 3/1 and keeps all dmgs if said unit already has a dmg, even patrolling or sidelined, it still gets killed.
Growth: one either goes for a blooming ancient+elm endgame or the usual molac.
Feral: never seen that work out, played yes, winning never.


#35

EDIT - add missing tiger cub and patrol deleration

P2T4


Tech StartingHand DrawDeck Workers

TECH
Stampeed
Allies


STARTING HAND
Tiger Cub
Spore Shambler (0/1+a)
Playful Panda
Young Treant (0/2+a; can’t atk)
Gemscout Owl
Rampant Growth (tech draw)
Circle of Life (young treant)


DRAW DECK (bottom of turn, unordered)
Playful Panda
Gemscout Owl
Circle of Life


WORKERS
Verdent Tree
Merfolk (1/1; tap: gain a gold; resist.1)
Forest Favor
Rampant Growth


NextHand

W.Tiger
Allies
Ironbark (1/2+aaa)
Spore Shambler (0/1+a)
Stampeed


Discard

Tech 2 card(s)
Get Paid - ($8)

Galina (2.green-units/2 - 1.g) - ($9)

Summon Young Treant - ($7)
arrives: draw 1

Summon Midori - ($5)

Midori casts Circle of Life - ($2)
sacrifice galina: bring in big rhino

Summon Tiger Cub - ($0)

Worker (free)

Patrol Young Treant (SL)
Patrol wisp (elite)
Patrol tiger cub (tech)
Patrol Big Rhino (lookout)

Float ($0)
Discard 3, Draw 1, Reshuffle, Draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: young-tree (0/2; can’t atk)
  • :psfist: [I]Elite[/I]: wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]: Big Rhino (7/8) (resist.1)
    [B]In Play:[/B]
  • (upgrade) Rich Earth: my workers are free
  • Midori (2/3; lvl.1)

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Tentative Tech (subject to change)
X - Galina + Gemscout
X - W.Tiger + Circle of Life
X - Stampeed + Allies
Feral Strike + Moss
~~Bear + Gigadon

So the original plan was T2, but injunction shut that down. Lucky (ish, 2/3) Circle of LIfe draw still lets me get a T2 out. First chance I get, going to try and get this up (followed by T3).

Still, my eco is good enough I think I can chain Circle and Allies if this is perma-locked down.

cost tallies

Dream-t.3
eco : arm : kil : kil/arm
$05 : $13 : $07 : 0.18

Me-t.3 (above turn not added)
eco : arm : kil : kil/arm
$05 : $18*: $00 : 0.00
*counting Tower as an army unit


#36

You paid for tiger cub, but didn’t list it on your board. Is it patrolling?


#37

Sry about that, I was trying to rush out my turn this morning while getting ready for work.

Yes, tiger cub is in tech.

Updating turn now.


#38

By the way, that Circle of Life was spot on. Best answer I’ve seen to Injunction.

P1T5


Tech StartingHand Workers

TECH
Censorship Council
Guardian of the Gates


STARTING HANDManufactured Truth
Arrest
Tax Collector
Injunction


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director
Manufactured Truth


NextHand

Tax Collector
Brave Knight
Guardian of the Gates
Injunction
Lawful Search


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 (Law) - ($3)
Arrest resistant Rhino - ($0)
Brave Knight #1 trades with Young Treant, returns to my hand
Scribe kills Wisp, survives with 1 health after tower damage
Bigby kills Cub, survives with 1 health after tower damage, you draw
Brave Knight #2 trades with Midori, returns to my hand, Bigby to maxband and heals

Float ($0)
Stash 1, Discard 3, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Building Inspector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Reputable Newsman (0/3), blocking $2
    [B]In Play:[/B]
  • Bigby lvl 5 (3/4)
  • Scribe (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Rhino is definitely a problem. I think my only real answer to him is Quince, but Mirrors take time to set up and I’ve found that Hallucination is only reliable along with Drill Sergeants. For now, I’ll just try to keep the Rhino disabled for as long as I can. With any luck, ascendingPrime will build tech 2 next turn, and I can keep the disabling going with Injunctions.
Considering the units currently on board, Midbandori seems likely in the next couple of turns. My units can keep up for now, but ascendingPrime’s gold advantage will catch up to me eventually. Only Truth units can match that kind of efficiency, so I guess I’ll tech Spectral Tigers?
Then the plan for next turn is: worker ($1), Injunction ($3), Quince ($2) and probably a bounced Brave Knight, or Tiger if I draw one ($3).

Here’s a worrying thought: If ascendingPrimes decides to rely on CoL instead of teching up, I’m probably screwed. I can’t disable Rhino, and CoL on Galina/Gemscout beats anything I can put out in terms of efficiency. He’ll risk a bloated deck eventually, but only if I can actually kill his units. Kind of makes me want to trade a bunch of stuff and take Midori out. It leaves ascendingPrime with only a disabled Rhino. Well, that and a hand full of cards plus plenty of gold to afford them. Maybe I should go for Censorship Council after all? Hard choice, but I’ll try to make it work.
New plan for next turn: worker ($1), Quince ($2), Injunction if tech 2 is up and otherwise hopefully Censorship Council ($3-4), and either a 3-cost unit or an extra Mirror.
Ok then, this is me committing to a control plan!


#39

CORRECTION - another error from last turn, after being sacrificed
galina never made it into my discard (I’m going slower this time).
Since you never looked at my hand a redraw shouldn’t impact your turn.
My apologies, this is a pretty big correction. Redrawing cards after
reshuffle.

P2T5


Tech StartingHand DrawDeck Workers

TECH
Feral Strike
Moss


STARTING HAND
W.Tiger
Allies
Ironbark (1/2+aaa)
Spore Shambler (0/1+a)
Stampeed

Circle of Life
Galina (2.green-units/2 - 1.g)
Gemscout Owl
Ironbark (1/2+aaa)
Spore Shambler (0/1+a) (tech)


DRAW DECK (bottom of turn, unordered)
W.Tiger
Tiger Cub
young-tree (0/2; can’t atk)


WORKERS
Verdent Tree
Merfolk (1/1; tap: gain a gold; resist.1)
Forest Favor
Rampant Growth
Spore Shambler (0/1+a)


NextHand

Stampeed
Playful Panda
Allies
Feral Strike
Moss


Discard

Tech 2 card(s)
Get Paid - ($9)

Worker (free)

Build T2 (feral) - ($5)
Almost missed the tax again - ($4)
Summon Galina - ($3)
Summon Ironbark - ($0)

Patrol Ironbark (SL)
Patrol Galina (scav)

Float ($0)
Discard 3, Draw 3, Reshuffle, Draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Ironbark (1/2+aaa)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Galina (2/2; upkeep: 1g per 2-green units)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • (upgrade) Rich Earth: my workers are free
  • Big Rhino (7/8) - Disabled

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (feral)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Tentative Tech (subject to change)
X - Galina + Gemscout
X - W.Tiger + Circle of Life
X - Stampeed + Allies
X - Feral Strike + Moss
~~Bear + Gigadon

So having rhino out there for next turn is a nice threat
hopefully it will let me get a tT3 out
backup plan is boosted allies for “instant-board”

cost tallies

Dream-t.3 (update later)
eco : arm : kil : kil/arm
$05 : $13 : $07 : 0.18

Me-t.3 (update later)
eco : arm : kil : kil/arm
$05 : $18*: $00 : 0.00
*counting Tower as an army unit


#40

P1T6


Tech StartingHand Workers

TECH
Justice Juggernaut
Free Speech


STARTING HAND
Injunction
Guardian of the Gates
Lawful Search
Tax Collector
Brave Knight
Arrest (Bigby draw)


WORKERS
Bluecoat Musketeer
Jail
Porkhand Magistrate
Traffic Director
Manufactured Truth
Brave Knight


NextHand

Censorship Council
Injunction
Injunction
Spectral Aven
Brave Knight


Tech 2 card(s)
Get Paid - ($9)
Tap Bigby to draw
Worker - ($8)
Guardian of the Gates - ($5)
Quince + Mirror - ($3)
Injunction on your tech 2, Rhino can keep resting - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Guardian of the Gates (1/6A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Scribe (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Reputable Newsman (0/3), blocking $2
    [B]In Play:[/B]
  • Bigby lvl 5 (3/4)
  • Quince lvl 1 (1/3)
  • Mirror (0/1)
  • Building Inspector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Tech 2 is up. I’ll save the Lawful Search gold and just go ahead and cast Injunction. Quince is also definitely coming in. That leaves me with 3 gold, and 3 questions:
(1) to kill or not to kill Galina? I’ll have to tap Bigby, and suicide Scribe and Inspector. I could then steal the scav gold with Taxman and afford an extra Mirror. It also takes away 1 Galina gold and an easy CoL target, though with that big hand he probably has a Gemscout or something else he could use. Plus, I’ll be bloating my deck again. So no.
(2) in that case, what do I do with my remaining 3 gold? I could afford Guardian or Knight, or make a Mirror and float 1. I’m not expecting to need two Mirror-copies next turn (and I probably couldn’t afford Quince’s midband twice anyway), and Bigby can keep me from going down on cards. So not Mirror. Guardian can buy me an extra quiet turn if I miss Injunction at some point. Knight is more pro-active, makes for a better copying target, and can keep my hand size up (but not help me cycle in technician slot). Pfff. It might be the Sunken Cost fallacy speaking, but I’ll go with Guardian.
(3) last question, owing to the weird way turns are played on the forum: what do I tech? Once I drop Censorship Council next turn, I expect ascendingPrime to start pumping gold into his heroes. So Free Speech could be good. I also want to win the game, eventually, after the lockdown is complete. It’s too early for Lawbringer, seeing as I won’t be able to afford tech 3 next turn. So a Justice Juggernaut may be in order.