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ascendingPrime (mono-white) vs codexNewb ([Feral/Growth]/Finess)


#1

@codexnewb - no worries about playing the same deck, I call it "drilling"
and I think it is super valuable. If you want me to lean my play-style in
any particular direction to help your practice just let me know.

GLHF

@ascendingPrime

P1T1


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Sensei’s Advice
Snapback
Savior Monk
Aged Sensei
Fox Viper


DRAW DECK (bottom of turn, unordered)


WORKERS
Fox Viper


NextHand

Smoker
Morningstar Flagbearer
Fox Primus
Safe Attacking
Grappling Hook


Discard

Sensei’s Advice
Snapback
Savior Monk


Tech 0 card(s)
Get Paid - ($4)

Worker - ($3)

Hire Aged Sensei - ($2)
Summon Grave - ($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]
  • Graves (2/3; sparkshot)
  • Sensei (1/1; exh: +1/+a to a unit/hero)

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

…hmm, 10 cards
so what I really want to do is colosus play. I never see this unit, but to
me it seems to put a 3 turn clock on the opponent which is pretty good.

In the past, I’ve seen codexnewb lean heavy into Cali, using her max-band in
both our previous games. as such 1, maybe 2 whitestar grapplers. these also
counter beefy T1 which feral have.

also, green has the possibility of a lot of token play, so Degray is a maybe.

at this point, I’m loading up 3.g units, so a teapots might be worth a card spot
-> this might be a bit too obvious though

to get around this, having some big units up front might be in order
this in turn suggests healing (although that is in the starter also)

…so this is what I cam up with. Pretty wide open, lets see how this goes.

  • bolder + sparing partner
  • reversal/mastery/myth + rambassa/fuzz/sparring partner
  • birds + rambassa/fuzz/sparring partner/myth
  • quake/thunder + whitestar/degray/teapots
  • collosus + whitestar/degray/teapots/oathkeeper

cost tallies

CN-t.1
eco : arm : kil : kil/arm
$00 : $00 : $0 : 0.00

Me-t.1
eco : arm : kil : kil/arm
$01 : $03 : $00 : 0.00


#2

"P2T1


StartingHand Workers

STARTING HAND
Young Treant
Playful Panda
Ironbark Treant
Merfolk Prospector
Forest’s Favor


WORKERS
Forest’s Favor


NextHand

Rampant Growth
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler


Discard

Ironbark Treant
Young Treant
Merfolk Prospector


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Arg, summon wisp - ($2)
Playful panda, summon wisp - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp (0/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg, lvl 1, (1/3)
  • Playful Panda (2/2)
    [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: 6
Thoughts

as P2, my moves will totally depend on his. If he goes with Rook, then I casn summon cal and she will most likely survive. it would be an expensive move for him to clear Merfolk, and then mid Rook in order to kill Cal

but if he summons grave, then i cannot bring out cal, because grave is a tough cookie early on. probably the best offensive hero there is. Ill have to respond with Arg and Panda, to wisp out some early rewards. two wisps on turn one is a strong defensive open, and leaves me with a rampant growth panda turn 2 to threaten his hero.

in terms of strategy, white tech 2 go as follows: Disciple (YLD, strong tech 2’s, kind of like feral, plus training grounds), Ninjitsu, (Porcupine, Glorious Ninja), Strength (Doubling Barbarian)

I don think i can try and win the early tech 1 race because of IPN. 3 gold, and it wold cost me like three units to deal with her. ill most likely have to tech in centaur and a spell, maybe polymorph squirrel. PMS will be usefull later no matter what tech 2’s he ends up going with.

but it all depends on what hero i go with. might very well be behind the ferns

"


#3

P1T2


Tech StartingHand DrawDeck Workers

TECH
bolder
sparing partner


STARTING HAND
Smoker
Morningstar Flagbearer
Fox Primus
Safe Attacking
Grappling Hook


DRAW DECK (bottom of turn, unordered)
Snapback
bolder
Grappling Hook


WORKERS
Fox Viper
Safe Attacking


NextHand

sparing partner
Morningstar Flagbearer
Sensei’s Advice
Fox Primus


Discard

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)

Build T1 - ($3)

Grave casts grapling hook - ($3)
scav wisp to elite

buy 2-lvl for graves (mid-band) - ($1)

(readiness) grave atk leader wisp, elbow elite wisp
crack armor + 2dam leader wisp, dies
sparkshot: 1dam elite wisp, dies

Sensei tags your base
1dam to main

Hire smoker - ($0)

Patrol smoker (SL)
Patrol graves (scav)

Float ($0)
Discard 2, Reshuffle, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: (1/1+a; stealth; tgt: rtn to owner hand)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Graves (3/4; lvl.3; sparkshot; readiness)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sensei (1/1; exh: +1/+a to a unit/hero)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 3
  • Disc: -
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

X - bolder + sparing partner

  • reversal/mastery/myth + rambassa/fuzz/sparring partner
  • birds + rambassa/fuzz/sparring partner/myth
  • quake/thunder + whitestar/degray/teapots
  • collosus + whitestar/degray/teapots/oathkeeper

ideas for this turn
smoker & midband grave, or monk & float.1, or primus

didn’t do any of those -^ things
*smoker is to block a possible rampant growth play that kills graves.
not sure if going down the card is worth the 1pt of base damage, but
it also keeps the board low

cost tallies

CN-t.1
eco : arm : kil : kil/arm
$01 : $04 : $0 : 0.00

Me-t.2
eco : arm : kil : kil/arm
$03 : $06 : $02*: 0.33

*this is a bit arbitray, but args wisp counted as 1g, but panda’s didn’t.
panda’s wisp is all about arriving exhausted (which goes away next turn)
*base damage also counts as $1 (techs don’t count b/c they rebuild after 1 turn)


#4

"P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Nimble Fencer


STARTING HAND
Rampant Growth
Verdant Tree
Spore Shambler
Tiger Cub
Rich Earth


WORKERS
W1 - Forest’s Favor
W2 - Rich Earth


NextHand

Young Treant
Nimble Fencer
Verdant Tree
Spore Shambler
Merfolk Prospector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
Mid Arg - ($2)
tap Arg, target smoker, smoker returns to your hand like a coward
Rampant Growth Playful Panda, not so playful after all. - ($0)
Playful Panda kills Grave, takes 1 damage back
grave’s death gives 2 lvls to arg, arg maxes, summons Water Elemental

Float ($0)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+A) anti-air
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg, lvl 5, (1/5)
  • Playful Panda (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

did not expect for him to patrol grave. i think i lucked out there.

since i kills grave, he is most likely bringing out Rook to build a big wall. i think i have a good chance to rush tech 2 here.

MoLaC is off the table because of grave’s versatile style. Ill bring in Nimble fencers for now, and i will have 5 cards t3, 4 in deck t4, so low chance of drawing tech 2 on t5.

maybe just go with strong tech 1 presence, and tech 2 t5, bring them out in force t6? also, stampede is an option since i unexpectedly have max arg for now?..

"


#5

The whole point of a chump blocker in SL was to block that rampant growth
play, I can’t believe I missed that. (You can see I don’t play white much)

P1T3


Tech StartingHand DrawDeck Workers

TECH
rambassa
fuzz


STARTING HAND
.sparing partner
Morningstar Flagbearer
Sensei’s Advice
…Fox Primus
smoker (back to hand)


DRAW DECK (bottom of turn, unordered)
fuzz
Morningstar Flagbearer
Sensei’s Advice


WORKERS
Fox Viper
Safe Attacking
Fox Primus


NextHand

Snapback
bolder
Grappling Hook
rambassa
smoker


Discard

Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Scav - ($6)

Hire sparing partner - ($5)

Build Tower - ($2)

Summon Rook - ($0)

Patrol Sparing Partner (SL)
Patrol Sensei (scav)
Patrol Rook (tech)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Sparing Partner (2/2; exh: +/+ to unit/hero)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Sensei (1/1; exh: +1/+a to a unit/hero)
  • :pschip: [I]Technician[/I]: Rook (2/4; lvl.1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[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: 7
Thoughts

X - bolder + sparing partner
X - reversal/mastery/myth + rambassa/fuzz/sparring partner

  • birds + rambassa/fuzz/sparring partner/myth
  • quake/thunder + whitestar/degray/teapots
  • collosus + whitestar/degray/teapots/oathkeeper

So obvious (in hind-sight). Straight up misplay on my part.

cost tallies

CN-t.2
eco : arm : kil : kil/arm
$03 : $06 : $04 : 0.66

Me-t.3
eco : arm : kil : kil/arm
$04 : $12 : $02*: 0.15

*this is a bit arbitray, but args wisp counted as 1g, but panda’s didn’t.
panda’s wisp is all about arriving exhausted (which goes away next turn)
*base damage also counts as $1 (techs don’t count b/c they rebuild after 1 turn)


#6

hahaha, yeah, ive been there before. probably the one downside of smoker.

"P2T3


Tech StartingHand Workers

TECH
Star crossed Starlet
Star Crossed Starlet


STARTING HAND
Spore Shambler
Verdant Tree
Nimble Fencer
Young Treant
Merfolk Prospector
Nimble Fencer


WORKERS
W1 - Forest’s Favor
W2 - Rich Earth
W3 - Verdant Tree


NextHand

Ironbark Treant
Rampant Growth
Tiger Cub
Nimble Fencer (2/3)
Star Crossed Starlet


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Young Treant, draw 1 - ($4)
Nimble Fencer - ($2)
Arg taps to boost water elemtnal
Elemental hits Sparring Partner, takes 2 back (armor absorbs tower damage)
Nimble Fencer hits Aged Sensei, takes 2 back

Float ($2)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Playful Panda (2/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg, lvl 5, (1/5)
  • Water Elemental (3/1)
  • Nimble Fencer (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

hmmmm, dont really want to trade so expensively. ill take it easy and play just the one niimble fencer. bringing in double SCS to flood a strong tech 1 presence. bringing in Maestros after that to set up a cheap free turn to unload. also good to keep my board full and deck thin.

for win condition,im actually thinking stampede. the virtuosos for free due to maestro plays really well with stampede’s expensive 6 gold cost.

"


#7

P1T4


Tech StartingHand DrawDeck Workers

TECH
birds
myth


STARTING HAND
Snapback
.bolder
Grappling Hook
.rambassa
…smoker


DRAW DECK (bottom of turn, unordered)
Sparing Partner (2/2; exh: +/+ to unit/hero)
Sensei (1/1; exh: +1/+a to a unit/hero)
birds
myth
Grappling Hook


WORKERS
Fox Viper
Safe Attacking
Fox Primus
smoker


NextHand

fuzz
Morningstar Flagbearer
Sensei’s Advice
Snapback


Discard

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Scav - ($7)

Hire Boulder - ($5)
Hire Rambassa - ($1)
and the other one

Patrol Boulder (SL)
Patrol Rook (scav)
Patrol Twin.a (tech)

Float ($1)
Discard 2, Draw 3, Reshuffle, Draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Boulder (0/6+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Rook (2/4; lvl.1)
  • :pschip: [I]Technician[/I]: Twin.a (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Twin.b (3/2)

[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
  • Deck: 5
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

X - bolder + sparing partner
X - rambassa + fuzz
X - birds + myth

  • quake/thunder + whitestar/degray/teapots
  • collosus + whitestar/degray/teapots/oathkeeper

worker + boulder + T2, or worker + boulder + twins

w/ that board presence, I thought it would be better to get board pressence
over an early T2.

My spidey sense is that a stamped might be coming. It feels like having rook
on the line helps with this …?

cost tallies

CN-t.3
eco : arm : kil : kil/arm
$04 : $10 : $06 : 0.60

Me-t.4
eco : arm : kil : kil/arm
$05 : $18 : $02*: 0.11

*this is a bit arbitray, but args wisp counted as 1g, but panda’s didn’t.
panda’s wisp is all about arriving exhausted (which goes away next turn)
*base damage also counts as $1 (techs don’t count b/c they rebuild after 1 turn)


#8

dang, thats some heavy firepower.

"P2T4


Tech StartingHand Workers

TECH
Grounded Guide
Grounded Guide


STARTING HAND
Rampant Growth
Ironbark Treant
Tiger Cub
Nimble Fencer (2/3)
Star Crossed Starlet


WORKERS
W1 - Forest’s Favor
W2 - Rich Earth
W3 - Verdant Tree
W4 - Ironbark Treant


NextHand

Spore Shambler
Nimble Fencer (2/3)
Star Crossed Starlet
Merfolk Prospector
Grounded Guide


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
tech 2 finesse - ($5)
Star Crossed Starlet - ($3)

Float ($3)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]: Arg, lvl 5, (2/5)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Water Elemental (3/1)
  • Nimble Fencer (2/1)
  • Playful Panda (2/1)
  • Star Crossed Starlet (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

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

wow, well, id have to trade A LOT to get through that. i would rather preserve my units for a turn and see what he does next.

bringing in doubel grounded guide so i can boost my units, headge against glorious ninja, etc…

"


#9

Ya, for what it is worth I went down a card to put it in play but given
your board state I needed to get something out there.

EDIT - twin isn’t actually trashed, just back to codex

P1T5


Tech StartingHand DrawDeck Workers

TECH
quake
whitestar


STARTING HAND
fuzz
…Morningstar Flagbearer
Sensei’s Advice
.Snapback


DRAW DECK (bottom of turn, unordered)
Sensei (1/1; exh: +1/+a to a unit/hero)


WORKERS
Fox Viper
Safe Attacking
Fox Primus
smoker
Morningstar Flagbearer


NextHand

Sparing Partner (2/2; exh: +/+ to unit/hero)
birds
myth
Grappling Hook


Discard

quake
whitestar
fuzz
Sensei’s Advice
Snapback


Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)

Build T2 (strength) - ($4)

Rook casts snapback on Arg - ($1)
arg to your command zone face down, river into play

Twin.a finds a scratching post
crack armor + 2dam to Treant, dies

Twin.b beelines for River
3dam to river, dies, lvl to rook; 2dam to twin, back to codex

Rook has a heart to heart w/ starlet
2dam to starlet, dies; 3dam back to rook

Patrol Boulder (SL)
it didn’t actually move

Float ($1)
Discard 2, Draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Boulder (0/6+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Twin.a (3/2)
  • Rook (2/1; lvl.3)

[B]Buildings:[/B]

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

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

X - bolder + sparing partner
X - rambassa + fuzz
X - birds + myth
X - quake + whitestar/degray

  • collosus + whitestar/degray/teapots/oathkeeper

So that was a pretty good turn, snap back on a max hero w/ the follow-up kill.
At this point, I think the play is Virtuoso w/ 2-step and/or stamped as accelerants.

Taking both arg and river off the board for a turn should crimp that plan.
If CN sacrifices their board and has a virtuoso in hand rook could die,
but I think I have enough big things to slow the game down and recover.

cost tallies

CN-t.4
eco : arm : kil : kil/arm
$09 : $14 : $08 : 0.57

Me-t.5
eco : arm : kil : kil/arm
$10 : $18 : $09*: 0.50

*arg only counted as 3.g b/c blue elemental is worth 2.g and wisp was 1.g


#10

"P2T5


Tech StartingHand Workers

TECH
maestro
leaping lizzard


STARTING HAND
Star Crossed Starlet
Spore Shambler
Merfolk Prospector
Grounded Guide
Nimble Fencer (2/3)


WORKERS
W1 - Forest’s Favor
W2 - Rich Earth
W3 - Verdant Tree
W4 - Ironbark Treant
W5 - Spore Shambler


NextHand

Rampant Growth
Tiger Cub


Discard

Young Treant (0/2+A)
Star Crossed Starlet (3/2)
maestro
leaping lizzard


Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Grounded Guide, other units get +1/+1, virtuosos get +2/+1 - ($6)
Nimble Fencer #2 - ($4)
Star Crossed Starlet - ($2)
Nimble Fencer #2 hits Boulder for armor and 3. takes 1 back
Playful Panda finishes Boulder, takes 1 back
Star Crossed Starlet kills tech 2, takes 1 back, your base to 18
water Elemental beaks your tower, takes 1, your base to 16
Nimble Fencer #1 hits your tech to 1
Merfolk prospector - ($1)

Float ($1)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Merfolk Prospector (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grounded Guide (4/4)
  • Nimble Fencer #2 (4/3)
  • Playful Panda (3/1)
  • Star Crossed Starlet (5/4)
  • Water Elemental (4/2)
  • Nimble Fencer (4/2) #1
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 2
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

i think that will wrap this up. GG was perfecet given he just unloaded on me and didnt have much to patrol

"


#11

CORRECTION - guide only gives health to virtuosos, so just take away the “health plus” on my table below for my counts. It doesn’t change my play, not sure if it changes yours.

Assuming everything happened in the order you outlined, I have unit stats as
Guide (4/4) --base, doesn’t buff himself
Fencer.2 (4/3) [2++/3+; 1dam this turn]
Panda (3/1) [2+/2+; 1dam before + 1dam this trun]
Starlet (6/2) [3++/2+; 1dam (&atk) this turn]
Elemental (4/1) [3+/3+; 2dam before + 1dam this turn]
Fencer.1 (4/2) [2++/3+; 2dam before]
Merfolk (2/2) [1+/1+]

EDIT - added abilities to rook

P1T6


Tech StartingHand DrawDeck Workers

TECH
collosus
degray


STARTING HAND
.Sparing Partner (2/2; exh: +/+ to unit/hero)
.birds
myth
…Grappling Hook


DRAW DECK (bottom of turn, unordered)
whitestar
fuzz
Sensei’s Advice
Snapback
Boulder (0/6+a)
collosus
degray


WORKERS
Fox Viper
Safe Attacking
Fox Primus
smoker
Morningstar Flagbearer


NextHand

Sensei (1/1; exh: +1/+a to a unit/hero)
myth
quake


Discard

Tech 2 card(s)
Get Paid + Float - ($10)
Worker - ($9)

buy 5 lvl for Rook (max) - ($4)

Rook bypasses single patroller (mid-band), hits guide
4dam to guide, dies; 4dam to rook
guide dies: units lose buff, panda & elemental also drop to 0HP, starlet will also at upkeep

Twin.a goes fishing
crack armor + 2dam to prospector, dies; 1dam to tiwn

Hire sparing partner - ($3)

Rook channels pigeons - ($1)
summon: pigeon.a (1/1; flying), pigeon.b (1/1; flying)

Rebuild T2

Patrol Sparing Partner (SL)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Sparing Partner (2/2+a; exh: +/+ to unit/hero)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Birds (channeling-rook)
  • Twin.a (3/1)
  • Rook (4/2; lvl.8; unstoppable by patrol zones of a single patroller; can only die from damage when crumbling rune present)
  • pigeon.a (1/1; flying)
  • pigeon.b (1/1; flying)

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (strength)

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

  • Hand: 3
  • Deck: 7
  • Disc: -
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

X - bolder + sparing partner
X - rambassa + fuzz
X - birds + myth
X - quake + whitestar/degray
X - collosus + whitestar/degray/teapots/oathkeeper

That was a pretty explosive turn. lucky(?) I didn’t have any T2 in hand
so it would have been a dead drop.

mmm, quake in hand after I just maxed rook and got birds in play; that could
be fun next turn.

cost tallies

CN-t.5
eco : arm : kil : kil/arm
$10 : $24 : $17^: 0.71

Me-t.6
eco : arm : kil : kil/arm
$11 : $26 : $21*: 0.81

*arg only counted as 3.g b/c blue elemental is worth 2.g and wisp is 1.g
^tower counts as 5; 3.g for the cost as an “army unit” + 2 for the base dam


#12

Edit:

  1. Use 2 of 3 float to max arg instead. only float 1.
  2. no tower
  3. rook now has crumbling rune
  4. Repatrol given rook is still alive.

"P2T6


Tech StartingHand Workers

TECH
maestro
mirkwood allies


STARTING HAND
Tiger Cub
Rampant Growth


WORKERS
W1 - Forest’s Favor
W2 - Rich Earth
W3 - Verdant Tree
W4 - Ironbark Treant
W5 - Spore Shambler


NextHand

mirkwood allies
merfolk prospector
nimble fencer


Tech 2 card(s)
Get Paid + float - ($11)
Max Arg - ($5)
rampant growth Nimble Fencer #2 - ($3)
Nimble Fencer #2 kills Sparing Partner, takes no damage
Nimble Fencer #1 trades with Rook, Arg to Max
Cal - ($1)

Float ($1)
Discard 1, draw 1, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Arg, lvl 5, (1/5+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Elemental (3/3)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nimble Fencer #2 (2/2)
  • Cal, lvl 1, (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

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

  • Hand: 3
  • Deck: 11
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

well, that was a brutal turn. but i came out with better board presence. my deck is going to be set. so this will pretty much be it. grounded guide, and whatever else i can manage to flood the board with.

teching maestro since he’ll be great for gold, and abilities to tag his buildings, plus mirkwood allies, which tags well with grounded guide.

"


#13

@codexnewb - sry for not calling this out better, but rook’s max-band is that he has 2 lives --so when he is atk by fencer he doesn’t die, he gains a crumbling rune (ie spends his first life) and his health resets to full.

Since Rook hasn’t left play there aren’t any free levels yet,

Not sure if you want to spend gold to max-arg, leave him at mid-band, or pick a different target for fencer.

EDIT - also I see a tower on your board, at a guess maybe you thought about using the 3g float to build it. please clarify if this is built or not.


#14

no worries. that’s my bad. allow me to update.


#15

Just a heads up, the gold float at the bottom still has 3g, so make sure to reference the one at the bottom of your actions.

EDIT - corrected counts of deck and discard

P1T7


Tech StartingHand DrawDeck Workers

TECH


STARTING HAND
Sensei (1/1; exh: +1/+a to a unit/hero)
…myth
.quake


DRAW DECK (bottom of turn, unordered)
fuzz
Sensei’s Advice
Boulder (0/6+a)
degray


WORKERS
Fox Viper
Safe Attacking
Fox Primus
smoker
Morningstar Flagbearer
myth


NextHand

Snapback
collosus
whitestar


Discard

Sparing Partner (2/2+a; exh: +/+ to unit/hero)
quake
Sensei (1/1; exh: +1/+a to a unit/hero)


Tech 0 card(s)
Get Paid + Float - ($11)

worker - ($10)

Pigeon.A poops on T1
1dam to T1; 3dam from elemental, dies

Pigeon.B poops on T2
1dam to T2; 3dam from elemental, dies

Rook casts Earthquake - ($5)
4dam to T2, collapses, 2dam to main
4dam to T1, collapses, 2dam to main
4dam to main from spell (8 total)

Summon Graves - ($3)

Build Tower - ($0)

Patrol Rook (SL)
Patrol Graves (tech)
Patrol Twin (tech)

Float ($0)
Discard 1, Draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Rook (4/6+a; lvl.8; crumbling-rune; unstoppable by single patroller; 2-lives)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Graves (2/3; lvl.1; sparkshot)
  • :pschip: [I]Technician[/I]: Twin.a (3/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Birds (channeling-rook; upkeep: summon up to 2 pigeons)

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (strength)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 6
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

X - bolder + sparing partner
X - rambassa + fuzz
X - birds + myth
X - quake + whitestar
X - collosus + degray

Stamped and dino-size are still risks, but a tech reset is pretty powerful.
If I can ever draw into colusus, that should be GG --but my draw isn’t great.

Ha, just drew my hand. No worker next turn!

cost tallies

CN-t.6
eco : arm : kil : kil/arm
$10 : $32 : $18 : 0.71

Me-t.7
eco : arm : kil : kil/arm
$12 : $31 : $31 : 1.00


#16

EDIT: obviously cant summon nimble fencer, so i adjusted and patrolled. after adjusting gold floatfrom previous turn, i started with 11 gold this turn (10 from upkeep, and 1 float). spent 9 gold this turn, so 2 float at end of turn.

"P2T7


StartingHand Workers

STARTING HAND
nimble fencer
mirkwood allies
merfolk prospector


WORKERS
W1 - Forest’s Favor
W2 - Rich Earth
W3 - Verdant Tree
W4 - Ironbark Treant
W5 - Spore Shambler


NextHand

Grounded Guide (4/4)
Rampant Growth
Grounded Guide


Discard

Nimble Fencer #2 (2/2)
Nimble Fencer (2/1) #1
mirkwood allies
Merfolk Prospector (2/2+A)


Tech 0 card(s)
Get Paid + float - ($11)
base took 8 total damage, my base from 19 to 11
rebuild tech 1
Mirkwood Allies, boosted, summon 4 frogs and a Beast
Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Frog (1/1+A)
  • :psfist: [I]Elite[/I]: Arg (2/5)
  • :ps_: [I]Scavenger[/I]: Frog (1/1)
  • :pschip: [I]Technician[/I]: Frog (1/1)
  • :target: [I]Lookout[/I]: Beast (4/4)
    [B]In Play:[/B]
  • Cal, lvl 1, 2/3
  • Frog #1 (1/1)
    Elemental (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 8
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

I have a few turns to decide if i really wanta to the anything else in, but pretty much, this game is already decided based on our teching choices.

cant kill rook AND Grave. Id rather leave rook on for a turn and build up my fire power. this game is over anyways.

tough to compete against birds and earthquake. that’s how it’s supposed to be done

"


#17

Unfortunately T1 doesn’t finish rebuilding until the end of your turn, so the second fencer needs to stay in your hand.

The allies is a great way to get around the tech-lock though.


#18

freaking shib, sosrry about that. im busy and doingthis when i have moments to breathe.


#19

No worries, I’ve had that issue in the past; and then sometimes I get flustered by my mistake and I make more and it just snowballs.

Don’t feel pressured to respond if you need to focus on other things. I’m plenty happy with a single turn back and forth each day.


#20

@ascendingPrime turn updated. thanks for your patience.