STARTING HAND
Rich Earth
Tiger Cub
Verdant Tree
Playful Panda
Young Treant
WORKERS
Spore Shambler
Rich Earth
NextHand
Rampant Growth
Young Treant
Tiger Cub
Verdant Tree
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Exhaust Merfolk Prospector - ($5)
Tech I - ($4)
Playful Panda - ($2)
Cala takes out Tinkerer, sustains 1 dmg
Float ($2)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Wisp (0/1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra 1 (2/2)
Merfolk Prospector (1/1)
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 2
Workers: 6
Thoughts
Hoping for no nullcraft next turn so I can try and keep up on economy.
He’s playing it pretty slow, so I’ll take the opportunity to build a board advantage. The tinkerer just loses him a gold so he probably has mox next turn. Plus he has good heroes and tiny basilisks. I think I’m forced to go for my own tiny basilisks? unless I went for owls or something. I think the likeliest techs from him are basilisks and overeager cadets, plus a mox to put a dent in my agression. I can answer that with basilisks and first strike. His tech II plan is probably peace so I need to stay on him and have a big turn when he builds tech II. these are my thoughts on this matter
Apologies, I’m pretty slow at this it seems. Thanks for your patience.
P1T3
Tech StartingHand Workers
TECH
Ferocity
Ferocity
STARTING HAND
Rampant Growth
Verdant Tree
Young Treant
Tiger Cub
Tiny Basilisk
Forest’s Favor
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
NextHand
Ironbark Treant
Tiger Cub
Ferocity
Tiny Basilisk
Tech 2 card(s)
Get Paid + float - ($8)
Exhaust Merfolk Prospector - ($9)
Worker - ($8)
Young Treant, draw - ($6)
Tiny Basilisk - ($4)
Forest’s Favor on Cala - ($2)
Midband Cala - ($0)
Cala takes out Fargonaut
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Wisp (0/1A)
Elite:
Scavenger: Young Treant (0/2)
Technician: Playful Panda (2/2)
Lookout:
In Play:
Calamandra 3 (4/3) [1]
Tiny Basilisk (1/2)
Merfolk Prospector (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’m comfortable going down to 4 cards here because of my board advantage + pretty thin deck. 4 draws into 7 to get a ferocity is pretty good. I am expecting him to do tech II next turn, but he’ll have very little to offer on defense if he does.
Is there anything that kills Cala here? Battle suits + unphase from Vir + nullcraft? That seems unlikely and way too expensive, so she’s safe. I might not even go Tech II this game and just make tigers instead.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 peace - ($3)
vir, peak at top card - ($1)
pay to swap - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1+A)
Elite:
Scavenger: Vir (2/3)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
woops, forgot my thoughts from last time. T2 thoughts: okay, i expected him to heal cal, but he might just do that to start his turn since i have two 2 attack guys. putting fargo in sql instead of scav because i wont need the gold, and that way he might have to trade 2 units into him (hoping for now rampant growth). next turn i can drop a vir and mox. hell, maybe fargo will survive and give me some extra wall. ideally he’ll go the the econ play and wall up.
turn three thoughts: you know, im just happy this is all going according to plan, whether or not the plana ctually works, we’ll see, but this is improvement. i like this. so, if my tech 2 is broken, at least i can rebuild, drop some tech 1’s and max Oni.
STARTING HAND
Tiny Basilisk
Ironbark Treant
Ferocity
Tiger Cub
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Ironbark Treant
NextHand
Forest’s Favor
Ferocity
Rampant Growth
Discard
Ferocity
Tiger Cub
Stampede
Stampede
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Exhaust Merfolk Prospector - ($7)
Tiny Basilisk #2 - ($5)
Ferocity - ($3)
Panda swiftly sidelines Mox, takes 1 dmg anyway
Tiny Basilisk #1 swiftly strikes down Vir, Cala Maxes
Cala breaks your Tech II
Heroes’ Hall - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Young Treant (0/2A)
Elite:
Scavenger:
Technician: Wisp (0/1)
Lookout:
In Play:
Calamandra 5 (5/6) [1]
Merfolk Prospector (1/1)
Tiny Basilisk (1/2)
Tiny Basilisk (1/2)
Playful Panda (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 4
Gold:
Gold: 1
Workers: 8
Thoughts
So that turn went according to plan, cool. Since he specifically swapped a card with Vir I want to go for the Tech II this turn and play it safe - playing lots of stuff with Garrison is his way back into this game, after all. I could have built Tech II myself here, but I wanted the second Basilisk to keep him down. If he pulls out a maxbanded hero or a Glaxx or something, I’ll need to keep breaking through.
I’m getting low on cards…and I need gold to make up for it with tigers. I guess Galina and a Centaur for kicks? …no, I have a window to win here and I need to take it. At this point, I can’t see him making any significant dent in my board.
Tech 2 card(s)
Get Paid - ($8)
scav gold - ($9)
max oni, 3 soldiers - ($0)
overeager cadet
knight of the conclave
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Soldier (1/1)
Elite: Hardened Mox (2/1)
Scavenger: Overeager Cadet (2/2)
Technician: Oni, lvl 8, (4/5)
Lookout: Soldier (1/1)
In Play:
Soldier (1/1)
KOTC (4/4)***
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
well, not going according to my ideal plan, but still going as i expected. i guess one thing im really missing here is hero removal. fully expect him to cycle ferocity at this point, double down on tech 1, and then arg spells.
teching second garrison and moment’s peace. i think ill just need to whether the storm here for another turn or two. end game is still garrison, really just need one solid turn to get back in teh game.
STARTING HAND
Ferocity
Rampant Growth
Forest’s Favor
WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Ironbark Treant
NextHand
Rampant Growth
Ferocity
Centaur
Stampede
Tech 2 card(s)
Get Paid + float - ($9)
Exhaust Merfolk Prospector - ($10)
Argagarg at level 3 + wisp - ($6)
Exhaust Calamandra, pay 4 for Stalking Tiger - ($2)
Ferocity - ($0)
Tiny Basilisk #1 swiftly strikes down Oni, Arg maxes
Panda swiftly strikes squad lead soldier
Tiny Basilisk #2 swiftly strikes lookout soldier
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Stalking Tiger (4/4A)
Elite: Wisp (1/1)
Scavenger: Wisp (0/1)
Technician: Young Treant (0/2)
Lookout: Water Elemental (3/3)
In Play:
Argagarg 5 (1/5)
Calamandra 5 (5/6) [1]
Merfolk Prospector (1/1)
Tiny Basilisk (1/2)
Tiny Basilisk (1/2)
Playful Panda (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Ok, max Oni is here. Can I break through the patrol zone easily? Looks like no, not without spending a card I don’t really want to spend. So the next question is: can I withstand one turn of garrison plays? I think I can. He specifically dug for a card last turn, so that might have been the turn he had garrison…but maybe not, so I should plan for the worst. So in that case, I should only take favorable trades and build the board for another turn, and set myself up for a stampede win.
Should I Ferocity here? Or skip worker? Ferocity means the Basilisk doesn’t go back in my discard, which means I have a better chance of drawing Stampede. And I guess I’m all in on that plan at this point, so let’s do it.
Speaking of which, are there any spells that really screw me over here? I guess Moment’s Peace does, huh. So how do I beat that…just pray he doesn’t keep drawing them back to back, I guess. And Garrison + Drill Sergeant is 6g, so I think I’m safe to put the tiger in squad lead here…let’s see.
Are you sure about that? The wording on the ability is “When attacking a patroller, deals 1 damage to an adjacent patroller.” It doesn’t mention actually having to damage the target of the attack.
Sparkshot damage is dealt simultaneously with all other combat damage. — Sirlin, 03/11/16
If swift strike damage kills a unit or hero in combat that does not have swift strike, the non-swift strike unit or hero dies before it gets a chance to deal combat damage. — Sirlin, 03/14/16
Looks pretty clear to me that swift strike prevents sparkshot.