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[CAMS18] Shax [Necro]/Peace/Blood vs charnel_mouse [Balance/Growth]/Strength

glhf @charnel_mouse
"P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Sacrifice the Weak


WORKERS
Jandra, the Negator


NextHand

Graveyard
Pestering Haunt
Deteriorate
Summon Skeletons
Thieving Imp


Discard

Skeleton Javelineer
Sacrifice the Weak
Skeletal Archery


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Summon poisonblade rogue - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Poisonblade Rogue(2/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

didn’t drop skele because I’m likely to go down on cards next turn with haunt/deteriorate. I can also now afford my tech I + imp next turn.

"

1 Like

GLHF!
P2T1


StartingHand Workers

STARTING HAND
Playful Panda
Spore Shambler
Forest’s Favor
Young Treant
Tiger Cub


WORKERS
Spore Shambler


NextHand

Ironbark Treant
Merfolk Prospector
Rampant Growth
Verdant Tree


Discard

Forest’s Favor
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tiger Cub - ($2)
Playful Panda, Wisp arrives - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp 1+0/1
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Shax’s previous games in this tournament have seen him going for either skeleton spam or Crashbarrows pulled out by Garth and the Graveyard, possibly backing up either with Flagstone Garrisons.
Skeleton spam I can deal with by pulling out my own weenies, plus Midori’s midband and Huntress’s sparkshot, but that leaves me open to Doom Grasp, Nether Drain, and Elite Training. First tech is therefore probably going to be Tiny Basilisk and Huntress/Giant Panda.
Crashbarrows will need to be blocked with lots of weenies or with something big, but the latter is tempting a Kidnapping, so I might want to go for Blooming Ancients, plus Might of Leaf and Claw since Shax has no way to deal with upgrades.
I’d like to make use of Shax’s lack of anti-air options, what with Potent Basilisks clearing Skeleton Archery for the Mimics to get through, but I don’t think I can afford to do that if Crashbarrows are on the way.

1 Like

"P1T2


Tech StartingHand Workers

TECH
Overeager Cadet
Hooded Executioner


STARTING HAND
Graveyard
Thieving Imp
Pestering Haunt
Summon Skeletons
Deteriorate


WORKERS
Jandra, the Negator
Summon Skeletons


NextHand

Skeletal Archery
Deteriorate
Hooded Executioner
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Build tech I - ($3)
Summon thieving imp, you discard rng:2 - ($0)
Summon pestering haunt

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Poisonblade Rogue(2/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt(1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

50/50 rampant growth. Edit: no I’m stupid; he went down on hand and I imped him. Even if he has it, using it means his hand will be hurting for awhile.

I can’t imagine him not teching at least one basilisk with a deck like that. Kidnapping? Nah, dead card if I’m "“lucky”"to draw it fast.

"

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Ardra’s Boulder


STARTING HAND
Merfolk Prospector
Verdant Tree
Ironbark Treant
Rampant Growth


WORKERS
Spore Shambler
Verdant Tree


NextHand

Ardra’s Boulder
Rich Earth
Young Treant
Ironbark Treant


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Master Midori - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2+1A
  • :psfist: Elite: Wisp 1+0/1
  • :ps_: Scavenger:
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Midori L1 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Heh, I was talking about Huntresses when I’ve taken Feral out. Whoops. No early sparkshot for me.
I said the best option was Growth, but I’m wondering if Strength would be good too: it would give me a lot of high-health blockers against Crashbarrows, DeGrey for handling skeleton spam, main problem would be dealing with any Shoddy Gliders or Air Hammers, or Doom Grasp.
Bringing in Midori to threaten his midband on the Tiger Cub, the Wisp and Ardra’s Boulder, or Moment’s Peace.

1 Like

"P1T3


Tech StartingHand Workers

TECH
Kidnapping
Bone Collector


STARTING HAND
Skeletal Archery
Sacrifice the Weak
Hooded Executioner
Deteriorate


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery


NextHand

Overeager Cadet
Skeleton Javelineer
Kidnapping
Graveyard


Tech 3 card(s)
Get Paid - ($6)
Worker - ($5)
Haunt trades with wisp
Summon and boost hooded executioner, playful panda dies - ($0)
Imp trades with tiger cub, you draw
Poisonblade rogue suicides on midori attaching two -1/-1 runes to him.

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I could have kept the P. rogue as a way to gimp SQL, but I decided gimping Midori might be worth it. He basically isn’t a combat hero anymore without significant gold investment

"

1 Like

Yeesh.
P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Bird’s Nest


STARTING HAND
Rich Earth
Ironbark Treant
Young Treant
Ardra’s Boulder
Merfolk Prospector


WORKERS
Spore Shambler
Verdant Tree
Rich Earth


NextHand

Rampant Growth
Forest’s Favor
Tiny Basilisk
Bird’s Nest


Tech 2 card(s)
Get Paid + float + tech draw - ($8)
Worker - ($7)
Ardra’s Boulder - ($5)
Merfolk Prospector - ($4)
Tech II Growth - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder 0/6
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori L1 0/1 (–)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Forgot about Hooded Executioner’s boost. Hey ho. Still, that suggests I should be going for cheap unit spam rather than Strength’s more hardy, more expensive units, so Growth it is. The boulder getting Doom Grasped or similar would allow for an easy Midori kill, but I don’t have much choice here if I want to get to Tech II now, and Shax might not want to do inefficient instagibs twice in a row even if it’s possible.

1 Like

@Shax just checking you’ve seen the turn, no rush :slight_smile:

1 Like

"P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Flagstone Garrison


STARTING HAND
Graveyard
Skeleton Javelineer
Overeager Cadet
Kidnapping


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Bone Collector
Thieving Imp
Deteriorate
Poisonblade Rogue


Discard

Kidnapping
Skeleton Javelineer
Crashbarrow
Flagstone Garrison


Tech 3 card(s)
Get Paid - ($7)
Worker - ($6)
Build tech II blood - ($2)
Summon overeager cadet
hooded executioner pings boulder for 2 damage
Summon onimaru - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Overeager Cadet(2/2)
  • :target: Lookout:

In Play:

  • Onimaru lvl1 (2/3)
  • Hooded Executioner (3/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Unfortunately no good kidnap opportunitys here. Everything on his board requires a buff to kill my cadet, and after that he doesn’t have much to threaten my board with. Rampant growth would kill cadet anywhere; forest favor wouldn’t kill cadet in SQL, but requires prospector trade otherwise. Boulder is big, but oni and executioner in the backround might threaten enough that he doesn’t attack.

"

P2T4


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Forest’s Favor
Rampant Growth
Tiny Basilisk
Bird’s Nest


WORKERS
Spore Shambler
Verdant Tree
Rich Earth
Forest’s Favor


NextHand

Tiger Cub
Playful Panda
Ironbark Treant


Discard

Rampant Growth
Blooming Ancient
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garus Rook - ($5)
Bird’s Nest, Birds arrive - ($3)
Tiny Basilisk - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder 0/4+1A (2 damage)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician:
  • :target: Lookout: Rook L1 2/4

In Play:

  • Midori L1 0/1 (–)
  • Tiny Basilisk 1/2 (deathtouch)
  • Bird #1 1/1 (flying)
  • Bird #2 1/1 (flying)
  • Bird’s Nest (channeled by Rook)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Pretty much any damage coming out of Shax’s hand will break my patrol zone, but I can’t put more in because of the threat of sparkshot, and I want to keep the Tiny Basilisk alive to shut that down next turn, unless Garth shows up. Not a good place to be. Going low on hand size here, but Young Treant’s still in the deck so I’ve got a (C(4,2)+C(3,2)/2)/10 = 75% chance of a Blooming Ancient next turn.
… Well, damn.

1 Like

"P1T5


Tech StartingHand Workers

TECH
Shoddy Glider
Flagstone Garrison


STARTING HAND
Thieving Imp
Deteriorate
Bone Collector
Poisonblade Rogue


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Pestering Haunt
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak


Tech 3 card(s)
Get Paid - ($8)
Build tech lab, peace - ($7)
Midband Onimaru - ($3)
Executioner and Cadet kill boulder
Onimaru kills Rook, Oni to lvl 7.
Maxband Onimaru, millitia rolls out - ($2)
Summon Bone Collector - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector(3/3+A)
  • :psfist: Elite: Soldier(2/1)sparkshot
  • :ps_: Scavenger: Soldier(1/1)sparkshot
  • :pschip: Technician: Soldier(1/1)sparkshot
  • :target: Lookout:

In Play:

  • Onimaru MAX (4/5)
  • Hooded Executioner (3/3)
  • Overeager Cadet(2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Birds are annoying vs gliders. Well, annoying in general. Had to skip a worker to build tech lab AND summon bone collector. Had to get bone collector so Oni doesn’t instadie to basilisk. Despite that he is only 1 damage off from killing Boney without basilisk and killing Oni anyways; he could trade Midori here if he doesn’t have a buff in hand. Still leaves me with a sexy board, and if any gameplan is fine with a little bit of bloat and delayed tech III it’s this one. Upshot of skipping worker is now I’m back to 5 cards for that Garrison draw. Overall I need to tech my Garrisons a turn sooner so I’m not spending time with my tech II up waiting for them to get shuffled into my deck and crossing my fingers. Player 2 is tricky for that as I found out last game.

Aaaaaaand I don’t draw anything. My hand is literally something from turn 1. At least my board isn’t desperate for good draws.

"

P2T5


Tech StartingHand Workers

TECH
Nature Reclaims
Stampede


STARTING HAND
Tiger Cub
Playful Panda
Ironbark Treant


WORKERS
Spore Shambler
Verdant Tree
Rich Earth
Forest’s Favor
Ironbark Treant


NextHand

Stampede
Blooming Ancient
Ardra’s Boulder
Young Treant


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tower - ($6)
Argagarg Garg, Wisp arrives - ($4)
Maxband Argagarg, Water Elemental arrives - ($0)
Bird #1 kills elite Soldier
Bird #2 kills scavenger Soldier, you get a gold
Tiny Basilisk trades with Bone Collector
Merfolk Prospector trades with technician Soldier, you draw

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
  • :psfist: Elite:
  • :ps_: Scavenger: Midori L1 0/1 (–)
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Argagarg L5 1/5
  • Bird #1 1/1 (flying)
  • Bird #2 1/1 (flying)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Unfortunately I can’t get the Tiny Basilisk through to Onimaru, so I can’t afford to level up Midori and bring out Argagarg’s Wisp and/or the ability-less units in my hand. I’m just going to have to put a tower up, get rid of the immediate sparkshot threat, and block with what I can. Finally drawing Tech II cards for next turn, but I think it’s far too late.

1 Like

"P1T6


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Sacrifice the Weak
Pestering Haunt
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Crashbarrow


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp


NextHand

Flagstone Garrison
Flagstone Garrison
Deteriorate
Kidnapping
Shoddy Glider


Discard

Bone Collector
Crashbarrow
Shoddy Glider
Crashbarrow
Poisonblade Rogue
Skeleton Javelineer
Sacrifice the Weak


Tech 3 card(s)
Get Paid+ scav and tech bonuses - ($9)
Worker - ($8)
Summon Drakk and level him up once - ($5)
Summon Crashbarrow and Haunt - ($2)
Crashbarrow trades with elemental and overpowers onto Midori. You get gold and Drakk to midband
Cadet kills wisp, you draw.
Onimaru kills Arg, Drakk to maxband.
Hooded executioner hits your tech II for 4 damage

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru MAX (4/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk MAX (3/4)
  • :target: Lookout:

In Play:

  • Pestering Haunt(1/1)
  • Hooded Executioner (3/2)
  • Overeager Cadet(2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Was playing with Garth vs Drakk stuff and agonizing over wether to kill Arg or tech II. Then I realised I have kidnapping next turn for any scary tech II stuff he might have next turn, and getting levels on Drakk would be nice. This way I threaten a cheap kill on his tech II next turn with haunt.

"

I’m somewhat doubtful of my chances here, but we’ll see what happens.
P2T6


StartingHand Workers

STARTING HAND
Blooming Ancient
Young Treant
Ardra’s Boulder
Stampede
Tiny Basilisk
Playful Panda


WORKERS
Spore Shambler
Verdant Tree
Rich Earth
Forest’s Favor
Ironbark Treant


NextHand

Merfolk Prospector
Nature Reclaims
Might of Leaf and Claw
Blooming Ancient


Discard

Stampede
Tiny Basilisk


Tech 0 card(s)
Get Paid + scavenger - ($11)
Blooming Ancient - ($7)
Young Treant, I draw, rune on Blooming Ancient - ($5)
Ardra’s Boulder, rune on Blooming Ancient - ($3)
Playful Panda, Wisp arrives, two runes on Blooming Ancient - ($1)
3 runes on Bird #1
Bird #1 kills Drakk, you draw, levels fizzle
Bird #2 kills Pestering Haunt
Rune on Ardra’s Boulder

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ardra’s Boulder 1+1/7 (+)
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Young Treant 0/2
  • :target: Lookout:

In Play:

  • Playful Panda 2/2
  • Bird #1 4/4 (+++, flying)
  • Bird #2 1/1 (flying)
  • Blooming Ancient 2/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Well, I finally got an Ancient into play. Only problem now is working out how to allocated my five runes. Popping three runes on a Bird lets me take out Drakk, which might be the most efficient way to reduce Shax’s attack damage. It could also let me kill Onimaru or the Tech Lab instead, but I’m not as worried about Onimaru outside of his ultimate now, and I’m hoping to draw into Nature Reclaims soon if Garrisons come in. Double Garrisons could kill me very quickly, but so could War Drums. The other rune can go on the Boulder in Elite, so it can kill Onimaru without Onimaru killing it unassisted without Art of War. Again, instant hand damage will get past my patrol zone easily, and my Tech II going down would be game, but I have a tiny chance of getting back in the game.
… Ooh, not a bad draw. As long as Tech II stays standing, I might be OK.

1 Like

"P1T7


Tech StartingHand Workers

TECH
Captured Bugblatter
Captured Bugblatter


STARTING HAND
Flagstone Garrison
Kidnapping
Shoddy Glider
Flagstone Garrison
Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Poisonblade Rogue


WORKERS
Jandra, the Negator
Summon Skeletons
Skeletal Archery
Graveyard
Thieving Imp
Poisonblade Rogue


NextHand

Shoddy Glider
Bone Collector
Crashbarrow
Captured Bugblatter


Discard

Shoddy Glider
Deteriorate
Overeager Cadet
Sacrifice the Weak
Kidnapping
Flagstone Garrison


Tech 2 card(s)
Get Paid + float +tech(caused reshuffle) - ($11)
Build flagstone garrison - ($8)
Summon shoddy glider, draw - ($7)
Summon Garth - ($5)
Summon skeleton javelineer, draw - ($4)
Cast deteriorate on bird #1 and kill it with glider
Cadet trades with Treant, you draw
Executioner kills wisp, you get gold
Create skeleton with Garth, then sacrifice it with StW to kill bird #2 - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru MAX (4/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer(1/1)
  • :target: Lookout:

In Play:

  • Hooded Executioner (3/1)
  • Flagstone Garrison(4)
  • Garth lvl 1(1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Gotta get rid of those birds no two ways about it. Tech II and ancient still up wich is really bad news. Garrison might not stay up and the boulder is a pain in my tit. This is quickly going downhill.

"

Taking a risk.
P2T7


StartingHand Workers

STARTING HAND
Might of Leaf and Claw
Merfolk Prospector
Blooming Ancient
Nature Reclaims
Bird’s Nest


WORKERS
Spore Shambler
Verdant Tree
Rich Earth
Forest’s Favor
Ironbark Treant


NextHand

Tiger Cub
Rampant Growth
Young Treant
Bird’s Nest


Tech 0 card(s)
Get Paid + float +scavenger + tech draw - ($12)
Might of Leaf and Claw - ($9)
Blooming Ancient #2, BA #1 gets a rune - ($5)
Master Midori, BAs get a rune each - ($3)
Nature Reclaims is trashed, Flagstone Garrison is trashed - ($1)
Blooming Ancient #1 kills Onimaru, takes 4 damage, Midori hits level 3, MoLaC gets a growth rune
Ardra’s Boulder rolls over Skeleton Javelineer, you draw, takes 1 damage, MoLaC gets a growth rune
Blooming Ancients give Playful Panda 3 runes, Blooming Ancient #1 dies
Playful Panda destroys Tech II, your base to 18, MoLaC gets a growth rune

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L3 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Blooming Ancient #2 2/4
  • :target: Lookout:

In Play:

  • Ardra’s Boulder 1/6 (+, 1 damage)
  • Playful Panda 5/5 (+++)
  • Might of Leaf and Claw (3/5 growth runes)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Growth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Hey, I’m alive! I can kill both heroes this turn if I want to. Choice I have to decide between is bringing in Midori to trash the Garrison, or bringing in Argagarg for more units to fuel the Ancients. Or Rook’s birds, but I want to keep my card count up. I could do two, but I’d have to pass up on Might of Leaf and Claw, which seems a shame when I’d only need two more runes on it next turn.
Letting Ancient #1 suicide so I can put all the runes on Playful Panda and destroy Tech II instead of Garth is risky - I’d only have C(3,1)/C(4,2) = 50% chance of bringing it back in next turn, before bonus draws, so I’m losing some of the Growth momentum. It stops Crashbarrows from both being played or being fetched by Garth, though, so hopefully it will kill Shax’s momentum dead.
If I’m lucky, he destroys the patrol zone but destroys Tech II instead of going after my non-patrollers, because I’ll have Tech 0s and 1s in hand to flatten him with an activated MoLaC.

EDIT: Changing my thoughts before anyone realises how off my maths was.

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GG, my hand was almost completely tech II units and dead in the water. While I was showering after that turn it occurred to me that I probably should have patrolled Garth as well. My biggest mistake was probably not teching both garrisons on turn 2. I think my entire gameplan works better if peace is my main spec and I rush garrisons for peace engine swarm asap, and blood is the tech lab.

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Well played, that Executioner caught me off guard because I’d forgotten about their boost, and I spent three turns in a row panicking because I had a very light patrol zone. Garth patrolling would have definitely stopped what I was doing, although I had a hand of spells and tech 0’s and 1’s, so a Tech II kill wouldn’t have slowed me as much as I was worried about. Only problem I could see with maining Peace in this matchup is that your anti-air would be even worse than it already is: I would be worried far less about Air Hammers than about Shoddy Gliders, because the lack of hasted air damage means going into Mimics is less dangerous, and the lack of haste on the ground means I’m not as worried about lacking for ground-based blockers if I go for the flying Balance wrecking ball, especially if you’re running with sparkshot. @zhavier

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Teching both garrisons in early would’ve helped. The card I was worried about the most, at the start of the game, was Elite Training, because the sparkshot would deal with Growth’s weenie spam and the anti-air would deal with Mimics, and with Kidnapping or Doom Grasp a possibility I definitely wasn’t going Strength.