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[CAMS19 Round3] Bomber678 [Finesse]/Peace/Truth vs hardy83 [Balance/Feral/Growth]

@hardy83
Let’s get it on.


Turn 1

Hand: Wither, Tenderfoot, Bloom, Timely Messenger, Helpful Turtle
Workers: Bloom


  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Tenderfoot ($2)
  4. Summon General Onimaru ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
    General Onimaru (2/3)
    Tenderfoot (1/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Granfalloon Flagbearer, Spark, Older Brother, Brick Thief, Fruit Ninja

Discard

Wither, Timely Messenger, Helpful Turtle

Think

Hard choice on the worker there. Usually it’d be turtle, but against green you can get some mileage out of healing by clearing their board. I don’t use bloom much anyway…
It is a shame I had 3/4 combat tricks in the first hand though.

Gl & hf

"P2T1


StartingHand Workers

STARTING HAND
Rampant Growth
Playful Panda
Verdant Tree
Young Treant
Rich Earth


WORKERS
Rich Earth


NextHand

Merfolk Prospector
Spore Shambler
Ironbark Treant
Tiger Cub
Forest’s Favor


Discard

Verdant Tree
Young Treant
Rampant Growth


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda - ($2)
Arg - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Playful Panda (2/2)
  • :codexargagarg: Argagarg Garg, L1 (1/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
    "
afterthoughts

Oh shit… Didn’t think about wither on time… Let’s see if I’m lucky

Turn 2

Hand: Granfalloon Flagbearer, Spark, Older Brother, Brick Thief, Fruit Ninja
Tech: Nimble Fencer, Elite Training
Workers: Bloom, Fruit Ninja


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Build Tech 1 ($3)
  5. Summon Older Brother ($1)
  6. Onimaru kills Wisp
  7. Discard 3, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Tenderfoot (1/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Older Brother (2/2)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    General Onimaru (2/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 3
  • Discard: 0

Hand

Nimble Fencer, Timely Messenger, Spark, Elite Training, Brick Thief

Discard

Thenk

I could kill his wisp, but it leaves me vulnerable to Favour+Growth Oni kill. Which on paper sounds fine, but it leaves me with only Tenderfoot, and he still gets to tech up.

"P2T2


Tech StartingHand Workers

TECH
Huntress
Tiny Basilisk


STARTING HAND
Merfolk Prospector
Spore Shambler
Forest’s Favor
Ironbark Treant
Tiger Cub


WORKERS
Rich Earth
Tiger Cub


NextHand

Rampant Growth
Forest’s Favor
Merfolk Prospector
Young Treant
Verdant Tree


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Lvl arg to max - ($0)
Tap arg to buff Panda
Panda kills tenderfoot

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Water Elemental (3/3)
  • :target: Lookout:

In Play:

  • :exhaust: Playful Panda (2/2)
  • :exhaust: :codexargagarg: Argagarg Garg, L5 (1/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
    "
Turn 3

Hand: Nimble Fencer, Timely Messenger, Spark, Elite Training, Brick Thief
Tech: Overeager Cadet, Flagstone Garrison
Workers: Bloom, Fruit Ninja, Spark


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Summon Nimble Fencer ($4)
  5. Summon Brick Thief, deal a damage to your Tech 1 ($2)
  6. Cast Elite Training on Onimaru and Older Brother ($0)
  7. Older brother kills Water Elemental and sparkshots Wisp, you draw a card and gain 1 gold
  8. General Onimaru destroys your Tech 1, your base takes 2
  9. Nimble Fencer kills Panda
  10. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Brick Thief (2/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    General Onimaru (3/3+A)
    Nimble Fencer (2/1)
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 3
  • Deck: 0
  • Discard: 6

Hand

Wither, Granfalloon Flagbearer, Helpful Turtle

Discard

Tenderfoot, Older Brother, Elite Training, Flagstone Garrison, Overeager Cadet, Timely Messenger

Thinking

It’s unclear to me if this is the correct play. It prevents him from playing Tech 1s, and from building Tech 2, but it does allow him to play 3 tech 0s and put me on the back foot, since I really need to build Tech 2 next turn. Maybe being allowed to tech up first will be worth it though.

P2T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Behind the Ferns


STARTING HAND
Young Treant
Forest’s Favor
Merfolk Prospector
Rampant Growth
Verdant Tree
Ironbark Treant


WORKERS
Rich Earth
Tiger Cub
Young Treant


NextHand

Forest’s Favor
Spore Shambler
Huntress
Tiny Basilisk
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Ironbark Treant - ($3)
Merfolk Prospector - ($2)
Arg kills your annoying Brick Thief, you draw
rebuild Tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Ironbark Treant (2/2+2a)
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • :exhaust: :codexargagarg: Argagarg Garg, L5 (1/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

not really happy with my game… thinking is quite exhausting with a child being born besides the codex game :wink:

Turn 4

Hand: Wither, Granfalloon Flagbearer, Helpful Turtle, Brick Thief
Tech: Flagstone Garrison, Overeager Cadet
Workers: Bloom, Fruit Ninja, Spark, Wither


  1. Reshuffle, technician draw
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Build Tech 2 Peace ($2)
  5. Summon Helpful Turtle ($0)
  6. Onimaru kills Merfolk Prospector, you draw
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite: Helpful Turtle (2/2)
    :ps_:Scavenger:
    :pschip:Technician: Nimble Fencer (2/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    General Onimaru (2/2)
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 2
  • Discard: 4

Hand

Older Brother, Tenderfoot, Flagstone Garrison, Elite Training

Discard

Overeager Cadet, Flagstone Garrison, Brick Thief, Granfalloon Flagbearer

Big Think

By building my tech 2 before him, I have a significant advantage in being able to flood the board next turn. However, I don’t have any haste right now, so I probably can’t swing back. I’ll have to wait one turn and allow him to hit me. Then next turn, we’ll be putting Sergeants in, and maybe flagbearers after that.

you put a big think there? wonder what that means… :thinking:

P2T4


Tech StartingHand Workers

TECH
Wandering Mimic
Nature Reclaims


STARTING HAND
Tiny Basilisk
Huntress
Spore Shambler
Tiny Basilisk
Forest’s Favor
Verdant Tree


WORKERS
Rich Earth
Tiger Cub
Young Treant


NextHand

Rampant Growth
Forest’s Favor
Spore Shambler
Behind the Ferns
:exhaust: Playful Panda (2/2)


Tech 2 card(s)
Get Paid + float - ($10)
skip Worker
Hire huntress - ($8)
Hire 2 tiny basilisks - ($4)
Tech 2, balance - ($0)
heroic Arg kills your Fencer, you draw

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk (1/2a)
  • :psfist: Elite: Ironbark Treant (2/2+2a)
  • :ps_: Scavenger:
  • :pschip: Technician: Huntress (3/3)
  • :target: Lookout:

In Play:

  • :exhaust: :codexargagarg: Argagarg Garg, L5 (1/1)
  • Tiny Basilisk (1/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

hm… interesting - tech 2 peace calls for nature reclaims to deal with garrison. i wouldn’t dare to go for peace in his position - but let’s see what happens. i decided to go for balance. didn’t realize the synergy between btf and mimic up to now… but looks good to me. maybe i can also steal some haste from him if he plays a fencer again…

if i can gain initiative with lotta units, stampede also would be a nice addition… never thought that arg woult live long enough and that i could gather enough units. but atm my outlooks are not that bad (?)

edit: changed the gold values… they were from a previous version where i workered instead of the second basilisk…

I just change it every time to amuse myself.


Turn 5

Hand: Older Brother, Tenderfoot, Flagstone Garrison, Elite Training, Timely Messenger
Draw: Overeager Cadet, Flagstone Garrison, Drill Sergeant, Nimble Fencer
Tech: Drill Sergeant, Spectral Hound
Workers: Bloom, Fruit Ninja, Spark, Wither, Elite Training


  1. Technician draw
  2. Tech 2 cards
  3. Heal 1
  4. Get paid (+$8, $8)
  5. Build Flagstone Garrison ($5)
  6. Summon Tenderfoot, draw ($4)
  7. Summon Overeager Cadet, reshuffle, draw ($4)
  8. Summon Timely Messenger, draw ($3)
  9. Summon Older Brother, draw ($1)
  10. Hire a worker ($0)
  11. Onimaru trades with Basilisk
  12. Discard 3, draw 4, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Older Brother (2/2+A)
    :psfist:Elite: Helpful Turtle (2/2)
    :ps_:Scavenger: Timely Messenger (1/1)
    :pschip:Technician: Tenderfoot (1/2)
    :target:Lookout: Overeager Cadet (2/2)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Flagstone Garrison: 4
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 5
  • Deck: 2
  • Discard: 0

Hand

Spectral Hound, Brick Thief, Granfalloon Flagbearer, Overeager Cadet, Drill Sergeant

Discard

Thonk

Pretty good turn for me. Even if he has stampede, he’s hard pressed to actually kill anything important here. Next turn I’ll put my Free Speech up and running.

tough decisions to make here - hope you don’t got that serge in hand, but fencer and cadet :wink:

P2T5


Tech StartingHand Workers

TECH
Wandering Mimic
Moment’s Peace


STARTING HAND
:exhaust: Playful Panda (2/2)
Behind the Ferns
Rampant Growth
Forest’s Favor
Spore Shambler


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler


NextHand

Verdant Tree
Merfolk Prospector (1/1)
Rampant Growth
Nature Reclaims
Wandering Mimic


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
summon Calamandra - ($5)
cast Behind the Ferns - ($3)
build Tower - ($0)
tap Arg to buff TB
Huntress and TB team up to break your Tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: :codexcalamandra: Calamandra Moss, L1 (2/3) - Behind the Ferns attached
  • :target: Lookout:

In Play:

  • :exhaust: :codexargagarg: Argagarg Garg, L5 (1/1)
  • :exhaust: Tiny Basilisk (1/2)
  • :exhaust: Huntress (3/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

stampede would be nice to have… should i take down tech 1 or tech 2 with btf (???) - or garrison? think i’ll leave garrison for this turn, just to be able to play nature reclaims next one…

on second thought, i’ll probably won’t play btf altogether, but build a tower, cast nature reclaims next turn - hope i don’t regret this decision…

on third thought, i’ll go with cali and btf and tower… (?) take down his garrison and see if he got a second in hand for nature reclaims next turn

on final thought, i’ll go for his tech 1, prevent fencer(s)/cadet next turn

A wizard always draws the exact card he needs at the right time.

I however, am not a wizard.


Turn 6

Hand: Spectral Hound, Brick Thief, Granfalloon Flagbearer, Overeager Cadet, Drill Sergeant
Draw: Flagstone Garrison, Nimble Fencer, Drill Sergeant
Tech: Free Speech, Drill Sergeant
Workers: Bloom, Fruit Ninja, Spark, Wither, Elite Training, Nimble Fencer


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Rebuild Tech 1 ($9)
  4. Summon Drill Sergeant, draw ($6)
  5. Summon Granfalloon Flagbearer, rune, draw ($3)
  6. Summon Brick Thief, deal a damage to your Tech 2, heal my base for 1, rune, reshuffle, draw ($1)
  7. Hire a worker ($0)
  8. Drill Sergeant hands runes to Helpful Turtle
  9. Helpful Turtle and Overeager Cadet kill Ironbark Treant
  10. Older Brother and Timely Messenger kill Calamandra, you draw
  11. Discard 4, draw 1, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Tenderfoot (1/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Drill Sergeant (3/3)
    :pschip:Technician: Brick Thief (2/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Flagstone Garrison: 4
  • Units/Heroes:
    Helpful Turtle (3/2)
    Granfalloon Flagbearer (2/2)
  • Base: 19
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 5
  • Deck: 3
  • Discard: 0

Hand

Free Speech, Timely Messenger, Overeager Cadet, Flagstone Garrison, Drill Sergeant

Discard

Thunk

I’m in a very good spot here. He might go for Tech 3 though, which could prove dangerous for me. Still, my Free Speech wall begins next turn. Let’s hope I hit critical mass before he hits t-rex.

P2T6


Tech StartingHand Workers

TECH
Nature Reclaims
Fairie Dragon


STARTING HAND
Merfolk Prospector (1/1)
Wandering Mimic
Nature Reclaims
Verdant Tree
Rampant Growth
:exhaust: Playful Panda (2/2)


WORKERS
Rich Earth
Tiger Cub
Young Treant
Spore Shambler
Merfolk Prospector (1/1)


NextHand

Moment’s Peace
Tiny Basilisk (1/2a)
Forest’s Favor
Wandering Mimic
:exhaust: Playful Panda (2/2)


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Huntress hits Tenderfoot
TB trades with Serge, you get gold
summon Midori - ($6)
Nature reclaims your Flagstone Garrison - ($4)
Arg trades with Brick Thief and can finally rest in peace, you draw
hire Mimic - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wandering Mimic (4/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: :codexmidori: Master Midori, L1 (2/3)
  • :target: Lookout:

In Play:

  • :exhaust: Huntress (3/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Turn 7

Hand: Free Speech, Timely Messenger, Overeager Cadet, Flagstone Garrison, Drill Sergeant, Overeager Cadet
Draw: Spectral Hound, Older Brother, Spectral Hound, Tenderfoot, Drill Sergeant, Brick Thief
Tech: Spectral Hound
Workers: Bloom, Fruit Ninja, Spark, Wither, Elite Training, Nimble Fencer, Older Brother


  1. Technician draw
  2. Tech 1 card
  3. Heal 1
  4. Get paid (+$10, $11)
  5. Build Flagstone Garrison ($8)
  6. Summon Drill Sergeant, draw ($5)
  7. Summon Overeager Cadet, rune, draw ($5)
  8. Summon Overeager Cadet, rune, reshuffle, draw ($5)
  9. Summon Timely Messenger, rune, draw ($4)
  10. Summon Spectral Hound, rune, draw ($3)
  11. Summon Spectral Hound, rune, draw ($2)
  12. Summon Tenderfoot, rune ($1)
  13. Hire a worker ($0)
  14. Drill Sergeant gives 1 rune to Messenger and Flagbearer, and 3 runes to Turtle
  15. Helpful Turlte murders Wandering Mimic
  16. Flagbearer trades with Midori, you draw
  17. Messenger trades with Huntress
  18. Discard 4, reshuffle, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Spectral Hound (3/3+A)
    :psfist:Elite: Overeager Cadet (3/2)
    :ps_:Scavenger: Drill Sergeant (4/4)
    :pschip:Technician: Overeager Cadet (2/2)
    :target:Lookout: Spectral Hound (3/3)

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Flagstone Garrison: 4
  • Units/Heroes:
    Helpful Turtle (6/1)
  • Base: 19
  • Other:

Economy:

  • Workers: 11
  • Gold: 0
  • Hand: 5
  • Deck: 1
  • Discard: 0

Hand

Timely Messegner, Drill Sergeant, Brick Thief, Granfalloon Flagbearer, Tenderfoot

Discard

Thinkin'

I’m on the cusp of winning. He didn’t build Tech 3, so I don’t have to fear t-rex next turn. If he builds tech 3 this turn, he can’t play enough board to prevent me from steam rolling him.

looks like gg to me @FrozenStorm

Wp btw! Sorry for not recognizing that before :wink:

Heh, no need to praise my play. You gave me a struggle, good game.

Maybe should have learned from @Unity and get moment’s peace out earlier :thinking:

1 Like

You could try, but then you’ll meet my boy “Freeze Peach” very quickly

2 Likes

Peace is always a very powerful option :wink::smile: