Been a while since I’ve fought against a Present spec, this could be fun. Not sure what Unity will be going for. I know he likes his Stampedes, but Balance would be pretty good against Strength, and Present is nasty if I don’t go with Balance myself. Maybe I just get an Owl up early for gold to spend on Drakk for early offense. Starting with both my spells and no Prospector doesn’t help, maybe it’ll prove to be worth starting with Drakk.
STARTING HAND
Verdant Tree
Rich Earth
Merfolk Prospector
Tiger Cub
Ironbark Treant
WORKERS
Spore Shambler
Rich Earth
NextHand
Playful Panda
Verdant Tree
War Drums
Ironbark Treant
Rampant Growth
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Drakk Ramhorn - ($3)
Midband Drakk - ($0)
Wisp kills your Wisp, you get a gold
Playful Panda trades with Midori, Drakk hits level 6 (maxband)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Drakk L6 3/4+1A (1 to your base on death, units get frenzy 1, first unit from hand gets haste)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Wisp 0/1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Hmm, do I dare delay Tech I and bring in midband Drakk to kill Midori? It leaves me with a maxband Drakk in SQL and a Wisp against a Playful Panda, and Unity can’t bring in Argagarg to cast a spell without skipping a worker or Tech I himself. Then I can tech in War Drums, since Drakk can haste in another Tech 0 unit next turn while I still tech up. Need to be prepared for a Now! + Tiny Basilisk to take him out, though. Alternatives are the Ironbark Treant, or Cub/Hero + Prospector, which is fine but booooring, and I’m not in the mood to be boring. I really have no business using the Green starter so much.
… Hmm, not a great draw, I’d have to choose between the Ironbark Treant and War Drums if I want to tech up.
STARTING HAND
Rich Earth
Verdant Tree
Ironbark Treant
Tiger Cub
Rampant Growth
WORKERS
Merfolk Prospector
Rich Earth
NextHand
Moment’s Peace
Forest’s Favor
Young Treant
Spore Shambler
Tech 2 card(s)
Get Paid+1 Scavenger - ($7)
Worker - ($6)
Summon Argagarg Garg - ($4)
Play Rampant Growth on Panda - ($2)
Attack Drakk with Panda
Play Verdant Tree - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Wisp (0/1+1A)
Elite:
Scavenger:
Technician: Argagarg Garg (1/3)
Lookout:
In Play:
Playful Panda (2/1)
Verdant Tree 3
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Damn, I always forget about Drakk. I don´t like him.
STARTING HAND
Verdant Tree
Ironbark Treant
Rampant Growth
War Drums
Playful Panda
WORKERS
Spore Shambler
Rich Earth
Playful Panda
NextHand
Tiger Cub
Young Treant
War Drums
Forest’s Favor
Discard
Rampant Growth
War Drums
Doubling Barbarbarian
Doubling Barbarbarian
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Ironbark Treant, Drakk gives it haste - ($2)
Verdant Tree - ($0)
Drakk kills Wisp
Ironbark Treant kills Argagarg, you draw, levels fizzle, takes 1 damage
Wisp trades with Playful Panda
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drakk L6 3/1 (1 to your base on death, units get frenzy 1, first unit from hand gets haste, 3 damage)
Ironbark Treant 3/1 (haste, 1 damage)
Verdant Tree HP: 3 (healing 1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
I could tech up and play the Ironbark Treant, then I can clear Unity’s board except for the Tree, so he can’t just jump straight to Tech II. No point putting War Drums down, do I want Playful Panda or Verdant Tree instead of Tech I? Verdant Tree could be interesting, I’ll have Drakk and Ironbark Treant left on 1 health so the healing could be pretty nice. He can’t Now!-kill everything. If he goes for the Tree instead, I play War Drums. Moment’s Peace could be a pain, but I could just instantly hit Tech II if he plays that.
I’ve got two turns before reshuffle to stack my deck with Tech II units, so if I keep the Tree alive I can wait on Tech II until Turn 4 with no slowdown, and I can apply more pressure in the meantime if Drakk survives. If not, a healed Treant and Rook can block. Which spec do I want to stack? I was thinking Balance if Present turns up, but if I’m going for a frenzy/Drums build then Barbarbarians could be really nasty. What do I expect Unity to counter with? Pandas into Growth, perhaps. DeGrey should help out with that. Present should be survivable if I can get Barbarbarians out first, I need to be careful with applying haste if he goes for Balance. Could be tough, but I think it makes the most sense given my opening.
TECH
Bird’s Nest
Jefferson DeGrey, Ghostly Diplomat
STARTING HAND
Tiger Cub
Forest’s Favor
War Drums
Young Treant
WORKERS
Spore Shambler
Rich Earth
Playful Panda
Forest’s Favor
NextHand
Merfolk Prospector
Young Treant
Bird’s Nest
Doubling Barbarbarian
War Drums
Tech 2 card(s)
Get Paid - ($7)
Drakk and Ironbark Treant heal to 2
Worker - ($6)
Instant Tech I - ($4)
Instant Tech II Strength - ($0)
Drakk destroys your Verdant Tree
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Ironbark Treant 1/2+3A (haste)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drakk L6 3/2 (1 to your base on death, units get frenzy 1, first unit from hand gets haste, 2 damage)
Verdant Tree HP: 3 (healing 1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Moment’s Peace figures, but I’ve got a free shot on the Tree, so I’ll hit Tech II first. Biggest problem I’ve got is if Unity has a Circle of Life to bring in a hasted Mimic or a Potent Basilisk. Either way, I don’t think he can reach Drakk. Might want to kill Midori later to stop my Drums getting Reclaimed, though. I solve Mimics and Basilisks by hitting them really hard. Dragons are more of a problem, but they can’t do anything to me this turn. Birds should be good for blocking them and building up for Drums. Anything else I need? Thunderclap could be nice if he spams Wisps, but DeGrey does the same thing, I’ll just go for that.
Playful Panda
Moment’s Peace
Forest’s Favor
Tricycloid
Tiger Cub
Discard
Verdant Tree
Moment’s Peace
Young Treant
Ironbark Treant
Tricycloid
Final Showdown
Octavian
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Tech II - Present - ($3)
Play Moment’s Peace - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Master Midori Level 1 (2/3+1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 7
Gold:
Gold: 1
Workers: 9
Thoughts
If charnel_mouse has Forest’s Favor or Rampant Growth it´s probably game over? Of course Moment’s Peace doesn´t protect me from his heroes. I´m still a beginner Even if he doesn´t have those cards: The Moment’s Peace strategy is falling apart…
Lookout: Drakk L6 3/3 (resist 0+1, 1 to your base on death, units get frenzy 1, first unit from hand gets haste, 1 damage)
In Play:
Rook L1 2/4
Bird’s Nest (channeled by Rook)
Verdant Tree HP: 3 (healing 1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
Ugh. OK, I’ve got a Barbarbarian going down, so Present isn’t too bad here. He’s got enough for Geiger + Now! + Tiny Basilisk in addition to a Hyperion or a Tricycloid, if he feels like it. Oh, or a Temporal Distortion. Uh oh. I’d like to put a Bird in SQL to stop Midori flying in for a kill, but the Present II units are more of a risk, so I need something in front that can survive two hits from a Hyperion, then base Midori can’t kill Drakk, and Tricycloid kills him really expensively in Lookout.
So, what on earth do I tech here? Grapplers to cheaply block against Present II? Colossus for the same reason, and to go for base? Nah, bit too early. Kidnapping would be a no-brainer without the Moment’s Peace spam. Oh, Grapplers can still throw people during Moment’s Peace. Right, two of those, then.
Moment’s Peace
Chronofixer
Verdant Tree
Tricycloid
Forest’s Favor
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Play and Max Argagarg Garg - ($3)
Play Moment’s Peace - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Argagarg Garg (1/5+1A)
Elite:
Scavenger:
Technician:
Lookout: Master Midori, Level 1 (2/3)
In Play:
Elemental (3/3), Anti-Air
Wisp (0/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Cannot kill Argagarg Garg, even if he has Rampant Growth, because he had to max Rook and pay one gold extra for Rampant Growth, which is one too much. Unless: he also has Bloodlust. Man, this ice is getting really thin. One tiny oversight, and I´m falling.
No I have not. I thought I was already at ten workers but that happened after the tech phase. My bad. Have to reroll my move. Will do that later, now I have no time. Sorry for that!
Doubling Barbarbarian
Tiger Cub
War Drums
Young Treant
Deck
Whitestar Grappler
Oathkeeper of Kor Mountain
War Drums
Whitestar Grappler
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid - ($9)
Drakk heals to 4 HP
Worker - ($8)
Tech III - ($3)
Jefferson DeGrey, Ghostly Diplomat, Drakk gives him haste, destroys Wisp, Water Elemental, and my Birds - ($0)
Technician: Jefferson DeGrey, Ghostly Diplomat 4/3 (haste)
Lookout: Drakk L6 3/4 (resist 0+1, 1 to your base on death, units get frenzy 1, first unit from hand gets haste)
In Play:
Bird’s Nest (channeled by Rook)
Verdant Tree HP: 3 (healing 1)
Buildings
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Yet another Moment’s Peace, but Unity isn’t building much of a board while he stalls. He’s got a maxband Argagarg out, though, which could threaten Stampede. With 1 float, he could afford that and a Present II unit, so I think it’s worth getting rid of Argagarg’s pets. Looks like DeGrey will be useful, after all! Do I want to go for Tech III, too? Might as well! I was going to get some Grappling Vines in case of Immortals, but Oathkeepers’ sideline ability should work out well enough.
Moment’s Peace
Young Treant
Chronofixer
Tricycloid
Ironbark Treant
Discard
Moment’s Peace
Forest’s Favor
Tricycloid
Verdant Tree
Tech 0 card(s)
Get Paid + float - ($11)
No Worker
Play Chronofixer - ($9)
Play Tech III - ($4)
Play Moment’s Peace - ($2)
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Argagarg Garg (1/5+1A)
Elite:
Scavenger:
Technician:
Lookout: Master Midori, Level 1 (2/3)
In Play:
Chronofixer (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 4
Gold:
Gold: 2
Workers: 10
Thoughts
I´m facing a dilemma. Should I use Young Treant in my next turn to try to get Octavian? But if I draw Final Showdown I cannot play it in this turn, losing it. If I don´t draw Moment´s Peace next turn he will probably crush me, anyway. Ahhh! It would have been so nice to get Octavian and Moment´s Peace in this turn, but that would have been almost too lucky. On the plus side with Chronofixer I finally got rid of the threat that he levels Rook up to kill one of my heroes. And Final Showdown is lingering there, too. It all comes down to the question if I keep lucky with my Moment´s Peace draws. If so, I really could pull this one off…
Edit: Did not play a worker but forgot to remove the autoworker. Starting hand was carried wrong from the last hand. (Because I had to reroll the move?)
Lookout: Drakk L6 3/4 (resist 0+1, 1 to your base on death, units get frenzy 1, first unit from hand gets haste)
In Play:
Rook L1 2/4
Midori L1 2/3
Jefferson DeGrey, Ghostly Diplomat 4/3 (haste)
Young Treant 0/2 (haste)
Bird #2 1/1 (flying)
Bird’s Nest (channeled by Rook)
Verdant Tree HP: 3 (healing 1)
Buildings
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech III HP: 5
Tech Lab HP: 4 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 2
Workers: 10
Thoughts
Hmm, Octavian could actually be a problem if Unity gets it out under Moment’s Peace. I’d need to hurry to get out enough stuff that I can counterattack after it disables things. Vines could hold it down on the first turn if it patrols, but I think my best response is to bring in Potent Basilisks, since they have deathtouch and can’t be disabled.
Moment’s Peace
Moment’s Peace
Octavian
Final Showdown
Tricycloid
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Play Young Treant, draw a card - ($9)
Max Midori - ($2)
Kill Drakk with Midori in Dragon shape, 1 damage to my base.
Play Moment’s Peace - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Argagarg Garg (1/5+1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Chronofixer (1/1)
Master Midori, Level 8 (4/5), flying on my turn
Young Treant (0/2)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Tried to draw Octavian via Young Treant an failed. Pity! Max Midori for Final Showdown. Tech 2xNow! I need Now! or Moment’s Peace in my next draw. 4 out of 10 cards and I will draw 3. Let´s see…Drew 2xMoment’s Peace but no Now! Didn´t get tempo but bought me some more time. Next hand will be bad. Will I be able to hold? Potent Basilisk with Mimic could be a game changer.