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[CAMS19 Round3] charnel_mouse [Balance]/Blood/Strength vs Unity [Balance/Growth]/Present

GLHF @Unity! I’m going on holiday in a few days, so apologies in advance for slow play.

P1T1


StartingHand Workers

STARTING HAND
Spore Shambler
Rampant Growth
Young Treant
Forest’s Favor
Playful Panda


WORKERS
Spore Shambler


NextHand

Ironbark Treant
Rich Earth
Verdant Tree
Merfolk Prospector
Tiger Cub


Discard

Forest’s Favor
Young Treant
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Playful Panda, Wisp arrives - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Playful Panda 2/2
  • Wisp 0/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

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.

GLHF @charnel_mouse. No problem, I´m not in a rush :wink:

P2T1


StartingHand Workers

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


WORKERS
Merfolk Prospector


NextHand

Rich Earth
Ironbark Treant
Verdant Tree
Tiger Cub
Rampant Growth


Discard

Forest’s Favor
Spore Shambler
Young Treant


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Playful Panda
  • Master Midori (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
1 Like

P1T2


Tech StartingHand Workers

TECH
War Drums
War Drums


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:

  • :psblueshield: Squad Leader: Drakk L6 3/4+1A (1 to your base on death, units get frenzy 1, first unit from hand gets haste)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Wisp 0/1

Buildings:

  • :heart: 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.

P2T2


Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


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:

  • :psblueshield: Squad Leader: Wisp (0/1+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argagarg Garg (1/3)
  • :target: Lookout:

In Play:

  • Playful Panda (2/1)
  • Verdant Tree :heart: 3

Buildings:

  • :heart: 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.

P1T3


Tech StartingHand Workers

TECH
Doubling Barbarbarian
Doubling Barbarbarian


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: 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)
  • :heart: Verdant Tree HP: 3 (healing 1)

Buildings:

  • :heart: 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.

P2T3


Tech StartingHand Workers

TECH
Tricycloid
Tricycloid


STARTING HAND
Spore Shambler
Forest’s Favor
Young Treant
Moment’s Peace
Tiger Cub

WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler


NextHand

Rampant Growth
Tricycloid
Ironbark Treant
Moment’s Peace
Young Treant


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech I - ($4)
Summon Master Midori - ($2)
Play Moment’s Peace - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Verdant Tree :heart: 3
  • Master Midori Level 1 (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

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:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+3A (haste)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: 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)
  • :heart: Verdant Tree HP: 3 (healing 1)

Buildings:

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

P2T4


Tech StartingHand Workers

TECH
Final Showdown
Octavian


STARTING HAND
Moment’s Peace
Rampant Growth
Ironbark Treant
Tricycloid
Young Treant


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Rampant Growth


NextHand

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:

  • :psblueshield: Squad Leader: Master Midori Level 1 (2/3+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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 :frowning: Even if he doesn´t have those cards: The Moment’s Peace strategy is falling apart…

P1T5


Tech StartingHand Workers

TECH
Whitestar Grappler
Whitestar Grappler


STARTING HAND
Merfolk Prospector
Bird’s Nest
Doubling Barbarbarian
War Drums
Young Treant


WORKERS
Spore Shambler
Rich Earth
Playful Panda
Forest’s Favor
Merfolk Prospector


NextHand

War Drums
Doubling Barbarbarian
Jefferson DeGrey, Ghostly Diplomat
Rampant Growth


Discard

War Drums
Young Treant
Whitestar Grappler
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($8)
Drakk heals to 3 HP
Worker - ($7)
Garus Rook - ($5)
Bird’s Nest, Birds arrives - ($3)
Doubling Barbarbarian, Drakk gives it haste - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+3A (haste)
  • :psfist: Elite: Doubling Barbarbarian 2+3/5 (haste, overpower, buffs count double)
  • :ps_: Scavenger: Bird #1 1/1 (flying)
  • :pschip: Technician: Bird #2 1/1 (flying)
  • :target: 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)
  • :heart: Verdant Tree HP: 3 (healing 1)

Buildings:

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

P2T5


Tech StartingHand Workers

TECH
Chronofixer
Chronofixer


STARTING HAND
Playful Panda
Moment’s Peace
Tiger Cub
Tricycloid
Forest’s Favor


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Rampant Growth
Tiger Cub


NextHand

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:

  • :psblueshield: Squad Leader: Argagarg Garg (1/5+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Master Midori, Level 1 (2/3)

In Play:

  • Elemental (3/3), Anti-Air
  • Wisp (0/1)

Buildings:

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

Edit: Fixed: forget teching.

Have you teched two cards? It’s not mentioned on the spoiler, and your card count hasn’t changed.

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!

1 Like

I tried to fix it quickly that you can make your move. I hope I made no mistake.

Looks good, about to leave so will post later.

Doing this by hand, hopefully it checks out.

P1T6


Tech StartingHand Workers

TECH
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain


STARTING HAND
War Drums
Doubling Barbarbarian
Jefferson DeGrey, Ghostly Diplomat
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Playful Panda
Forest’s Favor
Merfolk Prospector
Rampant Growth

NextHand

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)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 1/2+3A (haste)
  • :psfist: Elite: Doubling Barbarbarian 2+3/5 (haste, overpower, buffs count double) ,
  • :ps_: Scavenger: Rook L1 2/4
  • :pschip: Technician: Jefferson DeGrey, Ghostly Diplomat 4/3 (haste)
  • :target: 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)
  • :heart: Verdant Tree HP: 3 (healing 1)

Buildings

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

P2T6


StartingHand Workers

STARTING HAND
Forest’s Favor
Moment’s Peace
Tricycloid
Verdant Tree
Chronofixer


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Rampant Growth
Tiger Cub


NextHand

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:

  • :psblueshield: Squad Leader: Argagarg Garg (1/5+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Master Midori, Level 1 (2/3)

In Play:

  • Chronofixer (1/1)

Buildings:

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

P1T7


Tech, Starting Hand, Draws, Workers

TECH
Potent Basilisk
Potent Basilisk


STARTING HAND
Doubling Barbarbarian
Tiger Cub
War Drums
Young Treant


DRAWS
War Drums


WORKERS
Spore Shambler
Rich Earth
Playful Panda
Forest’s Favor
Merfolk Prospector
Rampant Growth

Next Hand

2 x Whitestar Grappler
2 x Oathkeeper of Kor Mountain
War Drums

Deck

War Drums
Tiger Cub
2 x Potent Basilisk

Tech 2 card(s)
Get Paid - ($10)
Birds revive
Tech Lab: Balance - ($9)
Young Treant, Drakk gives it haste, I draw - ($7)
Doubling Barbarbarian #2 - ($4)
Master Midori - ($2)

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Doubling Barbarbarian #2 3/5+2A (overpower, buffs count double)
  • :psfist: Elite: Doubling Barbarbarian #1 2+3/5 (haste, overpower, buffs count double) ,
  • :ps_: Scavenger: Bird #1 1/1 (flying)
  • :pschip: Technician: Ironbark Treant 1/2+2A (haste)
  • :target: 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)
  • :heart: Verdant Tree HP: 3 (healing 1)

Buildings

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Tech III HP: 5
  • :heart: 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.

P2T7


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Young Treant
Moment’s Peace
Tricycloid
Ironbark Treant
Chronofixer
Playful Panda


WORKERS
Merfolk Prospector
Rich Earth
Spore Shambler
Rampant Growth
Tiger Cub
Ironbark Treant


NextHand

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:

  • :psblueshield: Squad Leader: Argagarg Garg (1/5+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Chronofixer (1/1)
  • :codexmidori: :exhaust: Master Midori, Level 8 (4/5), flying on my turn
  • Young Treant (0/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: 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.

Edit: Called wrongly patroling Treant home.

Young Treant can’t block under Moment’s Peace.

Sorry, my bad.