a standard opening. thought about starting with panda, but… nah! prospector + calamandra just seems a solid opening - even if i should decide to tech in non-feral spells (which could be a moment of surprise )
STARTING HAND
Ironbark Treant
Spore Shambler
Verdant Tree
Rampant Growth
Rich Earth
WORKERS
Tiger Cub
Rich Earth
NextHand
Spore Shambler
Giant Panda
Rampant Growth
Verdant Tree
Ironbark Treant
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
tap Prospector - ($4)
cast Rampant Growth on Calamandra - ($2)
Calamandra kills Jandra and lvls up - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Calamandra Moss, L3 (3/4) - grants resist
Merfolk Prospector (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
don’t wanna be a victim of stw again - so maybe i go for a panda and his wisp this time? but still want something to deal with BC or executioner. huntress maybe? hm… maybe ignore the necro tech 1 units for now and go for my growth units first - which means i skip feral-spells and use cala primary as a bully/maybe get an early tiger supported by small stuff?
well… that’s a copy of my first moves against @codexnewb - that didn’t turn out too well in the end… BUT up to turn 3 i was quite satisfied. so i’ll go with the flow
STARTING HAND
Rampant Growth
Spore Shambler
Verdant Tree
Giant Panda
Ironbark Treant
WORKERS
Tiger Cub
Rich Earth
Ironbark Treant
NextHand
Circle of Life
Young Treant
Galina Glimmer
Playful Panda
Forest’s Favor
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
hire Giant Panda + Wisp - ($2)
Cala kills SQL skeleton
Float ($2)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp (0/1)
Technician: Merfolk Prospector (1/1)
Lookout:
In Play:
Calamandra Moss, L3 (3/2) - grants resist
Giant Panda (2/4)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 2
Workers: 7
Thoughts
guess the big question here is, whether he got a doom grasp in hand. i could buff prospector to kill skeleton, max cala and destroy his tower. but then i’ll skip on giant panda and maybe get hit by doom grasp…
he withdrew a post where he played deteriorate and he skipped tech 1… i bet he teched in doom grasp/bargain - bloodlust/kidnapping seems less probable under these circumstances. so i guess i can risk a damaged calamandra on board…(?) next turn maybe an unstoppable predator tiger if he doesn’t doom grasp - or maybe galina/young treant/circle of life if cala is gone and i draw luckily…
STARTING HAND
Playful Panda
Young Treant
Forest’s Favor
Galina Glimmer
Circle of Life
Verdant Tree
WORKERS
Tiger Cub
Rich Earth
Ironbark Treant
Playful Panda
NextHand
Rampant Growth
Giant Panda
Spore Shambler
Potent Basilisk
Tech 2 card(s)
draw for technician before teching
Get Paid + float + scav - ($10)
Worker - ($9)
summon Midori - ($7)
hire Galina Glimmer - ($6)
Circle of Life on Galina - grab a Fairie Dragon from Codex, put feather rune on Panda - ($3)
cast Forest’s Favor on flying Panda to make him a 4/2 - ($1)
flying Panda kills Garth, takes one dmg from tower
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Master Midori, L3 (2/3)
Lookout: Fairie Dragon (4/2)
In Play:
Giant Panda (4/1) - feather rune, +
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
hm… still no tech 1 - bargain coming up? i’ll try to prevent that with a trick that @Unity teached me when playing IRL once… - thx mate
only problem with the fairie dragon - it makes me vulnerable for kidnapping. and there’s a chance he got that spell already in his deck - after all he didn’t tech up… does that mean balance and untargetable basilisk for me? i think building an airborne armada with mimics could be worthwhile
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech I - ($6)
Argagarg Garg, maxband - ($0)
Haunt pings your Tech I
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Wisp (0/1A)
Elite:
Scavenger: L5 Argagarg Garg (1/5)
Technician: Water Elemental (3/3) Anti-air
Lookout:
In Play:
Pestering Haunt (1/1) Unstoppable
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Note to self: Tech I only costs $2 if played before the first add-on. I feel like being sneaky and juking in some Blood magic to steal flying monsters while playing a non-Blood hero. There’s a decent chance Argagarg will get killed anyway. Nabbing Tech II units I won’t be able to replay makes Graveyard a prime worker choice.
STARTING HAND
Giant Panda
Spore Shambler
Rampant Growth
Potent Basilisk
WORKERS
Tiger Cub
Rich Earth
Ironbark Treant
Playful Panda
NextHand
Young Treant
Verdant Tree
Forest’s Favor
Galina Glimmer
Discard
Giant Panda (4/1) - feather rune, +
Rampant Growth
Potent Basilisk
Giant Panda
Wandering Mimic
Dinosize
Tech 2 card(s)
Get Paid + float - ($9)
skip Worker
flying Panda suicides into your Tower, base takes 2
cast Rampant Growth on Dragon - ($7)
Dragon breaks your Tech I, takes 1 dmg after armor, another 2 to base
hire Spore Shambler - ($4)
Midori kills SQL Wisp
tech 2 - Balance - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Spore Shambler (2/3) ++
Lookout:
In Play:
Fairie Dragon (4/1)
Master Midori, L3 (2/3)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (BALANCE)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
Hm… Maybe Growth & molac would have been the better choice. Might even go for a tech lab… At least kidnapping and doom grasp are no issue atm