News Shop
Events Chat

[CAMS19 Round5] Nekoatl [Necromancy]/Blood/Growth vs Persephone [Balance/Feral/Growth]

GL HF @Persephone

P1T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Summon Skeletons
Graveyard
Thieving Imp
Deteriorate


WORKERS
Thieving Imp


NextHand

Poisonblade Rogue
Skeleton Javelineer
Pestering Haunt
Skeletal Archery
Sacrifice the Weak


Discard

Graveyard
Deteriorate
Summon Skeletons


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jandra, the Negator - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Jandra, the Negator (3/3) Overpower

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Thoughts

Deja vu. Guess I’ll throw down Jandra for intimidation, shame to see Deteriorate and Imp in hand this turn tho.

1 Like

P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)

Opening hand
  • Spore Shambler
  • Rampant Growth
  • Young Treant
  • Tiger Cub
  • Merfolk Prospector

Player 2, Turn 1


Workers make 5g. (5g)

Hire 6th worker. (4g, 4 cards)
  • Spore Shambler

Summon :codexcalamandra: Calamandra Moss for 2g. (2g)
Recruit a Tiger Cub for 2g. (0g, 3 cards)

Calamandra patrols in Squad Leader, Tiger Cub in Scavenger.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader: :codexcalamandra: Calamandra Moss (2 :crossed_swords:, 3 :heart:, 1 :psblueshield:, can be sneaky)
:psfist: Elite:
:ps_: Scavenger: Tiger Cub (2 :crossed_swords:, 2 :heart:)
:pspuzzle: Technician:
:eye: Lookout:

Base: 20 :heart:

:pspig: 0g banked, 5 workers.


5 cards in hand
  • Playful Panda
  • Forest’s Favor
  • Verdant Tree
  • Rich Earth
  • Ironbark Treant
0 cards in deck
3 cards in discard
  • Rampant Growth
  • Young Treant
  • Merfolk Prospector

Thoughts

Big think, do I want Tiger Cub or Prospector? Gut says I want more muscle this turn, and I don’t want to think too hard about it.

P1T2


Tech StartingHand Workers

TECH
Doom Grasp
Doom Grasp


STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak
Skeletal Archery


WORKERS
Thieving Imp
Poisonblade Rogue


NextHand

Doom Grasp
Summon Skeletons
Sacrifice the Weak
Skeletal Archery
Doom Grasp


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Expensive Tower - ($0)
Pestering Haunt

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jandra, the Negator (4/3) Overpower
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

Man, T1 gold really hurts. In this situation, doing much of anything while Calamandra has the option to stealth past patrollers would be wasteful, so I need to build a Tower, but the lack of gold means I either skip a worker or risk having it destroyed. The long term value of such an early worker is too much to pass up, so I’ll just make destroying the Tower as expensive a proposition as possible. The Haunt will very likely die to Jandra’s effect, but it’s better than just discarding it, and if it provokes reckless aggression, so much the better.

P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)

(noting my previous turn incorrectly listed 5 workers, should have been 6.)

Tech 2 cards. (5 discards)
  • Rampant Growth
  • Young Treant
  • Merfolk Prospector
  • :pspuzzle: Tiny Basilisk
  • :pspuzzle: Centaur

Player 2, Turn 2


Workers make 6g. (6g)

Upgrade earth to Rich Earth for 3g. (3g, 4 cards)
Pay 2g to raise Calamandra to level 3, midband. (1g)
Begin construction of Tech I for 1g. (0g)

Hire 7th worker for free.. (3 cards)
  • Forest’s Favor

3/4 :codexcalamandra: Calamandra Moss attacks and kills Jandra, taking 5 damage and dying.
Jandra destroys Pestering Haunt on death.

Tiger Cub attacks Tower, dealing 2 damage to it and taking 1.

Discard 3, shuffle 8, draw 5.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

:exhaust: Tiger Cub (2 :crossed_swords:, 1 of 2 :heart:)

:earth_americas: Rich Earth

Base: 20 :heart:
Tech I (5 :heart:)

:pspig: 0g banked, 7 workers.


5 cards in hand
  • Young Treant
  • Playful Panda
  • Ironbark Treant
  • Rampant Growth
  • Verdant Tree
3 cards in deck
  • Centaur
  • Merfolk Prospector
  • Tiny Basilisk
0 cards in discard

Thoughts

4g tower, skipping Tech I? What the hell?

That gives me the space to build economy with Rich Earth, and I’ll gladly pay 1g to bury two cards.

With no Tech I, Tiny Basilisk is invincible against anything they can play next turn, and should threaten a likely hero play. It’s also a very good target for Kidnapping, so I don’t think I should take both. Centaur is always good. I think I’m going to want to go Growth, maybe? 5 attackers for MoLaC is probably doable with that kind of opening, and if not Blooming Elm + Tiny Basilisk is a cute combo. With no Discord, I could even go Murkwood Allies + Might of Leaf and Claw… ?

No idea what you would tech when skipping Tech I with those specs. Bloodlust is the only spell you could cast without skipping Tech I again or going down a worker… guessing it’s going to be a Garth & Skeletons turn, maybe stocking a necro spell + unit or two units for later.

P1T3


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Doom Grasp
Doom Grasp
Skeletal Archery
Sacrifice the Weak
Summon Skeletons


WORKERS
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak


NextHand

Graveyard
Deteriorate
Skeleton Javelineer
Doom Grasp
Skeletal Archery


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth Torken - ($3)
Skeleton - ($2)
Tech I - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • L1 Garth Torken (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

I’ll try a different approach this time and try to overwhelm Balance’s removal. Might be a bad idea, but if Persephone reviewed my previous game, she’ll be expecting me to avoid playing buildings and upgrades. Even so, there’s not much benefit to playing Skeletal Archery right now, so I’ll save it for when I have Skeletons ready to attack.

Worker (1) + Garth Torken (2) + Summon Skeletons (3) + Tech I (1) is 7g, looks like you only paid 1g for Garth?

1 Like

Okay, then Garth summons one fewer Skeleton.

Great, I’ll post the full turn later today when I get time, it’s going to be Worker + Tech II Growth + Ironbark Treant in Technician.

1 Like

P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)

Forgot that I still had a Tiger Cub, so patrolling that in Tech & Ironbark in front of it. (I assume that anything I play will be dead before my turn comes back around, less disappointment that way.)

Tech 2 cards. (2 discards)
  • :pspuzzle: Blooming Ancient
  • :pspuzzle: Blooming Elm

Player 2, Turn 3


Workers make 7g. (7g)

Hire 8th worker for free. (4 cards)
  • Young Treant

Begin construction of Tech II – :fish: Growth for 4g. (3g)

Grow an Ironbark Treant for 3g. (0g, 3 cards)

Ironbark Treant patrols in Squad Leader, Tiger Cub in Technician.

Discard 3, draw 3, shuffle 5, draw 2.


Patrols:
:psblueshield: Squad Leader: Ironbark Treant ([3-2] 1 :crossed_swords:, 2 :heart:, 3 :psblueshield:, -2/+AA on your turn)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Tiger Cub (2 :crossed_swords:, 1 of 2 :heart:)
:eye: Lookout:

:earth_asia: Rich Earth

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth (5 :heart:)

:pspig: 0g banked, 8 workers.


5 cards in hand
  • Centaur
  • Merfolk Prospector
  • Tiny Basilisk
  • Verdant Tree
  • Playful Panda
3 cards in deck
  • Rampant Growth
  • Blooming Elm
  • Blooming Ancient
0 cards in discard

Thoughts

With such a slow opening from P1, I feel like I have plenty of room to, well, grow. Hopefully Blooming Elm strikes the right balance between respecting Kidnapping and fearing it. I’m expecting Blood for Tech II – with Nature Reclaims I should be able to win the Growth mirror, and I don’t feel particularly afraid of Necro given it’s turn 3 and they only have the one skeleton. How afraid of Crashbarrow am I… hm, I have a few turns before they come online, I think my plan is going to be “you can’t overpower through all of them” and throw lots of units down. I could also see myself splashing Feral for Barkcoat Bear, he’s a right pain to get rid of & stops Ogre Recruiter, but that’s maybe getting too far ahead. Moss Ancient is likely also my T3 of choice, as it is extremely hard to kill with Sacrifice the Weak.

Next techs maybe Murkwood Allies + Blooming Ancient or MoLaC? We’ll see where the draws lead.

…it would have been nice if they’d led to a Tech II next turn, but I’ll manage.

P1T4


Tech StartingHand Workers

TECH
Giant Panda
Giant Panda


STARTING HAND
Graveyard
Skeleton Javelineer
Deteriorate
Doom Grasp
Skeletal Archery


WORKERS
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer


NextHand

Summon Skeletons
Jandra, the Negator
Pestering Haunt
Doom Grasp


Discard

Deteriorate
Skeletal Archery
Doom Grasp
Giant Panda
Giant Panda


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Deteriorate Tiger Cub
Graveyard - ($5)
Tech II: Growth - ($1)
Skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Graveyard (3)
  • L1 Garth Torken (1/3)
  • Skeleton (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Going for MoLaC, looks like. Now that she’s committed to a non-Balance Tech II building, I’ll start dropping Nature Reclaims targets while threating larger options with Growth tech II.

For Nekoatl

You already teched two Bone Collectors on your previous turn.

1 Like

P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)

Draw for Technician (6 cards, 2 in deck)
  • Blooming Ancient
Tech 2 cards + Tiger Cub. (3 discards)
  • Tiger Cub
  • :pspuzzle: Blooming Ancient
  • :pspuzzle: Murkwood Allies

Player 2, Turn 4


Workers make 8g. (8g)

Hire 9th worker for free. (5 cards)
  • Verdant Tree

Summon a Blooming Ancient for 4g. (4g, 4 cards)

Hatch a Tiny Basilisk for 2g. (2g, 2 cards)
Blooming Ancient gets a +1/+1 rune; move it onto Basilisk.

Summon :codexargagarg: Argagarg Garg and his Wisp for 2g. (0g)
Blooming Ancient gets two +1/+1 runes; move one onto the Wisp.

Ironbark Treant patrols in Squad Leader, Wisp in Scavenger, Argagarg in Technician.

Discard 3, draw 2, shuffle 6, draw 3.


Patrols:
:psblueshield: Squad Leader: Ironbark Treant ([3-2] 1 :crossed_swords:, 2 :heart:, 3 :psblueshield:, -2/+AA on your turn)
:psfist: Elite:
:ps_: Scavenger: +1 Wisp (1 :crossed_swords:, 2 :heart:)
:pspuzzle: Technician: :codexargagarg: Argagarg Garg (1 :crossed_swords:, 3 :heart:)
:eye: Lookout:

+1 Tiny Basilisk (2 :crossed_swords:, 3 :heart:, Deathtouch, untouchable by T0s)
+1 Blooming Ancient (3 :crossed_swords:, 5 :heart:, grows and gives +1/+1 runes.)

:earth_asia: Rich Earth

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth (5 :heart:)

:pspig: 0g banked, 9 workers.


5 cards in hand
  • Rampant Growth
  • Blooming Elm
  • Murkwood Allies
  • Playful Panda
  • Merfolk Prospector
3 cards in deck
  • Tiger Cub
  • Blooming Ancient
  • Centaur
0 cards in discard

Thoughts

Garth + Growth is… I’m thinking that looks like Bone Collector --> Blooming Ancient --> Lich’s Bargain. Neko may even have skipped T1 entirely and gone straight for spells & Tech II, which means maybe a Doom Grasp or Kidnapping in that mix somewhere. So I don’t necessarily need Nature Reclaims for Elm/MoLaC, but there is a Graveyard so I’m guaranteed at least one target, if not a great one. Lich’s Bargain was a factor pushing me towards Tiny B, and I’m glad I did. (2nd thought: Giant Panda may be better than BC, given defensive opening & Graveyard. The extra gold cost matters, though.)

So: Neko has 8 gold, Garth, a graveyard, and a skeleton. I don’t think the skeleton can do much besides draw a card. Least draw requirements turn is probably max Garth for Ancient + Lich’s Bargain, which is +11 attack. BA + BC + LB from hand is holy crap a lot of attack… so we definitely need to keep Basilisk alive this turn. Sacrifice the Weak would have been a better play than Graveyard last turn (maybe? maybe not) so assume Neko has it this turn. Patrolling Arg instead of BA would keep BA safe from a kidnapped Tiny B, but opens up Arg to a 3/4 Garth… actually let’s do that, it means garth is max anyway & lets me summon him again later for 2-4 cheap runes.

Do I still want Murkwood + BA? Next turn I’ll have 9g, and almost certainly want to play Elm to give Tiny B overpower, which leaves 6g. That’s not enough for Cala + Murkwood, so maybe leave that one out…? I’m thinking MWA is my answer to Lich’s Bargain. We’ve seen Ferocity rip through LB; it seems really great on attack w/ BA to finagle runes into the correct places, otoh an opposing BA should be able to attack against it pretty easily. I also want as many units as possible given BA, and I’ve already taken one non-unit in Elm.

My symmetry breakers are:

  • deathtouch on tiny b
  • upgrade/building removal
  • Ferocity & especially especially Tooth & Nail giving me access to a broader toolbox, maybe not BtF so much.
  • more gold from being P2 w/ Rich Earth
  • I’m a turn ahead on tempo
  • access to flying and stealth
  • better tech IIIs, especially in a Blooming Ancient fight.
  • combat heroes
  • cal’s tigers are like, four times as big as garth’s skeletons.

Neko’s are:

  • expensive but powerful direct removal in Doom Grasp & Kidnapping
  • graveyard multiplies units; it’s like having a second copy of BA
  • cheap & fast hordes from LB
  • efficient but inconsistent & slow hordes from BC
  • drakk frenzy, including off-color Stampede

In a Rhino fight, the person with the most Kidnappings will win. In a BA fight, the one with the best token generation wins, unless you can sneakily kill the opposing BA. (and desecrate its grave, in this case.)

In a Lich’s Bargain v Murkwood Allies fight… I think the winner is whoever kills the opposing caster, casts Stampede, activates MoLaC, or has more Ancients, including Moss Ancient.

Getting serious second thoughts about taking BA + MWA here. It may be too conservative.
Alternatives:

  • I have five attackers right now & plenty of T0 units, go straight for double MoLaC. High risk, high reward?

I think I still win in the long game as long as I don’t screw up & let Neko MoLaC first. That shouldn’t be too hard with my tempo advantage.

1 Like

P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Pestering Haunt
Jandra, the Negator
Summon Skeletons
Doom Grasp


WORKERS
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator


NextHand

Giant Panda
Doom Grasp
Bone Collector
Bone Collector


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Doom Grasp, sacrifice a Skeleton to kill Blooming Ancient - ($3)
Skeleton - ($2)
Argagarg Garg - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite: Wisp (1/1)
  • :ps_: Scavenger: L1 Argagarg Garg (1/3)
  • :pschip: Technician: L1 Garth Torken (1/3)
  • :target: Lookout: Skeleton (1/1) Resist 1

In Play:

  • Graveyard (3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Sigh… and I had both Bone Collectors in hand before correcting my teched cards error, too. Well, nobody to blame but myself. Patrolling with the Wisp as Elite to avoid giving my opponent the choice of how much damage to take while killing my stuff.

2 Likes

P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)

Tech 2 cards + Blooming Ancient. (3 discards)
  • Blooming Ancient
  • :pspuzzle: Moss Ancient
  • :pspuzzle: Moss Ancient

Player 2, Turn 5


Workers make 9g. (9g)

Hire 10th worker for free. (4 cards)
  • Merfolk Prospector

Grow a Blooming Elm for 3g. (6g, 3 cards)
My units and heroes with +1/+1 runes gain Overpower.

+1 Tiny Basilisk (2/3) ignores your tokens and attacks Garth Torken…

alternate universe turn where deathtouch damage overpowers differently

taking 1 damage from Garth and 1 damage from Tower. 2 points of deathtouch overpowers :codextorken: Garth Torken, killing him and :codexargagarg: Argagarg Garg. You get 1 gold and draw a card.
My Argagarg Garg gains 4 levels, to maxband, and summons a Water Elemental.

Exhaust :codexargagarg: Argagarg Garg to give +1 Wisp +1/+A until end of turn.
+1 Wisp (2/2A) attacks and destroys Squad Leader Skeleton, dealing and recieving 1 damage after armor.

Begin construction of Tech III for 5g. (1g)
Begin construction of Tech Lab – :tiger: Feral for 1g. (0g)

Water Elemental patrols in Scavenger, Ironbark Treant in Technician.

Discard 3, draw 3, shuffle 6, draw 2.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger: Water Elemental (3 :crossed_swords:, 3 :heart:, Anti-Air)
:pspuzzle: Technician: Ironbark Treant ([3-2] 1 :crossed_swords:, 2 :heart:, 2 :psblueshield:, -2/+AA on your turn)
:eye: Lookout:

+1 Tiny Basilisk (2 :crossed_swords:, 1 of 3 :heart:, Deathtouch, untouchable by T0s, Overpower [Elm])
+1 Wisp (1 :crossed_swords:, 1 of 2 :heart:, Overpower [Elm])

:exhaust: :codexargagarg: Argagarg Garg Lv. MAX (1 :crossed_swords:, 5 :heart:, grants +1/+A)

:earth_americas: Rich Earth
:deciduous_tree: Blooming Elm (+1/+1 runes grant Overpower, puts 1-3 +1 runes on heroes/units without them)

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth (5 :heart:)
Tech III (5 :heart:)
Tech Lab – :tiger: Feral (4 :heart:)

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Tiger Cub
  • Blooming Ancient
  • Centaur
  • Rampant Growth
  • Blooming Ancient
4 cards in deck
  • Murkwood Allies
  • Moss Ancient
  • Moss Ancient
  • Playful Panda
0 cards in discard

Thoughts

Breaking my own rules and taking a turn while sleep deprived. If I somehow manage to lose this, that’s why.

Kidnapping will potentially wipe my board kill 1 thing of choice – Tiny B loses Overpower unless Neko has their own Elm. I should probably get rid of it before bringing Moss Ancients out.

(continued here after rules interlude)

@FrozenStorm do overpower and death touch interact this way?

1 Like

The rulings under Focus Master are:

My reading of this is that 1 deathtouch damage is exactly lethal damage, and any other amount of deathtouch damage is excess damage, which is what Overpower works off of.
(with “0 damage” not being an amount of damage.)

Overpower and Sparkshot are still combat damage, so they would still be deathtouch-y. Anti-air is too, but I don’t think there’s a way to get anti-air and deathtouch on the same unit Elite Training makes Tiny Basilisks into little baby mass murder machines. (Sparkshot is both “combat damage” and “damage from an ability”… I’m not sure if Overpower damage is, which would matter if Nekoatl had a Sentry.)

@Persephone that’s an interesting way of coming to the conclusion you did, but I think these two pieces of evidence contradict it (they also come from Sharpo and Airline directly and are more closely sourced to the abilities in question):

The “excess” combat damage is the damage beyond the remaining HP of the thing you attacked.

http://codexcarddb.com/ruling/overpower

And this post from Sharpo

I think you need to overpower hp with attack power to deal excess damage, and deathtouch applies after the fact.

Please correct your attack results and redraw your new hand

3 Likes

(continued from previous post)

+1 Tiny Basilisk (2/3) ignores your tokens and attacks and kills :codextorken: Garth Torken with deathtouch damage. It takes 1 damage from Garth and 1 damage from Tower. You draw a card.
My Argagarg gains 2 levels, to 3, midband.

Exhaust :codexargagarg: Argagarg Garg to give +1 Wisp +1/+A until end of turn.
+1 Wisp (2/2A) attacks and destroys Squad Leader Skeleton, dealing 1 damage and taking 1 after Tower breaks its armor.

Ironbark Treant attacks and kills :codexargagarg: Argagarg Garg, dealing 3 damage and taking 1 from Argagarg and 1 from Tower. It dies and you get 1 gold. (4 discards)
My Argagarg gains 2 levels, to 5, maxband, and summons a Water Elemental.

Begin construction of Tech III for 5g. (1g)
Begin construction of Tech Lab – :tiger: Feral for 1g. (0g)

Water Elemental patrols in Scavenger.

Discard 3, draw 3, shuffle 7, draw 2.


Patrols:
:psblueshield: Squad Leader:
:psfist: Elite:
:ps_: Scavenger: Water Elemental (3 :crossed_swords:, 3 :heart:, Anti-Air)
:pspuzzle: Technician:
:eye: Lookout:

:exhaust: :codexargagarg: Argagarg Garg Lv. MAX (1 :crossed_swords:, 5 :heart:, grants +1/+A)
:exhaust: +1 Tiny Basilisk (2 :crossed_swords:, 1 of 3 :heart:, Deathtouch, untouchable by T0s, Overpower [Elm])
:exhaust: +1 Wisp (1 :crossed_swords:, 1 of 2 :heart:, Overpower [Elm])

:earth_americas: Rich Earth
:tree: Blooming Elm (+1/+1 runes grant Overpower, puts 1-3 +1 runes on heroes/units without them)

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth (5 :heart:)
Tech III (5 :heart:)
Tech Lab – :tiger: Feral (4 :heart:)

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Tiger Cub
  • Blooming Ancient
  • Centaur
  • Murkwood Allies
  • Moss Ancient
5 cards in deck
  • Rampant Growth
  • Blooming Ancient
  • Ironbark Treant
  • Moss Ancient
  • Playful Panda
0 cards in discard

Thoughts

I really ought to finish that comprehensive rules draft proposal & post it.

2 Likes

P1T6


Tech StartingHand Workers

TECH
Blooming Elm
Blooming Elm


STARTING HAND
Bone Collector
Bone Collector
Giant Panda
Doom Grasp
Doom Grasp


WORKERS
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Skeleton Javelineer
Jandra, the Negator
Doom Grasp


NextHand

Pestering Haunt
Deteriorate
Summon Skeletons
Giant Panda
Blooming Ancient


Discard

Giant Panda
Bone Collector
Doom Grasp
Blooming Elm
Blooming Elm


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Drakk Ramhorn, maxband - ($3)
My tokens trade with Elemental.
Bone Collector, hasty - ($1)
Bone Collector trades with Basilisk
Worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A) Frenzy 1
  • :psfist: Elite:
  • :ps_: Scavenger: L6 Drakk Ramhorn (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)

In Graveyard:

  • Bone Collector

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 2

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

Boo, both Doom Graps go to waste. It doesn’t look like I’ll be able to stop her momentum regardless, but I’ll take down the Basilisk before it can overpower something and see how far it gets me… Died: Argagarg, Garth

P1 @Nekoatl ([Necromancy]/Blood/Growth) vs. P2 @Persephone (Green)

Get 1g from Water Elemental dying in Scavenger.
No techs, 1 discard is Tiny Basilisk.

Player 2, Turn 6


1g from Scavenger dying. (1g)
Workers make 10g. (11g)

Hire 11th worker for free. (4 cards)
  • Centaur

Summon a Blooming Ancient for 4g. (7g, 3 cards)
Exhaust Blooming Elm to put 3 +1/+1 runes on Blooming Ancient.

Summon a :leafy_green: Moss Ancient for 7g. (0g, 2 cards)
It arrives with 3 hasty, invisible squirrels, for 4 more +1/+1 runes on Blooming Ancient. (3 --> 7 runes)

Move 1 rune from Blooming Ancient (7 --> 6) onto Alpha Squirrel, and exhaust :codexargagarg: Argagarg Garg to give it +1/+A until end of turn.

+1 Alpha Squirrel (3/2A) attacks and destroys Squad Leader skeleton, taking 1+A damage from Skeleton and Tower, which detects it. It overpowers 1 damage to Drakk Ramhorn after dealing 1+A to the skeleton.

Move 1 rune from Blooming Ancient (6 --> 5) onto Beta Squirrel.
+1 Beta Squirrel, invisible 2/2, attacks and destroys the Tower dealing 2 damage to it, evading both Drakk and Tower shots. Your base takes 2 damage, to 18 :heart:.

Move 3 runes from Blooming Ancient (5 --> 2) onto Delta Squirrel.
+3 Delta Squirrel (4/4) attacks and kills :codexdrakk: Drakk Ramhorn, taking 3 damage from him. It deals 3 damage to Drakk and overpowers 1 to your base, taking it to 17 :heart:. You get 1g.

Move last 2 runes from Blooming Ancient onto +1 Wisp.
+3 Wisp attacks your base for 3 damage, bringing it to 14 :heart:.

:leafy_green: Moss Ancient patrols in Squad Leader, Blooming Ancient in Technician.

Discard 2, draw 4.


Patrols:
:psblueshield: Squad Leader: :leafy_green: Moss Ancient (8 :crossed_swords:, 9 :heart:, 1 :psblueshield:, Untargetable, gives squirrels Haste & Invisible)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: +0 Blooming Ancient (2 :crossed_swords:, 4 :heart:, gains and gives +1/+1 runes)
:eye: Lookout:

:exhaust: :codexargagarg: Argagarg Garg Lv. MAX (1 :crossed_swords:, 5 :heart:, grants +1/+A)
:exhaust: +3 Wisp (3 :crossed_swords:, 3 of 4 :heart:, Overpower [Elm])
:exhaust: +1 Alpha Squirrel (2 :crossed_swords:, 1 of 2 :heart:, Overpower [Elm], Invisible [Moss])
:exhaust: +1 Beta Squirrel (2 :crossed_swords:, 2 :heart:, Overpower [Elm], Invisible [Moss])
:exhaust: +3 Delta Squirrel (4 :crossed_swords:, 1 of 4 :heart:, Overpower [Elm], Invisible [Moss])

:earth_asia: Rich Earth
:deciduous_tree: Blooming Elm (+1/+1 runes grant Overpower, puts 1-3 +1 runes on heroes/units without them)

Base: 20 :heart:
Tech I (5 :heart:)
Tech II – :fish: Growth (5 :heart:)
Tech III (5 :heart:)
Tech Lab – :tiger: Feral (4 :heart:)

:pspig: 0g banked, 11 workers.


4 cards in hand
  • Rampant Growth
  • Moss Ancient
  • Ironbark Treant
  • Blooming Ancient
1 cards in deck
  • Playful Panda
1 card in discard
  • Tiny Basilisk
  • Tiger Cub
  • Murkwood Allies

Thoughts

Expecting a fold here, there’s nothing they can do against Moss Ancient.