[CAMS19 Round7] zhavier [Anarchy]/Strength/Growth vs Persephone [Balance/Feral/Growth]

@persephone

GLHF!

You’ve been doing very well with mono green.

"P1T1


StartingHand Workers

STARTING HAND
Mad Man
Bloodrage Ogre
Scorch
Bloodburn
Charge


WORKERS
Scorch


NextHand

Bombaster
Makeshift Rambaster
Careless Musketeer
Pillage


Discard

Charge
Bloodburn


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)
Mad Man, hits base for 1 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Bloodrage Ogre
  • Mad Man

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5
1 Like

P1 @zhavier ([Anarchy]/Strength/Growth) vs. P2 @Persephone (Green)

Opening hand
  • Spore Shambler
  • Young Treant
  • Verdant Tree
  • Tiger Cub
  • Rich Earth

Player 2, Turn 1


Workers make 5g. (5g)

Hire 6th worker for 1g. (4g, 4 cards)
  • Rich Earth

Befriend a Spore Shambler for 3g. (1g, 3 cards)
It patrols in Squad Leader.

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader: +2 Spore Shambler (2 :crossed_swords:, 3 :heart:, 1 :psblueshield:, gives +1/+1 runes)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout:

Base: 20 :heart:

:pspig: 1g banked, 6 workers.


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

Thoughts

Never played against Miracle-Gro (keep wanting to call it “Zoo” for some reason), last time I played against Red starter was vs. Legion, who folded after I guess not getting BRO in their opening hand or something? I reviewed some of their tourney games last night before FrozenStorm swapped the pairings, main takeaway was that Legion goes 2x Gunpoint Taxman before Birds. I think zhavier brings out Rook sooner? It’s probably determined more by board position on P1T2.

Hand: Spore Shambler, Young Treant, Verdant Tree, Tiger Cub, Rich Earth

Spore Shambler in SQL trades even on gold (+1 card) with his units, he can Rook + tech I next to recover the card. That’s probably my safest play. I could also do Young Treant + Tiger Cub (SQL), cub trades with BRO, Zane kills tree (+1g), mad man survives (unless trading zane + mad man for cub which leaves BRO vs. my board).

Risky option: Young Treant (scav) + Rich Earth. My T2 I’m staring down 6 attack but I’ll have 6g after tech I? Max argagarg gets (almost?) wiped with little to show for it, Ironbark + Tower doesn’t do much better. So let’s not do that.

Medium term, I think I want Ferocity to no-sell vs. red aggression & Balance to counter MoLaC/flying. Maybe not Ferocity? My early hero is probably Argagarg & his spells unfortunately don’t help greatly with defense. Galina + Giant Panda would be nice but I don’t think I’m going to be able to keep Galina alive / be able to sink the remaining gold into a hero necessarily. We’ll see how T2 goes.

I would have run some wacky spec combo (Disease/Law/Fire?) but decided that I should probably use something I’d won a game with before & went with green. I’ll have something more colorful in time for next tournament hopefully. Good luck, have fun!

1 Like

Sounds like a good reason. :slight_smile:

"P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Pillage
Careless Musketeer
Makeshift Rambaster
Bombaster


WORKERS
Scorch
Bombaster


NextHand

Gunpoint Taxman
Bird’s Nest
Bloodrage Ogre
Nautical Dog


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bro knocks shambler to 1
Careless Musketeer - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mad Man 1/1
  • :target: Lookout:

In Play:

  • Careless Musketeer 2/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "
1 Like

(noting that my base is at 19 :heart:, not 20 as listed on my turn)

1 Like

P1 @zhavier ([Anarchy]/Strength/Growth) vs. P2 @Persephone (Green)

Tech 2 cards. (5 discards)
  • Young Treant
  • Verdant Tree
  • Tiger Cub
  • :pspuzzle: Giant Panda
  • :pspuzzle: Tiny Basilisk

Player 2, Turn 2


1g from last turn. (1g)
Workers make 6g. (7g)

Hire 7th worker for 1g. (6g, 4 cards)
  • Ironbark Treant

Begin construction of Tech I for 1g. (5g)
Begin construction of a Tower for 3g. (2g)

Befriend a Playful Panda and her Wisp for 2g. (0g, 3 cards)

Spore Shambler patrols in Squad Leader, Wisp in Technician.

Discard 3, shuffle 8, draw 5.


Patrols:
:psblueshield: Squad Leader: +2 Spore Shambler (2 :crossed_swords:, 1 of 3 :heart:, 1 :psblueshield:, gives +1/+1 runes)
:psfist: Elite:
:ps_: Scavenger:
:pspuzzle: Technician: Wisp (0 :crossed_swords:, 1 :heart:)
:eye: Lookout:

:exhaust: Playful Panda (2 :crossed_swords:, 2 :heart:)

Base: 19 :heart:
Tech I (5 :heart:)
:bow_and_arrow: Tower I (5 :heart:)

:pspig: 0g banked, 7 workers.


5 cards in hand
  • Giant Panda
  • Tiny Basilisk
  • Tiger Cub
  • Rampant Growth
  • Forest’s Favor
3 cards in deck
  • Verdant Tree
  • Merfolk Prospector
  • Young Treant
0 cards in discard

Thoughts

5g to spend, options:

  • Ironbark Treant + Hero – have option of saccing Shambler to put a rune on Treant, leaning towards “no”. Ironbark is a good blocker but a real pain to attack with, given 2 hp.
  • Playful Panda + Tower – Wisps under Tower are good, may be too defensive though? Is it possible to be too defensive vs. Anarchy? Tech Huntress + Giant Panda with this option probably, or GP + Tiny B, using Tower as my anti-air.
  • Ironbark + Panda – draw 4 of 7, angling for T3 Hero + Tech II, cycle into 2 of 5 + deads.

Techs: what if I tech Ferocity + Huntress? 3/2 First Strike AP Ironbark is deadly against everything besides Rook, and I could get a good hit in with Shambler if it’s still around for some reason. Ferocity basically hard counters Suprise Attack & generally stops early attackers from building MoLaC runes. It doesn’t work as well against Chaos Mirror or Strength II. I’m pretty sure I’ll want Potent Basilisks later, and those do work well with Ferocity… probably not worth going down a card T3/T4 since I’ll probably only have 1, at most 2 attackers.

Weirder options… Murkwood Allies + Galina? Stuffing patrol zone is less good against Taxman than otherwise (but a 4/4 is pretty handy vs. him). This would go best with a Tower opening, but I’d need Ironbark + Cala now to cast MWA. Also, birds eat frogs.

I think I’m going to want my patrollers to die in Technician, rather than Scavenger, this game. That suggests teching cheaper units… but that 4th health makes things so much harder for Red to kill… zhavier’s already down cards, I want to keep him that way.


Weird split, all my action cards in T3, all my trees in T4.

"P1T3


Tech StartingHand Workers

TECH
Blooming Ancient
Spirit of the Panda


STARTING HAND
Nautical Dog
Bird’s Nest
Bloodrage Ogre
Gunpoint Taxman


WORKERS
Scorch
Bombaster
Bloodrage Ogre


NextHand

Charge
Makeshift Rambaster
Bloodburn
Pillage


Discard

Mad Man
Nautical Dog
Gunpoint Taxman
Blooming Ancient
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tap musketeer, pokes shambler
Mad Man trades with shambler
Rook - ($3)
Bird’s nest - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook 2/4+A
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 1/1
  • :pschip: Technician: Bird 1/1
  • :target: Lookout:

In Play:

  • Careless Musketeer 2/1
  • Bird’s Nest

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7
    "

P1 @zhavier ([Anarchy]/Strength/Growth) vs. P2 @Persephone (Green)

Tech 2 cards + Spore Shambler. (3 discards)
  • Spore Shambler
  • :pspuzzle: Potent Basilisk
  • :pspuzzle: Wandering Mimic

Player 2, Turn 3


Workers make 7g. (7g)

Hire 8th worker for 1g. (6g, 4 cards)
  • Forest’s Favor

Hatch a Tiny Basilisk for 2g. (4g, 3 cards)

Begin construction of Tech II – :dragon: Balance for 4g. (0g)

Tiny Basilisk patrols in Squad Leader, Wisp in Scavenger, Playful Panda in Technician.

Discard 3, shuffle 6, draw 2.


Patrols:
:psblueshield: Squad Leader: Tiny Basilisk (1 :crossed_swords:, 2 :heart:, 1 :psblueshield:, Deathtouch, unstoppable/unattackable by T0s)
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:)
:pspuzzle: Technician: Playful Panda (2 :crossed_swords:, 2 :heart:)
:eye: Lookout:

Base: 19 :heart:
Tech I (5 :heart:)
Tech II – :dragon: Balance (5 :heart:)
Tower I (5 :heart:)

:pspig: 0g banked, 8 workers.


5 cards in hand
  • Verdant Tree
  • Merfolk Prospector
  • Young Treant
  • Potent Basilisk
  • Rampant Growth
4 cards in deck
  • Spore Shambler
  • Giant Panda
  • Tiger Cub
  • Wandering Mimic
0 cards in discard

Thoughts

Definitely playing Basilisk – tower for the birds, lizard for the golem – question is what to do with the rest. Go straight to Tech II? Because zhavier went down cards T1, they don’t have their Turn 3 techs yet, so they probably really want to hit Tech II themselves, which means limiting spend to 3g + whatever they can steal.

Tiny B in SQL, Wisp in Scav, Panda in Tech? I maybe probably lose panda/wisp to birds/musketeer, and zhavier has option of rook trade into zane things, more likely laying down Taxman to cover Rook. (Or: Bombaster + Musketeer kill Basilisk, which would be unfortunate)

It might be optimistic & not great tempo-wise, but I don’t think zhavier can immediately break Tech II without skipping his own, and Young Treant gives me a little more dig into my deck than otherwise (+ technician maybe). Aiming Birds + Musketeer at it puts it in Scorch range, if he kept that. He can probably have it down for turn 5 if he cares enough, however, unless I play Verdant Tree? Probably have to skip worker if I need Young Treant + 4g tech + Verdant Tree though.

Specs: Potent Basilisk deals with MoLaC with card advantage, can’t be finessed, and kills arbitrarily large Strength / Blooming Ancient monstrosities. Wandering Mimic and Faerie Dragon seem underwhelming if Bird’s Nest gets recast (unless I can get Stealth Mimic or zhavier takes Dinosize/Chaos Mirror, so maybe not so underwhelming). Deathtouch makes Tower kinda redundant (except for Birds) so maybe swap out for tech lab & meaty Feral units or my own MoLaC? Or go Ferocity / Behind the Ferns.

P1T4


Tech StartingHand Workers

TECH
Dinosize
Blooming Ancient


STARTING HAND
Charge
Bloodburn
Makeshift Rambaster
Pillage


WORKERS
Scorch
Bombaster
Bloodrage Ogre
Bloodburn


NextHand

Dinosize
Mad Man
Bird’s Nest
Nautical Dog
Blooming Ancient


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook suicides on basilisk
Careless shoots down basilisk
Tech 2 Growth - ($3)
Argagarg - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • Careless Musketeer 2/1
  • Bird 1/1
  • Bird 1/1
  • Argagarg 1/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I could tech up, or I could do a big zane play with pillage. Doing zane means risking hastey mimic, but I can slow that down with bird. If I tech up, I can probably just keep the birds and maybe I get dinosize or ancients for maximum carnage.

P1 @zhavier ([Anarchy]/Strength/Growth) vs. P2 @Persephone (Green)

Tech 2 cards + Tiny Basilisk. (3 discards)
  • Tiny Basilisk
  • :pspuzzle: Potent Basilisk
  • :pspuzzle: Wandering Mimic

Player 2, Turn 4


Workers make 8g. (8g)

Grow a **Young Treant** for 2g and draw a card (6g, 5 cards, 3 in deck)
  • Wandering Mimic
Hire 9th worker for 1g. (5g, 4 cards)
  • Verdant Tree

Call a Wandering Mimic for 4g. (1g, 3 cards)

Young Treant patrols in Squad Leader, Playful Panda in Scavenger, Wandering Mimic in Technician, Wisp in Lookout.

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


Patrols:
:psblueshield: Squad Leader: Young Treant (0 :crossed_swords:, 2 :heart:, 1 :psblueshield:, can’t attack)
:psfist: Elite:
:ps_: Scavenger: Playful Panda (2 :crossed_swords:, 2 :heart:)
:pspuzzle: Technician: Wandering Mimic (4 :crossed_swords:, 4 :heart:, Flying [Birds])
:eye: Lookout: Wisp (0 :crossed_swords:, 1 :heart:, Resist 1)

Base: 19 :heart:
Tech I (5 :heart:)
:dragon: Tech II – Balance (5 :heart:)
:bow_and_arrow: Tower I (5 :heart:)

:pspig: 1g banked, 9 workers.


5 cards in hand
  • Spore Shambler
  • Giant Panda
  • Tiger Cub
  • Tiny Basilisk
  • Merfolk Prospector
4 cards in deck
  • Rampant Growth
  • Potent Basilisk
  • Potent Basilisk
  • Wandering Mimic
0 cards in discard

Thoughts

I need to get a hero down… really wanted to Argagarg + RG Wisp to take out Wisp/Musketeer, but that doesn’t leave me with enough gold to do anything interesting or units to patrol. I’m wary of letting him build up too many attackers for MoLaC, but with both Potent Basilisks I have decent odds of drawing the 2nd before anything too terrible happens?

The more immediate threat would be Dinosize on a bird to hit something for 7, possibly twice… Wandering Mimic will block that at 4g/card for 4g/card + patrol bonus, so that’s alright. Verdant Tree covers a tech building being destroyed this turn, and nothing else I have is worth 4g+ (tower is close, and 7-8hp off of base is nontrivial but nothing I can do about it.) Alternative would be to play Young Treant to force a cycle at EOT which gives me a nice hand turn-after-next, but that just doesn’t feel so great, especially as I’d have few open slots for Tree to patrol in.

My two big options are:

  • Basilisk to cover ground + Verdant Tree to rebuild in event of air --> birds kill Verdant Tree, so make that Young Treant instead, which doesn’t really have a place to patrol given Basilisk… eh, it gets a card out of my deck, twice, and may come in handy later.
  • Arg + RG + midband/Young Treant (+Prospector?) --> some combination of birds + zane kills arg

Since I’m playing Treant either way… let’s finalize techs on Basilisk/Mimic and do that first. Huh, Wandering Mimic. I think I actually prefer to play that over Basilisk, as the larger threat is Birds, and that gives me more Basilisks to draw next few turns to kill upgrades/spells.

Next hand looks awkward, but at least I’ll have cover to finally get a hero out. (Giant Panda + max arg/calamandra or midband midori for +1/+1 wisps?) With so much freely assignable damage + Zane I’m not terribly confident that anything in particular will survive to my turn (high chance of MoLaC then birds + arg + musketeer take out Mimic, into Rook to replenish birds) which isn’t great for me. Blooming Ancient + Zane to kill Mimic is probably more likely, which at least leaves the birds dead.

Trouble is, I’m not seeing a clear win condition for me. I guess it’s gotta be Feral Strike, T-Rex, or Stampede? Midori + Mimics to repeatedly punch base is usually solid but unsure how effective that is vs. ability to resummon 2x birds for 1 card (4 if I don’t have the Basilisk at the right time). Behind the Ferns also gives me a lot of options if I can keep Calamandra alive a full turn to make use of it.

Note your tower only has 4 health, not 5. Add-ons start with 4

"P1T5


Tech StartingHand Workers

TECH
Surprise Attack
Might of Leaf and Claw


STARTING HAND
Bird’s Nest
Nautical Dog
Dinosize
Mad Man
Blooming Ancient


WORKERS
Scorch
Bombaster
Bloodrage Ogre
Bloodburn


NextHand

Blooming Ancient
Charge
Makeshift Rambaster
Pillage


Discard

Dinosize
Mad Man
Bird’s Nest
Surprise Attack
Might of Leaf and Claw


Tech 2 card(s)
Get Paid + float - ($9)
Blooming Ancient - ($5)
Nautical Dog - ($4)
Dinosize bird, kills mimic - ($0)
Move rune to bird 2, hits tower for 2
Musketeer hits tower to 1 health left.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Careless Musketeer 2/1
  • Bird 1/1
  • Bird 2/1, +1 rune
  • Argagarg 1/3
  • Blooming Ancient 2/4

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I am annoyed i Drew Bird’s Nest already, but oh well. I have to be careful about haste, so i will play it safe and not play mad man here, I can get almost the same thing from Dog

"

1 Like

P1 @zhavier ([Anarchy]/Strength/Growth) vs. P2 @Persephone (Green)

Draw a card when Wandering Mimic dies. (6 cards, 3 in deck)
  • Wandering Mimic
Tech 2 cards. (3 discards)
  • Wandering Mimic
  • :pspuzzle: Tyrannosaurus Rex
  • :pspuzzle: Tyrannosaurus Rex

Player 2, Turn 5


1g from last turn. (1g)
Workers make 9g. (10g)

Hire 10th worker for 1g. (9g, 5 cards)
  • Spore Shambler

Call a Wandering Mimic for 4g. (5g, 4 cards)
Begin construction of Tech III for 5g. (0g)

Playful Panda attacks and kills Nautical Dog, taking 1 damage.

Young Treant patrols in Squad Leader, Wandering Mimic in Technician, Wisp in Scavenger.

Discard 4, draw 3, shuffle 7, draw 2.


Patrols:
:psblueshield: Squad Leader: Young Treant (0 :crossed_swords:, 2 :heart:, 1 :psblueshield:, can’t attack)
:psfist: Elite:
:ps_: Scavenger: Wisp (0 :crossed_swords:, 1 :heart:, Resist 1)
:pspuzzle: Technician: Wandering Mimic (4 :crossed_swords:, 4 :heart:, Flying [Birds])
:eye: Lookout:

:exhaust: Playful Panda (2 :crossed_swords:, 1 of 2 :heart:)

Base: 19 :heart:
Tech I (5 :heart:)
:dragon: Tech II – Balance (5 :heart:)
:t_rex: Tech III
:bow_and_arrow: Tower I (1 of 4 :heart:)

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Rampant Growth
  • Potent Basilisk
  • Potent Basilisk
  • Tyrannosaurus Rex
  • Wandering Mimic
5 cards in deck
  • Tiger Cub
  • Giant Panda
  • Tyrannosaurus Rex
  • Tiny Basilisk
  • Merfolk Prospector
0 cards in discard

Thoughts
  1. Wandering Mimic + Tech III, tech T-Rex
  2. Wandering Mimic + Tiny B + 3g ???, tech ??? (Faerie Dragon? Moment’s Peace?)
  3. Midband Midori, wisp kiils wisp, Wandering Mimic, skip worker
  4. Maxband Arg, Wandering Mimic, skip worker

Drew my other Mimic, which is lucky. Birds probably can’t kill Mimic + Tech II + III on the same turn, so I’d have reasonable odds of playing a T-Rex turn 6, which is pretty cool. Downside is I’d still only have at most 1 attacker – a 2/2 – after Mimic dies again, and if I don’t draw a T-Rex next turn birds really could take out both Tech II + III, especially without Tiny B to threaten Arg/Ancient. (If I don’t draw either T-Rex, that gives 60% chance of drawing the other Mimic instead which is alright I guess?)

I think I bet on Tech III here, and hope that tree is enough to prevent me from losing before I can play it. There’s a good chance T-Rex ends up eating both birds on arrival, which seems a poor use of a Tech III but those birds are scary with Arg backing them up. It’s ridiculous that losing the Bird’s Nest doesn’t kill the birds the way losing Hive does.

P1T6


Tech StartingHand Workers

TECH
Surprise Attack
Chaos Mirror


STARTING HAND
Pillage
Blooming Ancient
Makeshift Rambaster
Charge
Gunpoint Taxman


WORKERS
Scorch
Bombaster
Bloodrage Ogre
Bloodburn


NextHand

Mad Man
Spirit of the Panda
Charge
Dinosize


Tech 2 card(s)
Get Paid - ($8)
Musketeer breaks Tower, base to 17
Blooming Ancient, BA+1 - ($4)
Zane, BA+2, 3 total runes - ($2)
Zane + 1/1 bird kill Young Treant
Arg kills Wisp
Pillage, steal 1 scav gold, base to 15
Charge New BA - ($0)
Move rune to old BA, now 5/7, breaks Tech 3, base to 13
Move 2 runes to New BA, now 5/6 with Charge, breaks Tech 2, base to 11
Move same 2 runes to Wisp, kills Panda
Move last Rune to healthy Bird

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Bird 2/1, +1 rune
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Careless Musketeer 2/1
  • Bird 2/2, +1 Rune
  • Zane 2/2
  • Argagarg 1/3
  • Blooming Ancient 2/4
  • Blooming Ancient 2/4
  • Wisp 2/1, +2 Runes

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Draw 2 from 7, clear chances to get tech 3… Plus the annoying tech 2s. Eh, I can just ignore the mimic, walk under it and break stuff

GG, I fold. Going to Tech III was too optimistic, although I’m not sure how much another patroller or two instead would have helped. @FrozenStorm

2 Likes

Stopping red aggression is tough. Green has to try and keep enough board presence to retaliate. Moments peace is usually very good for that, but exposes Midori to Zane in my case. Overall mono green is predictable, which is problematic.

1 Like