STARTING HAND
Young Treant
Spore Shambler
Centaur
Rampant Growth
WORKERS
Verdant Tree
Ironbark Treant
Playful Panda
Young Treant
NextHand
Omegacron
Huntress
Forest’s Favor
Centaur
Tech 2 card(s)
Get Paid + float + scav - ($10)
Vir - ($8)
Vir peeks at top of deck
Spore Shambler - ($5)
Move a rune from Shambler to Prospector - ($4)
Worker
Prospector trades with Vystari
Tech II - Future - ($0)
Yeah, maybe I should have built Tech II last turn. He keeps using his heroes as blockers, and it’s working well since I can’t get free levels out of it. Teched another Taxman because of how many flying units Future has, and Stampede in hopes of being able to tear into his base with it. Regardless, I’m not as confident as I had been… I’m expecting him to pull out an Omegacron and just start wrecking things.
Nautical Dog
Mad Man
Bombaster
Dinosize
Gunpoint Taxman
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Bloodrage Ogre
Nautical Dog
Next Hand
Doubling Barbarbarian
Doubling Barbarbarian
Spirit of the Panda
Calypso Vystari
Discard
Oathkeeper
Pirate Gunship
Dinosize
Mad Man
Bombaster
Tech 2 card(s)
Get Paid + float - ($11)
Summon Zane at Lv. 4 - ($6)
Arg exhausts to give +1/+a to Gunpoint Taxman this turn Taxman kills Huntress, taking 2 damage and stealing 1 gold - ($7) Zane kills Calamandra and gains 2 free levels, healing the damage he took; we both gain a gold - ($8) Zane attempts to shove the Mirror but the illusion breaks before his shoulder can make contact, we both draw a card
Worker - ($7) Elemental trades with Spore Shambler
Arg casts Dinosize on Wisp, giving it +6/+6a this turn - ($3) Wisp breaks your Tech II, dealing 2 to your Base
Recruit Gunpoint Taxman Robicheaux (previous will now be known as Faraday) - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Robicheaux (3/3) (Anti-air)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 5 (1/5)
Captain Zane Lv. 6 (4/4) (Haste)
Faraday (3/1) (Anti-air)
Wisp (0/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
OK, I may have been able to save myself despite a bad hand. The only thing he has with haste is Omegacron, and getting it this turn requires sacrificing 5 units/heroes/workers/upgrades. He can do it, but it would be painfully expensive, and Gunpoint Taxman still blocks it unless he also gets Quince to midband and makes a Mirror Omegacron… If he does, one way or another I should be able to kill it and the mirror version will die either at the end of his turn or with it (depending on which way of copying it he picks).
It’s all going to come down to when he activates Omegacron and whether he can shut down my Tech III when he does so. I have a Gunship and Stampede in this hand, so I might have an out if he only prevents the Gunship… Then again, with how hard I patrolled, he’s only likely to get to it if he kills all my patrollers. Nothing to do but wait and see.
Edit: Removed Zane from the In Play section.
Edit 2: Removed the ghost of the Elemental from last turn and adjusted my patrol.
GG! That one felt very close! I don’t know if I would have survived another turn if I hadn’t finished you off that turn. Although maybe I would have dropped the hammer that turn anyway in the hope that I could finish it before you dealt with 4 9/7s
That was close, since I had a Gunship in hand. Good game!
My biggest mistake was probably going a bit too aggressive on turn 4. It made my cycling slow for the rest of the game, and thanks to a play I hadn’t foreseen, it didn’t even give me that much benefit (since you killed Panda Vystari before she could heal and get me more gold). Last turn I also should have patrolled Arg along with the others. The rest came down to getting my Tech II units too late, but that’s just a consequence of the first mistake.
I think my opening was weak. I keep trying to make Rich Earth work, and it keeps being bad for this particular deck. I think I’ll just worker it from now on.
I think my turn 5 was also a mistake. I could have done lots of other things to stop you destroying Tech II, I was really lucky that my draw fell in such a way that not having Tech II up on turn 6 didn’t actually matter.
I think my tech decisions were also not great. I was pretty sure you were going for Growth spells, and I should have teched Free Speech earlier to counter that. I was pleased with how the Centaurs worked though, not sure the Huntress was a great idea. I also should have teched double Mind Control at the end I think.
If you’d patrolled Arg I think I probably had to go down the same line, I would have just killed Tech II and III instead, and hoped you couldn’t drop more than 1 2+hp patrollers. Given your hand, I think I probably had the game the next turn anyway…
Yeah, I almost never even consider playing Rich Earth anymore, except maybe against fairly new players (lots of beginners, even ones experienced in Magic, I could probably beat with extremely inefficient play). That said, once I realized you were going for Omegacron, it didn’t seem as bad as it normally is. Not only did it make all the workers that you were going to sacrifice free, but it could even take the place of one of them. Not bad at all, as long as you get a chance to play an Omegacron…
In hindsight, you’re probably right about Free Speech. Wow, you have Assimilate to stop MoLaC shenanigans, Free Speech to slow down/stop Dinosized Barbarbarians… What is [Anarchy]/Strength/Growth to do against you if you do tech well?
That Feral/Truth/Future spec is strong. If you totally suck he can just shit on you with a carrier and a void ray with Feral Strike… no reason why I know that’s something he can do or anything