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CAPS 2017: zhavier ([Anarchy]/Strength/Growth) vs. Shadow-Night-Black ([Balance]/Growth/Finesse)


#1

CAPS 2017: zhavier ([Anarchy]/Strength/Growth) vs. Shadow-Night-Black ([Balance]/Growth/Finesse)

@Shadow_Night_Black GLHF!

P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Charge
Pillage
Scorch
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Bombaster
Nautical Dog
Bloodburn
Makeshift Rambaster
Mad Man


Discard

Scorch
Pillage
Charge


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre 3/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

#2

hmm, this match up should either be terrible for me or wonderful, and I’m not sure which…
GL HF!

P2T1


StartingHand Workers

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


WORKERS
Spore Shambler


NextHand

Young Treant
Tiger Cub
Verdant Tree
Rich Earth
Rampant Growth


Discard

Forest’s Favor
Merfolk Prospector
Playful Panda


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Tech 1 - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/2 +AA)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Well, to deal with MoLaC I have balance (which aside from future is the best counter I know off), and he has no counter to my own MoLaC. However in a MoLaC race, he should be able to get his off before me (too many haste units in the red starter) unless I’m very lucky with Tech 2 T3 into MoLaC turn 4. Which would point me to a later T2, going balance with a tech lab for MoLaC (if it’s needed). Other problems though are Rook. I have no anti air/fliers unless I go balance tech 2 apart from water elemental from arg. Discord should deal with birds nicely though (even if it won’t help much against the lumbering giant summoning them, but if they stay alive they are a nice way of giving my mimic flying (even if they end up chump blocking them too, I should be able to get one hasted attack off with them. All in all this matchup looks messy and hence, very fun :stuck_out_tongue:


#3

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Makeshift Rambaster
Nautical Dog
Bloodburn
Bombaster
Mad Man


WORKERS
Careless Musketeer
Bloodburn


NextHand

Mad Man
Makeshift Rambaster
Bird’s Nest
Nautical Dog
Bloodrage Ogre


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
BRO and Mad Man trade with Treant - ($4)
Rook - ($2)
Tech 1 - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

#4

P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Discord


STARTING HAND
Verdant Tree
Rampant Growth
Young Treant
Tiger Cub
Rich Earth


WORKERS
Spore Shambler
Rich Earth


NextHand

Nimble Fencer
Verdant Tree
Rampant Growth
Playful Panda
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
River - ($3)
Tiger Cub - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: River (2/3, lvl 1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Rook might mean birds, and birds mean discord, so that’s one tech done. Nimble Fencer is good with my large amount of buffs, MoLaC and haste for mimics, so I don’t see a case for not including it, no matter what happens.
Young treant this turn (although very passive) would allow me to gaurentee my techs for next turn, and puts me on a faster cycle (very good for for molac rush).
My other alternative is River + Tiger Cub, but with red haste, it could allow a full board wipe (madman + rook into cub, charge 2 attack guy into river), but that is 3 cards and 5 gold for 1 card and 4 gold.
Option 2 sounds far better.


#5

P1T3


Tech StartingHand Workers

TECH
Surprise Attack
Might of Leaf and Claw


STARTING HAND
Nautical Dog
Bloodrage Ogre
Bird’s Nest
Mad Man
Makeshift Rambaster


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre


NextHand

Bombaster
Pillage
Gunpoint Taxman
Charge
Scorch


Discard

Nautical Dog
Makeshift Rambaster
Mad Man
Surprise Attack
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bird’s Nest - ($3)

Float ($3)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird 1/1
  • :pschip: [I]Technician[/I]: Bird 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 7

#6

P2T3


Tech StartingHand Workers

TECH
MoLaC
Nimble Fencer


STARTING HAND
Playful Panda
Forest’s Favor
Verdant Tree
Nimble Fencer
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Verdant Tree


NextHand

Discord
MoLaC
Ironbark Treant (2/2 +AA)
Young Treant
Merfolk Prospector


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Growth) - ($3)
Tower - ($0)

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: River (2/3, lvl 1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

So this turn was tough. He doesn’t have a lot of pressure, so going for Tech 2 here seems like the right move, which leaves 3 gold. Option 1 was rampant growth Tiger, River and Tiger kill Rook (river healing). Looks very nice (no damage to board, rook dead, bird’s nest gone etc) until I realise he’s floating 3 gold, and that lets Zane come out, killing river, birds kill Tiger, and he’s still got enough for hero’s hall/a card from hand/kill Tech 2 straight up. Not good.
Plan two was to stall with Tower (sorry discord, you’re one turn late + not value giving him gold + card (making it 1 gold for 2 gold and card). Plan for early molac and set up tech lab for balance next turn or the turn after (depending on when birds die). Zane can’t come out, but max Rook is scary (need molac ASAP in this plan, it’s my only real answer).

Love the draw, as long as he doesn’t have 7 haste from hand (charge + mad man + BRO + sorch for 9 gold, 3 cards to deal with 1 card, 4 gold and my tech building? I’m not playing Pirate so that shouldn’t happen).


#7

P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Pillage
Charge
Bombaster
Gunpoint Taxman
Scorch


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Scorch


NextHand

Blooming Ancient
Bombaster
Pillage
Nautical Dog


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Charge a Bird - ($6)
Birds kill River, Rook to lvl 3
Gunpoint Taxman - ($4)
Tech 2 Growth - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rook 2/4, lvl 3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

#8

P2T4


Tech StartingHand Workers

TECH
Nature Reclaims
Moments Peace


STARTING HAND
Young Treant
Ironbark Treant (2/2 +AA)
Merfolk Prospector
Discord
MoLaC


WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector


NextHand

Nimble Fencer
Forest’s Favor
Rampant Growth
Playful Panda


Discard

Young Treant
Discord
Nature Reclaims
Moments Peace


Tech 2 card(s)
Get Paid - ($8)
Scav Gold - ($9)
Worker - ($8)
MoLaC - ($5)
Ironbark Treant - ($2)
Arg - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2+A)
  • :psfist: [I]Elite[/I]: Ironbark Treant (2/2 +AA)
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :pschip: [I]Technician[/I]: Arg (1/3, lvl 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • MoLaC
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

#9

TFW the only card you teched that you have been able to play this game is MoLaC, it should be able to carry me right?

Thoughts + comments here because they were breaking my main post spoilers some how?

[details=Thoughts]Mainly just blocking up here for a large counter attack next turn. Attacking with the tiger cub here doesn’t achieve anything (except one rune on MoLaC, and if I patrol him, something else can attack next turn instead if he dies (so same number of runes). Teching in Nature Reclaims to deal with MoLaC, and moments peace as another answer (delays activation/damage if it activates), while also making it easier to activate my own (can go full on in with less worry of the counter attack), plus it also has uses against non molac growth plays.
Next turn I have a nimble fencer + Rampant growth, (with the second fencer if arg dies) so should be able to molac to 4, maybe 5 runes next turn.
[/details]


#10

P1T5


Tech StartingHand Workers

TECH
Surprise Attack
Pirate Gunship


STARTING HAND
Nautical Dog
Blooming Ancient
Pillage
Bombaster


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Scorch
Pillage


NextHand

Blooming Ancient
Surprise Attack
Might of Leaf and Claw


Discard

Bombaster
Gunpoint Taxman
Surprise Attack
Pirate Gunship


Tech 2 card(s)
Get Paid - ($8)
get 2 birds
Worker - ($7)
Blooming Ancient - ($3)
Gunpoint Taxman kills Tiger Cub
Zane, BA +1, kills wisp - ($1)
Nautical Dog, BA +1 - ($0)
move 2 runes to Dog

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog 3/3+A, +2 Runes
  • :psfist: [I]Elite[/I]: Rook 3/4, lvl 3
  • :ps_: [I]Scavenger[/I]: Bird 1/1
  • :pschip: [I]Technician[/I]: Bird 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Zane 2/1
  • Blooming Ancient 2/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#11

P2T5


Tech StartingHand Workers

TECH
Potent Basilisk
Wandering Mimic


STARTING HAND
Playful Panda
Forest’s Favor
Rampant Growth
Nimble Fencer


WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Forest’s Favor


NextHand

Playful Panda
Nimble Fencer
Nature Reclaims


Tech 2 card(s)
Get Paid - ($9)
Scav gold - ($10)
Worker - ($9)
Nimble Fencer - ($7)
Rampant Growth Fencer - ($5)
Fencer kills Dog, MoLaC @1
Mid band Arg - ($3)
Arg and Treant kill Rook, Arg to max, MoLaC @ 3
River - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3 + A, anti air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River (2/3, lvl 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • MoLaC (3 runes)
  • Arg (1/5, lvl 5)
  • Nimble Fencer (2/2, haste)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

3 down, 2 to go. Guaranteed the fencer in my next hand, so I only need only attacker left alive. Tech lab for balance after the birds are dead to give me more haste/ways of dealing with his stuff. Sharks are the main thing I am worried about, and I hope he doesn’t know that I rely on my tech 1 far more then my tech 2 building.


#12

P1T6


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Pirate Gunship


STARTING HAND
Might of Leaf and Claw
Surprise Attack
Blooming Ancient


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Scorch
Pillage


NextHand

Mad Man
Makeshift Rambaster
Charge


Discard

Bombaster
Surprise Attack
Pirate Gunship
Bird’s Nest
Gunpoint Taxman
Nautical Dog
Surprise Attack
Blooming Ancient
Might of Leaf and Claw
Pirate Gunship


Tech 1 card(s)
Get Paid - ($9)
My MOLAC! - ($6)
Surprise Attack, BA +2 - ($1)
1 Rune on Shark 1, kills Water Elemental, MOLAC@1
Shark 2 kills River, Zane to lvl 3, MOLAC@2
Midband Zane - ($0)
Move rune to Bird 1, Bird 1 kills Nimble Fencer MOLAC @3
Blooming Ancient hits Tech 2 MOLAC @4
Zane Finishes Tech 2, MOLAC active
Bird 2 destroys tech 1

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Might of Leaf and Claw @5+, active
  • These all have +5/+5 above the marked values
  • Zane 3/2, lvl 4
  • Blooming Ancient 2/3
  • Bird 1 2/1, +1 Rune
  • Bird 2 1/0
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

#13

P2T6


Tech StartingHand Workers

TECH
Nature Reclaims


STARTING HAND
Nimble Fencer
Playful Panda
Nature Reclaims
Young Treant
Rampant Growth


WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Forest’s Favor


NextHand

Potent Basilisk
Moments Peace
Wandering Mimic


Discard

Nimble Fencer (2/2, haste)
Nature Reclaims
Rampant Growth
Nimble Fencer


Tech 1 card(s)
Get Paid + float - ($11)
Tech draw
Rebuild Tech 1
Young Treant - ($9)
Rampant Growth Arg - ($7)
Arg Charges at BA, dealing 3 damage and dieing MoLaC @ 4, your Zane to max
Midori - ($5)
Nature Reclaims your MoLaC (both are Trashed!), bird 2 and BA die from sadness - ($2)
Playful Panda - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + A, can’t attack)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Midori (2/3, lvl 1)
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • MoLaC (4 runes)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Most of this hand played itself (and I was thinking about working Nature reclaims this turn, thinking he wouldn’t play MoLaC). The Rampant growth top deck was beautiful, allowing me to kill that silly BA. I’m probbably dead next turn anyway, as I doubt he will let me keep units to attack with, it all depends if I can draw a fencer when I have a tech 1 alive or not. Teching in another Nature Reclaims just in case.

Ugh, what is this draw? the only three cards in my deck I won’t be able to play? well I guess the good luck that has been helping me through this game so far has run out :frowning:


#14

P1T7


Tech StartingHand Workers

TECH
Guargum, Eternal Sentinel
Guargum, Eternal Sentinel


STARTING HAND
Charge
Makeshift Rambaster
Mad Man


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Scorch
Pillage
Makeshift Rambaster


NextHand

Pirate Gunship
Bombaster
Bird’s Nest


Tech 2 card(s)
Get Paid - ($9)
Mad Man and Bird kill Young Treant - ($8)
Argagarg - ($6)
Zane kills Midori, I get 1g, arg to lvl 3 - ($7)
Tech Lab Anarchy - ($6)
Worker - ($5)
Tech 3 - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]: Argagarg 1/4, lvl 3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane 4/1, lvl 6
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 12
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

#15

@zhavier should be good now
P2T7


Tech StartingHand Workers

TECH
Moments Peace
Wandering Mimic


STARTING HAND
Potent Basilisk
Moments Peace
Wandering Mimic


WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Forest’s Favor


NextHand

Ironbark Treant (2/2 +AA)
Discord
Wandering Mimic
Tiger Cub (2/2+A)
Rampant Growth


Tech 2 card(s)
Get Paid - ($10)
Rebuild Tech 2
Summon River, Last Bastion of Hope! - ($8)
Playful panda kills your wisp, MoLaC @ 5, Activates!
Max River - ($4)
Destroy my tower, building a Balance Tech lab - ($3)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: River (8/9 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: wisp (5/6)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • MoLaC (4 runes)
  • Playful Panda (7/7)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

okay, MoLaC is active, now just to worry about that Anarchy Tech 3. I can’t kill it this turn, so I’m letting arg live to limit his draws, Balance tech lab is active now to allow for wandering mimics (any flying/haste that will let me deal with Gunships/kill him is good by me, hence the tech of moments peace (gunships can’t attack, and his heros don’t scare me apart from as delaying tactics).

NEW Hand: Not as good as the last, still have wandering mimic which is nice, but no young treant means I can’t dig for haste if he doesn’t give it to me. Also now having River rather then Arg hurts my patrol zone badly, and my counter attack next turn.


#16

Cant summon Arg, this is his off turn.


#17

damn, correct, forgot I had him suicide rather then you kill him, one sec then.


#18

yea, I actually figured you would suicide him if you had nature reclaims in hand, and wanted him out of the way that much longer.


#19

P1T8


StartingHand Workers

STARTING HAND
Bird’s Nest
Bombaster
Pirate Gunship


WORKERS
Careless Musketeer
Bloodburn
Bloodrage Ogre
Scorch
Pillage
Makeshift Rambaster
Bombaster


NextHand

Blooming Ancient
Charge
Guargum, Eternal Sentinel


Discard

Bird’s Nest


Tech 0 card(s)
Get Paid + Scav - ($11)
Pirate Gunship, attacks Tech 2, obliterate wisp and panda, base to 12 - ($5)
Maxband Arg - ($3)
Rook - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental 3/3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argagarg 1/5, lvl 5
  • :pschip: [I]Technician[/I]: Rook 2/4, lvl 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane 4/1, lvl 6
  • Pirate Gunship 7/6
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 9
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

#20

I think I would have to be the luckiest person in the world (and you the unluckiest) to bring this back from here, but stranger things have happened.
P2T8


Tech StartingHand Workers

TECH
Gemscout Owl
Gemscout Owl


STARTING HAND
Discord
Ironbark Treant (2/2 +AA)
Tiger Cub (2/2+A)
Rampant Growth
Wandering Mimic
Potent Basilisk


WORKERS
Spore Shambler
Rich Earth
Verdant Tree
Merfolk Prospector
Forest’s Favor
Discord


NextHand

Nimble Fencer
Moments Peace
Young Treant (0/2)
Nimble Fencer (2/2, haste)
Nature Reclaims


Discard

Playful Panda (7/7)
Moments Peace
Wandering Mimic
Potent Basilisk
Rampant Growth
Wandering Mimic


Tech 2 card(s)
Get Paid + float - ($13)
Tech Draw
Rebuild Tech 2
Worker - ($12)
Tiger Cub - ($11)
Ironbark Treant - ($9)

Float ($9)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: River (8/9 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Ironbark Treant (6/7 +AA)
  • :pschip: [I]Technician[/I]: Tiger Cub (7/7)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • MoLaC (5 runes, active)
    [B]Buildings:[/B]
  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech Lab HP: 4 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 11
Thoughts

This is probably GG, I can’t play moments peace next turn as he will kill my tech 2 and I have no way of killing River, wandering mimic’s won’t hit the board for the same reason. I have to hope that he doesn’t have the other Gunship, and that I draw either gemscout owl and another tech 0/owl to act as blockers against the existing Gunship.