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[Casual] bansa [MonoRed] vs charnel_mouse [MonoGreen]


#21

P1T3


Tech StartingHand Workers

TECH
Murkwood Allies
Blooming Ancient


STARTING HAND
Centaur
Young Treant
Playful Panda
Ferocity


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda


NextHand

Spore Shambler
Rampant Growth
Ironbark Treant


Discard

Ferocity
Young Treant
Murkwood Allies
Blooming Ancient


Tech 2 card(s)
Get Paid - ($6)
Worker
Centaur - ($3)
Ferocity, my units get armour piercing and swift strike - ($1)
Merfolk Prospector exhausts for gold - ($2)
Midband Calamandra - ($0)
Tiger Cub swiftly kills Bombaster, you draw, Bloodburn gets another rune
Calamandra hits your tech I down to 2

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Centaur 1+3/4 (overpower)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra L3 3/4 (units have resist 1)
  • Merfolk Prospector 1/1
  • Tiger Cub 2/2
  • Rich Earth (my workers are free)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I reckon either Balance for Basilisks to take out the Bloodburn, or Growth for Blooming Ancients + Murkwood Allies. I probably don’t need to care much about the Bloodburn… Murkwood Allies is expensive, so should hopefully work out more card-friendly. I could do with a tower if I’m worried about Drakk-boosted Disguised Monkeys taking out the Ancients, so more things for me to do to let my hand size recover. OK, let’s go for Growth.


#22

P2T3


Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Firebat
Nautical Dog
Bloodrage Ogre
Firebat
Pillage
Mad Man


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage


NextHand

Kidnapping
Nautical Dog
Scorch
Charge
Kidnapping


Tech 2 card(s)
Get Paid + float + tech - ($9)
Worker - ($8)
Firebat - ($6)
Firebat - ($4)
Tower - ($1)
Bloodburn removes 2 runes to kill Merfolk, gets a rune - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Firebat (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Firebat (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn: 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

#23

P1T4


Tech StartingHand Workers

TECH
Blooming Ancient
Artisan Mantis


STARTING HAND
Ironbark Treant
Rampant Growth
Spore Shambler


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda
Ironbark Treant


NextHand

Young Treant
Ferocity
Rampant Growth
Merfolk Prospector


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

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Centaur 3/4 (overpower)
  • :target: Lookout:

In Play:

  • Calamandra L3 3/4 (units have resist 1)
  • Rich Earth (my workers are free)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Stepping off for a turn to let my hand recover. I think the Tower is more useful than killing a Firebat with Rampant Growth here: my units have some Resist to make the Firebat ability less useful, and if I don’t patrol Calamandra she can’t be hit with it either. Bringing in a Mantis in case he goes for buildings with it instead.

… No Tech II cards, but I can try again with Young Treant if there’s the need. There probably will be.


#24

P2T4


Tech StartingHand Workers

TECH
Lobber
Bloodlust


STARTING HAND
Charge
Scorch
Nautical Dog
Kidnapping
Kidnapping


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage
Scorch


NextHand

Kidnapping
Bombaster
Bloodrage Ogre
Mad Man
Nautical Dog


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Kidnapping Centaur to kill Cub, Bloodburn: 2 - ($0)
Bloodburn removes 2 runes to kill Centaur, Bloodburn: 1
Firebat deals 3 to Tower on 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Firebat #2 (4/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn: 1
  • L1 Drakk (1/3)
  • Firebat (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

#25

P1T5


Tech StartingHand Workers

TECH
Stampede
Galina Glimmer


STARTING HAND
Rampant Growth
Young Treant
Ferocity
Merfolk Prospector
Artisan Mantis


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda
Ironbark Treant
Merfolk Prospector


NextHand

Murkwood Allies
Blooming Ancient
Blooming Ancient


Discard

Tiger Cub
Centaur
Stampede
Galina Glimmer
Ferocity
Rampant Growth


Tech 2 card(s)
Get Paid - ($8)
Young Treant, I draw - ($6)
Artisan Mantis, Tower is repaired back to 4 - ($2)
Ferocity, my units have armour piercing and swift strike - ($0)
Worker

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2 (resist 0+1, can’t attack)
  • :target: Lookout: Artisan Mantis 4/5 (resist 0+2)

In Play:

  • Calamandra L3 3/4 (units have resist 1)
  • Rich Earth (my workers are free)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Options are to level Calamandra or play and maxband Argagarg to get blockers out, or play Young Treant and see what I draw. The latter leaves 6 gold to exactly do one of the former, so I might as well see what I get. For tech choices I want a Stampede to make use of any eventual Murkwood Allies, and Galina gives me income from it to fuel all those allies.

… Hmm, drew the Mantis. That leaves 2 gold to maxband Calamandra or bring in Argagarg for a Wisp blocker. Oh, never mind, I can just play Ferocity, right? Then hopefully sticking it in Lookout should handle most stuff. Scavenger would probably be more helpful than Technician for Young Treant, but this way I can worker the Shambler and keep all the high-level cards left without skipping a worker.


#26

P2T5


Tech StartingHand Workers

TECH
War Drums
Crash Bomber


STARTING HAND
Mad Man
Bloodrage Ogre
Bombaster
Kidnapping
Nautical Dog


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage
Scorch
Bombaster


NextHand

Charge
Lobber
War Drums
Bloodlust
Kidnapping


Tech 2 card(s)
Get Paid - ($9)
Firebat #2 kills Treant, Bloodburn: 2
Kidnapping Mantis to kill Cali, Drakk to L3 - ($3)
Bloodburn removes 2 runes to deal 1 to Mantis on 3HP
Midband Drakk - ($2)
Drakk deals 2 to your Tower on 2
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Firebat (4/2), frenzy 1, 1 damage
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn: 0
  • L4 Drakk (2/2), 1 damage
  • Firebat #2 (3/2), frenzy 1, 1 damage

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

#27

As far as I can tell from a quick search of the forums, the Mantis keeps Swift Strike, so Mantis can’t be killed with Bloodburn.


#28

I’m pretty sure Mantis keeps swift-strike when kidnapped, so it would only take tower damage when killing Cal.

Edit: Ninja’d by charnel_mouse :laughing:


#29

Interesting, is Mantis still charnel’s unit? or it just maintains the ability.


#30

The reasoning is that Ferocity grants swift strike and armour piercing to the units at the time it’s cast, rather than being an ongoing effect, so any later changes of ownership control are irrelevant. The unit does temporarily become yours, but I still count as the owner for the few cards that make a distinction (e.g. Reteller of Truths, but not Kidnapping).


#31

Thanks for the clarification. Please see above revised.


#32

Looks good.

P1T6


StartingHand Workers

STARTING HAND
Blooming Ancient
Murkwood Allies
Blooming Ancient
Spore Shambler


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda
Ironbark Treant
Merfolk Prospector
Spore Shambler


NextHand

Young Treant
Stampede
Blooming Ancient
Murkwood Allies


Tech 0 card(s)
Get Paid - ($9)
Technician draw
Blooming Ancient - ($5)
Worker
Argagarg Garg, Wisp arrives, Ancient gets 2 runes - ($3)
Midband Argagarg - ($1)
Ancient gives 2 runes to Wisp

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 2/3+1A (++)
  • :psfist: Elite: Argagarg L3 1+1/4
  • :ps_: Scavenger:
  • :pschip: Technician: Artisan Mantis 4/3 (2 damage)
  • :target: Lookout:

In Play:

  • Blooming Ancient 2/4
  • Rich Earth (my workers are free)

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: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Putting both Ancients down immediately is asking for trouble, I think. Not sure about this patrol zone either, I’m just hoping giving everything at least 2 attack makes it difficult for bansa to reach the Ancient, then having Tech II up should start to really make a difference. At least he’s focusing on the Tower instead of tech buildings.

… OK, drawing Stampede isn’t ideal, but I can bring in Murkwood and the other Ancient, or just boost the former, so I should be in decent shape next turn, unless bansa’s got another Kidnapping coming up.


#33

P2T6


Tech StartingHand Workers

TECH
Burning Volley
Burning Volley


STARTING HAND
Kidnapping
Charge
Bloodlust
Lobber
War Drums


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage
Scorch
Bombaster
Charge


NextHand

Nautical Dog
Kidnapping
Mad Man
Bloodrage Ogre


Discard

Kidnapping
Firebat
Bloodlust
War Drums
Burning Volley
Burning Volley


Tech 2 card(s)
Get Paid + float - ($11)
Kidnapping Mantis to trade with Wisp, Bloodburn: 2 - ($7)
Firebat #2 trades with Agg, Drakk to L6, Bloodburn: 3
Firebat uses his ability to destroy Tower, your Base on 18 - ($6)
Drakk deals 3 to Blooming Ancient
Bloodburn removes 2 runes to kill Blooming Ancient, Bloodburn: 2
Lobber arrives and deals 3 to your Base on 15 - ($5)
Worker - ($4)
Tech II (Fire) - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Bloodburn: 2
  • L6 Drakk (3/2), 2 damage
  • Firebat (3/2), frenzy 1, 1 damage
  • Lobber (2/2), frenzy 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 11

#34

P1T7


Tech StartingHand Workers

TECH
Blooming Elm
Nature Reclaims


STARTING HAND
Blooming Ancient
Murkwood Allies
Stampede
Young Treant


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda
Ironbark Treant
Merfolk Prospector
Spore Shambler


NextHand

Galina Glimmer
Centaur
Ferocity
Rampant Growth


Discard

Artisan Mantis
Blooming Ancient
Murkwood Allies
Stampede
Young Treant
Blooming Elm
Nature Reclaims


Tech 2 card(s)
Get Paid + float - ($11)
Blooming Ancient - ($7)
Calamandra Moss, Ancient gets a rune - ($5)
Murkwood Allies, 4 Frogs arrive, Ancient gets 4 runes - ($0)
Blooming Ancient gives 3 Frogs a rune

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Frog #1 2/2+1A (+)
  • :psfist: Elite: Frog #2 1+1/1
  • :ps_: Scavenger: Frog #3 2/2 (+)
  • :pschip: Technician: Frog #4 2/2 (+)
  • :target: Lookout:

In Play:

  • Calamandra L1 2/3
  • Blooming Ancient 4/6 (++)
  • Rich Earth (my workers are free)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Keeping a rune on the Ancient so it doesn’t just die to a hotter Flame Arrow.


#35

P2T7


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Kidnapping
Nautical Dog
Mad Man


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage
Scorch
Bombaster
Charge


NextHand

Bloodlust
Crash Bomber
Kidnapping


Tech 0 card(s)
Get Paid - ($11)
Nautical Dog arrives as first unit and trades with SQL Frog, Bloodburn: 4 - ($10)
Bloodburn removes 2 runes to kill Elite Frog, Bloodburn: 3
Mad Man arrives and trades with Scav Frog, Bloodburn: 4 Limit - ($9)
Firebat uses his ability to kill Tech Frog - ($8)
Jaina - ($6)
Lobber trades with Cali, Jaina to L3
Max Jaina - ($2)
Drakk deals 3 to your Base on 12
Bloodrage Ogre - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2), frenzy 1
  • :target: Lookout:

In Play:

  • Bloodburn: 4 Limit
  • L6 Drakk (3/2), 2 damage
  • Firebat (3/2), frenzy 1, 1 damage
  • L7 Jaina (4/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

#36

P1T8


StartingHand Workers

STARTING HAND
Centaur
Ferocity
Rampant Growth
Galina Glimmer
Tiger Cub


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda
Ironbark Treant
Merfolk Prospector
Spore Shambler


NextHand

Ferocity
Blooming Ancient
Nature Reclaims
Rampant Growth
Young Treant


Tech 0 card(s)
Get Paid + scavenger - ($11)
Technician draw
Argagarg Garg, Wisp arrives, Blooming Ancient gets 2 runes - ($9)
Maxband Argagarg, Water Elemental arrives, Blooming Ancient gets a rune - ($5)
Centaur, Blooming Ancient gets a rune - ($2)
Galina Glimmer, Blooming Ancient gets a rune - ($1)
Blooming Ancient gives 1 rune to Water Elemental, Wisp, and Centaur

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental 4/4+1A (+, anti-air)
  • :psfist: Elite: Wisp 1+1/2 (+)
  • :ps_: Scavenger: Galina Glimmer 2/2
  • :pschip: Technician: Centaur 4/5 (+, overpower)
  • :target: Lookout:

In Play:

  • Blooming Ancient 5/7 (+++)
  • Argagarg L5 1/5
  • Rich Earth (my workers are free)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

#37

P2T8


StartingHand Workers

STARTING HAND
Crash Bomber
Kidnapping
Bloodlust


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage
Scorch
Bombaster
Charge


NextHand

Burning Volley
Lobber
Kidnapping


Discard

Kidnapping
Crash Bomber
Bloodrage Ogre
Bloodlust


Tech 0 card(s)
Get Paid - ($11)
Bloodburn removes 2 runes to deal 1 to Centaur
Kidnapping Centaur to trade with Water Elemental, Bloodburn: 4 Limit - ($7)
Firebat uses his ability to kill Galina - ($6)
Crash Bomber arrives as first unit to trade with Wisp, deals 1 to your Base on 11 - ($5)
Bloodrage Ogre deals 4 to Blooming Ancient and dies
Jaina uses her ability to kill Blooming Ancient
Drakk deals 3 to your Base on 8
Switch to Surplus, my Base on 18

Float ($5)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Bloodburn: 4 Limit
  • L6 Drakk (3/2), 2 damage
  • Firebat (3/2), frenzy 1, 1 damage
  • L7 Jaina (4/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 5
  • Workers: 11

#38

P1T9


StartingHand Workers

STARTING HAND
Blooming Ancient
Nature Reclaims
Rampant Growth
Ferocity
Young Treant
Artisan Mantis


WORKERS
Verdant Tree
Forest’s Favor
Playful Panda
Ironbark Treant
Merfolk Prospector
Spore Shambler


NextHand

Tiger Cub
Blooming Elm
Stampede
Murkwood Allies


Discard

Water Elemental
Centaur
Galina Glimmer
Blooming Ancient
Rampant Growth
Nature Reclaims
Ferocity


Tech 0 card(s)
Get Paid + float + scavenger - ($12)
Blooming Ancient - ($8)
Young Treant, I draw, BA gets a rune - ($6)
Artisan Mantis, repairs my base to 11, BA gets a rune - ($2)
Rampant Growth on Argagarg - ($0)
Argagarg destroys your Tech I, your base to 18, takes 1 damage
Blooming Ancient gives a rune to Young Treant

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 1/3+1A (+, can’t attack)
  • :psfist: Elite:
  • :ps_: Scavenger: Artisan Mantis 4/5
  • :pschip: Technician: Blooming Ancient 3/5 (+)
  • :target: Lookout:

In Play:

  • Argagarg L5 1/4 (1 damage)
  • Rich Earth (my workers are free)

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Hoping bansa’s gone for Tech I over Fire spells…


#39

P2T9


StartingHand Workers

STARTING HAND
Lobber
Kidnapping
Burning Volley


WORKERS
Makeshift Rambaster
Careless Musketeer
Pillage
Scorch
Bombaster
Charge


NextHand

Mad Man
War Drums
Burning Volley


Discard

Kidnapping
Crash Bomber
Bloodrage Ogre
Bloodlust
Burning Volley
Kidnapping


Tech 0 card(s)
Get Paid - ($11)
Jaina uses her ability to deal 3 to your Base on 8
Burning Volley deals 5 to your Base on 3 - ($8)
Firebat uses his ability to deal 2 to your Base on 1 - ($7)
Bloodburn removes 2 runes to deal 1 to destroy your Base, GG!

Float ($6)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Bloodburn: 4 Limit
  • L6 Drakk (3/2), 2 damage
  • Firebat (3/2), frenzy 1, 1 damage
  • L7 Jaina (4/3)
  • Lobber (2/2), frenzy 1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 9
  • Workers: 11

GG! luckily I had just enough direct damage to destroy your Base.


#40

Sorry, I had to change Lobber damage to Bloodburn, forgot about the Tech I being down