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:
Squad Leader:
Elite: Centaur 1+3/4 (overpower)
Scavenger:
Technician:
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:
Base HP: 20
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.
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:
Squad Leader: Tiger Cub 2/2+1A
Elite:
Scavenger:
Technician: Centaur 3/4 (overpower)
Lookout:
In Play:
Calamandra L3 3/4 (units have resist 1)
Rich Earth (my workers are free)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
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.
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:
Squad Leader:
Elite:
Scavenger:
Technician: Young Treant 0/2 (resist 0+1, can’t attack)
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:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
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.
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).
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:
Squad Leader: Wisp 2/3+1A (++)
Elite: Argagarg L3 1+1/4
Scavenger:
Technician: Artisan Mantis 4/3 (2 damage)
Lookout:
In Play:
Blooming Ancient 2/4
Rich Earth (my workers are free)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
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.
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)
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)
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:
Squad Leader: Water Elemental 4/4+1A (+, anti-air)
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
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:
Squad Leader: Young Treant 1/3+1A (+, can’t attack)
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:
Squad Leader:
Elite:
Scavenger:
Technician:
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:
Base HP: 18
Tech I HP: 2
Tech II HP: 5 (Fire)
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.