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

P1T3


Tech StartingHand Workers

TECH
Moment’s Peace
Fairie Dragon


STARTING HAND
Rampant Growth
Tiger Cub
Gemscout Owl
Verdant Tree


WORKERS
Rich Earth
Forest’s Favor
Verdant Tree


NextHand

Circle of Life
Spore Shambler
Young Treant


Discard

Rampant Growth
Moment’s Peace
Fairie Dragon


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Gemscout Owl - ($4)
Master Midori - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Playful Panda 2/2+1A
  • :psfist: Elite: Ironbark Treant 1+1/2+2A
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout: Wisp 0/1 (resist 0+1)

In Play:

  • Midori L1 2/3
  • Gemscout Owl 0/1 (flying, resist 1, can’t attack, gold at upkeep)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I’d like to just crash through bansa’s patrol and take out a building, but I have to either destroy Tech I and leave Midori as my only ground patroller, or patrol with Panda too but only destroy the tower. Given bansa would have gold for a maxband Zane/Drakk plus 3 gold for units, I don’t fancy my chances, especially when I’m gambling on getting a Circle down. I’m just going to put out a ton of units to delay my cycle, and stop Zane shoving things around.

P2T3


Tech StartingHand Workers

TECH
Ember Sparks
Lobber


STARTING HAND
Firebat
Bloodburn
Bombaster
Pillage
Careless Musketeer


WORKERS
Makeshift Rambaster
Scorch
Bloodburn


NextHand

Bloodrage Ogre
Charge
Pillage
Firebat
Lobber


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Max Drakk - ($2)
Dog trades with Panda
Firebat arrives with haste and kills Treant - ($0)
Mad Man trades with Cub

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L6 Drakk (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Firebat (3/1), frenzy 1, 2 damage

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH
Wandering Mimic
Centaur


STARTING HAND
Circle of Life
Spore Shambler
Young Treant
Tiger Cub
Ironbark Treant


WORKERS
Rich Earth
Forest’s Favor
Verdant Tree
Ironbark Treant


NextHand

Moment’s Peace
Fairie Dragon
Rampant Growth


Discard

Circle of Life
Gemscout Owl
Wandering Mimic
Centaur
Spore Shambler


Tech 2 card(s)
Get Paid + owl - ($8)
Technician draw before teching
Young Treant, I draw - ($6)
Worker - ($5)
Circle of Life, Gemscout Owl becomes a Fairie Dragon, Firebat gets a feather rune and dies - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
  • :psfist: Elite: Wisp 1+0/1
  • :ps_: Scavenger: Merfolk Prospector 1/1
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout: Fairie Dragon 4/2 (resist 0+1, flying)

In Play:

  • Midori L1 2/3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Bringing in a Dragon to kill of the Firebat seems like an obvious play here, but it doesn’t leave me with much on the ground if I build Tech II. I’m going to delay for a turn, and get the Cub back down instead. Or I could midband Midori, run everything into Drakk to kill him, and be left with a Level 6 Midori on 1 health. Maybe not. Let’s spend the other 2 gold to draw with Treant first.

… Hmm, I could exhaust the Prospector and put the Ironbark Treant down instead, or the Spore Shambler. Pretty much any of them will probably die this turn, but the 3-gold options can’t be killed by a lone Drakk. They all get killed by a Kidnapped Dragon, but I can put it in Lookout so bansa has to skip Tech II again to do that, or they can all kill Midori if they’re Kidnapped. Think I’m better off just putting the down the Cub and having more blockers.

P2T4


Tech StartingHand Workers

TECH
Bamstamper Lizzo
Burning Volley


STARTING HAND
Charge
Bloodrage Ogre
Firebat
Lobber
Pillage


WORKERS
Makeshift Rambaster
Scorch
Bloodburn


NextHand

Bombaster
Careless Musketeer
Mad Man
Ember Sparks


Discard

Firebat
Pillage
Charge
Bamstamper Lizzo
Burning Volley


Tech 2 card(s)
Get Paid - ($8)
Firebat arrives with haste - ($6)
Firebat uses its ability to deal 2 to Fairie Dragon to kill - ($4)
Lobber arrives and kills Treant - ($3)
Drakk kills Cub
Bloodrage Ogre - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Lobber (2/2), frenzy 1
  • L6 Drakk (3/2), 2 damage
  • Fiberbat (3/3), freazy 1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 8

You’ll need to pay 1 extra because of lookout resist.

2 Likes

Any changes @bansa, or are you just reducing your float?

Just reducing the float, sorry about the error.

No worries, I do it all the time.

P1T5


Tech StartingHand Workers

TECH
Ferocity
Potent Basilisk


STARTING HAND
Fairie Dragon
Rampant Growth
Moment’s Peace
Playful Panda


WORKERS
Rich Earth
Forest’s Favor
Verdant Tree
Ironbark Treant
Playful Panda


NextHand

Wandering Mimic
Fairie Dragon
Circle of Life
Tiger Cub


Tech 2 card(s)
Get Paid - ($8)
Technician draw before teching
Worker - ($7)
Moment’s Peace, my units can’t patrol, your units can’t attack - ($5)
Midband Midori - ($1)
Merfolk Prospector exhausts for gold - ($2)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori L5 3/4
  • :target: Lookout:

In Play:

  • Wisp 1/2 (Midori buff)
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Just in case you didn’t know, Drakk’s maxband gives a unit haste permanently.

Got it, does it change anything in my previous turn?

Nope, just an FYI :slight_smile:

P2T5


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Bombaster
Careless Musketeer
Ember Sparks
Mad Man


WORKERS
Makeshift Rambaster
Scorch
Bloodburn
Careless Musketeer


NextHand

Molting Firebird
Mad Man
Nautical Dog
Burning Volley


Tech 2 card(s)
Get Paid + float - ($9)
Firebat uses ability to deal 2 to Midori - ($8)
Lobber trades with Midori
Bombaster - ($6)
Worker - ($5)
Tech II (FIre) - ($1)
Drakk deals 3 to Heroes’ Hall

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


Board Info:
In Patrol:

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

In Play:

  • Bombaster (2/2), frenzy 1
  • L6 Drakk (3/2), 2 damage
  • Fiberbat (3/3), freazy 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
1 Like

Meh, I should’ve teched up last turn.

P1T6


Tech StartingHand Workers

TECH
Circle of Life
Centaur


STARTING HAND
Circle of Life
Wandering Mimic
Tiger Cub
Fairie Dragon
Rampant Growth


WORKERS
Rich Earth
Forest’s Favor
Verdant Tree
Ironbark Treant
Playful Panda
Tiger Cub


NextHand

Young Treant
Fairie Dragon
Gemscout Owl
Centaur
Moment’s Peace


Discard

Circle of Life
Rampant Growth
Fairie Dragon
Wandering Mimic
Circle of Life
Centaur


Tech 2 card(s)
Get Paid - ($9)
Technician draw before teching
Tech II Balance - ($5)
Worker - ($4)
Argagarg Garg, Wisp #2 arrives - ($2)
Merfolk Prospector exhausts for gold - ($3)
Tower - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Wisp #1 1+0/1
  • :ps_: Scavenger: Wisp #2 0/1
  • :pschip: Technician: Argagarg L1 1/3+1A
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

P2T6


Tech StartingHand Workers

TECH
Burning Volley
Flame Arrow


STARTING HAND
Nautical Dog
Molting Firebird
Burning Volley
Mad Man


WORKERS
Makeshift Rambaster
Scorch
Bloodburn
Careless Musketeer


NextHand

Ember Sparks
Firebat
Bamstamper Lizzo


Discard

Burning Volley
Burning Volley
Flame Arrow


Tech 2 card(s)
Get Paid - ($9)
Molting Firebird hastly destroys Tech II, your Base on 16, deal 1 to each, Wisps and Merfolk die - ($5)
Jaina - ($3)
Firebat uses ability to deal 2 to Agg to kill, Jaina to L3 - ($2)
Orge destroys Tower, your Base on 14
Mad Man - ($1)
Mad Man (2), Drakk (3) and Lobber (3) deal 8 to your Base on 6
Nautical Dog - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Lobber (2/2), frenzy 1
  • L6 Drakk (3/2), 2 damage
  • Fiberbat (3/3), freazy 1
  • Molting Firebird (4/2), frenzy 1, 1 damage
  • Bloodrage Ogre (3/1), frenzy 1, 1 damage
  • Mad Man (1/1), frenzy 1
  • L3 Jaina (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9

GG, nothing I can do to stop your casters levelling my base!

Actually, this wouldn’t work. Bombaster’s ability specifies patrolling units.

3 Likes

Good point, that was embarrassing. Let me correct it. Give me a sec.

Instead of sacrificing Bombaster, Lobber trades with Midori and your Heroes’ Hall on 1 not destroyed

P2T5


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Bombaster
Careless Musketeer
Ember Sparks
Mad Man


WORKERS
Makeshift Rambaster
Scorch
Bloodburn
Careless Musketeer


NextHand

Molting Firebird
Mad Man
Nautical Dog
Burning Volley


Tech 2 card(s)
Get Paid + float - ($9)
Firebat uses ability to deal 2 to Midori - ($8)
Lobber trades with Midori
Bombaster - ($6)
Worker - ($5)
Tech II (FIre) - ($1)
Drakk deals 3 to Heroes’ Hall

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


Board Info:
In Patrol:

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

In Play:

  • Bombaster (2/2), frenzy 1
  • L6 Drakk (3/2), 2 damage
  • Fiberbat (3/3), freazy 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Lobber can’t attack with Moment’s Peace active.

1 Like

Now I remember why I did that okay. I gotta redo this turn.