Welcome to the newcomers! GL HF to you both, if you need any help with rules or the spreadsheets feel free to reach out to the regular players here, everyone’s pretty friendly and happy to lend a hand
A slow start from him means I can get my Rich Earth up. Got to watch out for hasty things - Zane could kill my wisp, and then I will get hit with madman or the rambaster, but that’s OK. Next turn max Arg and maybe a cub.
STARTING HAND
Verdant Tree
Merfolk Prospector
Rampant Growth
Tiger Cub
Ironbark Treant
WORKERS
Spore Shambler
Verdant Tree
NextHand
Young Treant
Rampant Growth
Stampede
Ironbark Treant
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($6)
Worker
Argagarg, Wisp arrives - ($4)
Max Argargarg, Water Elemental arrives - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Water elemental (3/3A) Anti-air
Elite:
Scavenger: Wisp (0/1)
Technician: Playful panda (2/2)
Lookout: Wisp (0/1)
In Play:
Rich Earth
Argagarg L5 (1/5)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
OK, what is the worst that could happen next turn? He will have 6 gold -1 for a worker and potential tech’d cards. Haste potential: Lobbers, mad man, rambaster, zane, scorch, bloodlust, ember sparks. The most would probs be zane and two lobbers - two would trade with a SQL WE, then another lobber into the panda, and one wisp, leaves me with one wisp, which is bloodburned (wait no - I can put it in lookout). Alt: Sparks, 2 wisps gone and one armour, BrOgre beats WE, zane beats panda, I’m left with just Argargarg. In this scenario, I want the dionsize to brak his tech 1. However, if he leaves at least 2 units alive, then I want the stampede. Does patrolling Arg help? Eh not really. Is this goign to happen? I think I will guess no, he has been slow so far --> stampede time.
There’s the stampede in my new hand. I guess if he kills off enough I go treant and cub maybe to refill, tech 1, economic victory with some expensive stuff later?
Bloodrage Orge attacks Water Elemental -> deals (2) damage and dies -> Bloodburn gets (1) blood rune
Summon Zane - ($4)
Zane attacks WE with haste -> both die -> Bloodburn gets (1) rune, total (2)
Play Firebat - ($2)
Summon Drakk - ($0)
Tab and remove (2) runes from Bloodburn to deal (1) damage to Wisp in Scavenger slot -> Wisp dies and James gets (1) gold -> Bloodburn gets (1) rune, total (1)
STARTING HAND
Ironbark Treant
Merfolk Prospector (1/1A)
Rampant Growth
Young Treant
Stampede
WORKERS
Spore Shambler
Verdant Tree
Ironbark Treant
NextHand
Stampede
Forest’s Favor
Stampede
Tiger Cub
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker
Start building Tech 1 - ($7)
Stampede - ($1)
Playful Panda (5/2AAA) attacks and kills SQL Firebat, one damage to your base from stampede (on 19).
Stampeding wisp (3/1AAA) attacks and kills Drakk, levels fizzle.
Argagarg does one damage to your Tech 1
Merfolk Prospector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Merfolk Prospector
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Argagarg L5 (1/5)
Playful panda (2/2)
Wisp (0/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Not too bad. I can play a stampede and another one next turn - so I want to save units if possible. Haste potential: madman, rambaster, lobber… many things. I guess I will play around the first two of these with a SQL prospector. Now what to tech? With Argagarg likely not going anywhere, a dinosize seems good. I also want to keep up the horde and cycle the stampede/keep buff targets (might be ambitious), so I’ll go for a panda… Yuck, double stabpede next hand. I guess that was the risk of teching two of them.
Tech 2 card(s)
Get Paid - ($7)
Technician draws (1) card for killed Drakk
Killed Drakk deals (1) damage to James’s base (on 19)
Bloodburn gets a rune for killed Firebat, total (2)
Tech I HP is (4)
Base HP is (19)
Tab and remove (2) runes from Bloodburn to deal (1) damage to SQL Merfolk Prospector
Play Mad Man - ($6)
Mad Man attacks SQL MP -> both die -> Bloodburn gets (2) runes, total (2)
Play Firebat - ($4)
Summon Jaina - ($2)
Play Gunpoint Taxman - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman
Elite:
Scavenger: Firebat
Technician: Jaina
Lookout:
In Play:
Bloodburn (2)
Buildings:
Base HP: 19
Tech I HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Was terrified to see max Argagarg and phew survied one turn and maybe can take another one but how longer?
Just realized that I haven’t been placing dead units in the discard column. I thought it was weird to have just two cards in the deck and this must be why. I can’t just undo the previous turn because I made the same misktake in the turn before. I am so sorry @James, Should we start over? I don’t know how to fix it at this point. This is my fault, and I will forfeit. Please start as the P1 if you’re up for another match. If not, thanks for being my first opponent in this forum. It was really exciting experience as this was my first game I played with someone other than my brother-in-law. Your Argagarg build was awesome and I was so surprised to see ultimates can be played so early in the game. Also, thanks to @charnel_mouse and @FrozenStorm for your warm welcoming comments!
Thanks, @Hobusu for your advice. I can try doing that if @James is okay, but since it wasn’t a long game and rewinding almost takes us to the beginning, it might make sense to start over, but i will leave it up to James. Either way works for me.
Yes I am on GMT so I think 5 hours ahead of you, which will make for long delays both ways, sorry! I am keen to continue this and see if I can keep up the pressure. How about you just add the Bloodrage ogre and a firebat to your discard now? I think that’s everything that died! It will have meant slightly different draws, with the ogre in hand once more, but whatever. You could redraw this hand with those cards in the deck too if that’s easy enough, otherwise just carry on, just a casual game
Tech 2 card(s)
Get Paid - ($8)
Worker
Stampede - ($2)
Playful Panda (5/2AAA) Attacks and kills Taxman, one excess to your base (now on 18)
Argagarg taps and buffs wisp up another attack
Wisp (4/1AAAA) attacks and kills Jaina, levels fizzle, one excess damage to your base (now at 17)
Tiger cub - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Tiger Cub (2/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Argagarg L5 (1/5)
Playful panda (2/2)
Wisp (0/1)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Pressure, made him skip a worker - though I am down on cards. These are kind of low value stampedes, but I don’t think I can do better this turn anyway. Alternative line - tech II, forest’s favour up to kill the taxman… loses too much board presence, I’m not drawing into tech II next turn, he’ll slap me back with hasted things. This way Argagarg should survive again and I can dinosize or at least panda next turn. Techs: will I build tech II next turn? I should probs prioritise it. Then what? I have lots of growth spells, so growth tech III is good, but far away. At tech II, I could play some ancients or rhinos. Balance - mimics. Counterhaste, and T-rexes. Feral - big stuff, maybe a gigadon or two. Spells - midori circle into whatever. nature reclaims the bloodburn. hmm many good options. Overall, though, I want more units - so I am going to hit up the feral and some anti-fire bears!
Ok, that is a good idea. I will add Bloodrage Orge, Mad Man and Firebat to my draw column since they should have been reshuffled into the deck at the last discard/draw phase. You are right it would have been resulted a different draw but I guess this is probably the best quick fix without rewinding to previous turns.